Long time no see. It has been a long hot summer and a busy one. We had planned initially to release the game in July, but by the time Q2 ended it became obvious the game was not where we wanted it to be and we’ll be releasing it in a very noisy marketplace, with a lot of games competing for attention. So we decided to reassess the development timeline since it was clear we will be postponing the release and look for a new window, later this year. The extra development time was and will be put to good use - and here’s a list of features and QoL improvements that have already made it into the game since the NextFest demo.
New Smoke Spreading Mechanic
Our dynamic fire system has been unanimously appreciated so we’re adding now a new one that will pleasantly tingle your inner tactician senses: dynamic smoke/gas. The cloud will grow and decrease over time and - most important - it will spread through open spaces only. That means a closed room will contain the smoke while breaking windows and opening doors will dissipate it. The uses for the smoke/gas will be plenty and will come in the shape of new grenades (starting with the most obvious, a smoke grenade that will break LOS).
Refined NightOps Mechanics
Night ops will now benefit from a refined light system, with each individual game tile having its own light intensity, instead of a generic light setting that affects the entire map. What this improvement brings is the ability to implement light generating gadgets (flares and all other illumination devices) that will make night combat quite interesting.
The LOS mechanic has been overhauled too and we added an option to manually finetune the ranges. We found out that the old automatic system was generating ridiculously small visual detection distances when the player was using stealth at night. Speaking of detection ranges, we added much needed UI helpers for zombie spawners so you will no longer bump inadvertently into one.
Perks & Attributes
A much awaited development was that of the attribute progression of your characters. As promised we have implemented a system of “grow by use” that will naturally develop your team members according to the actions they perform most often. If for example you will use a certain sheriff to block punches with his face and get KO’ed a lot, that will improve his Endurance (assuming he makes it alive through the process). Successfully dodging melee attacks on the other hand will improve his Agility. And so will sneaking. These are just a few examples, but there are a lot of ways to improve your squad for you to discover.
Another essential system is that of individual Perks. The concept behind them is that they define your team members specialization and provide them with significant bonuses in their expertise area. Some of the perks will be related to the character's background, others will be gained by performing activities your fighter is already good at. For example, once your Dexterity is above 75 you will be able to earn a specialization perk. Constantly using knives for attacks, you will slowly unlock the Bladed Weapons perk/specialization.
Enemy AI Improvements
A major shift in AI mechanics has been going on behind the hood. Initially the game used an implementation based on the Behaviour Tree system. That system was based on priorities and was up to a point predictable and repetitive. Based on it, if throwing a Molotov would have the highest priority, a NPC would always use it. We have switched gradually (and now completed that switch) to an Utility AI. This system assigns scores for each possible action and the AI NPC constantly goes through a decision process and picks the action with the highest score dynamically. An example would be a NPC bleeding. A “normal” behavior would be for the NPC to bandage itself as a high priority default action, ignoring the fact that it has an enemy 3 meters away lined up for a perfect shot. With the new AI system it will dynamically weigh its chances and pick the best option according to specific circumstances and roles.
The Utility AI also brings an interesting new upgrade to the table. Simply boosting the score of the Healing behavior for a specific group of AI will turn them from basic grunts into field medics. And with the addition of new behaviors, such as reviving fallen teammates with stamina boosters, the new enemy medics will make the tactical field a lot richer. As a matter of fact there are so many cool new things that happened and will happen in the AI department we’ll reserve the next devblog just for it!
Inventory & QoL improvements
Inventory management was the area where we received and processed the largest chunk of demo feedback. A lot of the fixes and improvements come from demo players' suggestions and for that we can only say a huge Thank You! Examples include the ability to donate shelter resources directly from the base stash, the ability to craft directly from stash/loot containers, content filters that stay selected when switching between inventories and make locating those elusive bullets much easier, etc. Another long-awaited feature is the overhaul of the corpse looting. Now when a character dies, it will drop a backpack with all the loot, easy to see and open. More than that, the loot from the same tile will be compacted into a single container so gone is the annoying game of trying to click through a pile of 100 dead zombies to claim your drops. We also decided to keep the “Drop All” system. We feel that we should rather find solutions to balance the inflation of items/weapons than “magically” disintegrate the items NPCs use against you. And speaking of looting too much, we added the option to drop items onto the ground.
