Fractured Veil - Sanana94
Aloha Thrivers!

One of the most significant systems on Fractured Veil is the Talent Tree. In the game, every single action, from cutting down trees to hunting wildlife, grants you some experience in one of the 4 main categories of the Talent Tree.

These are:

  • Builder (Strength)
  • Hunter (Agility)
  • Survivor (Endurance)
  • Support (Intelligence)

While you might die countless times exploring Maui, the experience you get will always stay with your character, giving a sense of permanent progression no matter any misadventure you might end up in.

Before we go a bit more in-depth about what each of these means for the player, we wanted to show how it looks in-game.



Once enough experience is earned for a particular skill, that will level up, granting a talent point to be spent to improve a trait relative to that particular action. For example, in the GIF above, using the bow (Archery) levels up “Strength”, granting one talent point to the “Builder” tree.



Like many RPGs before us, the player choice will initially be limited to some basic skills. Once enough points have been spent, the next tier will unlock. However, some of the skills are linked to the progression of previous skills. In the GIF above, it can be noted how the first skill of the second row remains locked, while the second one unlocks and the third one, not being linked to any previous skill, is immediately unlocked.
A sweet treat for those who reach the last tier of upgrades is a series of passive perks that also impact your nearby allies, making not just you, but your entire group, more powerful!



Let’s now talk about each Talent Tree, starting with Builder. This one focuses on your character’s Strength and will level up by performing actions such as building, carrying a lot of heavy resources, using bows and melee weapons, mining, cutting down trees and so on.

The skills found inside this tree focus on improving stuff like durability and crafting speed of tools and weapons, improving the carrying capacity, and improving resource gathering.



The Hunter tree focuses on Agility, and levels up by doing stuff like jumping, sprinting, swimming or sneaking. But also using Pistols, Rifles or Throwing weapons. Skills unlocked here will significantly improve stuff like movement speed, stamina consumption and regeneration, and even better night vision to make those nights less intimidating! For you avid hunters there are also talents that will allow you to track down your prey and in the event you are interrupted, be able to find it again! And because hunting is more fun with friends, you can unlock the passive ability to boost your entire team's crouching movement speed for when group infiltration is key.



Surviving is the most important thing in the end and while it might be difficult at first, it will become much easier with time. The Survivor tree focuses on Endurance, which levels up by performing basic actions like butchering animals, eating, exploring, healing and harvesting resources. Spending skill points here will make you a true expert when it comes to survival; not only basic needs like eating and drinking will require more time before becoming critical, but you’ll already know where the nearest resources are, so your expeditions will never leave you empty-handed!
Of course, an expert survivor also knows how to gather more resources from their surroundings, so expect a significant boost in your harvesting and food-gathering skills.



Lastly, but not by all means least, it’s the Support tree. This is by far probably one of the most useful and everyone will want you in their group!
This tree focuses on intelligence and levels up by crafting, researching, repairing recycling and so on!
The Skills you’ll be able to unlock in this tree range from faster and better healing to buffs to friends and/or debuffs to enemies.
People who manage to unlock the last set of skills in this tree can expect buffs like Mutant Basher, which increases the damage dealt to enemies for the entire group and Team Boost, which increases the movement of all allies in one area.




Of course, this is just the tip of the iceberg, we have much more coming and we purposely didn’t go too much in-depth with any of these as we want everyone to figure things out as they adventure in Fractured Veil! (Not to mention, things might change in the future!)

As usual, if you have any questions, please feel free to join our Discord Server to chat with us and the rest of the community.

Alternatively, you can check out our latest short on YouTube or TikTok to learn more about how we test the game!

Kingdom Rush Vengeance - Tower Defense - Octarina IH
So, you've received an invitation from Vez'nan to pay a not-so-friendly visit to Hammerhold, and now you're probably thinking, "What in the world am I getting into?". Before you reach for that sunscreen, learn all about what secrets are hiding in the desert dunes.

