Our game is very close to being fully funded, but we need the support of each and every one of you to help make this dream a reality. Please click here or search "Siren's Call: Escape Velocity Kickstarter" online to find our campaign and offer your support. We legit cannot do this without your help.
You can also sign up to get some cool exclusive merch as well as the game early. So don't miss out!
Our first post-release patch is here, and we want to extend our heartfelt thanks to each and every one of you. Your dedication and valuable feedback have spurred us to work tirelessly on enhancing your post-apocalyptic experience.
Here’s a comprehensive breakdown of what this patch brings.
Gameplay Enhancements
Map Improvements: We’ve added more resources, including additional bushes, stones and interactive fire barrels to keep you warm during the unforgiving winter season.
Additional World Creation Options: Customize your survival adventure with more options! Adjust zeek multipliers, explore perma-death settings (Individual - If MP you must keep the host alive, All - one dies we all die), and choose to remove infection on death.
Vitals Settings: Tailor your gameplay with vital settings; offering slower, normal, and faster rates of hunger, thirst, and infection drain.
User Interface & Experience
Gamepad-Friendly: Enjoy a smoother gaming experience with improved gamepad UI and tooltips.
Human AI Mechanics: Our survivors are getting smarter! We've added new human AI mechanics for a more dynamic world.
Inventory Improvements: Managing your gear just got easier. We’ve made it easier to change location when you have multiple pistols and tools. We’ve also made improvements to quick slots. (Now easier to change when adding binoculars or compass etc).
Tooltip Enhancements: Get a clearer understanding of debuff icons with tooltips on mouseovers.
Rotation Options: Discover a new "Auto" rotate option for player rotation in gameplay settings. Adjust Rotation Sensitivity to find your sweet spot.
New Map Markers: Navigate your world more efficiently with fresh map marker icons.
Survival Challenges:
Prolonged Water Purification: It now takes longer to clean water at a cooking location.
Fire Fix: Fires will now go out properly, preventing interactions after they're extinguished.
Bug Fixes & Gameplay Tweaks:
Quality of Life: Enjoy an array of quality-of-life improvements. We’ve improved loot, movement and interaction with Trader. We’ve also improved the loot of the Survivor Car.
Helmet Surprises: Armored zeeks now have a chance of losing their helmets, creating headshot opportunities.
Build Actor Insights: Keep track of build actor health when you're near them.
Stealthy Steps: We've slightly reduced player footstep sound to attract fewer zeeks.
Roaming Horde Nerf: The Roaming Horde has been adjusted to introduce special zeek types more slowly to the horde.
Extra Storage: We've added an extra row of 5 slots to crafted storage containers.
UI Fixes: Bid farewell to issues like hypothermia UI being stuck on screen after respawn.
Zeek Gridlock: Zeeks are back to navigating with the grace of undead creatures. Dead zeeks will no longer prevent other zeeks from navigating properly.
Weather Woes: We've addressed weather-related bugs, including the infamous spring blizzard issue. Snow may show on loaded save but will clear after time in game.
Container Convenience: Swap items effortlessly using the middle mouse button within containers.
Inventory Bug Fixes Including: Say goodbye to problems like the disappearing bike helmet when inventory is full, and players getting stuck in the backpack animation.
Lock-Picking Freedom: Fixed getting stuck in the lock picking animation. You can also now exit the lock picking system by hitting ESC.
Blueprint Fixes: You can now vault through blueprints like, unfinished window barricades.
Zeek Horde Tweaks: Zeek hordes have undergone improvements and fixes.
Last but not least we have a potential fix for interaction issues on respawn.
Survivors, while we're still diligently crafting our roadmap to 1.0, this patch is our way of quickly responding to your invaluable feedback. The apocalypse continues, and your resilience inspires us. Continue to share your thoughts on our Discord and Steam reviews.
