The Edge Of - HSelf


My next game, A Promise Best Left Unkept, will be released in less than a month, on October 2nd. If you're interested, please do take a look at it and don't forget to add it in your wishlist!

https://store.steampowered.com/app/2219000/A_Promise_Best_Left_Unkept/

Here's a synopsis of the game:

Prompted into action by the promise he made to his girlfriend a year ago, Harry finally made a huge breakthrough in his quest for success by scoring a major deal for his company, in doing so setting into motion his inevitable promotion. But what he didn’t foresee is that the byproduct of his unshakable resolve would unintentionally invite an undesirable presence into his life. The representative of the subcontracting company—his old bully from high school.






Keeper's Toll - Stingbot Games
Welcome to Keeper's Toll!



**It's important to note that you should uninstall and re-install the game. Do not simply update, as this could cause issues because the new directory does not yet exist.**

Why did we change the game name from Soul Survivors to Keeper's Toll?

1. It gives us a unique identity as opposed to being the 100th + game with Survivors in the title.

2. Being branded as a VS clone does not do us justice. We are not trying to be VS. We are trying to be Keeper's Toll. We take a slower paced, more skill based approach to the gameplay, we have a heavier focus on unique character classes and our plan is and has always been to build an ARPG/Roguelite hybrid with some survivor elements thrown in the mix.

3. Kalinov, the Keeper of Souls, is an NPC you will encounter when we reach version 0.7.x (Castle Usvit). He's very important to the story and premise of the game. We are currently working on integrating story elements into the game. Paying the Keeper's Toll to reclaim your soul is the game's premise, and how you will do this will be unveiled later on.

UPDATING THE GAME

With changing the name, comes some very important things you need to be aware of. Effective immediately:

1. It's important to note that you should uninstall and re-install the game. Do not simply update, as this could cause issues because the new directory does not yet exist.

2. Your Cloud Saves will not work and the game will not run until you update. The reason being is the game is now located in a new directory in Windows.

**If you encounter cloud sync errors while saving after updating/migrating the save files, please scroll to the bottom of this post**

3. The executable will not launch until you update. The game is now called Keeper's Toll, so if you are stuck on Soul Survivors, the executable name that Steam looks for will no longer exist and the game will fail to launch.

4. We automatically transfer your Save Data when you launch the game, however settings such as Screen Resolution and Windowed Mode will be reset, and you will need to reset these settings to your preference. Your actual data of Gold, Level Unlocks, Achievement data etc, will be automatically migrated for you when you first boot up the new version of the game. The game simply checks the old directory for save data, and if it exists, it will transfer to the new directory automatically. If your data does not transfer properly for whatever reason, we are including another thread on how to manually transfer your save data. It's important to note that if the transfer fails, your data is not lost, so don't worry. It still exists in the old directory. You can view the Save Data Migration thread to manually transfer your data here:

https://steamcommunity.com/app/2002220/discussions/1/3845556684660265428/

There's also further information at the bottom of this thread.

Patch Notes: 0.5.32

- New title screen for the rebrand of Keeper's Toll

- Wrote Save Migration code and updated Save Data logic

- Flesh Golem Boss: fixed an exploit that allowed the player to just ignore the boss and farm xp endlessly. The golem will now enrage if not killed within 3 minutes

- Improved player hit detection by applying a bright red shader when the player is hit, and increased the duration of the flash effect

- Boosted the gold collection passive skill from 10-20% bonus gold collected per rank. Also improved the logic to improve drop rates

- Decreased audio volume of soul collect sound FX to feel more balanced and less overpowering

- Bogatyr: Boosted Damage output for Shade of Vengeance

- Rewrote all logic related to enemy projectiles to improve performance and adjusted the collision matrix

- Restructured logic to swapping shaders for enemies or the player at runtime, improving efficiency

- Bug Fix: If player is hit while the frostveil curse is active, the shader will now properly reset to the ice shader instead of the default shader once the player sprite flashes red

- Bug Fix: Fixed an issue with Flesh Golem's stab attack that prevented it from inflicting damage more than once

- Bug Fix: Necromancer - Vital Force passive ability is now working properly. It was calculating HP based on enemy HP, not player HP.

