Hey paisanos, it's the Super Gosu Cars one year of early access summary celebration super post!
What a ride this year has been for me personally and for all you Super Gosu Fans out there!
One Year of Player Engagement
Thousands of you have downloaded and tried out the free demo! Hundreds of you have added the game to your wishlists for updates and notifications! And a finest handful of you majestic super gosu mad lads have even gone so far as to buy the damn thing before it's even completed! Now that's Gosu! A big thank you from me to all of you for warming this dev's heart!
One Year of Added Content
Don't believe me? Just look at all the content you've given me the energy to add over the past year:
But all of that is in the past and here at the Super Gosu Cars department of Codeborn we are all about looking towards the future! So here's a curated pick of what you can look forward to as the game moves ever closer to completion:
A couple more achievements (including a brand new category). COMING "SOON"!
One additional driver for a total of 16.
Two additional vehicles for a total of 16.
One impactful race-rule altering mutator.
Stay tuned for more sporadic updates from yours truly as this super gosu ride continues!
As always keep in mind that the game is still in development and bugs and other oddities may be present. If you encounter anything you don't like (or do like) please let me know!
Happy Friday Sker Islanders, what have our team been up to this week? Find out in the latest patch below!
Sker Ritual Patch v.0.4.11 - 22/09/2023
MIRACLES - TIER 4/COMBOS - Added 7 Tier 4 Miracles, which provide more passive modifiers to the player and abilities. To access Tier 4, you must have at least 3 miracles by 2 gods each (6 in total), which will show you the new ones of that type
ADDITIONS & ISSUE FIXES - Added a new Trial: "Frenzy Catalyst" : Failing to complete it will make all enemies enrage until the end of the round - Updated the visual for the "Praetorian" in the "Deadly Lover's Fortress" boss fight - Fixed an issue that caused enemies to be stuck when they leave combat before they have finished properly initializing if they had a lot of animations, which resulted them in T-Posing - Fixed an a couple of errors that would cause the game to be interrupted if an enemy with no stun animation got stunned - Fixed an issue with the last boss in "Deadly Lover's Fortress" which caused the boss health bar to not disappear after being defeated - Fixed an issue causing some Trials to show as failed on the UI even when succesfully finishing them, if they had been previously failed during that level
Once again, thank you for supporting Sker Ritual and our team! We hope you're enjoying all of the improvements and updates, and look forward to hearing your thoughts in the comments below and over on the Sker Ritual Discord!
If you also have a spare moment please do leave the game a review over on the Steam page which supports our Early Access Beta journey!
This September patch improves considerably the controller support, plus several small changes and fixes for Ulminin.
Controller Support
In this patch we have reworked the controller support practically from scratch to make it more fluid and usable in all aspects of the game. Now all game menus are accessible with the controller and the game is 100% playable with it.
In addition, for those who want to play with the keyboard, there is the option to activate keyboard shortcuts. With them, besides being able to cast cards with the numbers keys, you can use the arrow keys to move around the game, as well as "control" and "alt" as confirmation buttons.
Anyway, this is not finished, and we will keep improving it, so we will be taking a look at your opinions, reports, and suggestions for the controller support, so don't hesitate to share with us what you think of it.
Ulminin changes - Added a new pet "Scaraby" that is automatically unlocked with the DLC. With this pet you will have the option that the scarabs appear more often and therefore the possibility to get more resources during the run. - Added 5 new soundtracks for Ulminin combats. - Added a few custom answers for Navalea and Laia in the other Adventure maps (we will be adding some more with successive patches). - Added the option for Laia to heal in the rest events (campsites), like the other Healers. - Increased the HP of the Eternal Cube in the Basthet combat, to make it more difficult to kill it by accident and to be able to keep using it to heal yourself with different methods. - Fixed the events, the fennec enthusiast & the information brokers, who sold fennecs and information a little cheaper than they should have according to the text of the answers. - Fixed an issue where in multiplayer, players without the Ulminin DLC could not buy the DLC specific items in the Ulminin shops.
