Here's the first dev diary from us at Whatboy. Here, we're going to focus on the high-level ideas around taking turns in Stellaris Nexus and how combat works.
For the video dev diary, you can watch it right here through YouTube! If you prefer a text version of this, we're going to post it below.
Actions / Support
Stellaris Nexus is a simultaneous turn-based 4X game that plays out across the galaxy - starting at the galactic rim and ending on the throneworld of Nexus in the centre of the galaxy.
You start the game in control of a faction of your choice and your objective is to be crowned the new emperor of the galaxy by gaining the most succession points of any faction and thereby taking your place on the galactic throne on Nexus.
Every choice that you make on your journey to victory is an ACTION.
You can take as many actions as they want during your turn but the number of actions is limited by the amount of Support that you have.
Support represents the freedom of your regime to act, whether that’s through having a happy and productive population or one that is coerced to support its ruler through ruthless suppression.
The first action that you play costs 1 Support, the 2nd action costs 2 Support, the 3rd costs 3 etc - so as you can see, Actions get more expensive the more of them you play. An action can be used to either activate and move a fleet, construct a new fleet or starbase above one of your planets or to play an Edict.
Edicts are unique to Stellaris Nexus. Each turn you will have access to a small number of Edicts that you will be able to spend your Actions on. Edicts are how you develop your Empire and interact with other factions outside of direct conflict.
For example, you can use Edicts to construct new projects on your planets, research new technologies or send a diplomatic offer to one of your neighbours. We will talk about Edits in more detail in a future dev diary.
Each turn you have some key decisions to make about how many actions you use to further your military objectives and how many you use to develop your economy and your empire. When you have spent all of your Support and you are therefore no longer able to act, then just click END TURN.
Any unspent Support is carried over to your next turn.
There are a whole range of ways in which players can forge peaceful diplomatic and commercial alliances with their neighbours early in the game using the Trade and Diplomacy Edicts.
But even when these relationships start with peaceful intentions, intergalactic diplomacy has a tendency to turn sour as the game progresses and the stakes get higher.
As each faction makes its way closer to Nexus, those peaceful intentions can turn to broken promises, betrayal and outright hostility.
Combat
When the fleets of 2 rival factions, who do not have a non-aggression pact in place, enter the same system - they will automatically go to battle against each other.
Combat in Stellaris Nexus takes place at the end of a turn, so players have the opportunity to send in a whole range of fleets of different types to increase their changes of victory.
The outcome of a battle is determined by the strength and types of fleets on both sides of the conflict, with a little bit of randomness thrown into the mix.
But its not just a case of having the largest fleet. Each class of fleet is particularly effective against a different class.
Ranged fleets can strike slow moving Capital fleets from a distance, while faster raider can close that distance against a Ranged fleet quickly, however their light weapons have little impact against the heavy armour of a Capital fleet.
The weapon load-out of your fleets is determined by the extent that you have researched physics and nano-tech, so even an enormous fleet armed with only low-tech weapons can be defeated by a smaller, but technologically superior enemy.
New fleet types, such as dreadnaughts, spectres, super carriers and titans can be researched and unlocked as well as new offensive and defensive capabilities creating the possibility of an enormously powerful and genuinely terrifying enemy fleet arriving at your border. In situations like this, a tactical retreat or a peaceful diplomatic offer might be your best option.
So, as you can see - the early game in Stellaris Nexus involves spending your available Support in order to expand your reach within the galaxy.
That expansion however very quickly results in you colliding with the borders of rival neighbouring factions. The way in which you deal with those factions, is key to your success in the initial stages of the game.
Turns
Finally, it worth keeping in mind the differences between the way that turns work in single player vs multiplayer.
In single player, you are battling against 5 AI controlled factions whereas in multiplayer you are up against at least one other human player.
In both situations, each faction spends their support to take their actions and then ends their turn - ALL turns resolve simultaneously.
When playing against AI, you can take as long as you want to decide which actions to take. You can undo any actions and try out different outcomes until you finally click END TURN.