- Bug Fix: Fixed navigating between characters on the Talents Menu

- Updated Save System backend to be more efficient and fixed some very rare bugs

- Updated Game Credits


Thank you to everyone that has been on this journey with us. We've got lots of new content to come, and next week we'll announce what's coming in the near future. Please do not hesitate to get in touch with us if you have any questions, comments or feedback. For direct support we recommend emailing us, DM'ing us or joining our Discord.

Stingbot

**For Cloud Sync and other Save Issues**

If, after updating the game you are getting Cloud Sync errors, the issue could be that Steam is still attempting to sync data from the old directory. Here is how to fix this:

1. Navigate to the local low directory in Windows. In short it’s under:
c:\Users\%USERNAME%\AppData\LocalLow

You will need to activate Hidden Files to see the AppData folder. To do this you can select View > Advanced > Show Hidden Files.

2. Locate the Stingbot Games folder and inside you will find a folder for "Soul Survivors" and "Keeper's Toll." If both exist, simply delete the Soul Survivors folder. This should clear the sync. If no folder exists for Keeper's Toll, you can right click and create new folder and call it Keeper's Toll. The spelling must be exact. You may need to grant administrator priveleges to do this. Once the folder exists you can manually copy your save files from the Soul Survivors folder to the Keeper's Toll folder. These save files are called "Data.Save" and "Achievements.Save."

If you still have issues, please contact us for further assistance. The fastest way to reach us is in the Keeper's Toll Discord server, but you can also email us at support@stingbotgames.com or create a thread in the bugs forum for further assistance.
Starsiege: Deadzone - Pioter
Player Progression has been reset! 
Keybindings have been reset for this patch! 
Players will have all Stash Tabs & Safe Slots unlocked for the test period.  Will return to normal at the start of Season 2.
Only the team queue is active currently and will create teams of three.



Game Modes
  • All Securities Levels consolidated to one queue - Just press Play (there are no options)
    • In the map, each security level is represented in bands of difficulties
    • Difficulty increases as players go deeper into the map. This can be seen in the color bands on the map and the lighting in the area.
    • Loot and bot difficulty increases as these bands increase in difficulty.
    • Matches are now 30 minutes and include a timer (below the radar)
    • Added one way doors to force fields in higher security rooms. To get out of a high security area you need to turn off the forcefields (Use the objective or find a terminal in the room)
  • Objectives
    • Each team is assigned a sequence of objectives to reach and interact with.
    • After Interacting with the first objective, you will see the next objective as well as location of escape pods.
    • After interacting with an objective, the next one will be shown on the map which will be in the next security difficulty level.
    • The Orange and Red Security levels require the previous Security Level objectives to be complete before a player can enter them.
      • This will be marked by a one way force field covering the doors. 
    • Orange and Red Security Levels will require players to interact with the objectives inside in order to escape the rooms. 
      • Interacting with the objective in these rooms will disable the blocking shield for all players.
      • A swarm button is also added to these rooms. Activating this will spawn a swarm of bots and disable the shields for all players. 
  • Escape pods are now spawned at the beginning the match
    • Each team is assigned two escape pods to use, some teams may have the same escape pod
    • After channeling an escape pod, players will have 15 seconds to extract before it deactivates. It can be activated again, multiple players can leave through the same escape pod. 
    • Escape pods show as red when not owned by your team. 
    • Escape pod icons are now clamped to the minimap
  • Each class has its own base health and shield.
  • XP for eliminations are now granted on kill, no longer on Dog Tag pickup.
  • XP gained from eliminations is based on the enemy’s level.  
  • Removed abilities from the progression track
  • Gravity adjusted. Jump adjusted.
  • The highest security level (Red level) has new man-spider bosses, each will drop a mythic weapon.    Mythic weapons have special attributes but are gone on death.


