We're thrilled to announce the release of Trigger Fever version 0.12.1, a dedicated bugfixing update that's designed to enhance your gaming experience and ensure that the newly added content from the previous version (0.12.0) works flawlessly!
🐞 Bug Fixes and Improvements: 🛠️
Fixed several critical bugs and stability issues that were affecting gameplay. Addressed performance optimization to ensure a smoother gaming experience. Enhanced server stability for multiplayer matches. Tweaked weapon balancing based on community feedback. Refined in-game visuals and UI elements for a more polished look. 🤝 Co-op Survival Mode 🧟♂️🧟♀️
With the 0.12.0 update, we introduced the exciting Co-op Survival Mode, and now it's even better with improved performance and fewer glitches. Gather your friends and battle hordes of enemies together in this adrenaline-pumping mode! We want to express our sincere gratitude to our amazing community for your valuable feedback and support. Your input has been instrumental in making Trigger Fever the best it can be.
🙌 Join the Battle! 🎮 If you haven't already, invite your friends and jump into the Trigger Fever arena for intense 2D top-down shooter action with up to 4 players in thrilling PvP matches.
🎉 Thank You for Playing! 🎉 We appreciate your dedication and passion for Trigger Fever. We're committed to delivering a top-notch gaming experience, and your continued support drives us to do just that.
📢 For the latest news, updates, and discussions, don't forget to join our community forums and follow us on social media.
Thank you for being a part of the Trigger Fever journey. Stay locked and loaded, and we'll see you in the arena!
Hey everyone, as I'm working on bugs, I haven't forgotten about new content - which will be totally free. Here is the roadmap for next updates.
1.05 - 1.09: Mostly bugfixes
1.1: Halloween Update (October 2023) - New heist in a haunted mansion - Halloween decorations
1.2(December 2023) - Extra passive skill tree; certain skills will be learned as you play and provide with unique bonuses - 10 new contracts - One new heist
1.3: Major Story Update(February 2024) - New neighbourhood - Story continuation; new story missions - About 5h of new content - One new heist - New Game+
If you have any ideas or suggestions, make sure to post them in discussions. ːsteamhappyː
It seems that the “usual” one year and one week interval has crept up on me once again, and the game has been in early access for just over 3 years at this point. So, it is time to take a look at the macro level of Path to Prosperity’s development.
What happened this year?
Checking last year’s “taking stock” post (and the posts done since), there is quite a lot that happened. First of all, I created the templates for the new buildings in the wood, stone, and metal tier style. From there, I created the new buildings that were missing to 0.8 experimental (barracks, scout’s hut, etc.), which led to the release of 0.8 to the experimental branch just before christmas.
With the 0.8 experimental branch came a lot of feedback from players, leading to many bug fixes, changes in animations, changes to how the scout functioned, and the full commitment to having 6 units distributed across melee and ranged types we now have. Based on player feedback, I also made changes to ammo distribution (moving away from all military buildings distributing ammo and to only ammo depots doing so). This new ammo distribution also led to the new healing mechanic and the healer’s hut, which heal units in their immediate area based on medicinal herbs, rather than healing based on food consumption.
Another outcome of player testing was also that there was clearly not enough communication about the new mechanics that were in the game. After repeatedly having to explain to players that certain mechanics already existed and how to access them, I decided to set up a new tutorial which would give a decent introduction to the game overall, as well as its new mechanics. In the process of creating the tutorial, I also ended up cleaning up a lot of the older code and restructuring things to be more reusable for the future, overall reducing the game’s susceptibility to bugs.
Finally, I started creating the pioneer wagon, which will be the missing piece to bringing 0.8 out of the experimental and onto the stable branch.
What is currently planned?
Again, the obvious part here is to finish the pioneer wagon. Once the wagon is in the game and can be used, a lot of issues with expansion will be reduced, and logistics can be at least partially locked to being within their own villages. In order for players to not be lost once more, I will update the tutorial to include the wagon, but the tutorial is already prepared to accommodate this, as chapter 5 is all about creating an outpost. Once the wagon is ready and the tutorial is updated for it, 0.8 can be released properly (and I can finally update the steam page with some more current art and trailers).