When playing against other human players, there is a turn timer which can be set at the beginning of the game, but which gives every player a time limit in which to play their actions. If you don't end your turn before the turn timer runs out, you have 60 seconds of overtime that can be spent over the entirety of the game, so use it sparingly.
In this way, multiplayer games move fast to ensure that they come in around the 60-minute mark. So, follow your gut and trust your instinct. And if you get annihilated, then check the end-game stats, figure out where you went wrong and get back out there for another game!
We are looking forward to seeing you soon on the galactic rim. - The team at Whatboy
Cozy Quest is right around the corner, and Fruitbus will be part of it! You will once again be able to get your hands on the Fruitbus demo, starting from November 16th!
The demo will remain available from November 16th to November 20th!
As always, we would love to hear your feedback! So please feel free to share your thoughts on the demo in our Discord! Link below
After more than 4.5 years of work with 18 months of Early Access, we are very proud to share with you all the 1.0 version of Astral Ascent! We gave our very best during the whole development and you witnessed the evolution of the game that changed so much from Kickstarter demo to 1.0!
We truly hope you will enjoy this version as much as we do (we play the game a lot as we are having so much fun on it!). The more success the game will have the more updates we will make (we have many ideas already!) so do not hesitate to share the game around if you enjoy it!
We also want to take this opportunity to tell you once more how important was all your support during the Early Access, it gave us a lot of motivation and inspiration, thanks for that <3
You can see below the Launch Trailer to celebrate the Release on PC / PS4 / PS5 and Nintendo Switch!
You will finally be able to face The Master, a final confrontation to escape from the astral prison! We do not want to spoil anything about it but there is a lot about this final boss, it took us as much time as the 3 other Zodiacs combined.
Beating The Master will also lead you to the 17 different Endings of the game!
Aries
Aries is super friendly but she will not hold her attacks on you!
Cancer
Cancer is the leader of the Orphnées family, he fights with a bird named Basileus.
Gemini
Gemini are special, expect an intense fight facing multiple threats!
Star Guardians - Monoceros and Sculptor
Monoceros and Sculptor are joining Pegasus, Lupus, Draco and Hydra as minibosses you can encounter during your escape attempts!
We think it's important for these Fights to not feel too repetitive. You can only face 3 of them maximum per escape attempt. They hit hard but we want you to pick these fights only if you feel comfortable during your run!
Monoceros is based on ice attacks!
Sculptor creates weapons to attack you!
Animated Cinematic
We now have a traditional cinematic introduction when launching the game, giving a mood and first impression we absolutely love. The animations of Tokkun Studio fit perfectly the music of Dale North for an epic introduction to the Astral Ascent universe.
Reworked Introduction and Tutorial
We think the game introduction was not exposing the story and universe enough, we have created a new introduction cinematic! It is also an introduction to Ayla who did not have a proper pixel-art cinematic yet, it comes with a complete change of Ayla personality and backstory!
For the tutorial itself, we thought the previous one was too static and frustrating because we created a game focused on aerial movement and the tutorial was forcing you to not move much. The new tutorial gives you a total control over your movements from the very start now!
Event Horizon
You will not be automatically killed when accessing the Event Horizon (5th world), instead you will have many elements to prepare before the final confrontation!
Mid-run Saves
This might be the most requested features from the 18 months of Early Access, everytime the icon below appears, you can open your options and safely quit to main menu and resume later.
Combined to Steam cloud you can even do a run on your PC and continue your run on your Steamdeck for example!
Beyond level 8
Maximum level you can reach per escape attempt is 12, once level 8 reached you have 4 perks for your Signature spell and 4 for your Basic attacks but now each level above level 8 allows you to replace one perk to optimize your build even more at the end of your runs.
Stats Window
It was not easy to know how your current build is impacting your base stats, now you will be able to see the stats anytime when opening your inventory or all the time by activating an option in the Gameplay menu.
Itinerant Peddlers
We have made the itinerant peddlers much more interesting. As the spells did not have much and no gambits on them, in late-game it felt not right to pick new spells.
Now prices are much more varied and spells can have gambits on them, impacting their prices up to 2000+ Quartz a spell. You can also find and buy astral Gambits there making Quartz currency much more interesting that it was!
