We’ve been super busy behind the scenes the past few months working on some major updates for ANIMO Stars Arena, and we’re excited to start sharing more with you here on Steam going forward.
From streams, demos and trailers to exclusive community giveaways, we have lots in the pipeline and we’re passionate about keeping everyone who wishlists the game up to speed on all things ANIMO Stars Arena on the road to launch!
ANIMO upgrades
We’re really excited to share some brand new gifs of our new art style in action! The team have been hard at work creating a really distinct look for ANIMO Stars Arena, from the visual style of the maps, to how each pilot looks in-game, and we’re pleased to share some exclusive new shots of this update here for the Steam community.
Competitions, streams, demos and trailers
The next few months are going to be jam packed with ANIMO updates ranging from exclusive giveaways, new trailers and the game being featured in some really exciting events (stay tuned for more news on this!) We're also gearing up for players to get their first hands on experience with the game too, so keep an eye on our social media and Steam for what's in store very soon.
Make sure to wishlist us on Steam for regular updates!
First off would like to thank everyone for wishlisting and playing the alpha build! It was great to hear all the positive feedback, I'm so glad ACRES is being well received.
With feedback and suggestions noted, I have been hard at work this week implementing feature requests and quality of life improvements. Changes in the upcoming patch include:
Upgradable Seed Bins
Seed bins are now upgradable after they have been built. This allows players to increase their seed storage capacities without having to build multiple bins of the same type. The bins are fully upgradeable to their max level of 8; With the same costs as building new bins. Multiple bins of the same type are also still supported for those interested.
The current cost and acres worth of seeds for each level are as follows:
$369 : 4
$580 : 8
$1200 : 16
$1800 : 32
$3100 : 64
$4200 : 128
$5000 : 256
$6900 : 512
Gamemode playstyle selection
To accommodate all kinds of players, ACRES now has selectable game mode or difficulty options on the start of a new game. In addition to the original Normal and Endless modes, now available are Calm and Challenge modes. The main difference between Normal, Calm and Challenge are the amount of crops requested in each order and the amount of time given to complete the order. For a full breakdown, be sure to watch the latest ACRES devlog.
Gamemodes
Calm For hobby farmers and those looking to unwind. Simplified order quantities with minimized time constraints.
Normal For market growers looking for success. Standard order quantities with a gradual increase in time pressure.
Challenge For the seasoned farm manager looking to be tested. Market demand exceeds availability, escalating time pressure.
Endless Farm without pressure and sell crops directly out of storage. No orders, no time requirements.
Crop Ready Indicators
When crops a ready for a harvesting, along with crop animations, Indicators now show to help with night / weather visibility and spotting while zoomed out. The indicators are also helpful for smaller crops that are easy to miss when the acres start to grow.
Double column seed menu
To reduce the amount of scrolling, the seed selection menu is now 2 columns wide. Full controller navigation is still supported. Thanks to those who made this suggestion, the menu is now much more manageable in a hurry with all the seed types.
Additional updates
Increase in fertilizer N-P-K values
Increased water gained during rain events
Backup and support to load previous autosave files
World UI widgets for tractor control device and seed bins
Seed bins and tractor barns are now destroyable
Bugfix for order progress bars not updating after fast harvesting
Support to save custom key bindings
Default speed keyboard bindings changed to F1, F2, F3
Option to escape build mode and have no active tool selected. Exit current tool is mapped to the pause input action with default keybinding ESC. Pressing ESC a second time with pause the game. This behavior does not affect controller/gamepad input. Option can be turned on/off in the game settings menu.
Thanks again for the support and interest in ACRES! We're are very excited about the progress and can't wait for launch.
After a year of continuous improvements driven by community’s feedback, we’re delighted to finally release the v1.0 of Warstride Challenges on Steam! Our small team is more than thankful for your support! Now, get ready to blast demons in satisfying fast-paced one-minute massacres!
Want to give it a try and test your skills? A free demo is available for both newcomers and challenge lovers on Steam. Discover this hectic fun with an explosive Launch Trailer and spectacular screenshots!
Race against the clock
In hellish challenges, blast hordes of demons at lightning speed with powerful abilities and weapons. Slow time to pull off impossible headshots, bunny hop to pick up speed, slide around corners and shred your enemies into pieces with destructive shockwaves!
Become an FPS master
Easy to pick up, hard to master! Die and retry to chase the highest scores, and show the world you’re the greatest demon slayer. Run to overcome every challenge that comes your way. Whether you’re an eSports pro or a shooter beginner, you’ll progress to become an FPS master.
Create, share and compete
Everyone can play a selection of levels created by the Steam community who designed the path, then choosed the enemies, obstacles and difficulty to create crazy trials in the Steam level editor on all platforms. Challenge yourself and other demon slayers, and race directly with the ghosts of anyone online in async mode - even your favorite streamers. Unleash your creativity!