HAMMERHOLD DLC INCLUDES:


NEW THRILLING STAGES AND BOSSES
  • 5 new stages: A whole new campaign packed with sand-tastic surprises. Disembark on the desert's shores. Replenish at Sape Oasis. Explore ancient pyramids. Seize Hammerhold once and for all!

  • 10+ new enemies: The Legionnaires have recruited an eclectic and rather quirky force. Prepare to face assassins, war elephants, djinnis. And even... magic carpets?

  • 3 minibosses and 1 boss: Remember those heroes you thought were gone for good? They're back, and they're not here for a cozy family gathering.


THE DESERT'S FIERCEST JOIN YOUR RANKS!
  • New hero: Behold Isfet, a formidable mummy warlock, wielding an arsenal of spells and curses. Just don't make any "wrapped up" jokes – he’s not in the mood for puns.

  • New tower: The Sandworm Hollows have appetites as insatiable as a kid in a candy store. They'll gulp down anything in their path, be it friend or foe.


AND OF COURSE…
  • The lore thickens: You wanted to know about Hammerhold and their heroes, right?

  • New achievements: And savor the sweet taste of bragging rights that come with them!

  • Easter eggs galore: The desert may hold secrets, but it also has a sense of humor.

So, have you made up your mind, General?

Don’t keep the Dark Lord waiting too long, he’s known to get impatient!

Add it to your wishlist!

https://store.steampowered.com/app/2695220/Kingdom_Rush_Vengeance__Hammerhold_Campaign
Ravenfield - Really SteelRaven7
IMPORTANT INFO If you're having trouble with menu buttons not working and mods not loading correctly, this is because you're running the game with the RavenM mod installed. RavenM is currently not supporting EA28. You can either remove RavenM entirely to use EA28, or switch to the RavenM compatible branch, found by going to your steam library -> right click Ravenfield -> Properties -> Betas -> Select ravenm-compatible in the dropdown.

Please keep in mind that DLL mods such as RavenM and other mods that need to be manually installed have no official support inside the game. This means that any updates to the official game will cause these mods to break!



Hey all,

Here's the latest Ravenfield update, featuring loads of improvements to the modding tools, including the new ability for modders to create their own story missions.

One of the goals with Ravenfield's official campaign is to bring the same tools used to create official missions to the modders, and with this update all of the existing tools are now available for modders to use! The main bulk of this update comes in the form of new Trigger System components. These components can be linked together using the Ravenfield mod tools for Unity to create story driven experiences or even entire new game modes - all without having to code anything. If you're interested in creating your own story missions, now is a great time to jump in! You can find everything you need on the official modding page.

Here are a two halloween-themed custom missions that have been created by Ravenfield's modding community thus far:


Penumbra by Sofa


Isolated by Hans, NefariousDrH, RadioactiveJellyfish, LeDiegue3 and Aspel

There are even more missions to try out under the workshop Scripted Mission tag.

You can also check out the new and improved Island, featuring an all new quarry themed capture point with multiple new paths. While most of the level layout remains intact, there have been minor tweaks here and there to improve sightlines and to create more natural paths between capture points.


Oh and don't worry, you can find the old island map on the workshop.


