CONCLUSE 2 - The Drifting Prefecture - T Allen Studios
New Optional Missions
In the Prefecture you can now interact with the Mission Board in front of the Provisional Government Office to take on optional missions for monetary reward. Currently we have added three missions in which the player will return to a completed level of the Prefecture where new areas have been made accessible. Two of these missions are in the first fold and one is in the second fold.
The new missions feature new areas, NPCs, voice acting, mechanics, and cutscenes. The monetary reward for these missions can be spent however you like on the Prefecture's various consumables, or you can purchase Capsule Tokens from the general store to use at one of the areas capsule toy machines.
Capsule Toys
There are a total of 60 capsule toys for players to collect. These collectibles are viewable through a third inventory category and each can be viewed and rotated. When using the toy machines the received toy is randomized. Will you collect them all?
Bug Fixes
The following bug fixes are included in this update:
Getting stuck in the 5th floor window should be fixed.
Abby sequence on mirrored roof should no longer be skippable.
Mirrored roof puzzle control panel door labels are no longer duplicated. Labels correctly specify the tanks the panel controls.
Door signs in the mirrored stairs are now actually mirrored.
Welcome back Volunteers! This announcement is simply a brief update on what's been going on behind the scenes and a showcase of the new outfits coming in the ending phase!
Since the phase 5 release a month or two back, I've been pretty quiet on what's been going on with The Series Test, but you'll be happy to know I've been hard at work on the endings and getting everything ready for the full release, which will be the next update. Hopefully this won't be too long now.
As far as the endings go, there is roughly about 10 unique endings per replica. This is all based off the affinity system, giving you either a good or bad end based off relationship, then also being matched with what you chose in phase 5 will give various endings. (Not including Kiyomi and Alma)
Take Freya as a rough example with this:
If you have a good affinity with Freya you'll get a good end; but, if you choose 'option 1' in phase 5 you will get 1 unique version good ending, but if you chose 'option 2' you'll get placed on a different unique good ending. Same with bad and bad endings affinity. And then this will change again based on who you're dating and what you've done throughout. (The example below doesn't include any 'double ends' with two replicas as Freya doesn't have any. Not any what are set up on her side at least.)
Good affinity + Option 1 = Ending 1
Good affinity + Option 2 = Ending 2
Bad affinity + Option 1 = Ending 3
Bad affinity + Option 2 = Ending 4
Extremely Good affinity + Option 1 = Secret Ending
Good affinity + Option 1 + Dating Alleyne = Ending 5
Good affinity + Option 2 + Dating Alleyne = Ending 6
Bad affinity + Option 1 + Dating Alleyne = Ending 7
Bad affinity + Option 2 + Dating Alleyne = Ending 8
Good affinity + Jordana/Cherry Lose Route = Ending 9
Bad affinity + Jordana/Cherry Lose Route = Bad Ending
Freya was First Eviction and took the Ghost route? = Freya 'Ghost' End.
Hopefully this makes some sort of sense and explains why creating the endings is taking so long as its not a case of 1 end per replica. I think all in all there's about 62 unique ends... But this can change. Already I've got most of the Alleyne version of the endings done and I've completed Cherry's date route.
Plus, I didn't make an announcement on this, but for those of you who haven't already seen, I recently went back and re-rendered the first date sequence between Alma and Freya. Which included a new outfit for each of them and 2 new video renders for the scene, plus other little fixes.
Alma and Freya's 'romance' scene was the first full video render I ever did and I was never really too happy with how it looked, so now my skills have improved, I've gone back and corrected this. Along with a few Cherry and Alleyne renders too. I'll showcase this below also.
Unless this next update takes a drastically long time, which I hope it shouldn't, this will be the last announcement before the next release. So if anyone has any ideas or comments which you think will improve the game before full release, please drop them in the comments because I'd love to hear nay suggestions.
All of the pictures below are 4k, so feel free to open and save if you want. Freya's date new render is first compared to the identical old one after.
bug fix - Cid's anchor cutscene would sometimes not play correctly. This is now fixed and will also patch out the bush for player's who discovered this bug. bug fix - Fish hook showed wrong move
We are so excited to announce that Super Dungeon Designer will be coming to Steam Early Access on November 3rd for $14.99!
It's been a long 5 years of development, thank you so much to everyone who supported us along the way and to all of our amazing Kickstarter backers that helped us get here. We'll be hard at work continuing development on the game throughout Early Access and relying on your feedback to get the game ready for full launch next year.