Classes and Progression
  • Abilities and weapons are now restricted by classes
  • Assault
    • Base Health: 97
    • Base Shield: 97
    • Abilities: Overshield and Phase Shift
    • Equippable Weapons:
      • Kinetic Weapons:
        • LMG
        • Heavy LMG
        • Double Barrel Shotgun
        • Auto Shotgun
        • Bullpup Rifle
        • Auto Pistol
        • Pistol
        • Minigun
        • Assault Rifle
      • Energy Weapons:
        • Pulse Rifle
        • Pulse Pistol
        • Storm Slicer
  • Engineer
    • Base Health: 110
    • Base Shield: 110
    • Abilities: Scanner and Turret
    • Equippable Weapons:
      • Kinetic Weapons:
        • Auto Pistol
        • DMR
        • Double Barrel Shotgun
        • Pistol
        • SMG
      • Energy Weapons:
        • Energy LMG
        • Energy SMG
        • Pulse Pistol
        • Pulse Shotgun
        • Spinfusor
        • Storm Slicer
  • Marksman
    • Base Health: 75
    • Base Shield: 75
    • Abilities: Hologram Decoy and Proximity Mine
    • Decoy now uses player cosmetics & does not pulse when damaged.
    • Equippable Weapons:
      • Kinetic Weapons:
        • Auto Pistol
        • Pistol
        • Bullpup Rifle
        • DMR
        • Sniper Rifle
        • Hand Cannon
        • Tactical SMG
      • Energy Weapons:
        • EMP Rifle
        • Energy DMR
        • Pulse Pistol
  • Medic
    • Base Health: 102
    • Base Shield: 102
    • Abilities: Regen Station and Dome Shield
    • Equippable Weapons:
      • Kinetic Weapons
        • Auto Pistol
        • Pistol
        • Assault Rifle
        • Heavy LMG
        • LMG
      • Energy Weapons
        • Pulse Pistol
        • Crossbow
        • EMP Rifle
        • Energy LMG
        • Energy SMG
        • Pulse Shotgun
  • Recon
    • Base Health: 90
    • Base Shield: 90
    • Abilities: Stealth and Motion Sensor
    • Equippable Weapons:
      • Kinetic Weapons:
        • Auto Pistol
        • Pistol
        • Auto Shotgun
        • Hand Cannon
        • Silenced Pistol
        • SMG
        • Tactical SMG
      • Energy Weapons:
        • Energy DMR
        • Pulse Rifle

Shop
  • Added new possible cosmetic variations to the shop.
  • Added in the LMG to shop rolls and to cosmetic selection.
 
Vendors
  • Updated vendor merchant visuals. New vendors are coming soon.
  • Removed credit cost from crafting recipes.
  • Valuable sell prices adjusted.
  • Enemy Dog Tags now may be sold to vendors. Sell price is based on the enemy’s level.
 
Armor
  • Armor can now be changed, equipped and lost in matches.
  • Armor cannot be placed in secure slots. 
  • Removed health bonus from armor. This has been replaced with a Armor Rating modifier that scales based on rarity. 
  • Updated Core and Fuel Cell armor pieces to Subsuit and Greaves.
 
Weapons
  • New weapons added
    • Auto Shotgun
    • Tactical SMG
    • Bullpup Rifle
    • Heavy LMG 
    • Stormslicer
    • Energy LMG
    • Energy SMG 
  • Energy weapons no longer have slow projectile times. Energy weapons are now hitscan.
  • Added a shield damage modifier to all weapons.
  • Removed the Cybrid Damage modifier from energy weapons. 
  • Cybrid stagger removed from all weapons.
  • Updated Minigun to a Kinetic Weapon.

Attributes
  • Added Attributes to Armor and Weapons rolls.
  • Added a player Stat Screen. This screen can be seen when opening your inventory in a match and on the character tab.
  • Attributes are now randomly rolled on uncommon and above weapons and armors.
  • Attributes:
    • Handling
      • Weapon reload
      • Holster speed
      • ADS speed 
      • Draw speed 
      • Recoil
    • Resilience
      • Player max health
      • Player max shields
      • Headshot mitigation
    • Agility 
      • Move speed 
      • All interact speed
    • Tech 
      • Energy weapon damage
      • Shield pack use speed
      • Ability cooldown reduction
      • Ability damage
    • Power  
      • Kinetic weapon damage, 
      • Melee weapon damage, 
      • Stagger chance
      • Shield penetration
    • Intel
      • Increased damage against Cybrids 
      • Increased protection against Cybrids
    • All Attributes
      • Gives increases on all attributes. 
 
