This patch has just been focused on optimizing a lot, not a lot of content.
-Added decapitation to some of the bots - now limbs will go flying when they die -Fixed ragdoll t-pose for player death -added some functionality to only spawn at flags when they are being captured -added a heal effect when healing -reworked the way bots move around the map -added more camera delay when moving around -added a shield durability bar for bots that use shields, now you can see their blocked damage -fixed player health bar not animating -fixed a bug where respawn map wouldnt show when dying -reduced build size -fixed bots respawn bug and their healthbars not resetting properly -fixed a hit bug for bots when getting hit -player will now face the target when attacking -added sword effect when attacking
Commanders, we have a fresh new update for Survivor Mercs. "Thank you!" to everyone who helped us find and fix some issues and adjust the balancing for the progression a bit more.
The big new thing in this update is the Chinese translation.
We are already working on more languages - which one do you want to see next?
Of course we continue with further improvements, but we now focus more our first major update. Stay tuned for the upcoming announcements and keep the feedback coming via the Steam forums and our Discord server!
Replaced the font with a more readable one that supports a wider array of languages.
Added translations for Chinese (simplified) and Chinese (traditional).
Fixed an issue where "Quaker" Commanders no longer dealt damage.
Added and fixed many instances of missing sound FX.
Fixed the Boss arenas still not clearing the area reliably, potentially causing issues that warp you or the Boss out of the arena.
Adjusted some UI popups for better clarity.
Added the missing "oil spill" attack for Boss OilRig (but it may still be buggy).
Added total HP number to your Commander's and miniboss' HP bar in the HUD.
Fixed an issue where the selection in the Operations menu was jumping around.
Minibosses now explode when killed, making it more noticeable (and cool!).
Enemies now shatter in a more satisfying way when defeated, also helping a bit with overview.
Silverback should no longer get stuck in obstacles.
Treasury now works like all other rooms and needs components for upgrades. It has fewer total levels, but each level grants a more significant bonus.
Gym, Magnetron, Shooting Range, and Academy have lower requirements to build them at level 1.
Many Bunker Rooms have been slightly adjusted to get some of the initial bonuses earlier.
Storage level-ups now tell more understandably that it multiplies the stack size for each Component.
The Operations Room shows some basic additional information about your Operation Type (currently only "Standard"), the Boss on the map, and which and how many building components you found on that map - and which ones you can't find there.
The Room building menus now highlight the requirements to understand more easily what you still need for the next upgrade.
When playing with gamepad, your mouse cursor should now be correctly disabled.
Priest correctly increases your Commander's HP with Field Medicine or Crusader skill lanes.
Calling in an Extraction now shows an additional hint to understand what to do, especially if you do it the first time.
Known Issues
We continue improving the game and work on fixing these issues soon:
Nubetube & Curveball sometimes re-acquire different targets and deviate partially from their attack pattern
When using a Gamepad, the button bindings do not show up correctly in the bunker menus.
The progression of Room Upgrades is soft-locked at a certain upgrade level since some of the components required to upgrade the rooms are not yet dropping in the map. This will only become available once additional maps go into the game with the future Early Access updates.
The Operations menu shows an active “Select” button while the Arctic map is still locked. Using it does not change the map, you will still play the Desert map until the Arctic map is unlocked.
Sounds stack when capturing objectives, spiking to uncomfortable volume levels.
You can get stuck in an animation when dying while using a powerup until the powerup animation ends.
Reaper’s gun ignores Piercing and can penetrate everything
Some objective sentries can spawn inside of other buildings
The run can potentially not end when you kill the boss, leaving you stuck on the map.
You may not be able to select the Arctic Map when you have 0 BD (you need at least 1 BD.
It's still very early days for Drift Vector, but it's been super helpful getting feedback from the game so far but I thought it might be fun to add a little spice to the proceedings with a HIGH SCORE Competition for the remainder of the SHMUP-Fest!
To enter, go to this Playcocola link, read the instructions & you should be able to record a playtest session. I'd suggest around 20 minutes will be enough & then there'll be a short survey at the end. Whoever gets the highest score during their recorded playtest session before midnight (GMT) on Monday will receive $50 STEAM CREDIT to spend on whatever game strikes your fancy :-)
As an added incentive to spread the word, if you have a friend who you know loves retro games, indie games & score-chasing in general, tag them in reply to this tweet & you'll also get $50 steam credit if they go on to win!
