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I am really excited to announce the upcoming release of Version 2 of Magic Market!
Taking a step back. Version 1 of Magic Market was released back in September of 2022. After years of development, it was my first official release of any game, ever! As excited as I was at that time to finally have my name on a published video game, as I continued to dive into video game development, I knew there would need to be major improvements to provide a fully polished product.
I am now proud and excited to announce the inclusion of those major improvements to this new release, Version 2, coming soon! For those of you who may be interested, and for the sake of open and honest communication with my customer base, I have detailed all changes, additions, and updates below:
Highlights
The source code is being re-written from scratch and completely refactored for efficiency in order to include new game mechanics and features.
The gameplay will remain similar but with significant changes to create a more engaging and challenging play pattern.
With the addition of new content, the price of the game will increase to $9.99 USD upon release. (The price in other currencies will also be adjusted proportionally.)
Those who previously purchased the game prior to the release of Version 2 will be unaffected by the price change.
The Steam Store page will be updated with new screenshots, graphical assets, and video demos.
This new update will only apply to the English version of the game. The Spanish and German version may be updated at a later time once localization is completed.
Pending results from the public Steam Playtest, Version 2 is planned to release at the end of this year or early next year.
Steam Playtesting
For a short period prior to release, Steam Playtesting will open on a limited basis in order finetune balancing issues on a wider scale.
Once Steam Playtesting is open, you may submit a request to Playtest through Steam on the Magic Market Store Page.
Game Mechanics
Market items will spawn near instantly, filling the entire board constantly.
Items will no longer time-out and de-spawn. Items will only leave the marketplace when the player buys and sells items, forcing the player to engage strategically with the market.
Items will "queue up" visibly before spawning, letting the player know what items will spawn next.
Initial item prices will be completely reworked. Initial prices will be scaled based on the player's current available gold, affording the player the ability to purchase items easily at any stage of the level.
Item price changes over time will be completely reworked. The prices will change smoothly, in $1 increments, allowing the player to easily see the price trends.
Stocking castable spells and potions will require the player to purchase 3 similar items in a row.
All 6 spell and potion effects have been completely changed, improving usefulness and player immersion, allowing the player to create more efficient spell chains and combinations.
Buying and selling items will incur a "market tax" on the transaction, forcing players to account for the loss when trying to quickly buy and sell items to match spells and potions for stocking.
Players will now have access to all "levels" for each spell and potion but will be allotted a finite number of points to assign, allowing for customization of play for each level based on that level's objectives.
Players will be able to unlock "enchantments" which are bonuses that last for the entire duration of the level creating unique combinations and additional customization based on the player's style.
The "Magic Exchange Commission" will be completely removed. There will no longer be any risk of penalty for casting spells and potions.
Changes in the player's available gold due to any transactions (profits, losses, and taxes) will be easier to understand by reworking the way the amounts display in the UI.
Game Modes
There will be 3 total game modes: Career, Time Trial and Survival Modes.
Time Trial and Survival Modes will be unlocked after the player completes a certain number of levels in Career Mode.
Time Trial and Survival Modes will have a Steam-based Leaderboard component.
Steam Achievements will be added for all modes.
Career Mode
This is the original mode available in Version 1 of the game. This mode will be completely revamped to include more unique levels with different objectives and challenges.
Up to 50 new, unique levels will be added.
The player will have access to a level selection menu to replay past levels but must complete prior levels in order to unlock new levels.
More comprehensive tutorials will be added as part of the first few levels for the Career Mode that help explain the game mechanics slowly over a few introductory levels.
Completing levels in this mode will unlock Steam Achievements and in-game rewards.
Time Trial Mode
This will be a repeatable mode where the player must work to obtain as much money as possible in a set amount of time.
The player will have to figure out which combination of spell and potion levels and enchantments work best for them to achieve the highest score possible in the given amount of time.
High scores in this mode will unlock Steam Achievements and in-game rewards.
Survival Mode
This will be a repeatable mode where the player must try to stay afloat in the market for as long as possible while their money is continuously drained.
The player will have to figure out which combination of spell and potion levels and enchantments work best for them to help them last as long as possible.
High scores in this mode will unlock Steam Achievements and in-game rewards.
Visual
Graphic assets will be expanded to include character sprites for your boss, The Arch Mage, which will appear throughout the 3 game modes whenever he has dialogue.
New graphic assets will be added for UI elements related to spell and potion upgrades and enchantments.
New menu screens will be added for all games modes to account for upgrading the spells and potions and for picking a level enchantment.
New menu screens will be added for all Arch Mage dialogue, mostly in Career Mode, but also for several locations in Time Trial and Survivor Modes.
Visual effects for casting spells and using potions will be completely upgraded using the Visual Effects Graph package. Additional visual effects will be added throughout.