We have also changed the altars to see the elements of spells and the rarity of gambits for a better lisibility.
Storytelling Elements
Narration has been extended and reworked a lot, there is a lot of changed dialogs and many new types of dialogues. For example you can now have self conversations on benches and heroes talk to each others.
Most Memory Fragment have been modified too to give a more complete story of every characters.
Co-op icons
We have given a lot of attention to co-op, one example is these icons that have been requested a lot by the community! But there is many other changes making the co-op experience more enjoyable!
If you want to interact with the community, report bugs or make suggestions, you can join our Discord Server!
Thanks for supporting us through this journey and have fun playing the 1.0 version of the game!
Combat is a very important part of RPGs; we’re designing Dustgrave’s combat system to be satisfyingly deep and challenging, giving you lots of tactical options to engage your enemies. Let's explore the foundation of Dustgrave's combat system in today's Dev Diary.
We focused on three key objectives:
Give unique value to all equipment pieces, instead of only increasing numbers;
Allow players to experiment with different combos and reward out-of-the-box thinking;
Create a deep system capable of supporting long playthroughs.
To achieve that, we created 7 different Action Templates accessed by equipping different weapons, armors, or other items. Each turn you’ve got 2 Action Points; some of the following actions take just 1 AP, while the most powerful ones takes 2, taking your whole turn to complete them.
Fast Attacks and Strong Attacks are given by weapons, and they represent the most basic action of most RPGs: using a weapon to attack an enemy. Fast Attacks only cost a single Action Point, allowing a character to move before or after using them. Strong Attacks have more powerful effects but require two Action Points to be used.
Quick Spells and Empowered Spells follow the same logic, providing two different ways of using magic in combat.
Dashes are used to move across the battlefield. Some allow characters to avoid opportunity attacks, others let slow characters move and strike a target with a single AP.
Armors and Shields give access to different Guards. They are defensive Actions used to protect a character from incoming attacks, or to provide specific buffs.
Shouts are linked to a character’s Personality Attribute and scale with its value. They are useful for boosting allies’ morale, but several Skills can transform them into offensive Actions.
This is a classic longsword, providing two attack Actions.
Those two Attacks have their unique stats, influencing how many enemies they can target, how much they can penetrate armor, and how deadly they are. In Dustgrave, you will be able to use those Actions as they are, but our unique twist is that you will also be able to combine the Skills you unlocked with them! This is how a Skill can interact with the sword’s Fast Attack.
The resulting Action deals more damage and better penetrates armors, but will be less precise, meaning it will be easier to miss and harder to land a critical hit.
Repelling Strike adds the Status Effect Push to the attack, allowing the character to move opponents and possibly allowing allies to land Opportunity Attacks on them.
Skills change or override certain values, so choosing the right equipment for every character is fundamental. Acquiring new items will open new possibilities and unlock new and potentially deadly combos.
The same concept applies to all other Action Templates. In this case, we have a Skill from the Occult Magic tree, which applies to all Shouts. While the standard Shout applies to allies and bolsters their morale, the modified Action affects enemies and applies a powerful debuff to their offensive capabilities.
This unique concept will let players experiment with the wide variety of items included in the game. Actions hitting multiple targets are ideal for applying Status effects, while precise attacks can be used to easily trigger Critical Hits.
We are so eager to let you all play with Dustgrave and break the game in ways we didn’t even think possible. Stay tuned to learn more about the game!
Here we are! Break the Loop's Kickstarter campaign has begun!
We're proud of the work we've done and hope that many of you will support us. The aim of the campaign is clear: to enable us to continue working on the game for as long as possible in order to improve it as much as possible.
Comrades! On this day we would like to proudly present you a new game from Kremlingames studio - "Crisis in the Kremlin: The Cold War". We have been developing this project over a year, which is an ideological successor of our debut project, "Crisis in the Kremlin". We put all of ourselves into the new project and we are deeply confident that it is fundamentally superior to anything we have done before.
