Special Halloween-themed episodes of Drawful 2 and Quiplash 3 (The Jackbox Party Pack 7 & The Jackbox Party Starter) are now available to play!
To play a themed episode, start the game normally and enter the lobby. The first player in the lobby (the VIP) will have the EPISODES MENU button. Hit that, then enter the custom episode code and press submit.
The lobby will change to reflect that the custom episode has been loaded. Once all the players have joined, you can start the game normally and enjoy those sweet custom prompts! Easy!
Special Halloween-themed episodes of Drawful 2 and Quiplash 3 (The Jackbox Party Pack 7 & The Jackbox Party Starter) are now available to play!
To play a themed episode, start the game normally and enter the lobby. The first player in the lobby (the VIP) will have the EPISODES MENU button. Hit that, then enter the custom episode code and press submit.
The lobby will change to reflect that the custom episode has been loaded. Once all the players have joined, you can start the game normally and enjoy those sweet custom prompts! Easy!
- Implement map scrolling via down-held-mouse-wheel-drag. - Implement zoom of mini-map via mouse wheel over it. - Improved scrolling from mini-map click to be smoother.
So, some have you may noticed we said over and over again we were launching in Early Access. Well we launched, and barely anyone’s actually pointed it out, but we’re not in Early Access. What?
Quite simply, as has become my brand, I messed it up in Steamworks! The short version is: I didn’t check the box or whatever.
The long version: I don’t know exactly *what* happened–it might have been that since we briefly worked with a publisher who set up our store pages I assumed we had been applied, or I have a false memory of doing it, but in my brain we were 100% definitely set up for Early Access, and that when I clicked “Release Game” that is what I was sure we were releasing. Anyway, welcome to what it’s like to be me, a musician with ADHD, working with a complicated back-end and a non-technical mind on very little sleep for a month.
After a few moments of blinding panic, I asked myself “what did we really need EA for anyway?” and it didn’t take too long to realize that, well, we don’t? We’ve got a stable game with a ton of content. We’re very proud of it, and players really like it too (leave a review!). We don’t feel like we need particular lenience with regard to reviews etc. We know exactly what our design goals are and have achieved most of them already. The bugs that exist are minor and can be taken care of in short order.
Also, just 3 weeks ago Steam released a video explaining how games are featured, and Early Access games are largely excluded from the algorithm. This made Early Access really actually quite bad for us! Our whole marketing strategy was planned around our EA launch.
Crazily, by accidentally launching as a full release, we found ourselves at #2 on the New and Trending list, which we would not have seen with an Early Access release. So my mistake started looking like quite a happy accident. Failing upward, baby!
How does this affect our players? We’re continuing with the development as scheduled. Technically, instead of an Early Access title in development you’re getting a Full Release Game with a bunch of awesome (and free) updates in the future.
We’re asking for understanding when updates do come out, particularly in regard to saves. In Early Access it’s much more the norm that updates will have major implications on existing player profiles etc. Well, we’re Not Early Access, but this may still happen. We’ll be discussing if/how we can mitigate this, but are asking for patience. Take lots of pictures of your favourite tanks, have fun, but don’t get too attached (even though one of our design goals is to get you attached :P).
We had planned to increase the price on full release, which we probably can’t comfortably do anymore. That’s our problem to solve.
Our first major Early Access update has arrived with a new map, new boss, and a ton of adjustments and improvements.
New Map: Waste Land
A giant landfill appeared as a target location in your Operations room. Intel says, it serves as an illegal dump for the mega-corp's waste. It is heavily guarded, so expect very strong resistance when trying to infiltrate the "recycling plant" that houses a new weaponized drone, codename GriftLift.
The operations report for Waste Land hint at new rare building components that can be looted from the map. This may finally enable you to further upgrade many rooms in your bunker HQ.
Of course, Waste Land also has spooky decorations during our Halloween special, and the map comes with a new, unique music theme.
New Boss: GriftLift
If you survived long enough in Waste Land, you will encounter the newest boss, a flying drone that sends a small army of mini-drones to hunt you down while the mothership is evading you. But the reports on GriftLift say, there is a way to force it to the ground in order to attack it.
Defeating GriftLift will also grant a new Steam Achievement.
You will encounter the mini-drones already throughout your operation, so be prepared to take down fast moving, swarming targets.
All Additions, Fixes, Adjustments & Improvements
Highlights:
Unlock a new map "Waste Land" in the Operations Room.
Encounter a new boss on the Waste Land map, GriftLift.
Face a new enemy on the battlefield, Mini-Drone, currently exclusive to the Waste Land map.
Every map has now its own enemy waves. This means Arctic Storm now becomes more challenging, and future maps will also offer different challenges and ways to play.
Each map now has some special conditions that encourage different squad builds. This feature will be expanded with more interesting conditions in the future.