After that, I will start working on 0.9, which is all about improving the basebuilding aspect of the game. One major aspect will be to bring all of the building and art up to a consistent standard, which I am quite excited about, but there will be many improvements on the functionality side as well: Village mechanics will mean that each outpost will have its own development state, research will allow for a much smoother and more choice-based progression, and updated production chains will give more options based on what players find across the world. I will give a more in depth update on the plans once 0.8 is out and work on 0.9 begins.
Once again, thank you very much for sticking with the game for another year, all of your feedback, bug hunting, and suggestions for how to improve!
Build a game dungeon. Watch a perfectly smart AI beat it with ease. Redesign. Improve. Optimize to what seemed impossible. Outsmart the perfect AI.
The goal of each level is to design a dungeon with given tools so that it is beatable by players, but beating it takes them as much time as possible. The players are controlled by the perfect AI and are thus incredibly smart. They will find any shortcuts and loopholes in the dungeon design. This creates a unique dynamic where simple rules of player's movement result in mind-bending optimal dungeon layouts.
Finally, a new INCARNAGE update. Fixed a few things that broke, added a timer to campaign playthroughs + a ranking system for that, and some pumpkin decorations on the menu for the spooky season.
Full Changelog: > Campaign Changes - Added an 'End Stats' screen after the campaign ending - Added a 'total minutes played' statistic for campaign speedrunning - Added a 'personal best time' statistic for campaign run comparisons - Readded missing music in 'Desktop Destruction' - Fixed some Skullsoldiers with detatched pivot points in 'Resistance HQ' - Removed Motion Blur effect from 'Crossing Point' - Added more Heavy Assault Rifle pickups to 'Gateway' - Added more Shotguns lying around the mall floor in 'Shopping Spree' - Fixed the trigger at the end of 'Caged Depths' sometimes not working - Fixed the gun at the end of 'Caged Depths' not disappearing when picked up - Added an additional hint for progression in 'Caged Depths' - Added a ranking system to the 'End Stats' screen based on total minutes played
> Polishing & Improvements - There's a little theme for the main menu now - Added a Game Volume slider to settings to change global sound volume - Bullets now have a subtle white outline around them for better view - The splash screen now takes the piss out of Unity, 'cause screw those guys - Added changing menu decorations for Halloween and Christmas
> General Bug Fixes - Fixed drastic scaling issues with HUD elements & Comic Cutscenes - Fixed broken timer placement in Dungeon Mode - Fixed the Pistol being silent when fired
Happy Halloween... and stay tuned for big news. -Elias
Significantly enlarged the "Vibration Source" action area in Ruins to make it easier to find.
Removed adding Ritual Dagger to inventory as it served no real purpose as an inventory item and may have been causing confusion.
Fixed an issue where a dialogue about decrypting Documents would trigger in Chapter V upon clicking Bookshelf in Library, even though it already happened before.
Fixed an issue where certain visual effects (such as screen blur) would stop working upon loading a save file.
We are pleased to announce that we have developed and submitted the Steam Deck version of the game for verification. It will be available on both Windows 64 and macOS if you wish to play with a gamepad. You can select the "Steam Deck" version when starting the game in Steam. The main differences in this version compared to the original are as follows:
- A special interface with touch and gamepad support; - Deep optimization of game resource loading; - Optimized textures, shaders, objects, and materials; - Frame rate optimization; - Ability to achieve 60+ fps on Steam Deck.
Found that the build was nice and stable on my setup... because it was checking for LOCAL DEVELOPER FILES.
Now my wife has gone off to play Final Fantasy XIV because I'm apparently 'obsessive'. Please let this be stable enough so I can take some time off? I really need it. And I like my marriage.
Come join the developer jmtb02 for a livestream of The Elephant Collection Demo during this year's Steam Next Fest! He'll answer questions, show how poorly he plays video games, and will try his best to not talk about horses