Full change log

Game changes
  • Updated steamworks.net to latest version, which should solve an issue where the steam api could not be initialized on Apple M1 systems, resulting in the menu not appearing correctly.
  • Capture points take slightly longer to neutralize due to the respawn logic change.
  • Made the distance you can fall before ragdolling consistent between different gravity settings.
  • Mouse look is now enabled while dead.
  • Added a very fast acceleration when starting moving/changing direction. This makes it easier to get into exact positions by tapping movement keys.
  • Fixed an issue where benchmark mode didn't work
  • Added healing/resupply sounds to the new ingame ui, and the healthbar/ammo heading bar will now blink when resupplying or healing.
  • When restarting a rfc map, the file is no longer unloaded and reloaded first, resulting in much shorter load times on reloads
  • Kicking an upside down vehicle that is light will now cause it to flip over, allowing you to recover crashed vehicles more easily.
  • You can no longer phase through level geometry when getting on a ladder
  • You must now look towards a ladder to be able to get on it
  • Fixed an issue where you would sometimes not be able to get off ladders if you were spamming the use button
  • Fixed a bug where melee weapons would not hit rigidbodies etc on the default layer
  • Fixed a bug where the first person camera would sometimes be zoomed out when aiming down sights. This is now fixed by clamping the ADS FOV value so it's always slightly lower than the current default FOV
  • Fixed a bug where the spectator camera was rendering 3d hud objects.
  • Fixed player actor Accessory rendering when switching between first person/third person cameras.

Respawn logic redesign
  • The game will now cluster contested spawn points and regular spawn points into regions.
  • Whenever an attacker is inside any spawn point region, the capture point will be considered under attack.
  • Each region is penalized for having an attacker or a defender that is taking fire inside.
  • When spawning, the region with the lowest penalty score is picked.
  • When a capture point is not under attack (or if no contested spawn point container is assigned), the regular spawn points will be used.
  • Due to this change, only non-moving spawn points are allowed when using a contested spawn point container. For modded special cases with moving spawn points such as flags attached to large vehicles etc, you can still use moving regular spawn points by not assigning a contested spawn point container.

Map changes
  • Island has received an overhaul, completely redesigning the old fort area into a quarry. This area still retains most of the old layout, but with a new theme and a couple of new paths. The old Island map is no longer available ingame, but you can find it in the workshop as "Island (2016)".
  • Other parts of the island has also received slight redesigns, making paths/lanes more clear.
  • Minor updates to river delta sawmill area
  • Made citadel tree vis colliders slightly bigger so they block AI views a bit more than before
  • Added more sawmill modular props for use in the ingame map editor
  • Added new island props to the ingame map editor
  • Added "Show Objectives" key prompt to the start of the citadel mission

    Modding changes
  • Added source mod/source bundle tracking to all prefabs, which allows proper shading reloading etc if needed, should solve some rare cases of pinkeye on Mac/Linux.
  • Added SpriteActorDatabase and IngameDialogActorDatabaseProvider component that are used to bundle custom sprite actors for the ingame dialog system. To use, just instantiate the IngameDialogActorDatabaseProvider component pointing to your SpriteActorDatabase anywhere in your map/mutator. As long as that object is alive, you can reference your custom actors by name through the TriggerDialog or via the RS ingame dialog API.
  • Added the following components to the whitelist (meaning they can now be loaded from custom maps/content mods):
    Cloth, Legacy water components, Rigidbody joints
  • Added full support for RFL metadata, allowing modders to change the display name, loading screen background image/decoration 3d model, visibility on instant action mode etc.
  • Added Actor imposters, these are characters that can follow predefined ScriptedPathGroup paths but lack all AI, Colliders, Hitboxes, Ragdolls etc. These imposters can be used for cutscenes or could be placed in the background in inaccessible areas of a map/mission to fill out the battlefield with more action. Because they don't have AI and related features, they are more optimized than regular actors.
  • Fixed a bug where boat navmeshes would not generate on water planes.
  • Terrains inside RFLs exported with Unity 2020.3 will keep the original materials unless a shader reload is requested due to platform incompabilities. This allows modders to freely change the terrain materials.
  • Fixed a bug where modded vehicle weapon names would not be assigned correctly and instead throw an error in the console.
  • ActorSkinData assets used in TriggerSpawnSquad/TriggerSpawnPlayer/TriggerSpawnImposters will now be preprocessed and retargeted based on the unity rig version. This means they are now also compatible with skins made for the Unity 5 rig, but you need to set up the correct rig version in the skin's Rig Settings.
  • Added mod save data, and exposed to RS (see ScriptedBehaviour.modSaveData). This is used to save and load values between game sessions. Each mod has its own save data, meaning that maps/mutators/etc in the same mod can access the same values.
  • Save data is found in %USERPROFILE%\AppData\LocalLow\SteelRaven7\RavenfieldSteam\SaveData\Mods*mod_name*.save (on windows) in plaintext xml (so it's easier to debug).
  • Added Destructible takesMeleeDamage, takesSplashDamage and takesImpactDamage (damage from being rammed by vehicles or other rigidbodies), all default to off.
  • Vehicles placed in maps will no longer be removed when the map loads. This means you can now have one-off vehicles placed in your map, which is useful for story missions etc. Vehicles spawned like this can be referenced in the trigger system by using the VehicleInstance reference type.
  • Fixed a bug where navmesh would sometimes not generate through terrain holes on custom levels