The time has come to release the first version of Rawbots containing procedural star systems! We have also introduced a new spaceship that will help you explore this procedural universe. The spaceship can be controlled with WASD + Mouse Cursor, Shift to boost and V to warp. To access other star systems, press F2 to find the portal where you can then travel to it,
- After the upgrade, the skill selection screen supports keyboard operations
Adjustment
- The blood bottle, energy bottle, magnet and other props model is enlarged, easy to see - Adjust individual skill effects - Fine-tune the grind for BOSS Level in Chapter 2
Bugfix
- Fixed an issue where the altar in the map has a probability of not dropping the artifact cube
Thank You:
A big thank you to all the players who have provided us with feedback and suggestions. You have made "Artifact Seeker: The Legend of Aurorium " even more enjoyable. We are aware that there are still areas for improvement, but we are constantly working hard. We hope you will continue to support us, add to your wish list, and provide us with feedback at any time. :)
-Development Team of "Artifact Seeker: The Legend of Aurorium "
It's time for a map jam! With all of the recent updates, there's now a whole new world of map ideas that are possible to make.
With player physics (gravity/jumping/collision) you can now make platforming maps and exploration themed maps... With new prop modding features you can make things like hand-held torches, maps & notes for the player to read, and all kinds of cool effects with particles, audio, animation and lights... With the new automation tools you can make things like locked doors, keys, and interactive gameplay... And of course with electronics and circuitry you can make pretty much anything imaginable!
This map jam is themed around making maps that have "gameplay" to them in some way, and that topic is very, very broad. This is a very casual event and there are no rules, and submissions can be either big or small, simple or complex, don't worry about it! Just like previous events, I highly recommend you give it a try even if you just want to make something simple and quick. These layout jams are a ton of fun to take part in, and the main goal is creativity!
There are no prizes, but as usual I'll make a list of highlights and my personal favourite entires at the end of the event. The jam runs from now (September 21st) till October 16th, so it's longer than the usual jam events.
To enter your map into the event, simply tick the "Adventure map jam entry" option when uploading to the workshop:
Want some map ideas? How about:
A maze, either 2D or full of 3D elements like layers and bridges.
A platforming challenge, like rooftop parkour or a 3D-platoformer style level.
A horror-themed map, where it's pitch black and you need a torch to look around.
Tell a story, use text and images to describe the historical events of a railway.
Use trains to make a puzzle, like directing trains through a yard, or finding your way through a complex maze of track junctions.
Make a world designed for exploration, where the player walks around in miniature mode and has things to find in the map.
Use locked doors to make a room-escape style puzzle.
Use train AI to make something interesting out of train movement.
Create some mods to make a parody of another video game.
Use automation tools to create a light show.
Change the skybox and sun colours to make a surrealist world to explore.
Use harsh weather and low-visibility to make a survival-exploration map.
Give some basic electronics a try, and make some simple circuits.
Or get more advanced and use the circuitry to make something crazy!
This theme of "gameplay" is very broad, so feel free to make anything you like. Even just a normal map that is fun to run around in miniature mode still counts!
It's been ages since the last Rolling Line map event, so i'm really excited to see the kind of maps people will make. Have fun!
New map: Cuba Street
To kick off this map jam, I've made my own entry. This map uses modding to create a bunch of props that use a pixel-graphics art style. It's set in Wellington's Cuba Street, a famous little street here in Wellington with lots of colourful buildings and art.
I originally made these 3D art assets as part of a weekend game-jam recently, so I decided to import them into Rolling Line as mods and make a full map out of them!
This map features some platforming, but the main gameplay is a mini-game to catch rats. I've used circuitry and automation tools to create some basic logic for "catching" rats, as well as a scoreboard.
If you look under the table, you can see the circuitry that makes this gameplay work:
You can find this new map in "New game -> mini maps -> Cuba Street"
Here are some photos of the real-world Cuba Street, you can probably spot the resemblance!
Other features in this update
Torch props
In the "Room -> tools" drawer you can now find a couple of hand-held torches (a flashlight and a flame torch). These are great for adventure maps!
NOT gates
There is now a NOT logic gate, which always outputs the opposite of its input:
Wire condenser
This is the opposite of a wire splitter, it takes multiple wire inputs and if any of them are true then the output is true (it's just like using OR gates):
New LED types
There's also now a bunch of different LED types, like one with just the light and no circuit board, and a square panel version:
Change height with tools in hand
I've added a new key binding which you can hold to use the scroll wheel for player height instead of tool menu up-down. You can change this in the controls menu. By default shift + scroll wheel will now change the player height even when a tool is in your hand:
And a whole bunch of other fixes and minor features:
Fixed issues with the train sensor prop, it no longer flicks on/off if trains are moving slowly.
