So, as many of you know, Mewgenics started as a game jam prototype that went into development 10 years ago, but was sadly canceled 8 months into development. During this time, a large chunk of music was made, and the track we are unveiling today was one of the first.
We present to you "Kat Fight", a now 10-year-old song that will finally see the light of day, accompanied by well over 40 more fully produced and jaw-droppingly good bangers by the amazing Ridiculon.
our Closed Alpha has already started and we are very busy reading all your feedback! Thanks to everyone who is participating! The playtest continues until Monday, 25th September. If you have not received a key yet, please don't be sad. Our public demo is just around the corner, so everyone gets a chance to play very soon. :)
Gamescom 2023
We were so happy to showcase Pioneers of Pagonia in collaboration with Indie Arena Booth at this year's gamescom! We were truly overwhelmed by the sheer amount of people waiting in line to play the game for the first time! Receiving all your positive feedback and seeing the happy faces of our community really made this whole experience very special. We could not have asked for a better first gamescom! Thanks to everyone who stopped by our booth, played and wishlisted the game and keeps following us on our journey. :)
Gamescom Award Nomination : Most Wholesome
We were over the moon to be nominated with so many other amazing devs for a gamescom award in the category "Most Wholesome". Even though we did not win, we appreciate being nominated and recognized for our cozy vibes!
Bandits & Thieves
Some of our playtesters asked us, if there are more challenges in our game than building a village and exploring the island. And, of course, there are! Not everything is calm and peaceful in Pagonia.
Thieves sneakily try to steal goods lying around within your territory and return them to their base. This is where your guards come in! If they catch a thief red-handed, your guards will chase them away. In this case stolen goods are dropped immediately.
Guards will only protect your own land, but soldiers are able to patrol outside your territory, which is necessary to defeat these masked fellows: Bandits! They are roaming the lands of Pagonia and are a lot less subtle than thieves. They will attack your carriers or traders, chase them away and plunder carried goods.
The only way to protect your units from being robbed is by sending your soldiers to defeat the bandits in combat. If your soldiers manage to take down a bandit camp, they will be able to retrieve some of the stolen goods. On the other hand, bandits will increase in numbers, if plundering goes successfully.
Both bandits and thieves scan their environment searching for interesting goods and are more likely to steal silver coins instead of roast venison.
Server & Network Version: v100.5H Client Version: E2.1.1 __
Dear Players
We are excited to announce the latest patch for our beloved game, which includes exciting new content, improvements and bug fixes that will take your gaming experience to a whole new level! With the release of version 2.1.1, we truly value your feedback and support and hope these improvements will make your journey in the game more enjoyable and rewarding. Thank you for being part of our vibrant community! Stay tuned for more adventures and happy gaming!
- The base bonus values of some mobs have been changed. - Some minor and major UI based changes have been implemented. - Optimization and improvements to Lost Empire, Quarantine Island, Zorandor and a few other maps. - Fixed bugs in some of the missions. - Fixed a bug with no bonuses for items. - Fixed a bug where the game camera would sometimes stay inside the wall. - Fixed a bug where the "M" large map would open and not show NPC's. - Fixed items that were supposed to be timed but their durations were not working. - Fixed some translation bugs. - Fixed a bug with animations (Petrun) - Fixed a delay in animations (Mage) - Fixed an issue with the Mage class not being able to deal damage. - Replaced missing NPCs in the Wolf-Shaman forest, White witch queen empire, and Cursed Warlord map. - Healer and Nurse have been placed in the Capital teleport arena for those who forgot to turn in the quest on Quarantine Island. - Mixer not working on some maps in game soundtracks and sounds, will be updated. - Due to an issue with some data not being cached in the game, update has been issued on Steam. NOTE:The Steam update will reset your cache to store data cached by the remote repository on your computer. This is why your first login to the game after the update will be very, very slow. This is because it is trying to do caching. Remember that every time you visit a part of the game, if it is the first time, it will load very late. However, the second time it will load at its normal speed. You need to wait patiently for this.
Please restart Steam for strong and healthy game communication.
Another Monday, another Update day! Welcome to part 2 of our core gameplay overall, with additions and tweaks galore.
The update is immediately available, just drop the game to download the patch. Don't forget to join us on Discord to let us know how you're doing in the Arena.
Patch Notes 0.3.2
New Tutorials
- how to play - how to play for every hero - video tooltips for every abilities
Gameplay
Gameplay features
Gameplay Updated:
Auto-tackle lag decreased To decrease chaos in close-quarter fights, we decreased base character speed (both for hero and titan). At the same time, we increased character speed when using stamina.
Ball (relic) grabbing We have implemented a number of technical fixes to improve player comfort when picking up the ball.
Knockbacks of all abilities revised Knock-back mechanics on the opponent when using certain abilities have been implemented as well as support VFX for knock-backs.
Rage gain and accumulation rebalanced Rage (the energy needed to charge your ultimate and transform into titan form) is now taking a longer time to accumulate but the transformation to your titan is more impactful over the course of the match. The philosophy behind character ability is based on a 3 tier approach - your 1st ability is used frequently (ex: LilChi putting up the wall), your 2nd ability is situational (LilChi’s bat, or Niya’s gateways), your 3rd and ultimate ability is a game-breaker.
