Hello, due to our publisher's unwillingness to produce and promote the English version now, we do not have the corresponding cost and cannot accept the sharing of the English version. Therefore, there will be no overseas versions of this game. I'm very sorry.
Adventurers! More and more time walkers have joined us during the fierce battle with the Dark Lord. And now I'm proud to announce that, with your love and support, the FULL VERSION of Time Walker: Dark World will be released soon. More Heroes, more abilities and more other content.
Please stay tuned for more details of the full version. And thank you again for your support to Time Walker: Dark World.
If you have any feedback or suggestions, please leave your comment or join our Discord.
Loot containers crashing and landscape not rendering in. I have updated the diagnostics and tweaked a few parameters to see if this helps, Any feedback on this is greatly appreciated.
I have also released the option that allows you to pickup all of the devices that you plant, The only exceptions are the chicken coop and the composter.
Greed is Good has been officially with all of you for a week now. During this time, we have received valuable feedback and suggestions, for which we are deeply grateful. We will give high importance to and actively address your feedback to continuously improve the game.
Currently, our game is in the EA (Early Access) stage, and we will continue our efforts to enhance game content and resolve in-game issues to ensure that every player can enjoy an even better gaming experience.
Now, we would like to share our future update plans and development progress:
1. Global Game Lobby: We will strive to complete development as soon as possible and activate it after the first game reset.
2. New Pyramid Map: Currently, we have finished creating map levels, designing new monsters and bosses, and are currently working on monster animations and AI behaviors. It is expected to be launched in mid to late December. We will continue to release the latest progress screenshots or videos.
3. New Hero - Dark Warrior: This hero is classified as a curse-based warrior, primarily focusing on the front-line support role and has a strong impact on countering characters like Bon and Kiana. Currently, the model animations and related development have been completed, and skill development is in progress, with an expected launch in mid to late December, along with the new map.
4. New Weapons: We will introduce several new weapons, and specific information will be provided in our upcoming updates. Each new weapon will be added to the game through updates as they are completed.
5. Global Multilingual Support: To meet the needs of players from various regions worldwide, we will soon create a localization project on crowdin. We welcome active participation in this collaborative effort, and once a language translation is completed, we will incorporate it into the game.
6. Continued Bug Fixes and Network Optimization: We will periodically release updates to fix bugs and optimize network issues to enhance game stability and smoothness.
7. Anti-Cheating Measures: We will continuously monitor and take timely measures to block the latest cheating tools. For cases of cheating reported by players, we will investigate and promptly ban the accounts of cheaters.
In conclusion, we want to express our heartfelt gratitude to all players for their support and understanding during this period. Please believe that we will continue to improve and create a game that better meets players' expectations.
Fixed an issue where characters would remain stationary when activating combo skills.
AoE (Area of Effect) skills now target the mouse pointer position when using a keyboard and mouse, and aim direction when using a controller (e.g., Make it Rain, Burn in Hell, Meteor).
Resolved a bug where the aim indicator was not accurate with a mouse after changing the game's resolution.
Corrected the description of the “Divine Haste” synergy in the Chinese localization.
Adjusted sorting layers for some fire VFX (Visual Effects).
Fixed instances where the mouse pointer did not display an element as clickable in certain areas of the main menu.
Addressed a bug where combo skills became non-functional after a hero died and was resurrected in certain scenarios.
Resolved an issue with language settings not being saved.
Fixed a bug where the language was not auto-selected upon launching the game.
Corrected an issue with resolution settings not being saved correctly in the settings screen.
Greetings Commanders! We are thrilled to announce the release of our latest patch!
In this update, not only have we introduced new content and visual updates, but we've also implemented significant system changes and balance improvements to enhance the gameplay experience.
There's a lot to get excited about, so without further ado, here's what's new:
1. Day Loading Background and UI Changes
We've refreshed the day transition animations and user interface for a smoother experience.
2. Card Draw System Overhaul
New Card Effects: Draw, Choose to Discard
Draw: Immediately pull the top card from the deck into the back of your hand, bypassing cooldowns. Excess cards drawn over the hand limit will be discarded immediately.
Choose to Discard: Select and discard a specified number of cards from your hand.
