Okay, so let's talk design. The original pitch for Kaiju Fishing was Wind Waker meets Animal Crossing, oh yeah and giant freaking monsters. Well Mutant has shipped games, but nothing that was every really narrative heavy (personally I fall on the mechanics side of the story vs mechanics designer debate). So as we started production the story was always put off to the side and kinda hand waved in a “we’ll get to implementing it later” type way. This isn’t to say that there isn’t/won’t be a story in Kaiju Fishing, just that our approach to building was to put it on the back burner. Well the rubber is meeting the road now as we’ve had to restructure the studio, and well, we’ve got 2+ experienced programmers, but no writers, so obviously something’s gotta give. What we’ve learned so far from attempting a game with a heavy narrative is that it’s much more resource intensive (basically we need more people working on the game, and that’s just not feasible right now). So the narrative has be scaled down.
We’ve got a lot of gameplay systems implemented so far (Small & Med sized fishing, Kaiju Fights, Bait Crafting, Collecting…) but if we were to lose the narrative focus, that means that there really wasn’t a reason for you (our players) to go fishing. Basically the narrative was going to be the glue that binds the game together, and with our new reduced focus on narrative that means something has to take its place. After a bit of brainstorming we think we’ve hit on a system that you’ll like.
Welcome to Upgrade city. Our new direction takes us back towards something Mutant is very familiar with: Upgrading (for you I Can’t Believe It’s Not Gambling fans, how fun was it upgrading your trash can to a shiny trash can! Then you got to put a hat on your shiny trash can!! Then you got to put a shiny hat on your shiny trash can!!!) Except now you’re going to be upgrading something that affects gameplay (sorry I Can’t Believe It’s Not Gambling marketing team): your Boat.
We’ve already whipped up design docs, and even have a prototype done. I would go into specifics about all the cool upgrades we’re working on, but it’s early yet, and I’d hate for anyone to get their heart set on one, only for us to find that it doesn’t work for our design. So I’ll leave that for another day.
So yeah, that’s the news. Kaiju Fishing is going to be much more mechanics based, and you’re going to be choosing to upgrade your boat with a wide variety of cool attachments (maybe even upgrading your boat to hold even more cool attachments).
We have partnered up with the wonderful team behind Don't Starve Together, Klei Entertainment, to celebrate their 10 year anniversary by bringing a new, exciting update to Cult of the Lamb!
Spooky spiders make for fine friends! 🕷️
Webber has made an appearance in Cult of the Lamb, and would love to join your cult!
Scroll over the text below to find out how to get Webber! When killing spiders at the base, there is a chance a skull will spawn. Bury this skull in a grave for the Webber Follower to appear! This Follower will have a trail of spidery friends following along behind. This new Follower form includes a sinister selection of variants too!
You will need to unlock this Follower first to access the new Penitence mode, and unlock the new décor!
Spookify your space, with more decorations for your cult! 🏚️
Some strange technology has appeared from a mysterious land... just what is 'science'?
New decorations include:
Alchemy Engine
Deerclops Figure
Marble Tree
Pig Head Flag
Science Machine
Potted Treeguard
Hay Wall
Penitence Mode 🎮
Arise, Lamb! Sate your ravenous hunger, and rest your weary eyes.
This is a brand new mode that brings in survival mechanics inspired by Don't Starve - Hunger, and Sleep!
When either bar is too low or empty, a mysterious timer will appear. You will take damage each time it counts down. Be sure to rest and feed your hungry little Lamb or not only will they perish, it will be game over... permanently. To play this new mode, select it when starting a new game (just like the Permadeath mode!).
The key to survival will be to manage both your Hunger and Sleep levels - they will continue to go down, even when on crusades. You will be able to abandon a crusade early, but this will come at a slight cost of some of the resources you gathered.
New Beats!
Our audio director River Boy has been hard at work adding more music to Cult of the Lamb! Check out the new tracks below!
Version 1.2.6 Patch Notes
New Content
New secret follower & decorations
New secret Penitence Mode
New Quick Start Mode
Bug Fixes:
Fixed player being able to die after beating leader bosses
Fixed performing a heavy attack during interaction actions prevents the player from performing further heavy attack
Fix for when relic spawns a demon or combat follower right before moving to the next node, causing them to not spawn at all
Fixed hearts dropping outside of the room in the healing room
Fixed various mini bosses freezing mid fight
Removed refined resources from post-game shop
Come across a pesky bug?
As always, for any in-game issues/bugs, please do fill in a bug report! You can do this in-game by navigating to the pause menu, and clicking the bug icon on the bottom right. Reports with as much detail as possible are much appreciated, as we continue to work on bug-fixing! 🐛
Leave us a review!
Thank you for all of your support, as we continue working on this crazy little cult game! If you have enjoyed your experience so far, don't forget to leave us a review on Steam! Every review means the world to our team, and motivates us to keep going!🙏
Paper Planet is a planet-defender, arcade roguelike with a doodley, Flash-inspired artstyle. Battle through waves of unique enemies and bosses. Combine items with strange and wacky effects for insanely overpowered runs. Play with 1-4 players, for some chaotic co-op fun!
📎 Over 160 items, with layered synergies 🪐 Multiple Planets types with unique mechanics 🎮 Support for local co-op with 1-4 players 📝 Standard, Creative, and Boss Rush modes 🌱 Seeded runs 🎉 LOADS of references!
MORE TO COME!
After 5 and a half years of development, as I'm sure you can imagine, it's a difficult thing to find a cut-off point. The game is fully release-ready, but we've already had talks of what's to come next!
1. Localizations - We unfortunately had to remove our Simplified Chinese, Japanese, and Korean localizations for now. They simply needed more work, and we'd rather they not debut in an unpolished state. These will be added back in the moment they're ready. We are also crowdsourcing various other translations. Learn more about that here.
2. Mod Support - We've always known that Paper Planet's simplistic art style would lend itself well to mods. It keeps that artistic barrier nice and low! Work has already begun on crafting proper mod support with the Steam Workshop. We'll announce this as soon as it's ready!
3. Dialogue System - Many who played the demo will remember pre-battle banter with the bosses. This system is currently deactivated. The plan is to further polish and expand on that, while implementing localization support.
As soon as we've tackled some of these additions, we'll head back to the doodling-board, and will attempt to develop a longer term roadmap. There are heaps of ideas already circling! Want the most up to date information on development? Hop in the Discord!
COMING SOON
Already looking for the next hot new roguelike? Keep an eye on the deep, unique, challenging sci-fi bullet hell looter shooter: Schism. Be sure to Wishlist NOW so you don't miss out!
Think you have what it takes to survive long enough & defeat a giant radioactive wolf? Think again…
Meet Fenris!
Battle this toothy beast and build up your weaponry in the new custom map, created especially for Gamescom 2023. There's 3 playable characters, each with unique (and badass) abilities and skill trees.
Playable for a limited time only!
This demo won't be around forever, so take on The Fenris Challenge while you still can!