Meet Mariana, one of our phenomenal artists from the Iron Marines Invasion Art Team! ːimcoolrangerː She'll be diving into the Demo, ready to answer your burning questions about the art behind it all.
Join us this Wednesday at 3PM EST, and drop your questions in the comments about our creative process, the inspiration that fuels our team's imagination, and the techniques that bring our visuals to life.
Can't wait to get a taste of our art? We've got you covered. Immerse yourself in Iron Marines Invasion right now by playing our free demo!Go ahead and check it out here 🌌
A new game patch for MotoGP™23 has been released. The riders and bikes of the Moto2™ current season are now available! But that's not all: we have also found a better balance for the AI performances to make your experience even more realistic. Discover more below!
GAME CONTENT Riders & Bikes of the Moto2™ has been updated to the latest changes of the current season.
COMMUNITY FEEDBACK Following your comments, we have worked a lot to improve AI: we have found a better balance for the AI performances in managing the PWR electronic help to make your experience even more balanced and realistic.
Today we were supposed to close the demo, but recently we received a message from Steam. They informed us that they will announce the festival results in a recap. Since our demo has reached the 11th position in terms of player count, they recommend that we keep it available for another week or two.
Furthermore, it turned out that its support is not causing us many issues, so overall, we don't see a reason to close it for now.
Today, the demo received a powerful update addressing over 50 bugs, which, combined with the previous update, fixes nearly all major issues in the game. Therefore, starting from today, we will resume the development of planned gameplay mechanics.
We will keep you informed about these mechanics, and you will have the opportunity to play them and share your feedback since we will be updating the demo every 1-2 weeks.
In this way, we want to express our gratitude to our community and continue working on the game together in the most transparent manner.
It's time to power up those shields and prep your weapon rig, because we've got some exciting news! The game's getting a new lease of life, with Long Tale Games stepping in to steer the ship. The company is planning to work closely with you, the community, to really unlock everything Pacer has to offer.
The classic version of the game, now known as Pacer: Classic, has hit the track again. But remember, this is just the starting line. There's a lot more coming your way! To keep up with the latest, join us on the official Pacer discord from Long Tale Games: https://discord.gg/FymBdSh9uf
Here's to loads of fun and many thrilling victories!
Welcome to another patch note, oh mighty bug killers!
Different from the last patch, in which we had lots of bug fixing and balancing (if you didn’t catch that up, check here), today’s new bag of improvement tricks is shorter but yet as great!
Now say, art thee a fanatic for ye ole sword and sorcery adventure? If your answer is “aye” you will love today’s updates!
Bug Fixing
Far-of-a-Land Collisions Fixed missing collision in part of Far-of-a-Land. So no more getting through stuff you were not meant to.
Polishing
Hand Interactions Overhauled how Hands and grabbable objects work under the hood, in order to improve stability and smoothness.
And now the cool new update we’ve been hyping you on this whole patch note…
DEMEO CROSSOVER!
Demeo references are now scattered throughout the game! Are you shrewd enough to find them all, noble warrior? PROVE YOURSELF!
If you have any issue not listed in this patch note please feel free to join our discord server, where you can get in touch with the Pixel Ripped team and get help as fast as possible! And of course, keep an eye on new patch notes that could pop up in the future.
Welcome to the first development update for Deathtide Survivors!
Before we begin, a bit of an explanation and some meta information about the development of the update itself:
Development is very much alive (more alive than ever before), and the update is being worked on heavily every single day (except sundays).
I have fixed for myself a very healthy work cycle, that keeps me refreshed and rested, while overall increasing the amount of time spent on development (sounds paradoxical, but it's just good time management). That means future updates will come in more frequently in a much more coherent schedule, the quality of the game and updates in general will massively increase, and I will no longer suffer from burnout due to late hours programming crunch-time, so I get to love my job while performing much better. Good stuff.
In other news, I'm currently working on a partnership with a publisher, this partnership will be fully developed over the course of this (and the next) year, shortly before the release of 1.0 and the end of Early Access. As such, the game will also be ported to consoles (Switch, Xbox, Playstation) with their help. This port will happen after the final release, if the partnership goes forward and all goes well! Also, I expect that the reach and scope of the game will increase, because the amount of users will dramatically increase.
Anyway, 47 days ago I released an announcement on our Discord server regarding the future of the game, and I promised a follow up on that in 45 days (I had a busy weekend, sorry for the 2 days delay). This is the promised follow-up:
[Update Details] For those of you that don't follow our Discord, I had previously announced that the game would be going back to the drawing board.
This means the game is currently going through a massive gameplay overhaul, and in the meantime our scheduled content updates on the roadmap have been postponed. The feedback I've received since launch and some new mechanics I've been working on are being applied to the game on during this new phase of development.
That means the game is being rebuilt from the ground up for the better, and a massive update is coming soon, with a lot of new content, and a new and better gameplay design.
So, what is changing? Gameplay! The graphics/UI are on a comfortable spot after 2.0b, so most of the rework will be done on gameplay.
Features will be tagged with the following labels, so you can have a greater understanding of how far development has come:
• [Finished] (100% finished and ready for shipping) • [Implemented] (Already been implemented and thoroughly tested in code, but still lacks content and/or polish) • [WIP] (Prototyped successfully, but far from ready) • [Prototype] (Either being prototyped or being planned, these features can change or be scrapped/replaced) • [Idea] (Just ideas that will be tossed around and played with, no promises!)
[Implemented] • Controllable move set for characters: - Primary attack (Left Click): Your main attack with virtually no cooldown.
- Secondary attack (Right Click): A special attack with a short cooldown (usually 3-7 seconds).