Warstride Challenges is out now, with hordes of demons to blast frantically on PC with a free demo on Steam. Don’t miss the 25% launch discount!
Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
The Steam Client Beta has been updated with the following changes:
Remote Play
Fixed device authorization dialog not showing if Steam Link connects while Steam is starting up
Steam Input
Added the ability to bind Steam Input API trigger actions to button inputs
Finding a publisher, starting my own company and then going to gamescom - all while still working on the game. It was a lot, but totally worth it!
Hooded Horse
I've decided to partner up with Hooded Horse to release Super Fantasy Kingdom. If you don't know who Hooded Horse is, they are a publisher for strategic indie games, and have quite a lineup of games already.
This doesn't change anything on how the game is being developed, or what vision I have for the game. Where they will be helping me out is with marketing, QA, localization and production support. That will allow me to really focus on making Super Fantasy Kingdom an amazing game.
Gamescom
It totally blew my mind that SFK got exhibited at gamescom. And I finally met some of you. Seeing the enthusiasm for my work with my own eyes was just surreal. I also saw a lot of people play the game for the first time. And of course I learned a lot from that!
Skill tree
Now back to the game.
There were a lot of updates, but the biggest recent addition is the faith skill tree.
It allows you to decide wether to focus combat, economy or production. As with all parts of the game those priorities will also change based on your general progression.
Next I want to rework how meat works to make it more simple and consistent. You can join that discussion over on Discord!
- Feryaz
Changelog
Demo Build #42 - Very small resolutions get reset to 640x480 on game start - A ton of performance optimizations for projectiles and loading time
- The first day starts with two animals - Added one additional berry bush generating on wild grass - Increased mouse treasure magnet range - Reduced base health of Leech (monster) by 2 - Reduced base health of Jester (monster) by 1
- Marksman is a support unit now - Marksman new passive ability
- Fixed last unlocked unit not being offered - Fixed tavern summary displaying gained XP for dead units - Fixed play button being German - Fixed magnet powerup still working
Demo Build #43 - New UI for card selection - Card selection can be minimized - World events position uses predefined randomness - Performance and code structure optimizations
- Fixed hero health and shield powerups not affecting initial value - Fixed game resuming in road or flag mode - Fixed curse level unlock message getting displayed on every win
Demo Build #44 - Added new relic for pixie - Boss intro and outro are skippable - Improved behavior of continuing in dialogues - Reduced transition time before morning - Grower checks more spaces around farm
- Fixed health and shield values after leveling - Fixed resource bar hover tooltips not appearing - Fixed error when stunning bosses
Demo Build #45 - Train tracks can merge now - Added progress bar to veins - Added animation when a worker is in the vein
- Fixed assigned unfilled jobs not visible in popup after loading - Fixed stone and ore deposits still blocking the space until next day after being harvested - Fixed workers held resource icon z-sorting
Demo Build #46 - Added faith system - Monsters do not drop treasure anymore - Buildings generate taxes or faith - King collects taxes and faith - New building church can be repaired for a faith collecting worker - Hero upgrades can be minimized - Buildings have an entrance spot now so workers walk to a better spot
- Workers reduced movement speed by 5% - Monk increased damage scaling by 12.5%
- Fixed animals spawned out of thickets did not directly trigger hunters - Fixed hunter not hunting - Fixed farm outpost not delivering wheat - Fixed deposits in the world not being saved - Fixed upgrading units with shield buff - Fixed port displaying harvesting time and being affected by production amplifiers
Demo Build #47 - +20% treasure per curse level
- Reduced base health of all monsters by ~30% - Reduced price to repair church to 3 boards
Demo Build #48 - +1 flat tax for each upgrade on a building - Shrines produce faith
- Monsters Dryad, Leech and Gremlin reduced health scaling - King is a bit faster
Demo Build #49 - Tax generation reduced but starts a bit earlier each day, so more is generated on later days
- Monsters Dinosaur, Ghost, Treant and Lizard overall health reduced
- Fixed daily curse treasure bonus - Fixed fisher not waiting for boat to return - Fixed fishing spot not disappearing
Demo Build #50 - Beer is given to the unit with the lowest level first now - Wishlist button opens steam overlay instead of browser - Units pinned by a boss cannot be upgraded anymore - Hide upgrade button for dead units - Treasure amount visible on merchant overlays - Faith level always visible - Changed hero XP bar color to green and faith bar color to purple - Opening building overlay blurs the game
- Reduced all monsters health slightly and damage greatly