Added SynchronizeEditorTransform component.
This is a component that is only available in test mode (by testing a map via the Unity RF Tools). With this component you can synchronize the gameobject transform and all children with renderers from the game to the editor. Here's how to set it up:
  • Place the component on the gameobject you want to synchronize (typically a vehicle). Only once synchronized game object is allowed at a time!
  • Run test mode on the map to load it up ingame. Press play mode in the editor so both the editor and the game is running at the same time.
  • Press Q ingame to connect to the editor. After a few seconds the two should be connected, any the component's gameobject and children will be synchronized. (The game may freeze for a few seconds while the connection is being set up)
  • One use case for this would be to record yourself driving a vehicle ingame. You can use the Unity Recorder package to record the synchronized vehicle movement keyframes as an animation, which can then be used as a cutscene in a scripted mission.

PLEASE NOTE: The SynchronizeEditorTransform component is very naively implemented, only allowing one gameobject and children to be synchronized and using quite a high data rate. However it should work well for recording individual vehicles, which is the use case I had in mind. As this component is very niche, I'm not planning on expanding or optimizing it.


New Trigger components
  • TriggerEquipWeapon, used to equip weapons on actors
  • TriggerEndMatch, triggers the victory/defeat sequence and optionally returns the game to the main menu.
  • TriggerExplosion, simulates and explosion effect, damaging and pushing all nearby actors and vehicles
  • TriggerEffect, can play screenshake, fades, audio events directly from triggers
  • TriggerChangeScene, can load a new map from the trigger system (by specfying the .rfl or .rfld name), or return to the menu
  • TriggerOnSquadRequestsNewOrder, sends a signal whenever an AI squad requests a new order. Having this component in your map prevents the AICommander from automatically issuing orders.
  • TriggerFireWeapon, used to force fire a weapon from triggers
  • TriggerHelicopterLanding, causes a helicopter to land at a specific landing zone (or take off again)
  • TriggerSquadRecalculatePath, forces a squad to recalculate the path to their current order destination. Useful for cases where other triggers modify the map and the navmesh, and squads must now take alternate paths.
  • TriggerUpdateVehicleInfo, used to update the vehicle stats
  • TriggerExitVehicle, forces actors to leave a vehicle
  • TriggerDeployParachute, forces actors to deploy their parachute
  • TriggerSpawnImposterActors, used to spawn actor imposters that follow a predefined ScriptedPathGroup.
  • TriggerChangeGravity, change the gravity of all objects in the scene
  • TriggerChangeSpawnpointContainer, change the spawn points of a capture point from triggers.
  • TriggerUpdateFog, change the scene fog
  • TriggerUpdateAmbientLighting, change the scene ambient lighting
  • TriggerChangeMaterial, changes a renderer material or the skybox material
  • TriggerHideUI, hide elements of the built in UI
  • TriggerShowInputPrompt, used to display a key prompt