Campaign & Time Management
Many demo players have voiced concerns regarding the time pressure when exploring sectors in real-time. Although the day/night succession was a cool effect, the speed at which it happened had players make rushed decisions, instead of focusing on tactical planning. You do not want to make a great night attack plan then find out it’s already morning because you had to take a phone call or you took too long surveying the enemy routes. In addition, each hour spent planning and generally having fun in combat carried a huge cost in resources back home. A cost that most players felt was too aggressive so we switched off the game time acceleration (time flows but it’s a real 24h clock). Of course, time and resource management is a must-have. We do not plan to throw away this component. We are just migrating separating it from actual combat so you can enjoy both aspects. When moving between locations, time will flow normally so there will be day/night combat and your base will consume resources while you travel. But we still have more work to do on this meta layer for a proper survival experience and this will be a major focus on the remaining time until release.
So, release, when?
When we’ll be happy with our metagame and the balance between all the economy and gameplay systems (looting, crafting, industry, traders, scavenging teams, time passing, incoming horde, etc) we’ll be ready to put the dot on the i and announce a proper date for release. Until then, our release is still set in 2023. On the updates front, in addition to the extended blog post about the new AI features, expect a devblog regarding the RPG campaign, which has also progressed a lot. Until next time!
Hey Renegades! Thanks so much for your valuable feedback since the start of the HAWKED Open Beta! The team is aware of certain issues and is already working to address some of it.
A hotfix is being rolled out which does NOT require a server reboot (you'll just see a client update), featuring:
Improvements to client stability
Fixed the inability to bind and rebind E and F keys
On the morning of August 5 (CEST) another patch will be rolled out, with this one requiring a server reboot.
Keep an eye on Discord for more information over the weekend, and have fun on X-Isle!
Captain Bones has joined the Tiny Teams Steam Event! If you're craving some fresh indie games, this is the perfect golden opportunity. And guess what? You can now grab Captain Bones with an amazing 35% discount – more reasons to smile!
Immerse yourself in this extraordinary event that honors fantastic games from talented independent developers. And if you're eyeing the chance to snag Captain Bones at an incredible deal, seize the moment now!
A new map is out, so grab your best equipment and help find Brumik's brother in the Sunken Caverns.
New map, Sunken Caverns, can be accessed from the Caverns map by using the Lockpicks.
A new playable character can be unlocked by defeating a boss.
The character has a new primary and secondary weapon.
Rescue miners and mechanoids to help you defeat the boss. Tip: the mechanoids need to be activated.
Watch out for minecarts and explosive barrels.
The last update significantly increased weapon damage across the board, and we don't often reduce their damage. We discovered a calculation error that causes critical damage to be closer to 3X than the intended 2X. This was fixed but will result in slightly lower critical damage.
Revives left are now visible in-game.
The "hand" cursor was made slightly smaller.
Scaling of enemy health and damage with player's level were slightly increased. This means that enemies will be a little tankier towards the end.
Crystals growing from the ground are now of 4 different types. What are we planning here?
Thank you for the reviews and thank you for helping beginners get started when Christiaan and I can't jump in and play!
It's been a little over a year since the 1.0 version of Euryale's Gambit was released. The wait for the sequel is almost over. Starting in October, Athena's Revenge will enter Early Access.
The main focal point in Athena's Revenge is the redemption of Stheno. She is known for her cold heart and serious demeanor. She has incredible innate strength and the ability to use chaos energy makes her an incredibly dangerous Gorgon. Will her strength be enough to slay three demon lords and rescue Medusa from Athena?
Luckily for Stheno, Euryale (the younger) is accompanying her on her mission. Euryale has no memory of Medusa and has just had a curse of apathy lifted from her. She finds herself trying to save Medusa with her sister Stheno while also navigating emotions she can't remember ever feeling.
Finally, Ashmedai, the half-demon, half-succubus joins the fight as she will try to save her aunts, the succubus queens, from the demon lords who are blackmailing her mother, Queen Igret. Ashmedai also plans on finally confronting her father, the demon lord Abaddon. She really hates him!
Features:
The continuation of Euryale and Stheno's journey
High quality graphics and animations
Music and sound effects
Optional pure-lesbian and futanari routes
Don't forget to wishlist Athena's Revenge so that you'll be notified when it's released.
Special thanks to all of you who have supported the development of Euryale's Gambit, Tragedy of Medusa and now Athena's Revenge. I have kept you waiting quite a long time for the sequel and I'm excited to bring closure to this wonderful story.
Developing a well-balanced game can be difficult - especially if it’s an ambitious title with THOUSANDS of handcrafted levels procedurally stitched together. Our team is working hard on creating new content (DLC Pack 2 coming soon)...
…but in the meantime, we’re working on some quality-of-life improvements for the base game and Fate & Fortune DLC! You are more than welcome to check it out in the Early Preview branch on Steam. We’re beyond excited to make Shovel Knight Dig even better!
