Ultimate Epic Battle Simulator 2 - Brilliant Game Studios
We are excited to announce that the full release version 1.0 will drop Friday July 21st! Some of the new content will include, 2 huge new maps, 3 new in house characters, day night cycle, battle load outs and much more! We will update the road map on release to fill you in on what is to come post 1.0.
Here's a quick update -- Call it community update 1.5. Last week we introduced ourselves to you and our vision for Lost in the Open. We’re excited to share that our Kickstarter campaign is live NOW. This also means that you can be among the first to play Lost in the Open with our first-ever demo available from the Kickstarter campaign page. The Kickstarter trailer can be watched below.
So, Why Kickstarter?
We are hugely passionate about Lost In The Open and have been working on it for a little more than three years, with the last six months being full-time and self-funded. During this time, the project made big leaps. However, for us to continue in a full-time capacity and hit our June 2024 release date, we need your support! All of the funding will go towards development costs, including payments to our composer, sound designer, and additional programmers to assist with the game mechanics workload.
Exceeding our funding goal will allow us to pursue stretch goals we have had to postpone to focus on completing the core features. We're thrilled about the game's potential and eagerly await your support to realize our vision.
Most importantly, the Kickstarter community will provide us with invaluable feedback on all aspects, especially the combat gameplay. The game mechanics require precision, and we count on the community's input to fine-tune the combat experience. Your interest and support mean the world to us, and we sincerely hope you'll share the project with your friends too! Thank you!
We talked about it in the last community update, but a bit more about the demo: Lost in the Open delivers its gameplay in a roguelike fashion, where the death of your main character, the King, means starting all over again. This demo offers a full, but condensed gameplay loop, which is a shortened version of the game’s opening act. The demo includes:
Multiple different combat and narrative scenarios
Recruiting new bandits to join your team
Leveling system to unlock new abilities
The ability to upgrade equipment at the trader
Helpful items and valuables to find from combat or buy/sell from the trader
Flanking and positioning mechanics to reward tactical combat gameplay
A final encounter that’s quite a challenge. Only a few of us have beaten it so far!
A little snippet of combat gameplay.
So one last time, thank you for checking out Lost In The Open, and we hope this is the start of a long journey together.
This is something I had planned for the game, but haven't realized yet. Maybe I'll figure out something else thanks to your feedback!
In addition, the game is always subject to minor updates, and the game has already been updated about 10 times since its release, and each time it was a different little fix.
Tweaked camera post processing for all graphical styles
Fixed old bug where confusion status held you in place for a few seconds
Compass now moves up when the stat bar is on the bottom of the screen (this was an oversight, sorry)
This update has mostly graphical improvements so hopefully you guys like how it looks. It took quite a bit of time to get the ascii art textures to look right(not too dark, not too bright, proper density of characters). If you like that style but it's still too dark for you, you can alter the brightness setting in the options and adjust it to how you like. Tell me what you think about it. I think the ascii art is kind of interesting as it increases the "resolution" of the tiles in a way since rather having 32 pixel by 32 pixel tiles you have 64 character by 32 character tiles along with the added sort of "texture" the characters bring.
But anyway, as always, please let me know if you come across any bugs or crashes. Thanks!
Game Balance Grass is being re-worked. As of this patch, all grass is permanent and not "generated" by buildings. Placing grass defense buildings like solar mirror will convert tiles to grass ON BUILD instead of requiring connection. Any changes to nearby terrain after such buildings are constructed will no longer cause them to try and fill this void.
Spore Tumor no longer automatically fills radius if the surrounding terrain changes between uses. Spore tumor and feed tumor ability now list radius and number of uses respectively.
Agri-Wall, Solar Mirror, Irrigation Pump, Aqueduct etc ALL spawn with their grass zone when constructed (whether connected or not).
Agri-Wall buffed > cost is now 1m4w (was 1m5w)
Agri-Wall only attempts to connect with other Agri-Walls before the end of every turn
Sustainable Architecture Augment buffed > now affects ALL water storage buildings. Behaviour slightly tweaked to place grass under these buildings when constructed (regardless of connection) and when collected automatically does the same for all existing water storage buildings.
Explode now also reveals tiles. It mostly worked like this already but it wasn't universal.
Bug Fixes
Tooltips no longer show up when you're panning the map around (with click and hold)
Buildings that consume storage can no longer be built if they would put your storage below zero (Alien Hive)
End Turn overview only shows (MAX) when you are actually going over cap for the turn. Would previously also show MAX if you filled up your storage exactly
Finally patch 1.0.5 is out and with it other bug fixes. here is the list
- Fixed oxygen - Fixed and changed the fear mechanic - Fixed some graphical issues in some points of the map - Fixed the teleport to the lab for the final part
Unbroken development is moving along nicely and today I'll be starting previews of the games features. We will start off with the games destruction system.
Destruction is based on caliber and speed of collision. So the stronger, thicker and faster the projectile, the more damage it will do to the destructible element. Also most destructible elements deal velocity based damage. Meaning the faster the larger chunks move, the more damage they do. So if timed right, the moment seen in the trailer with the horse statue: luring one of the bosses under the horse statue when it is collapsing has a chance of killing him instantly.
Other than that we got the standard door kicking breaking and entering (and killing the poor sap who was unfortunate enough to be on the other side). This will be helpful for clearing out hostile establishments and interiors, or scavening for food/health regen.
But there is a catch: if you break into an occupied house you will be reported, which in turn will lower your township rep. Get it low enough and the township watch will hunt you down. But factions and consequences are another story destined to be in their own feature preview.
In other situations destruction can prove to be a strategic opportunity, obscuring enemies line of sight and catching them off guard or it might open up a shortcut, or access to a seemingly impossible to reach area...
But most of all, the destruction is going to be fun! Thanks to the physics based destructive environments, no two playthroughs of a level will be alike. So hope you enjoyed this one, getting back to the dev and I'll see you on the next one!
Oh, it is finally happening! Today is the day, when we officially announce the release date for Ashen Knights: One Passage – August 17th, 2023. Let’s celebrate the announcement together by watching the hot trailer for one of our protagonists – Primos.
This prologue is a proud standalone game that we put our hearts into. Sure, One Passage and Foreshadow partially overlap. However, the prologue will not only give its players the chance to be among the first to experience the dark world of Ashen Knights, but it will also immerse them in the unique blend of secrets and revelations, battles and puzzles, acts of valor and bitter betrayal. In other words, One Passage is a concentrated dose of the game. Play it at breakneck speed or explore it slowly, thoughtfully, bit by bit. You will get two very different kinds of gaming experiences. Replayability and a good, strong taste of what Ashen Knights is all about is what we are aiming for with this prologue. Hopefully, we’ll be able to get to the point where the players will both really enjoy playing One Passage and also crave more.
The prologue will be locked and loaded with three fairly large levels – the demo level that you can already install & play, and also two new levels - one per protagonist. Each level will feature a unique design, a set of original mobs and characters, and its own distinctive atmosphere.
So, yeah, if for some reason you and your friends haven’t wishlisted Ashen Knights: One Passage yet – please do. It is a very simple action that would tremendously help our game to stand out among other projects, and we’d be eternally grateful to you for your help.
Ashen Knights: One Passage. August 17. Free. Mark your calendars and stay awesome. Cheers!