Auto-tackle lag decreased We have made a number of technical fixes in order to improve comfort and control for the player when tackling the opponent. This is to minimize situations where your character is getting stuck on an object or another opponent in your proximity.
Basic speed change - difference from sprint speed increased Minor balance fix to improve the ball’s momentum (force).
VFX system rework and major update We added VFX for knock-back, as well as buff and de-buff for the affected hero/titan when impacted by the opponent’s abilities
Camera system enhanced Cameras comfort improved by adjusting camera position, making objects translucent, and adding visual feedback when using certain abilities: - LilChi wall - Optima ray/Solar Embrace - Zeno Crushing Thunderfall
+ Bugfixes!
Heroes
Hero Optima
Hero Optima abilities Updated
Sunflower (Ability 1) - VFX updated when using the ability, now the flower has team color (ally/enemy) - More from the ally + increased slowdown for the enemy - VFX added for the affected opponent - VFX added for affected ally
Solar Embrace (Ability 2) - more from ally + increase slowdown for enemy - VFX added for affected (by the ability) opponent - VFX added for affected ally
Brilliant Ikon (Ultimate) - Technical fixes focused on decreasing lags when deploying the ability and decreasing the lags for teleporting into the center of the sphere - VFX between Optima and deployed sphere - VFX transition for Hero and Titan form added
Hero Lil-Chi
Hero Lil-Chi abilities Updated
Walls of Escribis (Ability 1) Titan Lil-Chi Walls knockback the opponents
Hero Niya
Hero Niya abilities Updated
Wraith Rush (Ability 1) - Niya (both in hero/titan form ) can now dash through “walls” on the map - Niya can carry ball and use the ability - Hero Niya can pickup free ball/relic - Titan Niya when dashing takes the ball/relic from opponents
Cosmic Gateways (Ability 2) - Multiple bugfixes for deploying teleports - Niya can now throw the “exit” point of teleport
Temporal Warp (Ultimate) - VFX added when deploying the ability - VFX feedback added for affected (by the ability) players - VFX added during transition for Hero and Titan form - Ability affected for all opponents on map - Rebalanced strength and duration
Hero Zeno
Hero Zeno abilities Updated
Thunderclap (Ability 1) - VFX feedback added for affected opponents (lighting around character) - Fixes improving targeting comfort - Knockback opponents in titan form + VFX feedback added
Crushing Thunderfall (Ability 2) - VFX feedback added for affected opponents (lighting around character) - Targeting system comfort update - When it Titan ability stuns all opponents within the radius + VFX feedback for opponents
Ion Grasp (Ultimate) - VFX feedback added for affected opponents (lighting around character) + lighting strike - VFX link from Titan to ball - Multiple bugfix
Maps
- Gates Buttons logic enhanced - Starstrider map visual fixes - All maps - VFX acceleration lane added/changed - Bugfixes - collision etc.
Sound
Improved audio system performance and its impact on RAM and CPU load
Added new sounds for: - Lilchi Club Kick - Lilchi Player Scrolls collision - Zeno Ion Bind - Optima Ray Of Sun - Optima Buff and Debuff - Optima Ultimate Link - VO sounds for tutorial
Default Radio music ( 10 Songs ) Roads collision FIX Flip Car Sound Effect and (4) second Usage Delay. Main menu visual updates. Starting Video Updates. Transitions to character Updates.
We were very pleased with the interest generated by our game Tower Forge: Dark Defense. Hundreds of people have added our game to their wishlist, and we have received several positive messages that have injected new energy into our entire development team.
Work on the game is ongoing, and every week, we manage to make significant progress. That's why we've decided to share it with you. It's you and your feedback that help us shape the future of the project.
We have come to the conclusion that we want to enrich the gaming market with a game that stands out from the competition. In addition to the classic tower defense elements, we want to see a significant dose of Real-time Strategy in TFDD. To see all the changes in the game, you'll have to wait a little longer. We hope you're excited about the direction towards an RTS style, and you'll support us in our efforts to create an unforgettable game.
For now, we'd like to showcase what has happened in the recent period. You can see what our team is working on:
Map Generation
We've implemented a tool that enhances our control over spawner and resource generation in our maps.
Villages can now span multiple tiles instead of being limited to a single-tile building. Their size is generated procedurally and impacts the amount of resources they can provide. Larger villages mean more workers, but they also require more space for protection.
General Gameplay:
Forests now serve as "natural walls" for defense, and creeps can destroy them if they wish.
Forest removal now requires workers and takes time, rather than instant removal for gold. After removal, the player acquires wood.
Resource-producing buildings now offer an initial burst of resources once workers are assigned.
We've changed how villages provide workers. Instead of generating workers over time, as other resource-producing buildings do, villages "lend" workers to the player. When a village is destroyed by creeps, its workers perish and can no longer be used or assigned.
We've introduced a new Fog of War system with volumetric fog.
There are new UI indicators for hidden objects in the fog.
Additionally, we've added new tower components in the forge. Stone and wood are now resources used for constructing towers, and towers' vision is now a separate attribute that depends on the tower's height.
Tower components are now unlockable and infinitely usable, rather than being limited by the number in inventory.
The English translation is currently under development and is expected to be finalized within approximately two weeks. We appreciate your patience and understanding during this time.