- Movement ability (Shift): (Examples: The assassin will gain temporary invisibility and a speed boost and will be able to walk through enemies, while priestess will teleport a short distance).
- Ultimate ability (R): A very special move with a medium cooldown (around 10-30 seconds).
- Passive ability: A modifier that makes a character's gameplay unique (Example: The assassin will accumulate up to 5 combo points with primary attacks that heavily increase the strength of his next ultimate or secondary ability).
Feature Progress: This system has been successfully implemented and tested in a single character (warrior), now the only thing left is designing and adding abilities on the remaining classes for the initial Beta 3 release (Assassin and Priestess), after that it will be ready for shipping.
Code: 80% done. [System requires a final polish pass, and some abilities might require unique code that is yet unwritten] Graphics: 70% done. [All 3 characters have a base model, and most abilities have ready-to-ship graphics] Content: 33% done. [1/3 character ability sets are done]
[Implemented] • New item system: - Artifacts (Q): Special items that grant you poweful ultimate-like abilities that enhance your character's move set. Example: [Bloodthirsty Blade] - While active, you have to satiate the blade with a killing spree, killing every 3 seconds. Each kill within this time frame increases the strength and duration of the effect, up to 15 seconds. If you don't get any kills, the blade will slowly bleed you for a percentage of your health until the effect ends.
- Consumables (E): You can now carry every single consumable in the inventory at once, and you can cycle through them on a wheel menu. However share the same short cooldown (15 seconds). Lots of new consumables have been added, such as scrolls, potions, etc. Also, the consumable item shop has been overhauled
- Equipment (Passive): Gear that enhances your stats, gives you special effects, or modify active character abilities. The system is heavily inspired by Risk of Rain and ARPG items in general.
Feature Progress: This system has been successfully implemented and tested with a couple of developer items, what remains is designing and adding real items and balancing them, after that it will be ready for shipping.
Code: 70% done. [System requires a final polish pass, and some items require unique code that is yet unwritten] Graphics: 75% done. [Most visual effects, icons, etc are already there, but a few UI panels and visual effects need to be created] Content: 20% done. [Most item ideas have already been designed on the paper, but are not yet implemented in-game]
[WIP] • Gameplay loop overhaul:
- Merged Endless and Adventure into a single cohesive experience, with infinitely scaling enemy waves and a new boss system. Each level will last about 10 minutes and will have a boss fight at the end.
- When the level ends, a portal appears and you can either finish the match and go back to the main menu with all your acquired loot or risk continuing your journey in the next map for even greater rewards! If you die, you'll lose half of your earned loot. The harder it gets the greater the rewards! (Heavy emphasis on risk vs. reward, and more respecting of players with shorter time schedules for playing, while still enabling players with loads of free time to play as they like).
- Nightmare+ difficulty reworked (Will now be called Deathtide difficulty). In Deathtide difficulty, every time you step through the portal and skip to the next map, a random modifier will be applied on enemies, and the reward multiplier will increase.
- New/reworked currencies (Gold, Souls and Keys). Gold is used to buy common items and keys on the shop, Souls can be used for meta-progression, or to acquire powerful items during a match. Keys are used to open chests scattered around the map.
- New loot-based character progression system, now Chests and breakable clutter (such as urns and barrels) are scattered around the map, requiring exploration for progression. Breaking clutter will give you currency and chest keys, and chests grant items that power up your character. This system replaces the old levelling up of auto-casted spells (which have been removed). Character level ups slightly increase your stats. The key to success is exploration and looting, and you cannot get stronger if you don't explore.
Feature Progress: Work on these systems has recently started, and hopefully it will be ready for public testing in about 2-3 weeks. This is basically the final step for the open beta!
Code: 25% done. [Work has already started, and initial prototypes have been successful] Graphics: 20% done. [lots of visuals still need to be implemented, such as new bosses, enemies, map texture sets and objects etc.] Content: 0% done. [New maps and bosses will be added, along with new/reworked enemies, but work on these has not yet started]
[Prototype] • New meta progression systems:
- New generalized talents, that increase power for all characters - New meta progression: Relics, a new system that replaces/enhances the current Attunement system. You will have to craft these.
Feature Progress: Work on these systems has not started, however, since Talents and Attunements are already implemented, the rework will be short, and focused mostly on content other than brand new
Code: 70% done. [Most of the existing code can be reused, with only smaller subsystems needing to be worked on] Graphics: ??% done. [Most of this requires no visuals, but I'll know better when I get there] Content: 0% done. [No new talents have been designed yet, but it is trivial to do so]
[Ideas] • Map-wide events - Sometimes a random event will shake up your gameplay experience. • Dungeon game mode - (Possibly a major update or DLC after the 1.0 final release) Basically a dungeon crawler, traditional Roguelite mode. • ??? - These and other ideas will be tested/experimented with after the final version is released.
That's it for this development update! I hope you have enjoyed, and I am very much interested in your feedback and suggestions! Please leave a comment! If you have any good ideas let me know, NOW is the time to share, and it might make it into the final version!
Apologies for the long wait between content patches, I currently work full time so cannot devote too many hours to the game each week, slow but steady wins the race!
Please see below for the latest Patch Notes:
> Further balance improvements and changes. > Players now start with a full set of basic equipment. > Items equipped are now reflected on the Character model (previously it was just for Weapons - more items will be added over time). > Improved the Character Creation menus. > Lots of backend code improvements. > Demon Lord has been revamped. > Added 13 new Unique items. > Performance Improvements. > Added physics to item drops. > Added the Rune Codex - this system allows you to complete Quests that grant points to be spent in upgrading Skills (not all Skills or Quests are complete and this will be an ongoing point of development). > Changed Rare Enemy Aura Tick Rate to 1 second up from 0.5 seconds.