Player Backpack Inventory
  • Arsenal:
    • New arsenal feature added for weapons and armor in your backpack. This takes the place of the third row in your backpack.
  • Light Items:
    • For consumables, crafting materials, & resources
    • This takes up two rows in your backpack.
Masteries
  • Removed Masteries from armor. 
  • Some masteries have been converted to perks. 
Abilities
  • Set Overshield to 50% of player health
Perks
  • Perks are assigned to specific Classes
  • Assault Perks
    • Overshield Burst
      • When your Overshield ability is expired or broken, it emits a damaging AoE effect.
    • Overshield Cooldown
      • Reduce Overshield cooldown by 35%.
    • Overshield Duration
      • Increase the duration of Overshield by 50%.
    • Overshield Durability
      • Increases the shielding value of Overshield by 25%
    • Phase Shift Cancel
      • You can end Phase Shift early by canceling the ability or firing early.
    • Phase Shift Cooldown
      • Reduce Phase Shift cooldown by 35%.
    • Phase Shift Duration
      • Increase the duration of Phase Shift by 50%
    • Phase Shift Heal
      • Your Phase Shift heals you for 100% health while active
    • Combat Reflexes
      • When you take damage, gain 20% movement speed for 2s (15s cooldown)
    • Overgeared
      • Grants additional +10 Global Protections
    • Loot Finder
      • Crates and chests are highlighted for you.
    • Scavenger Crates
      • Gain the ability to loot special crates throughout the map.
    • Cybrid Damage Modifier
      • Increase the damage done to Cybrids by 20%
  • Engineer Perks
    • Scanner Cooldown
      • Reduce the cooldown of the Scanner by 35%.
    • Increased Scanner Duration
      • Increase the duration that enemies are revealed by your Scanner by 60%.
    • Scanner Mk. II
      • Your Scanner pulse is hidden to enemies.
    • Scanner Range
      • Increases the range of your Scanner ability by 30%.
    • Turret Charges
      • Your Turret has +1 charge allowing you to deploy two Turrets at once.
    • Turret Cooldown
      • Reduce the cooldown of the Turret by 35%.
    • Turret Damage
      • Increases the damage of your deployed Turret(s) by 40%.
    • Turret Duration
      • Increase the duration of your Turret by 50%.
    • Integrated Sensors
      • Grenades reveal enemies in a 5m radius when they explode.
    • Mechanical Savvy
      • Never set off traps or mines.
    • Loot Finder
      • Crates and chests are highlighted for you.
    • Scavenger Crates
      • Gain the ability to loot special crates throughout the map.
    • Cybrid Damage Modifier
      • Increase the damage done to Cybrids by 20%
  • Marksman Perks
    • Hologram Decoy Mk. II
      • Your decoy will now attack enemy players.
    • Hologram Decoy Duration
      • Increases the duration of your Hologram Decoy by 50%.
    • Hologram Decoy Health
      • Increases the health of your deployed Hologram Decoy by 70%.
    • Hologram Decoy Cooldown
      • Reduce the cooldown of your Hologram Decoy by 35% 
    • Proximity Mine Cooldown
      • Decrease the cooldown of your Proximity Mine by 35%
    • Proximity Mine AoE
      • Increase the AoE of your Proximity Mine by 30%.
    • Proximity Mine Damage
      • Increase the damage done by your Proximity Mine by 40%.
    • Proximity Mine Slow
      • Adds a debilitating 50% Slowdown effect to enemies that trigger your Proximity Mine.
    • Cybernetic Tracker
      • Reveals enemies hit by traps.
    • Disruption Array
      • Cannot be located or revealed while you have no shields.
    • Targeting System
      • Increase headshot damage by 8%.
    • Loot Finder
      • Crates and chests are highlighted for you.
    • Scavenger Crates
      • Gain the ability to loot special crates throughout the map.