Other Changes - Wilbur's innate trait renamed Inventor. - Friendly Tadpole: increased heal to 28 (from 25) and vitality to 4 (from 3). - Ice Lance (yellow): now deals cold and mind damage and it's also a Mind Spell. - Ice Barrier (yellow): increased the block gained from chill to x5 (from x4), added vanish. - Ray of Frost (blue): increased damage and chill charges by 1, added vanish. - Shifting Scroll (blue): now vanishes 1 card (from discard 1 card). - Nightmare & Recurring Nightmare (yellow): Swaped the order of the curses, first applyng insane and then dark. - Holy Slash (corrupted): Added vanish. - Fixed a visual bug that made some islands of the Obelisk Challenge disappear. - Fixed a visual bug when monsters gained immunities with enchantments and the immunity did not appear in the top left status window. -Fixed a visual bug in the tome of knowledge when viewing past games of less than 4 heroes played with sandbox mode - Fixed a bug in which the card game event did not give the correct xp in the second floor of the obelisk challenge. - Fixed a bug in which scarabs sometimes did not give the corresponding reward. - Fixed some text here and there. - Fixed minor reported bugs.
That's all for this patch.
Next we are preparing an update for Christmas with new features and a small patch for Halloween in which we will reactivate last year's Halloween event and the possibility to get the related cardback.
The flat universe space has been adjusted to a three-dimensional universe space with added height orientation attributes.
New ship navigation options:
Click on targets or target labels within the Star Map to move the ship.
Click on empty spaces to move the ship to the target location.
Click on targets in map mode to move the ship to the target location.
Ships will navigate around interactive objects during interactions.
Added special effects for completed fuel replenishment.
Star Map radar has been optimized, and the radar orientation mode can be tweaked in the settings.
UI
Brand new troops command UI.
Brand new expression UI.
Combat
Some pirate encounters and fleet battles have been adjusted to Tactical Capture gameplay.
Added Hoverbike vehicle item that can be equipped and brought into battles.
Battle Pass
New Battle Pass season.
Added Hoverbike exchange to the General exchange interface, removed Xephalopod PMG and Death Dancer from the exchange interface, and adjusted them to be unlocked through corresponding proficiencies.
Optimizations and Improvements
Star Map
Changed the spaceship control tutorial content and trigger (now pops up when using WASD keys).
Removed the task tracking range display from the Star Map.
Optimized the special effects of ships being locked on the Star Map.
Improved laser effects for mining.
UI
Newly acquired weapons and consumables will be automatically equipped when the equipment slots are not full.
Added a countdown display for the availability of items in the General exchange.
Optimized the gift boxes:
For multiple-choice item gift boxes, a "selected" shortcut key has been added to the item selection interface.
Adjusted the sorting of items in the backpack.
New item icons.
Optimized Leaderboard interface:
Added a level leaderboard page to the attribute leaderboard.
Added shortcut keys for page up and page down.
Added a red dot display to the title interface.
Added a replay function to tutorial videos.
Adjusted the spawn point for new players and Barbara in the new game.
Added a shortcut key icon display for the Logbook.
Missions
Weekly missions have been added and are now unlocked based on the player’s level.
The main mission "Breakthrough" has been adjusted to an encounter battle.
Side missions are now unlocked at a lower level.
Combat
Removed the mechanism where control effects affect friendly units.
Adjusted the victory condition for Tactical Capture gameplay:
Killing all enemies no longer grants an immediate victory, instead occupying all control points grants victory.
Added shooting sound effects to the Xephalopod PMG.
Optimized the outline effect for elite enemies.
Optimized the teleporting follow-up behavior of allied units in combat instances (they will no longer appear directly in front of the player and block the player's path).
Removed the turrets from the Spacecraft Defense game mode.
Optimized the special effects of the weapon "Energy Rift":
It launches four beams that converge at the target location, with the beams rotating and shrinking before finally releasing a huge laser that deals massive damage.
Optimized the special effects of the affix "Vengeful".
Optimized the special effects of the affix "Attractive".
Reduced the size of the turret models generated by the affix "Defender".
Optimized ship hit special effects.
Balance
Increased the deduction of weapon, soldier, vehicle, equipment, and ship durability in victory and defeat post-battle settlements.
Reduced the drop rate in encounter battles, boss battles, and elite battles.
Reduced the required experience for characters above level 9 to level up.
Increased the experience gained from winning instance battles.
In Dragonheir, you can lead over a hundred heroes and choose five companions in each battle. They each have unique attributes and acquisition methods. Watch the video for more information!
Hi, everyone! Welcome to another week's developer's diary.
