The cat-tastic playable prologue for Cats on Duty is now available to download for free!
It’s a purr-fectly hilarious and action-packed blend of real-time strategy, tower defense, and match-3 mechanics, where heavily armed battle-hardened cat veterans of rodent skirmishes and yarn tangles take charge in defending their homeland (and litter boxes) against the forces of great evil!
The Steam Prologue contains the whole first chapter of Cats on Duty spread over 10 captivating levels, each showcasing a unique challenge and certain game feature. There is even a minigame, and a full boss fight to get your claws into, to prepare you for what’s to come in the final game.
Here you can also try out the co-op mode with your friends or family. One player focuses on the tile-matching field of the game screen to win the food needed to recruit and upgrade your battle cats while the other builds an unbreakable line of defense. Co-op mode can be easily activated or deactivated from the start menu or as you play.
With ‘cat’ and ‘kitten’ difficulty levels available, you can adjust game difficulty on the fly should you find the current level too hard or too easy for your skills or mood. You will also be able to carry over your Prologue save files into the main game so you can either continue from where you left off or reset the game progress in the settings menu and start over!
So try the free Prologue and add Cats on Duty to your wishlist!
Hello, this is Director Kang of Kingdom: The Blood.
In this dev blog, I'll be discussing the [Stronghold] and [Boss] mode in <Training> that I mentioned last week.
[Stronghold] is a defense mode where players need to defend the castle gates from a hoard of zombies.
<Zombies coming in swarms>
In the lower difficulties, players can have fun wiping out zombies, but in higher difficulties, it won't be as easy.
Players need to decide whether to attack the zombies attacking the gates first or the zombies that are attacking them. A wrong decision can decide whether the stage is cleared or not so fast decision-making and optimal strategy are needed.
<When castle gate health becomes 0, you lose>
In the [Boss] mode, the bosses that you cleared in the Story mode await you. But don't let your guard down just because you cleared them once. New attack patterns are added, making the battle more difficult to overcome!
<Additional attack patterns make bosses more challenging>
In the next Dev Blog, I'll discuss [Horde] and [Elite] in the [Training] mode
If you have good ideas about our game, don't hesitate to tell us! We are always eager to hear what you have to say.
Today, we’re having a second look at how badwater and pollution spread across the map, and what the player can do about it. This update adds several new buildings and structures which should address the feedback we’ve been receiving since Update 5 first dropped and after our most recent patch. As a bonus, we’re removing a certain irritation-inducing tower.
Let us know what you think about today's changes - either below or on our Discord in the #experimental channel.
Badwater sources
Many of our players have been vocal about the ability to stop the contamination at its, ahem, source. With this update, we’re allowing you to do that, provided your beavers can access sufficient resources. On an even more important note, droughts now disable badwater sources.
Badwater sources are now disabled during droughts, similar to regular water sources.
Tweaked the RNG a bit so that the same season of pain (a drought or a badtide) doesn’t trigger too many times in a row.
New building: Badwater Dome (2000 SP; 100 Planks, 200 Gears, 100 Metal Blocks; Folktails only; ground only). Built on top of a Badwater Source, this heavy-duty structure allows you to manually open and close the source.
New building: Badwater Rig (4000 SP; 400 Gears, 200 Treated Planks, 150 Metal Blocks; Folktails only; ground only). This even more advanced building seals a badwater source for good but allows employed beavers to gather and store large amounts of badwater right there.
New building: Badwater Discharge (4000 SP; 300 Gears, 200 Metal Blocks, 50 Explosives; Iron Teeth only; ground only). The Iron Teeth counterpart works similarly to Folktails’ Badwater Dome with one important difference: keep it open during a drought, and the badwater will continue to flow!
Contamination
We may have gone overboard with the recent change to levees, dams, and floodgates so we’re reverting their behavior to the previous state. However, we’re also adding new structures that should give you more control over pollution and badwater in general - so much so that we felt compelled to delete a certain building from the game. Oh, and there’s a cool new pump!
Levees, dams, and floodgates no longer prevent irrigation and contamination spread.
Water (and badwater) bodies with bottoms and sides entirely built with levees no longer irrigate (and contaminate) surrounding areas.
Patch highlight: Removed Irrigation Tower from the game. We believe the current set of irrigation-related tools is enough for you to not miss the memiest of Timberborn buildings.
New building: Contamination Barrier (400 SP; 5 Planks, 1 Metal Block; Folktails only; ground only). This structure doesn’t stop the water flow but stops pollution from passing through all the tiles below it. Simply wall off the areas you want safe. It’s super effective!
