Quite a few additions: - Updated the wall art - Added hygiene back in - Added building in the world - in certain areas - start game in the world instead of abuilding - should be able to remove all buildable objects - added new objects that can be broken down - added totem to find your way around - added new items for recipes like lightbulbs, bricks, springs, etc. - added doors and windows to the build - better pickup sounds - sink and tub are in - enemies know if you're on the same floor (combat doesn't mysteriously start cause there's an enemy above you) - combat lines play only once - scroll bars on scroll areas - objects in cupboards - Added w and e to the compass - stamina's dependent on energy - better material for blueprints
Hi everyone! Thanks for playing Paradiso Guardian! We've collected a bunch of fixes here for 1.0.2:
·Added mouse control for title screen: Now players can use the mouse to confirm/cancel in the title screen and options screen. ·Fiexed a situation when equipped with a certain item, incubus' grab attack will make the player infinitely fall into the ground. ·Fixed a situation in which the player can take damage in a cut scene, which will kill the player by mistake. ·Fixed a bug that stops players from choosing newly added items. *If your cursor still stucks at some points, restarting the game will fix it. · Fixed some visual elements.
Hey RICE fans! More update goodness coming your way today. In fact, we're now officially on update #28! Lots of updates and lots of yummy RICE content to enjoy. We'll share the notes on all the new content you'll find in this update in just a sec, but first we wanna give a heads-up to the RICE community: on October 2, the base price of the game will be increasing to $5 USD (or the Steam equivalent for your region)! As we were working on this update, we felt like now was the time to update the change in price. It's super-important to us that RICE provides not just loads of fun for players, but also loads of value for the price. After nearly thirty free updates, we felt it would be justifiable to bump the price as a reflection of the work we've put in these past few months and certainly hope you agree! But don't worry if you've been on the fence about snagging the game while it's still $3 – you have a few more weeks to do so! And FYI in case you were wondering, the game will not be increasing in price again once we exit Early Access. If you're curious and wanna check out some of the work we've done since early May, here are some of our personal favorite updates of the past few months: V23 - Brazen Helmet V24 - Mushroom Map V26 - Pulsar Boss Fight And as promised, some very juicy notes for you on Update #28!
A new boss battle is now available, against the stars Antares A & B!
Additions:
- You can now adjust the max amount of projectiles the game will allow.
Changes:
- Armour now blocks damage from being on fire. - Trail particles were rewritten using the new particle system, so they should perform better. - Trail particles are now also affected by the projectile transparency option. - Props can no longer be poisoned. - Planetoid HP now scales on player level partially.
Dev Note:
Sorry for such a late patch, Antares required a lot of balancing and some rewrites to actually work correctly (and fairly) and took a lot longer than anticipated. Overall, I think it's still too hard for meta-less runs, but I'll have to mess around more with it in the future. Armour was changed to block being on fire because it somewhat makes sense, while giving a counter to fire and making armour more valuable, a very nice two birds with one stone.
Journey across an awe-inspiring world of floating islands, solving puzzles and discovering the secrets within Behaviour’s upcoming game, Islands of Insights during the Open Steam Playtest, available until September 21st!
It’s already the middle of September, can you believe it? So while it’s not quite time to wake anyone up yet, we’re getting close!
This year has flown by fast, and forgers have not slowed down a bit. We have some more awesome maps to show off – from a floating experience, to roaming some fortress ruins, and more. Let’s take a look!
If you’re looking for some Halo: Combat Evolved remakes to check out, hop on over to Mr Metal Man’s video and see his top ten picks. And yes, Chiron TL-34 is here, which automatically makes this amazing.
Seasonal Seekings
Don’t forget we’re still on the lookout for seasonally themed maps so if you got ‘em, let us know using the in-game tags.
Born from darkness and forged by tragedy, the shadow monk walks the path of vengeance, embracing the shadows as his deadliest ally. This hero utilizes his fast reflexes to pummel his enemies with quick strikes. Weaving in and out of combat he can unleash disabling combos.
We are in the final phases of balancing and testing the Shadow Monk. He will be joining the cast of playable characters this month, though we don't have a specific date as to when he will go live. All we can say is he will be in the game once he's ready, and that it will be soon.
Each class within Keeper's Toll offers a truly distinct gameplay experience. Our classes are characterized by their individuality, showcasing an absence of shared abilities, playstyles and stats. Each class boasts its own set of distinctive mechanics that truly set it apart.
If you're eager to delve deeper into the qualities that define the Shadow Monk, we invite you to watch a hands on preview video. (Not final and the class is still subject to change as we continue testing)
If you don't want any spoilers, here's some GIFs instead:
No new build this week as we decided to spend extra time working on the Shadow Monk so we can get him into testing. Next week we will resume weekly builds. The launch of the Shadow Monk will mark our transition from version 0.5.x of Keeper's Toll to 0.6.x. When we get to 0.6.x we will provide an updated Roadmap so everyone has a general idea of what content is coming and when it will be added to the game. We are planning to launch 0.6.x on October 1.
If you are updating from Soul Survivors to Keeper's Toll, there is a migration thread here, with full details:
As always, thank you to everyone for your support. We appreciate you all joining us here in our Early Access journey. There's loads of new content to come. We're still early!
If you have any comments, questions or feedback please do not hesitate to reach out. Thank you.
I’d like to start this by thanking everyone again for the amazing feedback and all the reviews I got for Plague of Yamorn. The reactions have been unbelievable, literally, like damn, calm down, the game is not that great.
Anyway, the TL;DR of this news post would be that 1.1. is still coming, just a bit later than I had hoped and anticipated.
Being a game developer is not my full time job, most indie games don’t make a lot of money, and most game developers dont even make minimum wage (I think the number was around 85%). Me being no exception, which is fine, I have a regular job to pay the bills and I’m just starting out all this gamedev stuff, so I didn’t expect to make money.
What I’m trying to say is that I’m developing in my spare time and due to some personal reasons, that got reduced to a very small amount. Basically I don't expect to be able to develop more than 1 day a week for the next 6-7 weeks.
There’s been some shake-ups at my regular job as well on top of that and you know how it is, it just do be like that sometimes, it is what it is.
The 1.1. Update is being worked on tho, check this out, some (2) peeks, a secret area that will be in the update, nobody will find it:
Some new effects for the newly upgradeable items:
So yeah, sorry for going radio silent and stay tuned for more updates!
Also, someone was asking about implementation of Steam Trading Cards in Discussions. They deleted the topic before I had the chance to reply, so I’ll do it here.
I’d love to add cards but the game does not qualify yet. The option becomes available to me once the game reaches “certain player and sales metrics” and “engagement figures”. And what are these “certain player and sales metrics” and “engagement figures”? Well your guess is as good as mine but either way, the game is not eligible yet.
If it ever does become available to me, I’ll definitely add Steam Trading Cards!
And Unity is lucky I’m not making any money from this game otherwise I’d talk about the recent pricing scheme too. I wanted my next project to be a 3D one so I’ll most likely be using Unreal Engine to make it.
Hello everyone! Texture was kept making errors on materials, and we have remake these textures instead trying to fix the error, that didn't wanted to be fixed in some causes. This is also to be sure its not getting any issues with these Textures in the future.
Hot fix
Fix of Texture issues.Texture on some materials kept making errors after they were tested approved. Instead of continuing to try and fix the bug, textures for included materials are remake. This helps to ensure that any errors will not occur again.
Fix of Player VS Player UI. Player VS Player selection issues have been fixed now.