The most docile fellow in the gang is next up in our character comparisons between the original line of Toxic Crusaders figures and their in-game designs!
1. My, Junkyard, what a huge JAW you have!
Indeed, as it stands (or tries to), Junkyard’s original figure had a HUUUGE jaw and a questionably long tongue! Thankfully (or perhaps to the dismay of some), these features have been heavily contained in his concept art!
2. Paws for Grabbing, Paws for Punching!
Though friendly towards his fellow Toxic Crusaders and Toxie’s Mom, Junkyard won’t hesitate to leap into action with his fearsome paws! On his original figure, we can see he really had a GRIP going on!
3. Fearsome & Friendly!
Yes, yes. One might be able to tell how ferocious Junkyard’s action figure looks–with those sharp teeth, long tongue, and spreading jaws–but there’s no doubt his in-game counterpart presents him as a playful but mighty Crusader!
Stay tuned for more updates as we continue along with development!
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Hey there, fellow gamers! We wanted to give you a sneak peek into what we've been cooking up behind the scenes. Our game development team has been hard at work to make your gaming experience even more thrilling and immersive. Here's a little taste of what's on the horizon:
Revamped Interface: We're polishing up our existing interface to ensure it's sleek, user-friendly, and a visual treat.
Interactive Inventory: Get ready for an inventory system that's going to add depth to your in-game experience. Objects and their descriptions will come to life!
Read All the Notes: Dive deeper into the game's lore and story with the ability to read all the notes you find right in your inventory.
Collectibles Galore: There will be hidden treasures and collectibles throughout the game, each with its own unique description. You can even rotate them to get a better look!
More Thrills: Brace yourself for even scarier moments as we introduce more monsters and spine-tingling experiences.
New Voice: We're introducing a new character with their own voice recordings to add another layer of immersion to the game's story.
We're thrilled to be working on these exciting additions, and we can't wait to share them with you. While we're not quite ready for an official release just yet, rest assured that we're pouring our hearts and souls into making this the best gaming experience possible. Stay tuned for more updates and sneak peeks in the coming weeks!
Thank you for your continued support and enthusiasm. The game is shaping up to be something special, and it's all thanks to you, our fantastic gaming community. 💪🎮
NEW FEATURE: - Added music player selection options for custom levels. Accessible from the World Properties menu. Songs will preview when clicking on them. Songs will only play during Play Mode or in Published levels. - Updated overall lighting, and updated shadows so they aren't so dark overall. - Added Credits screen in menu. - Updated menus with consistent headers & styles. - Added object name text UI when an object is selected. - Goal area fixes. - Moving component fixes. - Added basic chamber door that can be activated/deactivated by weight switches etc. - Added actor culling distance ranging from 12000 to 20000 units to aid performance. - Added light culling to aid performance. - Turned off casting of shadows by default on point lights, spot lights, and light panels. Added option to cast shadows on individual lights. - Added lighting options in light panels. - Changed orange light panel to be a cracked/broken down styled panel. - Weight switch attachment beam fix & optimisation. - Fixed collision issue with Lift. - Added code methods to change material colours of light panels. - Added colour picker to geometry and modular meshes. - Added colour picker to lights and light panel options. - Added teleporter as a method to end the level. - Potential fix for World/Local Space UI getting stuck when loading up a new level.
We hope you enjoy the latest updates to Q.U.B.E. Create! Keep the feedback and suggestions rolling in our Discord: https://discord.gg/ZSHz9kg9VV
Remember to share content on socials and use #qubegame to tag!
First and foremost, we hope you've been enjoying our demo.
During the Steam Next Fest, we really wanted to engage with you in real-time while you played the game. Unfortunately, we've been hard at work to meet the Early Access version release schedule, which made it impossible to have those real-time conversations, and we sincerely regret that.
To make up for not being able to show you more of what our demo version has to offer, we've recorded gameplay of our Early Access version. While the current demo version primarily showcases platforming elements, in this gameplay video, you'll get a glimpse of more action RPG aspects.
Since this is a recorded video, it may be difficult to answer questions in real-time in the chat. However, if you have any questions, please feel free to ask on our Discord channel, and we'll be sure to respond with the utmost sincerity.
We look forward to discussing and shaping the game with your valuable feedback. Discord: https://discord.gg/hDyZNJJ36t
We've refreshed regional pricing to reflect Steam's current recommended pricing. Our anchor price in the U.S. remains the same. This will primarily affect regions such as Turkey and Argentina where our game was being sold for less than $1.
As a small indie studio and a first-time game developer/publisher, we didn't know we had to update regional pricing to reflect fluctuating currencies since setting our price over 2 years ago. We'll continue to remain transparent going forward, and appreciate all the support shown so far!
Essentially, there's now a parking garage type area tacked onto the front of the first sublevel giving the level a more grand start. Very atmospheric.
Made changes to level 7
Level 7's spawn is less bright, the tape recorder plays louder, and the skeletons at the bottom are back. The exit to level 8 now has a large dark hole instead of a simple metal door.
Did LODs for many meshes
This includes some guns, but it's mostly props in levels like foods, desks, tables, cabinets, and other larger furniture items that could use some optimization. (LOD stands for "Level of details" and it helps optimization to add them).
Did optimizations to ticking
Some objects that shouldn't be called to function every frame now aren't called to function every frame. This includes several objects, like signs, houses, billboards, shells, and more.
Made level 1 more optimized
It's still not there yet, however it is much closer. The two optimization techniques explained above go into effect here (and other places).
Added many new openings in level 0
There are now several more openings and hallways to connect existing rooms. There are also more lights in darker areas to add to a monotonous vibe. There's also a couple of new "shifting wall" hallucinations.
Removed a blocking vent in level 0
The annoying vent at the start of the level is gone. Yeah sure, you could just get the crowbar and destroy it. However, I don't fancy puzzles XD
Replaced the Ice Cat memorial with the Basil memorial
Minor change, the "Ice Cat" cat memorial we put in game was for a cat who's owner is now a member banned from our discord server. We have replaced that memorial with one for our late cat, Basil.
- Relaxed the conditions to skip events (Can be done after defeat as well) - Takes shorter processing time to skip events now - Fixed the bug that causes the game to freeze when the X button or start button is mashed during the map menu - Fixed other minor bugs
Happy Hauntings, burglars! A Halloween update is here and features some exciting content!
A New Map: The Facility
The Facility is a randomly generated map AND you get to pick its size (small, medium, or large)!
A Halloween Event
Head on over to Riverglen to find the missing pieces to win a prize and explore fun easter eggs!
New Alarm System
Crime is rising and ghosts are starting to take security measures! Some maps now have an alarm system that needs to be disabled. If accidentally triggered, you will have 30 seconds to disarm it before the cops arrive!