I decided to modify the shared cards and shared decks for a more interesting gameplay experience. Before this update, the pre-build decks were already quite powerful and could only be slightly modified since all the cards were already fully shared and available. Shared decks now have more variety and should be more fun to play.
With this update, I now share only one single copy of each rarity card, except special cards.
Now, when you get rewards, it is way more fun to receive various cards that you wanted, and it is easier to improve the basic decks to your liking.
Unfortunately though, because of this, most custom decks are not invalid since you might be missing some cards! I recommend you give it a shot, win some rewards and then take a tangent from the prebuild decks towards your own preferred game style.
Ryan here with our most exciting and possibly penultimate development update! Project Regolith is all set to launch this week, but first let me apologise for the late update - both Conor and I are pretty exhausted this week after an almost 6 full days at...
SXSW Sydney!
We returned late Sunday night after an amazing week at South by Southwest Sydney. We met some incredible people and took in some great events.
Having a blast in Sydney between events
Huge thanks to SXSW for having us and If you came by to see our display at the Mercure after reading our last post, or are seeing this as a result of following up from discovering us there, we just wanted to say "Thank You!" for stopping to chat with us and play our demo! It means so much to us to get to engage with our community like that and for all the newcomers we hope you'll stay tuned, 'cause...
JUST 3 MORE DAYS TILL PROJECT REGOLITH
Can you believe it folks? 22 devlogs ago it seemed so far away, but now it's almost here! Be sure to wishlist it now! And tell your co-op partner to do the same! TELL EVERYONE! LET THEM KNOW: PROJECT REGOLITH GOES LIVE ON OCTOBER 27TH
We cant wait for you all to play our hard work. Stay up to date and let us know what you think of the game on our socials. Discord - Twitter - Instagram - TikTok - LinkedIn - YouTube
As we move forward with final improvements before Haloween Steam Scream Fest, We have released a new update that fixes up a few issues and includes credits, ending changes and some more items to be found.
In this update, we have added credits after the ending sequence which is also available in the main menu. We have done some more rebalancing for Demons and Undead and have improved some over aspects of the game.
The final part of the game has been improved (with better lighting, FPS, and Enemy encounters) The lighting for the chopper has been improved to make it more visible to the player as well as sound attenuation when you are getting close.
Removed some old irrelevant tips etc from the alpha version.
Added more goodies to find in the dark new world.
Player stamina (sprinting) now has a quicker cooldown time, and quicker when stationary.
New build is up! Lots happening and thanks a million lightning casts for the play and feedback.
If you don't mind being contacted on Discord for follow-up questions we might have, using your Discord username in F8 feedback makes that possible. If you don't feel like doing so, no worries!
Multi-select available via double-click. Selects all of type on screen. Allows group changes for priority and actions.
Repel Fog ritual is much faster
Summon Student ritual is much faster and costs are lower for higher numbers of students.
Hire Ritual is much faster and some costs have been converted to Mastery Scrolls.
The Retire ritual no longer grants Mastery Scrolls, but the Retire Emeritus Ritual still does.
Improved Research rate in research rooms.
Increased Arcane Scroll rewards from some combat.
Reduced research tree Lightning requirements.
Significant reduction in Potion drops from the Underschool.
Mages gain positive conviction when the fog is pushed out farther.
Lowered curve of times on summoning students.
Lowered curve of Mana Crystals required for larger student populations.
Lowered Fog Repel ritual cost ramp
Some minor name and page costs fixes on the Research tree.
Roof unreachable alert now mentions that skills increase range.
Auto-hiding Construct palette and selection panels when placing or moving.
Fix to the top part of spiral stairs being difficult to deconstruct.
Fix Shrink palette ordering so it maintains a more consistent, alphabetized order.
Fix to Pathstones under construction blocking spell casts.
Tunguska: The Visitation - Enhanced Edition - Rotorist
- Moved the camera closer to the player so that the player is more near the center of the screen
- The "SIDEARM" header in the body slots will show the corresponding key/controller button (ALT vs RSB) for swapping between the two slots in the inventory
- Sitting by the campfire will now (over time) grant player almost 2x as much energy as the eaten calories (green bar). So if you don't have a sleeping bag, you can just eat some food and sit next to the campfire to convert the food into energy.
- Fixed a bug with controllers not able to choose the "Fight!" option during the intro.
- Fixed a bug with controller button binding getting messed up after you make a change.