We can't wait to play your dungeons! Make sure to Wishlist the game so you are alerted when we launch, it also helps us out with visibility on Steam - so thank you!
New trailer and screen shots are up. The Epic Trains series was always inspired by the Transport Tycoon series. This is the first game that is taking it into depth.
What are you looking for in this game? What features are a must?
I'm going for a fully functional transport game. I'm hoping to make the signals more simple for new players. Signals are really just busy work and a problem for new players to have to deal with. So this game will be streamlined a bit. Otherwise it should have the same depth.
Tell me what you think. I'd love to hear feedback. This is my 20'th published game. I've been at this for a long time.
Fixed a bug when resizing animation frames causing a crash.
Creating a new script automatically copies the first page's properties, if available.
Is Looping restrung to "Cycle Animation" on Battle Poses / Character Animations / Portrait Expressions to better reflect behavior.
Doodad hit/click boxes in editor reflect what they should actually be, when rendered.
Pages in Entities now reflect the name when copied.
Player names and stats can now be shown <party[0]> will show the first party member's name; <party[1,hp]> will show the SECOND party member's hp. This is based on formula name.
Today we have some pretty hefty announcements for you! Big time REVEAL type beats! So without further ado: strap in folks, this is gonna be a LONG ONE! Or… a TALL ONE? (You’ll get it in a bit!)
ANTONBLAST is coming in 2024!
First and foremost, we’re announcing that ANTONBLAST will not be releasing in 2023. However, while we realize it isn't what everyone would want, this is actually phenomenal news for a few reasons.
Last year, as we were preparing to roll back into production after our Kickstarter campaign, we were met with an opportunity to work with a partner on expanding the resources available to the game, and it was an offer we could not refuse. It took some time after that to negotiate and square things away, but together with a new financial partner, we were able to add an extensive amount of time to the game’s schedule. Thanks to this, we were able to commit more time to a second pre-production phase of sorts to really nail down everything we wanted to accomplish with ANTONBLAST.
While we had a very clear vision of a specific type of game on our Kickstarter pitch, and we knew that the version of the game we would have released this Fall would have been an excellent homage and spiritual successor to its influences, and ultimately a pretty dang good game… the thing this phase really allowed us to do was question everything, scrutinize everything, and come out the other side with a fundamentally better game foundation.
Importantly, it also let us zero in on what the game is and is not. What felt wrong, what felt right. It allowed us to be significantly more confident in our vision and our ability to deliver on it. We were able to let the game evolve itself naturally and become more than it could ever have been with one year of production.
What that means:
We’re now able to deliver better animations, better environments, better game feel, better levels, better spectacle, better everything. Bigger bosses, crazier set pieces, overall just a much more complete experience in the ANTON universe.
We’ve been able to bring on additional staff, as well, making sure every part of the game gets its individual attention and care to the fullest.
What that does NOT mean:
DLC and other stretch goals being added retroactively.
We made the decision very quickly after signing with our partner to focus our additional resources on creation and polish of the features and modes that we finished our campaign with in 2022.
This does not mean that DLC may not be possible post-launch, but after a hefty amount of consideration, we decided it was best to funnel the funds into the core experience. Our plans for potential future DLC are essentially full sub-campaigns for those characters, and we want them to be full experiences of their own, not have the main game and the DLC compromise each other.
What else this doesn't mean:
Answering to a publisher.
That's right — we don't have a publisher. One wonderful thing about the partnership we've forged is that SUMMITSPHERE will remain the owner and publisher of ANTONBLAST! We own our characters, our worlds, our game, and our IP. We make the decisions on launches, features, timing, and control the whole thing. Our partner is just crazy enough to support us financially and make sure we have the runway to do all the dumb stuff we want to do, and that we have the resources and time to make the best game for you.
Really though, the best part of all this is that it has allowed ANTONBLAST to evolve into something that is truly its own beast, born both of its inspirations and our disgusting crazy minds.
Without fail, at our recent floor shows at PAX East and PAX West, folks are realizing that the games they played as kids (or the indie darlings they’ve played this year) traveled a pretty different path than we ultimately chose to travel ourselves — but they also realize how crazy, fun, and frenetic ANTONBLAST truly is. We’re thrilled with the reception to the game at these live events, and hope you’ll join us at other events in 2024 to play for yourself!
So, you’re probably wondering… do we have a set release date yet?
Well, not quite yet! However, we can tell you that we are on track for a 2024 release, and with our new staff and our capable partners, we’re excited to nail that date down and let you know as soon as possible. You will hear more about the specific timing next year.