Lastly, if you'd like to be notified about future playtest sessions, you can sign up here & I'll email you when the next one comes around :-)
Thanks again & looking forward to getting your feedback! It really does make a world of difference & will hopefully result in me making the games you want to play (rather than just the games I kinda feel like making to scratch an itch ;-)
New Eden is about to be overrun by terrifying events in honor of the scariest time of year. This year’s Crimson Harvest event is just around the corner, and you better get ready because it is longer and more gruesome than ever before and brings spine-chilling rewards.
Expect monstrous loot drops, horrific in-game events, and blood-curdling rewards across the period, from 5 October to 6 November. There’s certainly plenty of gore and glory to sink your teeth into, and you should not miss out on the spooktacular attractions of Crimson Harvest.
HARVEST OF HORRORS
The Crimson Harvest puts capsuleers in the middle of the bloody conflict between the Blood Raider Covenant and the Order of Tetrimon. From 5 Oct to 6 Nov, you will find bone-chilling combat and hacking sites scattered throughout Highsec, Lowsec, Nullsec, and wormhole systems. More challenging sites, promising even greater rewards, can be found by those who dare to dig deeper into the mysteries of the void.
Getting involved in the horrific clash is as simple as picking a side through the Agency section for the event, before taking on unique sets of challenges, and rewards specific to your selected loyalty.
Community Fittings, supplied by EVE Partners and players, will be available to view during the event so you can put your best fit on. Combat sites will appear all over as anomalies in the Probe Scanner. Head into your preferred area of space, use the Agency Anomaly Scanner to scan down sites, then warp in to take on a series of frightening challenges in the dungeons that await. published
TRICK OR TREAT
It is the bloodiest time of year, and killing is a means of communication. During the Crimson Harvest event, PvP kills will drop loot at a higher rate, around 90% instead of the regular 50%. Find the pumpkin icon tagging the wrecks of your helpless victims and claim your bounties. Take care, though, as you might yourself fall victim to devious fiends who might be lurking in the shadows, waiting to pounce on you when you least expect it.
REAP THE GRIM REWARDS
Every day of the Crimson Harvest will bring devilish login rewards. Alpha and Omega players get separate rewards, with Omegas enjoying both sets every day, and upgrading at any time during the event unlocks all previous Omega rewards. The tasty treats on offer include boosters, SKINs, EverMarks, a generous amount of Skill Points and more. Get prepared and plan ahead, as not only will there be rewards given every day to those logging in, the 25th login during Crimson Harvest will be rewarded with 250.000 skill points for Omega and 75.000 for Alpha capsuleers.
There’s just under a week until we go live on October 5th at 14:00 CEST for Ghost Ship Publishing: On The Horizon, our big broadcast to talk about all things Ghost Ship.
Leading into that, two bits of news: The demos for Deep Rock Galactic: Survivor and SpellRogue are officially live! We’ll be talking more about both of them during On The Horizon, and you can find links to the demos down below.
Okay, agenda time. Here’s what we’ll be talking about next week:
14:00 - Welcome!
[/h3] CEO Søren Lundgaard and CCO/Game Director Mikkel Martin Pedersen say hello and get things going.
14:10 - Deep Rock Galactic: Survivor is almost here.
[/h3] We’re happy to share that DRG: Survivor will be part of Steam’s Next Fest October 2023! Plus, the game has gotten an official release window – we’ll announce it live on the stream.
14:25 - Spotlight on SpellRogue.
[/h3] SpellRogue’s going to be part of Next Fest as well! We’ll take a look at the game, and also give a sharper idea on when you can expect a release date.
14:40 - Updates from the DarkSwarm devs.
[/h3] We’ll hear from Bitfire Games on what they’ve been up to, and the latest developments from this co-op tactical shooter.
14:55 - New game picked up by Ghost Ship Publishing!
[/h3] Expect a live premiere of the trailer for the fourth game from Ghost Ship Publishing. Hope you like dinosaurs.
15:15 - Hands-on with Deep Rock Galactic: The Board Game’s new expansions, and the PS5 Special Edition.
[/h3] Now that the Kickstarter for these expansions is live, we’ll crack open some samples of the Biomes and Space Rig packs for a hands-on look at what they bring to the table. We'll also take a quick look at what's in the box for the PS5 Special Edition of Deep Rock Galactic.
15:30 - Our plans for Deep Rock Galactic, and Ghost Ship Games.
[/h3] Last, but certainly not least: we’re finally ready to share an update on Deep Rock Galactic, and what we’ve been working on over here. :)
16:00 - That’s all, folks!