    • Cybrid Damage Modifier
      • Increase the damage done to Cybrids by 20%
  • Medic Perks
    • Dome Shield Cooldown
      • Reduce the Cooldown of Dome Shield by 35%.
    • Dome Shield Damage
      • Your Dome Shield damages enemies that bass through or are within the boundary.
    • Dome Shield Duration
      • Increase the duration of Dome Shield by 50%.
    • Dome Shield Radius
      • Increase the radius of Dome Shield by 20%.
    • Regen Station AoE
      • Increase the radius of Regen Station by 30%.
    • Regen Station Cooldown
      • Reduce the cooldown of Regen Station by 35%.
    • Regen Station Duration
      • Increase the duration of Regen Station by 50%.
    • Regen Station Mk. II
      • Your regen station now grants 10% damage reduction to allies standing in the AoE.
    • Battlefield Medicine
      • Allows Medic to revive fallen teammates at the site of their death.
    • Rapid Recovery
      • If you drop below 100% health, after 5s regen 3 health every 3s. Taking damage resets this 5s timer.
    • Shield Intakes
      • Increase shields received from shield packs by 25%.
    • Loot Finder
      • Crates and chests are highlighted for you.
    • Scavenger Crates
      • Gain the ability to loot special crates throughout the map.
    • Cybrid Damage Modifier
      • Increase the damage done to Cybrids by 20%.
  • Recon Perks
    • Motion Sensor Cooldown
      • Reduce the cooldown of your Motion Sensor by 35%.
    • Motion Sensor Duration
      • Increase the duration of your Motion Sensor by 50%.
    • Motion Sensor Range
      • Increase the range of your Motion Sensor by 30%.
    • Motion Sensor Shroud
      • You can no longer be revealed or located while standing in the AoE of your motion sensor.
    • Stealth Cooldown
      • Reduce the cooldown of Stealth by 35%.
    • Stealth Duration
      • Increase the duration of Stealth by 50%.
    • Stealth Damage Bonus
      • After exiting Stealth do a 20% increase in damage for 4 seconds.
    • Stealth Move Speed
      • Increase your movement speed while Stealthed by 30%.
    • Active Intel
      • Cybrids appear on your minimap.
    • Enhanced Senses
      • Enemies appear on your minimap when firing a weapon.
    • Loot Finder
      • Crates and chests are highlighted for you.
    • Scavenger Crates
      • Gain the ability to loot special crates throughout the map.
    • Cybrid Damage Modifier
      • Increase the damage done to Cybrids by 20%.
Cybrids
  • Improved Cybrid behavior and pathing.
  • All Cybrids drop loot again.
  • ManSpider Cybrid added.
  • AR Laser Cybrid added.
  • New Cybrid animations and dodge mechanics.
  • Cybrids are more deadly now.
Maps
  • Pressing M opens a large view of the map.
  • New rooms in each map class.
  • There are now unique layouts by ship class
    • Warships, Cargo Ships, and Luxury Cruise ships have different hull shapes.
  • Each ship will always spawn at least one bridge and engineering and two medbays.
Loot
  • Increased ammo loot quantity range.
  • All rarities of loot can be found within a match.
General Updates
  • In-game voice chat updated to use SafeVoice.
  • Added the ability to select Voice Output Device from the Settings menu.
  • Added the functionality to view the entire map. Default keybind M.
  • Updated Mute keybind to P.
  • Spawning Elite Cybrids will alert other players in the match.
  • Enemy Dog Tags can now be put into backpacks and taken out of match to be sold for credits. Credit amount is determined by the player’s level. 
    • Friendly Dog Tags cannot be taken out of match.
    • Dog Tags cannot be brought into a match.
  • Added a smoke barrel.
  • Updated the visuals on Armor Icons for Helmet, Chest, Hands, Legs, & Subsuit.
  • Reduced the amount of loot crates in a match.
 