In the updated "Crisis in the Kremlin" you will once again be able to control the Soviet Union during one of the most acute moments of modern history - 1985-1999. Play as the General Secretary of the Central Committee of the Communist Party of the Soviet Union, direct both foreign and domestic policies of the state, make important decisions and keep a close eye on the economy.
Compared to the previous "Crisis in the Kremlin", the new game, which is scheduled for release next year, will bring you a huge number of innovations:
Brand new, improved graphics. Appreciate the hand-drawn backgrounds in the game's main menu.
Transparent and clear user interface. A new milestone in the history of our games!
Improved and redesigned world map with five modes of display, which dynamically changes with the change of borders of old and the formation of completely new states.
The system of politicians with new functionality of conspiracies, appointments, intrigues and the influence of the characteristics of politicians on the effectiveness of certain bodies. Now the political struggle will be much sharper!
Redesigned economy system, equally realistic representation of planned and market mechanisms. The economy has become more understandable and diverse, and what else could you want?!
A decision mechanic with the ability to make over a hundred different decisions in different sequences and with different outcomes. Now you no longer have to fear that a missed event will take away the only chance for your grand plans!
A completely new war system with its own war maps, many new stats, features, and conflict sides: Burn, bomb, appoint advisors, keep an eye on morale and most importantly, who will come to power if you win!
A complete overhaul of in-game research functionality, as well as a new science race system with the US. Catch up and overtake, and no other way!
Full modding support: Make your own translations of the game into any language in the world or freely modify the game's source code. The possibilities are endless!
Steam Workshop support: Share your modifications with thousands of other players!
Steam Cloud Save support: Transfer your saves between any supported platforms: Steam Deck, Windows, Linux, MacOS.
Tired of real politicians? Create your own! Ability to play as a custom politician with customizable name, photo and characteristics.
- Fixed transition to final demo cutscenes. ⚠️ - Temporarily stopped game from running in background to fix unwanted behaviours when unfocused. - Further UI Flow Fixes (Archive, Satisfaction Bar, Summary). - Pass on some quests that weren’t getting set to success after being completed. - Disallowed Player Movement during Wall Collapsed cutscene. - Pass on Week 2 and 4 Cedani and Tymo Interactions. - Stopped Mighy Oak POI being unlocked multiple times. - All Fake Quests award rewards correctly on Decline. - Misha’s no longer visible once he gets back to work. - Yanka correctly gets removed after visiting Throne room during Week 10.
Nina's melee weapon has been altered: Previously encountering a bug causing her to use Azaus's knife, she now starts with a sword for a more balanced experience. Enjoy the updated melee mechanics!
Drop Rate Adjustments:
Increased the drop chance for horns:
Previously 12.5%, now boosted to 30%.
Bosses now drop 5 horns instead of 3, providing more opportunities for upgrades.
Improved drop chances for pickups.
Hub Clarifications:
Clarified the purpose of gates in the Hub; they are now referred to as "shortcuts." It's now clearer that opening the gate to the 2nd level is optional; it's just a shortcut for convenience.
The rune for an extra weapon slot has been renamed to "Extra Holster."
Get ready for the biggest event of the year, with the SMITE Season of Worlds!
The SMITE World Championship is closing in and the Battleground of the Gods has taken on some incredible new decoration to celebrate. With the SWC X Logo in Mid Lane, the famous Thor's Hammer Statue, and banners all around, the Gods are preparing to celebrate SWC X!
New Battle Pass - World Champions
As SWC X gets closer and closer, we are gearing up to cheer on our favorite SPL teams with the newest Battle Pass: World Champions. As you work through the BP, you will earn chest rolls that give you a choice between any of the 8 SPL skins or Gems. Rep your favorite team and get ready for the action in January!
New Event - ColorForge: Worlds Collide
The ColorForge system returns with incredible new skins in the Worlds Collide event! Get all new dyes to use with the new and existing ColorForge skins, including a Dye set matching each of the SPL teams! We also have the Coolseidon Skin available, a homage to one of the most incredible skins in SMITE history. You can also earn the Little Charmer Cupid skin for FREE on the Quests tab. You won't want to miss this!