Mercs received a first targeting overhaul and prioritize stronger enemies or groups of enemies, depending on their personal armament. You will find it easier to attack the objective sentries now, or find that you squad shoots more reliably at more dangerous enemies. Further improvements will follow.
You will find new rare resources on Waste Land to further upgrade your rooms in the bunker HQ. This is also recommended to survive the stronger hordes in Arctic Storm or Waste Land.
Everything else:
Bosses now drop more rare loot components.
Mercs now contribute an individual amount to Carry Capacity.
Hail deals slightly more damage per bullet.
Screws no longer count as 1 capacity, but as 0.1
Shooting Range now also provides a Crit Damage bonus.
Magnetron increases your pickup range by 7.5% per level.
Fixed an issue where, in the bunker, the clone pod in the Clone Bay was empty although you had selected a Commander.
Researching new traits now immediately adds them to the random rotation. Until now, they were only added after the next run.
New maps now cost 100 BD to fully unlock, as originally intended.
Changed the display for the amount of loot you have recovered when dying in an operation.
Fixed various instances where the amount of BD & DNA you recovered when dying was not correctly calculated based on your Commander traits or Gear items.
Added various new enemy waves and patterns to make the maps feel more individual.
Changed Health pickup to heal a fixed amount of HP and slightly increased its drop chance.
Most ranged attack enemies now shoot a bit earlier.
Arctic Storm and Waste Land have slightly stronger variants of the Minibosses.
Increased prices for buying standard components.
One-Man Army aura does knock-back enemies again. A major update for active abilities is currently in the works.
Fixed multiple instances where Merc stats were displayed in a wrong format, or incorrectly.
Increased the invulnerability timer when capturing objectives or during the Boss intro animation.
Improved the camera behavior for Boss Intros.
Objective sentries now drop XP and rarely HP pickups.
Replaced the explosive barrel, slightly increased its activation radius, and shortened its time till exploding.
Each map now has a unique wave that is defending the Extraction Point, instead of the elite Peashooter.
Moving Forward
This update marks our first major update for the Early Access of Survivor Mercs.
We still have a lot more updates on our roadmap, and we are looking at also releasing this roadmap to the public very soon™.
We appreciate everyone of you who is already supporting us in this early stage of the Early Access. Please don't forget that the game is still under development. Even after this update there are still a lot of rough edges and potentially also some bugs you may encounter. The balancing may be off in some areas. And you may sometimes still find some things not really well-explained.
Please trust us that we are working on all of these things. And this is also a great chance for you to participate in the development of the game by providing us with your feedback, insights, and ideas.
Fellow Zedhunters! Version 1.11 is out with a few fixes and changes!
Fixes:
Fixed the Steam achievement "Nailed It!" not being completed when opening the very expensive container door at Container Port. For those that already opened the door prior to this update, will automatically complete the achievement when starting the game.
Fixed some AI pathfinding issues on Container Port.
Changes:
Increased the health for the Mega Zed (objective "Stealing the meat!?) by 100%.
Changed the defending zones (optional objective "SERVE AND PROTECT!") to not decrease in size when a Zed enters the zone, it now stops at the current value.
Increased dB level of the Nuke and its sound radius (you can hear it from further away).
Changed the Nuke explosion effect a little bit. It now looks a tad bit better and more performant than before.
Slightly increased the brightness on Container Port.
Here's another regular update, as we've promised (coz we love our games!). In addition to the bug fixes, we've also included in a little bit of content starting with Karen's new sketch and 2 new strppr minigames for Grace and Rachel.
For those curious about the full changelog, here it is:
Full changelog: 1.1.1b
Fixed sorting of Reyna's sketches in her room
Fixed issue where completed image of Grace and Rachel's new Strppr levels don't show up
1.1.1a
Karen now holds paints when she gives them to Jack before painting her
Updated Patreon list
Fixed sorting of the lizard
Fixed extra click at the end of Grace's intro at the bar
Fixed repeating cum animation for Jack and Reyna's scene
Fixed sorting of items at Cave Mouth and Hidden Lake
Fixed incorrect room names
Fixed flickering descriptions of flowers
Fixed typos
1.1.1
Added new sketches for Karen
Added new Strppr games for Grace and Rachel
Added splash screen
Added descriptions for flowers when hovered in inventory
Incorrect tile placements for Strppr are now outlined
Updated Main Menu UI
Coloring different segments of the same color in minigames is now seamless
Cleaned up UI during rollback
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This is the sequel to Flexible Media's critically acclaimed, award-winning, f-ing awesome lewd adventure-RPG-kind-of-thing!
Blending the immersive VN gameplay of Paradise Lust with the thrill of a full RPG, Sinners Landing takes players on a journey through a mystical world filled with danger and adventure.