Bug Fixes
  • Cosmetics
    • Fixed an issue where players would have the incorrect suit material. 
  • Cybrids
    • Fixed an issue preventing Hunters from reloading while in cover.
  • Map
    • Fixed an issue for server correction by doors destroyed by the fog.
  • VFX
    • Fixed an issue where the trip wire showed visual FX even though no damage was done.
    • Fixed an issue where players could be revealed forever if revealed by Scanner then Trapper 2 Mastery.
    • Fixed an issue where players would not get 1p reveal FX when revealed by acoustics 2 mastery.
    • Fixed an issue where weapon VFX could be stuck on after swapping weapons.
    • Fixed an issue where reviving shows the Shield Break FX.
  • Gameplay
    • Fixed an issue where backpack items would get moved to the stash after extracting.
    • Fixed an issue where a match would be flagged as over when players were respawning back in.
    • Fixed an issue where splitting stacks would not always work.
    • Fixed an issue where players would be forced to leave the match while spectating when one teammate leaves but another is still in.
    • Fixed an issue where revive stations could be interacted with through walls.
    • Fixed an issue where floating spectators could happen if a player's teammates die before they spectate.
    • Fixed an issue where headshot SFX would not play.
    • Fixed an issue where the option for Spectate would still show after no players remain.
    • Fixed an issue where Hunter drop crates would not be highlighted by the Loot Finder perk. 
  • Mod
    • Fixed an issue where health pack mods would cause health packs to not apply health on use. 
    • Fixed an issue where if a weapon with a modded magazine size was equipped, its ammo count would be clamped to its unmodded magazine size.
    • Fixed an issue where having a magazine size mod could cause your weapon to auto reload with 1 shot left instead of 0.
    • Fixed an issue with the ability cooldown mod not having the correct effects. 
    • Fixed an issue with the damage mitigation armor mod not correctly applying. Changed user facing text to "Ranged Damage Protection" for consistency with our other mitigation perks/mods
  • Perks
    • Fixed an issue where the Loot Finder perk would not always highlight crates.
  • Abilities
    • Fixed an issue where Hologram Decoy ragdolls would not collide with anything after dying or expiring.
    • Fixed an issue where Hologram Decoy ability could get stuck in a bad state.
    • Fixed an issue where the Hologram Decoy would persist indefinitely if the owner dies before it expires. 
    • Fixed an issue where the Hologram Decoy was not using the owner’s cosmetics. 
    • Fixed an issue where the Motion Sensor was displaying enemies on the minimap for the owner's teammates as well.
    • Fixed an issue where the flashlight would not turn off after using Phase Shift.
    • Fixed bug where motion sensor could be thrown through closed doors.
  • Weapons
    • Fixed an issue where shotguns were sending down too much data.
    • Fixed an issue where the reload for the shotgun was playing extra sounds.
Known Issues
  • Potential issue with the Mute keybind being the same as the Map keybind.
  • Localization is in the works. Some string checks may show default or invalid text. 
  • Known issue where players will not have their primary and secondary weapons in the first match. Subsequent matches are fine. Testing some other potential workarounds with it.
Sep 7, 2023
SuperKraft: Open World Survival Crafting Game - Loide Pinkman
🚀 SuperKraft Update: Full Release 🚀