Please keep in mind that we’re still in the process of rolling out fixes! With that said, there is a possibility that you’ll run into bugs, crashes, and oddities that you wouldn’t normally encounter in a retail release. So, to avoid any potential mishaps, we recommend you backup your save files just in case!
Note: This is currently limited to the Steam version of the game. Once the content has been polished and meets the quality bar that we’re happy with, we will bring the improvements to consoles. Thank you for your patience!
After defeating Black Knight, a Blueprint is found in the overworld, near the location where SK wakes up. Greyson can now craft the Black Knight Armour.
The armor allows the player to charge their attack and fire a fireball. This ability can stack with other charge items.
Knightmares:
Knightmare 3: Updated description to be clearer.
Knightmare 10: Adjusted the offscreen speed of the Omega Saw so it approaches the player at a marginally slower speed than normal. Ambush rooms will appear slightly less frequently.
Knightmare 6: Ambush rooms will appear slightly less frequently.
Knightmare Ghost Follow Item: Knightmare Key will only spawn their spirit if the player is carrying it and if the player got hit. The Ghost will not spawn if the enemy drops the key, and it breaks on spikes. The ghost will despawn after it has been in close proximity to the player for several seconds (6 seconds, time adding up). When it has reached that time, it will still wait until the player has moved away from close proximity to despawn.
Omega Driver:
Increased homing efficiency of Omega Driver towards the Omega Saw.
Increased time allowed for Omega Driver to connect with Omega Saw before Omega Driver returns to the player.
Increased tolerance of the Omega Driver so it will snap to Omega Saw easier for a successful hit.
Removed several conditions preventing Omega Driver from starting to home towards the Omega Saw. Including but not limited to:
Allowing Omega Driver to home to the drill even if thrown to the right.
Allowing Omega Driver to home to the Omega Saw from any distance.
Seed Menu:
Added a visual cue to indicate if the seed in the menu is an auto-generated seed (normal game), or custom (has been edited or pasted by the player).
Custom seed codes appear in blue, and have a little lock symbol next to the box, meaning that the seed will not change, whether you go back to the surface, or do Dig Again.
Once a seed is locked (custom), the way to go back to the normal auto-generated random seeds is to delete the number in the text box. It will then be overwritten by the current random seed.
Quitting the game session will also reset the seed to auto-generated (it's not saved).
Bombs:
Bombs from the Book of Bombs now don’t destroy collectibles or dirt. Although they will still damage the player!
Increased the total time bombs will follow a player from 60 to 90 seconds.
Increased the throw bomb timer from 3 to 5 seconds.
Reduced the damage of the Goldarmour Hammer from 4 to 3.
How to Access the Quality of Life Feedback Branch
To access Shovel Knight Dig’s Quality of Life Feedback branch you must own Shovel Knight Dig and have it in your Steam library!
Once you have purchased the game, follow these steps to switch to the Quality of Life branch of the game:
Right-click on Shovel Knight Dig from within your Library and select Properties.
Select the “Betas” tab.
Enter the password "FetcherFetch" and select “Check Code”.
A blue button that says “Opt into: qol-feedback - For Playtesters” should appear.
NOTE: If you experience problems entering this code, and you’ve confirmed you have entered the code correctly, try rebooting Steam! The game should update with the early-preview branch and should now say [qol-feedback] after the Dig title in your Steam library
Returning to the Main Game Branch
You can switch back to the normal game at any time! If you wish to switch back to Dig without the early-preview content, follow these instructions: Navigate back to the “Betas” tab by right-clicking Shovel Knight Dig in your Steam library and going to:
Properties > Betas
In the dropdown menu, you will see 2 options:
None
Qol-feedback - for Playtesters
Select “none” to go back to the base game
Your game will then update and return to the main release version of the game.
How to backup your save file
If you wish to back up your Steam save file just in case, open a File Explorer window and type the following into the address bar: %APPDATA%\..\LocalLow\Yacht Club Games\Shovel Knight Dig\DefaultUser
Copy the file called skdig.sav and store it in a safe place!
If your save data gets corrupted and Steam Cloud doesn’t restore it properly, you can copy and paste your backup folder into this directory to restore your save file.
Drum sensitivity update #1 is here! Bring a more realistic feel to our VR drum kit now with softer hits along with your harder ones. There will be another major update on this soon. Different layers of this framework will be updated from here going forward. This framework is still in testing, and will be being improved upon. Let us know what you think. 8/4/23
It took a while, but here's the latest from OKSoft: Nebula's Descent.
It's a score-based arcadey roguelike dungeon crawler. I would suggest you buy it and try to beat my score. We've achievements, original music, and fun gameplay. It's pretty cheap.