[/h3] Søren and Mikkel wrap things up by performing a musical number and dance routine, before getting on two white horses and riding into the sunset.* [/list] A note on the board game: We’ve said it before, but Deep Rock Galactic: The Board Game isn’t being developed by Ghost Ship Games. The whole thing has been developed externally by MOOD Publishing, it’s not our project, we’ve been busy working on other stuff over here. Just want to underline that, as we keep seeing some confusion about it online.
If you’re interested in trying the demos for Deep Rock Galactic: Survivor and SpellRogue, you can check them out here:
Ghost Ship Publishing: On The Horizon is coming to you live on Thursday, October 5th at 14:00 CET. You can tune in on YouTube right here. Hope you’re able to join us!
With Love, -The Ghost Ship Crew
*Disclaimer: We haven’t told Søren or Mikkel about the musical number or horse riding yet. That part’s still up in the air.
You probably saw the "Add to your wishlist" message several times here on Steam. But what are all the developers asking it for, should you click that green (or blue) button, what is it?
Or you can do it on the game's page just under the video trailer, like this:
For players
If you have a game on your wishlist you will:
Receive an email on the release day
See news about the game published by its' developer here on Steam
Get notified about the discounts by email
You can always remove the game from your wishlist.
For developers
The developer will know nothing about players who added the game to the wishlist. No email, no account name, no ability to send you a message - nothing. The only thing visible for the developers is the total number of wishlists This number is a thing that can help the developers understand how much players are interested in the game, and how many additional features and level of quality they should consider to work on.
1,000 wishlists - almost nobody knows about the game, probably players don't want it or never heard about the game
1,000,000 wishlists - players absolutely crazy about that and expecting something really really good from the developers
Now you know what to do
If you are interested - consider adding the game to your wishlist right now, it's like hitting the subscribe button on social media. If you are not sure yet (or you waiting for the discounts) and want to see how the game is being developed to decide later - adding to the wishlist is the best option to tell Steam algorithms that you want to be aware of news and updates from the developer.
P.S. If you want to talk to developers directly, suggest some features, and get more involved in the making of the game - Discord and Steam Discussions are great for that. Or let's chat down below if you have anything to discuss!
Dear Queens and Kings, It is time! We’re excited to share the first content update for Thronefall today: The Uferwind Update. It features a variety of new gameplay content as well as some balancing improvement and bug fixes. Here’s a quick summary of what awaits you:
The New Map:With Uferwind we added a completely new map to Thronefall. With its rugged shoreline to one side and vast open grasslands to the other it offers a challenge unlike any of the maps before. Right from the start you’ll have quite a bit of gold and many building options on your hand, allowing you to explore a variety of different approaches.
A New Weapon:The Lightning Staff is a powerful new weapon playable on all maps once unlocked. Its multi-target auto attack makes it especially suited to control large groups of enemies, while the active lightning strike ability can wreak havoc on even the most powerful opponents when timed right.
New Enemies:On Uferwind you will encounter 2 new airborne and 2 new ground enemy types that will require you to adapt your strategies creatively to successfully fight them off.
Hero Units:You’ll be able to build a new structure on Uferwind that allows you to recruit one of 4 “hero units”. Heroes are very strong units with special abilities that can turn the tide of the battle.
New Perks & Mutators:The update features 5 new perks and 5 new mutators that can be unlocked and played with on all maps. One of the mutators “Pray to the War Gods” is unlocked right from the beginning and allows you to make levels a bit easier to help you out if you ever get stuck.
Besides the new content this patch also comes with some tweaks to the existing gameplay, based on all the feedback we received from you. You’ll find all changes to the balancing in detail at the end of this post.
We hope you’ll have lots of fun playing through the new level, weapons and perks. In the last couple of weeks we put all our effort into this update and we’re super happy to finally share it with you folks!
As always, we’d like to thank you for all the love, support, feedback and patience! We’re doing our best to make Thronefall the best game it can be, and so do you! We’re incredibly grateful for that.
Berserks:- Berserks deal +100% damage to siege weapons (up from +50%) - Berserk HP increased from 50 to 65
Knights:- Movement speed of knights increased from 3 to 4
Longbows:- Your longbowmen now prefer targeting air units and have 50 range when attacking air units (up from 40).
