Today was all about getting that annoying Steam Input working, so we spent a lot of time on it, still, we were able to smash a couple more bugs!!! We also changed the puzzle section on the Nature Bay (it isn't a puzzle section anymore xD), for something more Oirbo-like, 2 small challenges, one easy and one hard, hope you guys enjoy it. Keep stomping those robos!!
Improved Steam Input Support
Changed the Nature Bay puzzle section
Fixed Anesthesiologist issues when it caught the player when it was already dead
Fixed more hidden sections that didn't properly reveal when the player was near
Coming in hot – we’re here with a first look into some Badlands Crew gameplay. The game is still in development and we’re really excited to let you have a first glimpse into what awaits you in the sizzling, bustling world of the Badlands. Get a first look at the all-new vehicle designing, crew customisation, dynamic crew roles, skills, abilities, world environments, open-world map, and much more that the game will be bringing you.
If you like what you see, please jump aboard, wishlist the game and follow us on Twitter as well. Stay tuned crewmates, we’re keen to keep you posted!
Coming in hot – we’re here with a first look into some Badlands Crew gameplay. The game is still in development and we’re really excited to let you have a first glimpse into what awaits you in the sizzling, bustling world of the Badlands. Get a first look at the all-new vehicle designing, crew customisation, dynamic crew roles, skills, abilities, world environments, open-world map, and much more that the game will be bringing you.
If you like what you see, please jump aboard, wishlist the game and follow us on Twitter as well. Stay tuned crewmates, we’re keen to keep you posted!
We've got a build with online multiplayer working. Please don't get too excited, this is very experimetal and we can't say for sure if it's going to make it into the final game. It's very bare-bones feature wise, but enough to validate the net code and hopefuly to have fun.
Right now we set the limit to 12 players in the same race, but actually have no idea what the limit is. The maximum we tested was 4 players.
We need more players to test it and send us feedback in order to decide if it's worth spending more time on it.
How to switch to the Beta branch?
In your Steam library, right click on Super Pilot
Select Properties
Select Betas
Enter superpilotbeta as the access code and hit the Check Code button
You should now be able to select the Beta branch in the Beta participation list!
We are excited to bring you the second part of our project update series where we share the latest news on development as well as some behind-the-scenes insights from key members of the team!
Today we’ll be catching up with Harrison, Lead Producer at PQube, and Hugo, game designer and project manager at Electric Monkeys, who will be shedding some light on the game’s survival mechanics and how we have reinterpreted the Survivors-like formula in When the Light Dies. Join us as our experts answer some of your burning questions and get to know more about the game before it releases in late 2023!
What makes When the Light Dies different from a traditional Survivors-like?
Harrison: When the Light Dies has all the features you would expect from a Survivors-like - waves of enemies, roguelike progression, multiple weapons, and abilities - but with a survival spin. Players not only have to worry about their health and ability choices (plus the hordes of undead) but additional parameters such as temperature and sanity, which affect the game in multiple ways. All our systems work together, meaning there are a lot of factors to take into consideration. For this reason, the game is slower than the usual offence-driven Survivors-like, but players will have much more to be aware of. And - as the name suggests - light is an important factor. Enemies are more powerful in the dark, and the player's sanity will drop if their light source runs out. Keeping a light source going - whether through the environment or abilities - is critical. When the light dies, you're in a world of trouble!
Hugo: When the Light Dies is not only a Survivors-like, but also a survival game. It puts the players in two distinct situations: the imminent danger of creatures and the oppressive weight of the hazardous environment. To deal with creatures, players will choose their weapon of preference, and upgrade not only the character but the weapon stats as well. However, manmade weapons and natural talent won’t be enough, and during their fight they will have to corrupt themselves by learning forbidden abilities to fight evil with their own power. A trusty weapon will help players to defeat strong enemies, but it won’t help an insane character who is cold, hungry and tired. Although scarce, players must scavenge boxes and chests to find survival resources like food and beverages for their physical needs, and books to maintain their mental state.
How did we decide on which survival parameters the player has to manage?
Harrison: The grimdark 19th century theme came first, followed by the location and setting, and once we had decided upon that, survival mechanics such as hunger, stamina, and temperature just made sense as a progression to the usual Survivors formula. The release of ZERO Sievert was also an inspiration, as the tone and slow pace of the game, in addition to the edge-of-the-seat survival elements, inspired some of our ideation stages. Short answer, I was playing lots of Survivors-likes and lots of survival games, so I guess that's where my mind was at.
Hugo: As a Lovecraftian-inspired game, sanity is what drives the character through the darkness safely, we couldn’t ignore the effects of this environment on our characters. Ultimately, an insane character will make enemies stronger. In order to get back to reality, the character must be in touch with their humanity by reading ordinary books and always staying near a light source. When a character is fighting for their life, every resource is useful to survive. Even stamina which is used to perform physical actions like running and scavenging can be used to activate skills and abilities. Every stat plays a role in helping the player through the game, but not taking care of your character will make these resources a hindrance instead of a help.
How do these survival mechanics function in-game?
Harrison: I don't think I have enough space to detail each mechanic, but in summarised form:
Stamina affects running, scavenging, and shooting heavy weapons. Low stamina means worse firing accuracy and the inability to run.
Temperature affects movement speed, reload time, and scavenging.
Light affects sanity, reading speed, and buffs enemies in the darkness.
Lastly, sanity - our most interesting stat - increases enemy spawn rate and speed, but it's also consumed like mana to use dark magic abilities.
This is only scratching the surface of how the mechanics work together, but players are free to pause the game at any time and hover over parameters or icons to see helpful tooltips.
Stay tuned for more updates on When the Light Dies and don’t forget to wishlist the game before it launches on Steam later this year!
The Update features the new Story Mode. Travel through a forest, get chased in a canyon, or head downward from the top of a mountain!
All this while facing challenging enemies, like the drones or the turrets, which appear on the way and try to stop you.
Dodge their bullets during the bullet time to avoid getting shot and having to restart.
If you make it to the end of a level, a boss will appear. Recognize the pattern and defeat the boss to end the level and earn points.
At the end of the story, you'll be added to the leaderboard for the world to see.
Once you are done, or if you only want a quick round, jump into the wave levels and defeat waves of enemies to get a high rank on the leaderboard of each level.
I'm excited to hear your opinions on the new update, so jump on the Discord server and get informed if someone has beat your high score!
The latest Offensive in both Verdun & Tannenberg has come to an end. The final results are Central: 896650 Entente: 860533
We thank you all for participating. Perhaps the tides will turn next time!
Isonzo News
Lately, we've been sharing some news and insights on our dev team and what they're working on for Isonzo! We just released a new devblog, be sure to read it here!
The latest Offensive in both Verdun & Tannenberg has come to an end. The final results are Central: 896650 Entente: 860533
We thank you all for participating. Perhaps the tides will turn next time!
Isonzo News
Lately, we've been sharing some news and insights on our dev team and what they're working on for Isonzo! We just released a new devblog, be sure to read it here!