New building: Irrigation Barrier (400 SP; 10 Logs, 5 Treated Planks; Iron Teeth only; ground only). This barrier blocks both contamination and irrigation. Sure, this may be a heavy-handed approach, but you can still use it to separate an area from a river that may get contaminated. You can then irrigate the terrain with water from sources officially approved by the Water Purity Committee.
New building: Large Water Pump (400 SP; 20 Logs, 5 Gears, 10 Treated Planks, Folktails only). Effective farming relies on access to clean water - simply find it, and with this bad boy, you’ll get enough in no time.
Renamed Barrier to Blockage. It just made sense to us to shuffle these names around.
Contamination now spreads diagonally, similar to irrigation.
The Dandelion Returns
After a brief disappearance, everyone’s favorite - apparently - garden plant is back. And it’s stronger than ever.
“New” building: Herbalist (300 SP; 20 Planks, 5 Gears, 5 Treated Planks; Folktails only). In a blatant asset flip, we’ve repurposed and renamed the previous Healer building to use dandelion. It now creates antidotes - a new good that’s stored in tanks. It heals contaminated beavers at a slow rate.
Decontamination Pods are now Iron Teeth-exclusive.
Misc.
Updated map thumbnails with new badwater visuals.
Updated particles for Double and Triple Dynamite.
Improved the visibility of Badwater Sources.
In certain scenarios, beavers now get to work right after reaching their destination rather than idling.
Large Science Points costs are now shortened (10,000 becomes 10k etc.)
Updated descriptions for several buildings.
After the game is over, it acknowledges that in a subtle way.
Bugfixes
“Contaminated” status no longer disappears from the event log after the affected beaver gets tired and heads home.
Fixed power connectors for Wind Tunnel and Bot Assembler.
Fixed beavers delivering goods to Advanced Breeding Pods so eagerly they’d clip through.
Fixed an issue with floodgates partially clipping through terrain.
Fixed a crash caused by exiting Timberborn directly from the game.
Fixed a crash caused by clicking Rubble.
Homeless beavers will now sleep at a building’s doorstep if they can’t find better spots. :(
I'm here to let you know that our Korean version of "Mistwood: Heritage" is officially available on Steam, so Korean players can now easily enjoy the game! You can also play it on the Korean platform Stove! Link: https://indie.onstove.com/ko/games/2286
Also, I want to tell you that you can look forward to our autumn sale at the end of November~
It was such a fulfilling and busy Halloween. I wonder how everyone spent their Halloween? Well, if you don’t consider any external factors, what role do you most want to play? ? Come and chat with Maomao
How to participate
Please follow new games first and add them to your wishlist Just tell us the role you most want to play, or the role you most want your partner to play (Maomao rubs his hands excitedly) and the game you most want to get, just post it in the comment area~[/h3]
Event rewards
Ten lucky players will be randomly selected to receive any [Lovely Games] game key If the game has not been released, it will be released one week after release~
It was such a fulfilling and busy Halloween. I wonder how everyone spent their Halloween? Well, if you don’t consider any external factors, what role do you most want to play? ? Come and chat with Maomao
How to participate
Please follow new games first and add them to your wishlist Just tell us the role you most want to play, or the role you most want your partner to play (Maomao rubs his hands excitedly) and the game you most want to get, just post it in the comment area~[/h3]
Event rewards
Ten lucky players will be randomly selected to receive any [Lovely Games] game key If the game has not been released, it will be released one week after release~
It was such a fulfilling and busy Halloween. I wonder how everyone spent their Halloween? Well, if you don’t consider any external factors, what role do you most want to play? ? Come and chat with Maomao
How to participate
Please follow new games first and add them to your wishlist Just tell us the role you most want to play, or the role you most want your partner to play (Maomao rubs his hands excitedly) and the game you most want to get, just post it in the comment area~[/h3]
Event rewards
Ten lucky players will be randomly selected to receive any [Lovely Games] game key If the game has not been released, it will be released one week after release~
Fixed an issue where some common cards weren't unlocked by default, causing a bug on the unlocks screen.
Fixed an issue where some stat cards were not being included in Simulated Combat, resulting in some cases where card descriptions were not 100% accurate.
Fixed an issue where card descriptions sometimes had wording like "Aim + -12". Now it will be "Aim - 12".
Massively buffed Support card passive effects since max stats are so much higher now.
When you remove a Support card from your deck, the passive effect is now disabled.
Adjusted and balanced the ramping up of Card Slot Effect Levels.
Fixed broken Mecha-Styracosaurus character asset.
Fixed a case of broken art on an enemy card.
Fixed an issue with bonuses to Enemy HP/Shield/Armor not being applied as a run progressed.
Fixed some UI issues with stat modules.
In addition to these things, I have a lot of other bugfixes, polishing, and balance fixes planned! Keep an eye out for more patches coming out soon.