Dear SuperKraft Explorers,

We're thrilled to announce that "SuperKraft" has officially transitioned from its early access phase to a fully released game! 🎉

It's been an incredible journey, and we couldn't have done it without your valuable feedback, support, and dedication to the game. Your input has shaped "SuperKraft" into the mesmerizing 3D open world survival crafting adventure it is today.

🌟 Game Highlights:
Welcome to "SuperKraft," where you'll embark on an epic adventure in a visually stunning world filled with vibrant colors, fantastical creatures, and breathtaking landscapes. From lush forests to towering mountains, each location holds secrets and challenges waiting to be discovered.

🌾 Resource Management:
In "SuperKraft," resource management is vital. Gather materials to craft powerful tools and weapons that will enhance your chances of survival. Explore, mine, and gather as you build your inventory and arsenal to face the unknown.

🦁 Epic Battles Await:
Beware of wicked creatures lurking in the shadows. Approach them cautiously to avoid merciless attacks. Prepare for epic battles as you sharpen your skills, defeat formidable foes, and claim legendary rewards.

Thank you for being a part of the "SuperKraft" community and for helping us shape this incredible game. We can't wait to see your adventures unfold in the fully released version.

📣 Spread the word, gather your friends, and dive into the immersive world of "SuperKraft" today!

Get it now on Steam

Happy crafting and surviving, adventurers!

- The SuperKraft Team 🌟
Nuke Them All - MIKEEURO
Open Fridge or Launch the Nuke, Alan? The new intro animation is ready! Classic Z style!



Sep 7, 2023
TRACHI – ANARCHY - nory
Hey handsomes! 😊

It's been ten days since ANARCHY 0.1 came out. So I think it's high time we sit down and have a cute little chat about a couple of things. First and foremost, though:

You guys are killing it! 🥳
In its first week, ANARCHY blasted through AUTONOMY's records – both in regards to distribution and player retention. Don't take my word for it, though! Have a little diagram, instead:

Upwards trajectory
Be it the new engine, the combat system or any other additions ANARCHY brings to TRACHI – one thing is abundantly clear: The results are all thanks to you! 🥰

So please give yourself a loving pat on the shoulder, whenever you can! In the meantime, I'll try to keep my promise and give you as much insight into development as I can. Speaking of: Let's take a little look at some of the things coming with ANARCHY 0.1.1!

The future
ANARCHY's first patch will include a whole bunch of fixes and QoL elements. Most of these features were already implemented pre-release, but needed a bit more testing. Now that we've got a bit of time on our hands before the next major release, I think it's the perfect chance to roll them out!

Status
In 0.1, the status screen is only available in field mode. Come 0.1.1, it'll also be accessible during encounters. Pressing the info button will then either display the stats of the currently active combatant or the selected target. Most of these stats are currently nonfunctional for ExcommunicAtion, they will however play a big role in ParAdise and on.


Glyphs
All over the game, button prompts will display a glyph of the corresponding input. These dynamically adapt to the device your last input came from – i.e. keyboard or controller. Not only is this great for overall accessibility, but also opens the door to design a UI that utilizes a whole range of input keys.


!Conversation
A new option in the Main Menu can now set a global flag to skip all conversations. If you're gunning to replay ExcommunicAtion for the combat, this option's tailor-made for you. A button for in-conversation skipping is also planned, along with a couple of adjustments both to the message log and auto mode.


Threat
At the moment, AI combatants choose their targets based on proximity. There is however already an implementation to override that. Going forward, I'd like to test these features to generate a more dynamic aggro table and also give both the players and enemies more tools to forcefully redirect attention.


Un Deux Trois
As a first step, Phase 3 of ExcommunicAtion will undergo a slight rework. Ganymede will now always prioritize Monoliths over the player. More than that, he'll also get a shiny new skill called "Un Deux Trois". This ability simultaneously hits all enemy monoliths and turns them to Ganymede's side.

To counteract this, the player also gets a new ability called "Provoke". This places a buff on its user, forcing all enemies in the vicinity to attack them for a specific duration (currently 4 Turns).


ParAdise on Earth
And of course, a couple of building blocks for Lornz' big great adventure are included as well! Most of these concern combat segments that precede ExcommunicAtion. Among the restored features are AOE spells as well as proper EXP & loot allocation, along with several balance adjustments.


To conclude
It's a big patch, considering it's versioned as a minor update. More than ever, I'd be super duper happy if you could take a gander once 0.1.1 is released. As for the date itself, I'm aiming for September 21st.

I'll post a proper announcement once we're there, so feel free to keep an eye on the game, if you can. 👀

Either way, it's been a real pleasure releasing this! Once again, thank you tons for all the support! If there's anything you'd like to see realized within the game, please always feel free to get in touch with me.

Until then, big hugs from a friend.



much love
nory
Drift City Underground - Heart State Games
The exploration of drifting goes foward. New update will come soon with a second big city and smaller places to visit. All places are connected and all other places will be connected too, until we get a-nice-going open world drifting and driving experience! We will add more cities and places for you to explore! The game is still in Early Access Alpha. We fixing things on the road of a clean build.





Orpheus - waifudev
In this video, I'm want to show you the latest advancements in the development of Orpheus, my upcoming game. The demo version is very near. But i want to make trailer to attract peole, to play on my game. I m really love this trailer and i hope you too.