Perks:- Castle blueprints increases health of towers and walls by +70% (down from +100%) - Royal mint no longer gives you an additional coin at the very beginning of the match - Pumpkin fields effect replaced: Fields have +400% health and every mill gives an income of +1 - The gladiator school perk only increases the costs of upgrades but no longer the initial build costs of a training facility - War Horse damage reduced by -10% - Heavy armor health only increases health by +250% (down from +350%), which is still very good, no worries. In return picking this perk no longer slows the player down. This is to make this perk more fun to play with and to counteract some crazy combos builds with Magic Armor. - Commander Mode ally damage reduced from +45% to +40% - Warrior Mode ally damage increased from -40% to -30% and maximum player damage increased from +160% to +175% - Glass Cannon damage decreased from +100% to +80% - Fortified houses now also shoot arrows when the houses are still on level one (at a lower attack rate). - Elite warriors give +80% HP for all of your infantry units (down from +100%) - Treasure hunter gives +60 gold before the last wave (up from +50)
Castle Center:- Builders' Guild upgrades houses before the night instead of after the night so you can effectively gain +1 income from it every day. - Assassin's Training changes from the last patch are reverted. It "only" gives +100% attack damage (down from +250%) and if you manage to use your active ability just as the last cooldown wears off, the cooldown is reduced by 50%. It should feel a bit smoother to use now. The challenge comes less from hitting your timing perfectly and more from making sure you get some good use out of your ability now.
Mills:- Scarecrow attack frequency reduced from shooting every 2.5 seconds to every 3 seconds - Exploding mills deal 50% more damage (e.g. on Level 1: 26 -> 39 and on Level 3: 91 -> 136.5) - The wind spirit upgrade blocks significantly more arrows on the lower mill levels than before and also has a new bonus effect: the mill and its surrounding fields receive the "armored against ranged" tag which makes them take reduced damage from all ranged attacks.
Weapons:- Spear: Deals -10% damage against all enemies except fast enemies. For fast enemies the damage is adjusted by an equal amount in the opposite direction (+10%). This should help make the spear more situational. - Bow & Dagger: Auto-attack fire-rate increased by +5%. The maximum cooldown time of the stab is lowered from 7.5 to 6. The damage against flying enemies is increased by +20% and the range against flying enemies by +25%. All in all pretty heavy buffs! While we intentionally want to make sure bow and dagger stay a bit more on the weaker side of things (as it is the first weapon you get), we also want to make sure it doesn't fall too far behind and keeps some situational use.
Enemy Units:- The weapon of the weakling has been changed to a club so it is now easier to visually distinguish from the melee enemy.
Bug Fixes:- Next wave info in the pause menu always shows the correct enemies during the night as well. - Fixed a small bug in unit pathfinding that might have caused units to move towards incorrect attack targets sometimes. This might cause some units to behave slightly differently now. - Magic armor can no longer lead to more enemies being spawned. (Oopsie.) - Magic armor can also damage the crossbow enemy now. (Oopsie.) - It should no longer be possible to get stuck behind buildings. (This time for real. Haha.) - War horse no longer damages enemies after they leave your attack radius. (Oopsie.) - Castle blueprints perk did not work properly on walls giving some walls too little and one wall piece way too much additional health. This should be fixed now. (Oopsie.) - The realm protected percentage shows correct numbers when buildings are destroyed now. (The scoring already worked as intended, so scoring should be entirely unaffected by this change.)
Surprise! Today we are releasing a Demo of SpellRogue! If you have been waiting for a chance to try out SpellRogue, the demo is a great way to get a taste of what the full game is like.
The demo features “Lapis” the Azure Seer and is limited to Act 1 & 2, but otherwise you will (almost) experience the full experience - even part of the "new game+" features is available!
For returning playtesters: We have made major improvements to the UI, completely overhauled sound effects, and improved/balanced a ton of enemy gameplay and water spells. Check out the overview for 0.8.9 below:
As I stood at the edge of the forest, my eyes shifted towards the dormant cable car system that stretched across the landscape. Its broken cables dangled lifelessly, contrasting the island's vibrant beauty. The notion of this once-thriving transportation network now being completely useless intrigued me. It could have been the ideal means to traverse the island, weaving through the treacherous swamps, dense forests, and gaping canyons that separated its diverse regions.
I couldn't help but wonder about the island's past right before the catastrophe, when the cable cars were filled with EVAS scientists, providing easy access to its various research stations. It would be great to have these working again, but this would be no easy task. Since I am no engineer, I must rely on my survival skills and instincts, carefully planning each excursion.
The dream of resurrecting this once-majestic transportation system, while alluring, was nothing more than a fantasy. As I looked at the disabled cable cars, I realized I would need to find another way to navigate the island's challenges. After all, I have made it so far with nothing but my will and hope supporting my efforts. If there is a way out of this hell, I will find it either way.