In the meantime, we're going to be really ramping up our visibility going into 2024, showing more features and content than ever before, and additionally ramping up our studio presence in fun and exciting ways as well.
That reminds us!
Bigger Resources, Louder Voice
One of the other key benefits to having our partners is that we are able to put more eyes on ANTONBLAST going forward. In fact, their assistance has already shown big dividends for the fan community, allowing us to do big conventions like PAX West last month. It also allows us to create more things like our DYNAMITE DEMO Trailer this past June at the Guerrilla Collective Showcase, and the Dynamite Demo itself.
We're pleased to announce that it also looks like fans can look forward to more Live Action Anton in 2024, as well. As soon as we nail down his contract. He wandered off set that day and has only been communicating via booze signals. They're like smoke signals but instead of using fire and smoke, he just drinks a lot and screams. Sometimes we hear it and sometimes we don't. He doesn't seem to understand how sound works.
We'll also be appearing at some of your favorite floor shows next year, and we may just pop up on some live shows as well. Who knows?
Either way... the question remains: What kind of wild and wacky shenanigans can SUMMITSPHERE get up to next year to promote ANTONBLAST? I guess you'll just have to find out!
Now... let's get down to some NEW REVEALS from the game!
It's finally time to MEET THE BOSSBUSTERS!
This week, we launched our "MEET THE BOSSBUSTERS" Trailer on all socials, and additionally launched a new soundtrack upload. What soundtrack? Well, the BOSSBUSTER THEME, of course! (Word of warning: This is probably Tony's most insane track yet.)
So, who are the BOSSBUSTERS?
The Bossbusters (known officially as the Bucket Brigade) are an elite squad of four: they're the Ballbusters every Ballbuster wants to be! They're also Satan's most trusted moles in his Ballbuster Army. Not that that means he trusts them a LOT... it's just he trusts them the most. Initially revealing themselves to the player in the first level by pursuing them on their Bucket Brigade Blimp, these highest tier moles will cause Anton and Annie a lot of grief over the course of the adventure.
TALLBUSTER is the newest recruit to the Bossbuster Brigade, and he really isn't too invested in the outcome, honestly. In fact, when Anton and Annie confront him, he initially doesn't even want to fight! Content to just sit in his custom hot tub and chill, it isn't until our Dynamite Duo cast the first stone that Tallbuster reveals his true potential. Some say he's really just here to hang out with Smallbuster. What's their deal anyways?
SMALLBUSTER may be the smallest bodied of all the Bossbusters, but she's also the biggest brained. It's all relative, though. Faced with defeating Anton and Annie, Smallbuster realizes her small frame will likely get her quickly eliminated, so she turns to her truest love — trash. Living in a dimensional dump between the realms, Smallbuster uses the discarded belongings of the universe to create powerful mechs that do all the heavy lifting of battle for her. As long as she's got her garbage, she's unstoppable! She's never far from Tallbuster on group missions. Seriously, what's their deal?
MAULBUSTER is the Matriarch of the Bossbuster Brigade. A cultured, classically trained actor whose mind is a steel trap, she keeps the entire Ballbuster Army in check. Her only problem is her complicated and to-the-letter plans sometimes go awry, so when Anton and Annie refuse to follow the script, she just might get caught flubbing her lines. Eh, they're all in Mole language anyways.
BRAWLBUSTER is a BIG SUMBITCH. A pumped up powerhouse of a pro-wrestler who missed the memo that it's a staged performance, Brawlbuster is ready to throw down with Anton and Annie and hit 'em for real! Can they stop his hulking mass, BROTHER, or will he secure the 1-2-3? Yeah!
OH, ONE MORE THING…
Remember how we mentioned demoing ANTONBLAST on show floors? Well, some of you who’ve been following along extra closely may have realized that convention goers were able to play an updated version of the demo that better represents our vision for the final game.
This week, we brought The Dynamite Demo: Part 2 to Steam! It’s live now, waiting for you to play it. Go on, try it out! Tell your friends! It’s just that much better than Part 1.
Some of the changes you can look forward to include:
Increased clutch boost window
A more reactive camera
Tighter physics
Less hearts, more checkpoints (trust us, it’s great)
New voicelines for Anton and Annie
Refurbished level design
And more!
Conclusion
Whew! So that was a lot of new information. We thank you for your continued patience as we work away on the game, and we thank you for your continued support! Without your help, ANTONBLAST and SUMMITSPHERE wouldn't be where we are today. We continue to make strides to grow, and ANTONBLAST looks to be the best game it can be as a result.
Look forward to our next update… probably sooner than you think!