Added Draw Cooldown: We felt that the previous system of drawing up to the hand limit in one go was diminishing the fun of card playing. We've revamped this to make deck management and draw control a strategic resource.
Draw 1 card every 3 seconds after combat starts.
Expanded Draw Limit: Maximum hand size increased from 5 to 7.
New Card Shortcuts: Keys 1-5 + QWERT (with options for re-binding these shortcuts coming soon).
Maximum Hand Limit: Drawing will pause once the maximum hand limit is reached.
Reduced Reload Time: Reload time decreased from 4 to 3 seconds.
3. Block System Changes
Blocks now last for 5 seconds from the time of application, then fade to 0% over 2 seconds. Unlike healing, which is limited by maximum health, blocks could stack indefinitely. We believe this change will encourage more strategic timing in their use for defense.
4. New Equipment and System Changes
Introducing the 1.5 Tier 'Natz' Series Equipment: We've adjusted the item progression curve to address the excess of combination items in Chapter 2. Some of the combination equipment rewards have been replaced with this new tier to maintain the fun of item-based progression without clutter.
Removal of Equipment Sales in Shop: Equipment items will no longer be restocked in the shop.
Added Equipment Disassembly: Surplus equipment can now be disassembled in the shop for consumables and credits.
Balance
Cards:
Tactician, Tactician*: Cost changed from 2 to 3, block value increased. Now provides a constant aura of defense, giving 8%/13%* to allies within 2 tiles. Removed the unique tag.
Bandage Pack: Cost reduced from 2 to 1. Number of bandages created reduced from 3 to 2. Added a decay effect.
Bandage Pack*: Number of bandages created reduced from 3 to 2.
Metabolism, Metabolism*: Upon card decay, HP recovery changed from 6% to 3%/5%*. Added the unique tag.
Exhaustion: Reduced the energy acceleration penalty while the card is in hand from -50% to -15%. Draw Effects Added.
Reallign: Removed HP recovery effect, now draws 1 card. Added decay effect.
Reallign*: Removed HP recovery effect, now draws 1 card.
Finisher: Changed additional damage from negative effects to draw 1 card if the target is defeated with this card.
Axe Throw: Changed Rampage's attack power boost during skill block to draw 1 card.
Rage: Now decays all non-attack cards in hand and draws a number of cards minus one of the decayed cards.
Diversion: Decreased power boost (from +15/+20* to +10/+15*). Added draw 1 card effect. Discard Effects Added.
Reconstruction: Changed from discarding all cards to selecting 2 cards to discard and drawing 1 card.
Quick Draw: Select and discard 1 card, then use the next drawn card on a random target.
Overwhelm, Overwhelm*: Cost changed from 3→2 / 2→1*. Added effect: select and discard 1 card, and Rampage becomes 'Invincible' for 8 seconds.
Warp: Removed Fuse's instant teleportation and block gain, now randomly discards 1 card from hand after use.
Equipment:
Machine Pistol: Additional power +40, Attack speed increase per second changed from 2% to 1.5% (maximum stacks from 20 to 30).
Endless Rifle: SP skill now increases both attack power and power by +5 instead of the previous +10 to attack power only.
New Common Cards:
Exism Extraction: Cost: 1. Select and decay 1 card to gain energy equal to the card's cost.
Draw Boost: Cost: 2. Draw cards up to the hand limit, then select and discard 1 card.
Additional Draw: Cost: 1. Draw 1 card, if it’s an 'Attack' card, gain an additional +1 energy.
Plugins:
Flashbang Support:
At the start of combat, blinds the furthest 1/2/3 enemies for 8 seconds.
Shock Bullet Support:
At the start of combat, stuns 2/3/4 random enemies for 3 seconds.
Enhanced Shield:
Block effect increase changed from 35%/50%/75% to 20%/35%/55%.
Power Shield:
Allies with block gain an additional +40/+80/+120 power.
New Plugin:
Quick Draw (Common):
Reduces card draw cooldown by -10%/-20%/-30%.
Enemies:
Cutter: Damage tick interval increased from 0.25 seconds to 1 second.
Hunter Curmoth: Basic stats (HP, attack speed, attack power) significantly reduced, Enhanced fluid absorption damage reduced. Increase in maximum HP gain when absorbing corpses.