Fixed train sensors not working on very low frame rates.
Fixed issues with signals and turnouts now being updated correctly by the remote state activator.
Train AI now properly responds to signals which are set by remote state activators.
Train cab buttons can no longer be clicked by remote trigger activators.
Changed the backlight screen material for all tools (edit tool, group tool, etc).
Logic gates now store their current state in the save file, which helps keep complex circuits accurate when loading from saves.
Fixed issues with logic gates not receiving inputs or giving outputs from passwords correctly.
Logic gates now send out a password trigger when they become true, if no wire is connected.
Wire connections are now removed when a circuit piece is moved with the transform edit tool.
Fixed minor bug with player sensor popup UI display.
Fixed minor bug where the box collision display for prop mods would not disappear when exiting the menu if a mesh collision is chosen.
And that's everything! I'm really excited for this map jam, and I can't wait to see the kind of maps people will make!
Hello! Here's a small patch to address achievements not working. All achievements should now be working as intended!
Small Changes
Small landscape fixes.
Changed out some boulders to have some more consistency with the level design.
A new achievement was added. Now, there are two distinct achievements that will unlock the Exalted class. (If you already have a level 50+ class, load in, and you should unlock the new achievement immediately; granting you access to the Exalted class)
Future Plans
While updates have mostly slowed down, there are a few plans to further optimize the game's code. Also, there are a few more things I would love to add to the game. Including a few new dungeons and some re-design of an old one. New gameplay changes to continually propel Castle Daybreak forward. This could range from, enemy abilities being improved to be more challenging and fun. Ability updates for some abilities that are simply lacking. And, world events to add more life and lore to the world.
Here we are, once again, addressing some issues you have reported to us and already making some improvements in the Major Update.
We really hope you enjoy it! And remember, we are all ears! So please leave us your feedback; it will be greatly welcomed, and we are ready to make it a reality in Vampire Hunters :)
Changelog:
Reduced the base reload speed of all primary weapons by half.
Added a new system that allows you to pay to reduce the level requirement for unlocking weapon slots.
We have reintroduced the manual level-up option, so the store won't pop up during your mowing down flow if you choose not to.
Changed the level-up progression of the Great Hall. Now you level up faster in the beginning.
Reborn are now outside the tier system.
You need 30 Reputation Points to unlock the first reborn (32, 34, 36 for the following) - it's now easier to get reborn, but be aware that it's meant to be challenging.
Once you are reborn, stage progression will be reset.
Enemy Look Rotation now ignores enemy movement speed, so enemies won't moonwalk towards you anymore.
Improved projectile collision with the boss's hand in the Great Hall.
Lowered the health points of the Eye Tyrant and Eye Tyrant Breacher in the Great Hall.
Renamed the monsters in the bestiary: Hobgremlin, Enraged Ghoul, and Eye Tyrant Breacher.
Made improvements to the SMG weapon (lowered reload speed, increased fire rate, and max ammo) - go play with it, it's super fun.
Lowered the health points of the doors in the Great Hall.
Increased the health points of the boss in the Sewers.
Fixed a typo in the Ruby Vial description.
Lowered the volume of Banshee sound effects.
Added a weapon class tooltip to the shop and pause screens.
Now you auto collect gold and souls from enemies slain during the blood rush.
Changed the order of merging and recycling in the shop.
Added a "Gold coins:" label to indicate your gold in the shop.
Added a tooltip to explain the Reputation Level system in the main menu.
Now you can sell a Reputation Point for 50 gold coins (instead of 40).
Aligned some text in the permanent upgrade screen.
Lowered the volume of the Gamecraft Studios Intro video.
Changed the Reputation Level HUD to show integer numbers instead of floating-point numbers.
Wow, that was a lot for one day, but you know, our ultimate goal is for all of you to have a lot of fun with Vampire Hunters, and we won't stop until we get there :)