UI elements will be completely reworked for more efficient and easier user interaction.
Audio
All audio, music and sound effects, will be restructured for better player immersion.
The Arch Mage will now have voiced dialogue.
The player will now be able to select a few new soundtracks to play during the game.
Bug Fixes
Item scaling when items are about to de-spawn is fixed (since items no longer de-spawn, this issue was resolved inherently).
Item price text is no longer attached to the item and no longer moves awkwardly.
Player save data will now save at appropriate intervals, preventing player's from losing their progress if they exit the game randomly.
Greetings, citizens of New Jerusalem! What's that? A new hotfix? You bet it is.
We are delighted to announce that hotfix 1.0.3 is now available. As always, this hotfix is primarily aimed at addressing the most notable issues that the community has reported. Additionally, we're restlessly working behind the scenes on more fixes that we plan to include in an upcoming larger patch in the coming weeks.
We extend our heartfelt appreciation for all the feedback and support you've provided.
The Talos Principle 2 Hotfix 1.03 Changelist
Fixed the bug where the "HDR on" setting would not be properly applied on systems with 1 monitor connected.
Fixed the bug where the Prometheus Terminal inside a locked Gold puzzle remained usable in certain situations.
Fixed the bug where after unlocking a Gold puzzle by solving the last unsolved Main or Lost puzzle in the same world, the Progress Wheel of said Gold puzzle would remain non-interactable until the player re-started the level.
Fixed the bug where using the D-Pad of a gamepad while selecting Palm Reader documents or downloading a file could occasionally break player's input or freeze the game
Changes: - Added split and lap times differences, easy way to see if you did better! - Darts are no longer bound by gravity! Added side paths in few tracks as a test. Additionally driving should feel smoooooth - Updated Dart dashboard, now is prettier! - Laser/pointer should match expected direction, less confusing maybe? - Other tweaks and fixes
This is my first game on Steam and I'm very excited to share it with you guys. The current demo shows a very tiny fraction of the gameplay I intend to try to work with, which is better explained on the store page. I intend to keep on updating it with devlogs and help with suggestions from the community.
Currently we have two different souls to try out:
The Soul of a Knight The knight has good health and durability while being slow and starts with a melee attack that can be expanded upon leveling up.
The Soul of a Hunter The hunter has better mobility and damage while having low health and she has a main ranged attack.
Also we have two different gods to choose and combine with the previous souls:
Ignifer, the Queen of flames A "fire" goddess that gives more damage in exchange for durability or even damaging you depending on the pact you choose.
Borathos, the Winter spirit An "ice" god that gives more durability in exchange for mobility or damage.
Both gods come with two different cursed pacts that allow you to make strategic choices based on what you want to lose and what you want to gain, also both comes with unique passives and active abilities based on their concepts.
In the demo you can try it in a very hardcoded UI I did just to see the results of each possible combination. For example you can go very aggressive on the "Blaze Hunter" build by picking Ignifer and the Soul of a Hunter, having more criticals but sacrificing defense:
Or you can go super tanky and get the "Frost Knight" by picking Borathos and the Soul of a Knight, sacrificing movement speed and critical for more defense:
Or go a middle balanced path with the Blaze Knight and Frost Hunter. You can then further these archetypes of combinations by choosing pacts that add more kinds of sacrifices and powers in return. In the future I want to explore more archetypes and possibilities with more gods, more souls and more pacts to choose.
If you want to be part of this journey with me, join my Discord. And remember, leave no Survivors.
Our team is actively working on improving the new demo based on player feedback from the last playtest and is preparing for the next one, which is a month away.
We've added more verticality to the terrain in levels and improved the environment/enemies:
New levels with destructibility, significantly changing gameplay:
Another level with destructibility:
A new type of arena and a new challenge. Navigate through traps and overcome obstacles!
Attention Atlantians! We would like to inform everyone that Atlantica Online NA shall perform a weekly server maintenance, this procedure will be for the server refresh, updates, website improvements etc.
[Estimated Time] TBA
[Start Schedule] Start - November 8, 2023 | 21:00 PST
During the maintenance, Servers and website will be inaccessible. For any questions or inquiries, feel free to contact us using our website CS or our official Facebook fan pages! https://www.facebook.com/AtlanticaGlobalOfficial/
Attention Atlantians! We would like to inform everyone that Atlantica Online EU will perform our weekly server maintenance, this procedure will be for the server refresh, updates, website improvements, etc.
[Estimated Time] TBA
[Start Schedule] Start - November 9, 2023 | 6:00 CET
During the maintenance, Servers and the website will be inaccessible. For any questions or inquiries, feel free to contact us using our website CS or our official Facebook fan pages! https://www.facebook.com/AtlanticaOnlineEU/