If you want to play the game before his release on Steam, you can play it on Itch Io :
https://blueflamegames.itch.io/orpheus

Sep 7, 2023
The Rebellion - cazgamedesign
Hey guys, been quite a while! We've been taking a bit of a break; due to work pressures and other life circumstances, it's been hard to work on the Rebellion for the past several months. To be honest, there has been a hole in my heart where this development usually sits, and I plan on filling it again in the very near future. We're really sorry that development has been so slow, and we appreciate the support that you guys have shown despite this!

A New Direction

If it hasn't become obvious yet, we're going in a different direction with the Rebellion now. We posted about some "really cool stuff we were working on" around February of last year; at this point we silently transitioned into a fresh UE5.2 project, and began developing Rebellion again on a clean slate in an attempt to fix a lot of our problems.

The reality of The Rebellion, at least in it's current 0.25 state, is that the time it would take to produce a 1.0 version we are proud of with the current build would be longer and less effective than starting from scratch. My knowledge as a developer has increased to the point where I actually look back and laugh at some of my initial code for the Rebellion, and my brother's skill as an artist has increased similarly.

What does this mean for you guys?

  • Game price will remain the same, we will not be releasing any new games until we feel The Rebellion is in a state that we are proud of. Updates are free of course.
  • The current game in Version 0.25, will be kept as an alternate steam branch so anyone can play it if they want to
  • It's going to be a significant amount of time before the next update

What will change?

We never really got the chance to meet our original vision for The Rebellion; the crux of which is the actual uprising and the effect it has on the game world. Commoner players are attempting to make the best of a chaotic situation; sometimes you can succeed by allying yourself with one of the warring factions, sometimes by making profit by being an arms dealer, sometimes just by surviving. When we get to the point of adding in the Empire and Rebel factions, we want to have an established economy and gameplay loop for them to interact with as well. We'll go in depth with how this will work in future blogs.

  • We're stepping away from a more hardcore, fast paced RTS style like Starcraft, and trying to minimize the time the player feels the need to be in RTS camera
  • We're moving a bit away from the "Soulslike" type combat that initially inspired the game, and moving towards more "nuts and bolts" medieval and first person combat. Combat system is getting a revamp to be more meaningful, interactive, responsive, and understandable (hopefully)
  • We want to change the focus from PVP, to a focus on survival in the game world and environment with the element of player interaction thrown in. The goal is to leave the level with a caravan of resources, treasure, or equipment you find in the level
  • We are going to focus on making several new commoner factions that will have completely different playstyles, we want to create a mesh of crossed industries that can depend on eachother in order to forge interesting player interactions (especially when Empire and Rebel factions come out)
  • We are developing a Villager system that lets us have hundreds of neutral commonsfolk in the world at a time, and we have some cool systems in mind to work with these new villagers
  • We're making the process of running your town and units more automated; we want players to spend more time making meaningful decisions, and minimal time micromanaging
  • The world will be further fleshed out, creatures, flora, neutral towns
  • Across the board the idea is to give players more replayability, more nonlinear progression systems, more fun interactions in the world, and a little more attention to detail to little things that make a game feel meaningful

Ok, so what now? When can we expect more?

I could probably write for days going into detail about each of these changes (I have, in the design documentation 🤣 ) however I'd rather just show you guys as development proceeds.

At the moment, we do have a timeline where returning to development would work for us. If life is kind, then development will pick back up later this month; we will likely have some stuff to show in October.

Thanks for sticking with us, and we can't wait to show you what we're working on!
Dead Space - Electronic Arts
This year the sci-fi survival horror classic Dead Space returned completely rebuilt to offer players an even more immersive experience. It not only impressed critics and players alike but has also taken home the coveted Golden Bat Trophy for best Audio Design of the year at the Horror Game Awards.



The Horror Game Awards was run by Feardemic, a prominent publisher of horror games, in collaboration with IGN. Winners were chosen by the gaming community via online voting and announced during their two-day online horror event.



For more information, visit: https://www.horrorgameawards.com/
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