- Fixed demolished thickets not getting removed and animals not being spawned - Fixed after buying second ability from the witch it did not apply until moving a unit - Fixed jobs getting checked before animals being spawned
Demo Build #51 - Color adjustments for morning, sunset and night - Secondary abilities effect description gets displayed when dragging a unit - Accept defeat button gets displayed a little bit later - Sunshine rays visible on thunder days
- Dinosaur hitbox more at his feets - Gremlin increased projectile initial velocity
- Fixed stun status FX - Fixed status FX not being animated - Fixed monsters not using the bridge after winning - Fixed range of unit visible at night - Fixed Marksmans secondary having a cooldown - Fixed Leech evolution idle animation
Demo Build #52 - New unit: Water Elemental
- Added relics for Leech and Ghost - Added another dialogue for the first day - When upgrading veins it shows where tracks can go - Quest buildings have a question mark once the quest is done - Unit cards display the max rank achieved - Workers walk directly to the entrance of buildings when coming from below or above - Elementals cannot be sacrificed anymore - Flag button is localizable - Renamed Invite spots to Outposts - Carriers are mules now
- Increased radius the geologist searches around the flag - Ghost flies a bit longer
- Fixed Wind Elemental having no hit animation - Fixed upgrade button visible for Elementals - Fixed attacks fade out effect not affected by game speed
Demo Build #53 - All ability and rank descriptions rewritten and translatable - Improved unit overlay - Reworked Berserk
- Skeleton base damage from 8 to 9 - Vampire magical defense from 0% to 30% - Dryad attacks twice as often with half the damage - Fire Elemental applies Burn 3 - Metal Arrows applies to Miner
- Fixed not being able to drag units into graveyard - Fixed Dryads hitbox - Fixed Jesters attack - Fixed Wind Elemental damage stat to 0
Demo Build #54 - Added ambiance color transition from sunset to evening - Music fades in and out on pause - Stables display the amount of carriers - No color adjustments at the morning on extreme weather - Hero upgrade selection more visible with gamepads - Updated death tutorial to explain graveyard better
- Fixed graveyard and elemental tower unit spots - Fixed Cyclops primary ability description - Fixed exiting credits with gamepad - Fixed outpost scrollbar not being selectable with controller - Fixed clicking on buildings after game over changed mouse cursor
Demo Build #55 - Added exclamation mark to highlight when there's not enough food - Hide rank box when ability does not change on any rank
- Fixed still being able to click on things after game over - Fixed warning message for not enough food - Fixed Dinosaur with two stars not attacking - Fixed some languages not being selectable - Fixed typos
Demo Build #56 - UI displays total, working and idle worker amounts separately - Added notice that worker wont start new jobs at night - Camera focuses relevant element at tavern and unit tutorials - Separated unit dragging and feeding tutorials - Reordered some tutorial parts - Added slight delay before opening next tutorial step
- Fixed mouse cursor staying as pointer when leaving carrier dropdown
- Increased tax generation rate by 25% - Reduced king base movement speed by 20% - Reduced duration of night by 33% - Reduced Jailer achievement requirement to 85 - Tavern does not generate taxes anymore
Demo Build #58 - Added unit health bars in world (press ALT) - Buildings display once they they are full of taxes - Display amount of all currently assigned jobs when assigning job - Added icons to tavern explanation - Clicking on tavern explanation advances tavern procedure - Renamed ranking up and ranks to upgrading and stars
- Increased default max amount of units to 8 - Catapult, Trebuchet and Elementals take up unit space now - Increased max amount of animals for daily spawn from 3 to 5 - Reduced multiple faith skill costs - Port does not generate taxes anymore
- Fixed status effects animations not playing sometimes - Fixed sacrificed unit being revivable - Fixed Elemental tower spawning elemental when there's no space - Fixed Portal allowing purchasing unit when there's no space - Fixed healtbars of fallen units displaying shield - Fixed Fire Elemental's fireball on hit animation - Fixed delay in music switch after defeating boss - Fixed rejuvenation status overriding infinite ones - Fixed being able to click on banish button of greyed out card - Fixed being able to buy units from the hero when there's no space left - Fixed combat being over before killing all of Goblin King's minions - Fixed exiting to main menu on 2x game speed - Fixed Treant ability descriptions
Patch 1.036 is here! This patch applies only to Steam, but will be available on all platforms in 1.04.
Steam Only
Fixed a bug that would cause music minigame cameras to zoom in and out by extreme factors in system regions that don't use . as a decimal point (to be released on consoles in 1.04)
We’re aware of some PlayStation trophies not unlocking, and we hope to release a hotfix ASAP. We’ve also logged issues with animation glitches when pausing or changing settings, and we’re working to address them in our upcoming patch.
In the meantime, please feel free to send us any bug reports at support@ko-op.com!