Before we start, I have something for all my fellow indie game developers. https://store.steampowered.com/news/app/1519140/view/5848542859095613768 This is the Text-to-Speech dynamic library I made to allow your operation system to read dialogs, books, documents, and some other texts of the game to the player. No need to read walls of text in an RPG like this game, you can let your computer read everything to you. It can be used in any game developed with RPG Maker XP, RPG Maker VX, RPG Maker VXA, and Unreal Engine! Yes, Unreal is included, as long as you know how to use dynamic libraries. It's written in native C++. Thus, all shall be compatible. :) In theory, it can also be used by RPG Maker MV and RPG Maker MZ if you know how to use a C++ DLL in Javascript. (Something that you may be interested to read: https://nodeaddons.com/calling-native-c-dlls-from-a-node-js-web-app/ )
Now, let's start with the content updates for this week. First of all, here comes Dr. Kyoryu So far, everything about his research deep in the mount is top secret. However, you may find some clues from his assistant, a pink-haired girl standing behind the doctor. She can provide you with pet services like a caretaker. She can sell you some Pistol Petrification Mags. She can also modify your firearms for you. She is quite useful with so many different functionalities you may even wonder who exactly she is. So far, there is no answer.
Meanwhile, the cave may burn as a new type of turtle just arrived. Known as Kameren, in ancient tales of the Stone Age, they evolved to have the power to shoot fireballs without much effort. They appear alongside the Stone Turtles and will not hesitate to protect their siblings against any hostile activities. Their power can be yours if you capture them in battles or peacefully convince them to join you.
To empower you even more, you can now enhance your equipment with the magic anvils just like the weapon enhancement updates last week. Find your favorite armor, clothes, hats, pants, shoes, underwear, and other strange equipment you can acquire in this supernatural world, you may now empower them further to make them more useful to you. Just like weapons, each enhancement level brings a bonus to their attributions. More details can be found on the wiki of the game.
Now, you've met a strange doctor and his mystery assistant, some turtles that can shoot fireballs, and an enhancement system for almost all equipment. Yet, you can't say you've witnessed all the madness of this week until you see the... Gatling Bodhisattva!!! In ancient times, in a Polytheism like Buddhism, people believed there must be a Bodhisattva for every aspect of life. In modern times, people invented Gatling guns. Thus, there has to be a Bodhisattva for that, too. :P When bullets maw down soldiers on a battlefield, it brings equality and a feeling of liberation. If they were sinners, they would no longer be able to commit more sinners. If they were good, they would be awarded in their afterlife beyond the hell they were facing in their life. Such is the mercy of the Gatling Bodhisattva. (I'm sure a certain killer monk will click the "like" button if he gets a chance.)
Talking about mercy, we also got some development in the "Sweet Dreams" side quest. Actually, it's almost complete. The truth can be revealed. It may also lead to an ending if you choose to do so. With quite a few optional paths non-linearly deployed along the way, the story can be told in many different orders.
That's for this week. Have fun with all the madness. We will likely see the "Sweet Dreams" completed next week.
Today's changelog: ############Content################ [Sweet Dreams]The nurse in the secret room now always appears. (Previously she only appears when you start the investigation.) [Sweet Dreams]Made the quest even more non-linear. It's now possible to investigate what happened to the woman from the town hall before you start the quest. [Game Over]Special game-over texts now no longer inside a window. [Game Over]Moved special game over texts down so that they no longer overlap with the game over text. [Special Attribution]Added a new special attribution that increases a character's firearm damage by a percentage. [Faith]New Tenet: Gatling Bodhisattva (Let's blame Nihilmace for this. (✺ω✺)) [Item]New Religious Book: Gatling Bodhisattva Sutra [Museum of Strange History]Added a copy of Gatling Bodhisattva Sutra ###########System################## [Combat]Added a modifier on enemies that can affect the player's escape chance.
We've noticed that some moneyshot animation poses were totally busted, due to recent changes. This update fixes that issue , all poses should work now. Thanks.
We've been waiting for three years to make a proper announcement here, waiting until we had something meaningful to share with you. Well, the time has come.
Next week, you'll be able to play the first demo of Ending Tau!
It's been a wild ride, and we're really looking forward to sharing what we've been working on with you. This is a sneak peek, and your feedback will help us improve our game way beyond what we could accomplish alone.
Stay tuned. There's a lot more exciting news coming up soon. From our very small indie team, thanks for being around at such an early stage of our journey!
With love, Rafa, Andre, Felipe, Henrique, Vitor, and Maria.
We're pleased to announce that macOS is now officially supported for the Steam version of Augma II Arc I! We've released a minor patch to allow the game to launch on the latest macOS versions by complying with Apple's security requirements for macOS 10.15 and up, which now covers all macOS versions supported by Steam. This change is live on other storefronts as well.