Trigger System improvements
  • WeaponState data for TriggerSpawnSquad and TriggerSpawnPlayer can be used to control the ammo/etc of individual weapons when spaning.
  • Added lots of new conditions to TriggerCondition
  • TriggerDialog now has actor blip sound overrides so you can change the character voice audio clip
  • Fixed a bug where triggering the same TriggerDialog component multiple times would sometimes cause the dialog system to stop showing up.
  • Fixed a bug where TriggerOnActorDeath would trigger before the game had fully registered that actor's death, potentially leading to misleading results in TriggerCondition and similar systems.
  • TriggerIssueSquadOrder can now be used to issue an AI command order (basically letting the game auto-assign a new order that makes sense)
  • TriggerDelay can now optionally block signals if one is already being delayed.
  • Added WeaponReference to Trigger System, this type is now available as a signal context.
  • Added TriggerUsable tooltip interaction values that control how the tooltip is shown/hidden when used.
  • Added SpawnBehaviour values to VehicleSpawner, can be set to only spawn vehicles from scripted events (RS/Trigger system). This will prevent the game from automatically spawning/respawning the vehicle.
  • Added VehicleInfo values to TriggerSpawnVehicle, used to configure spawning health etc.
  • Added canDeployParachute to spawn ActorInfo
  • Added FireWeapon modifier to ScriptedPaths, use this to control the firing of weapons on actors or imposters following the path.
  • TriggerUpdateActorInfo can set/increment current health value.
  • TriggerSpawnPrefab can optionally propagate the signal to the first TriggerReceiver component on the instantiated prefab's root GameObject. This is used to more easily run trigger logic on a spawned prefab, and keeps the original signal's context.
  • Fixed a bug where TriggerSquadFormation was not working
  • Added player seat change rules for TriggerSpawnVehicle
  • Added spawnSource field to TriggerSpawnSquad which can be used to control whether or not dead actors can be used for spawning (which is the default settings), or if a new actor should always be created (this can be useful if you want to spawn an actor for a specific map-related purpose but don't want to interfere with the actors in an existing game mode)
  • Added per-signal documention of all trigger system signals. This includes when the signal is sent, and what context it provides to the receiving trigger component.
  • Added WeaponEntry hidden flag that can be used to hide a weapon from being pickable in instant action mode (It can still be spawned in via trigger/Ravenscript)
  • Added automatic signal canceling if a signal has been propagated through more than 200 components. This also logs an error with the last component the singal passed through. If this happens, you most likely have an infinite signal loop in your map/mod.
  • Deprecated TriggerUpdateVehicle as it is functionally the same as TriggerUpdateVehicleInfo. The component will continue to work but will not be distributed with future RFTools packages.

Ravenscript changes
  • Exposed Joint to RS
  • Exposed Exposed spawnpointContainer/contestedSpawnpointContainer to RS
  • Exposed TriggerVolumes to RS
  • Exposed ScriptedBehaviour.modSaveData to RS
  • Added new TriggerScriptedSignal.Send(name) function call (without signal context argument) that generates a signal with an empty signal context.
  • Exposed GameManager.gameDifficulty to RS

RFTools additions
  • Added metadata file system. Metadata are .json files next to the mod files that can either be manually edited through a text editor or changed via built in metadata editors.
  • Added RFL metadata editor window that can be used to change level display name, loading screen background image, visibility in instant action mode and more. (Access via Ravenfield Tools -> Map -> Metadata Editor in the top menu bar).
  • Removed unintended animation that was previously included in RFTools which wasn't used by the project
  • Maps using the Trigger System will now automatically be tagged as such on the workshop. This allows players to more easily find maps with extra functionality on top of the built in game rules.
  • Updated all trigger component classes to be up to date with the main project, so more documentation should now be available.
  • Updated the workshop item upload window, it now shows an error message if it fails to connect to steam
  • Updated the workshop item file labeling system, now metadata files such as .json, .png and .obj are visible, and also any files that aren't allowed which prevents the item from uploading.
  • Added browse buttons to the workshop item file labeling lists, this opens the corresponding folder in your file explorer so you can more easily see the files

  • Added Trigger Prefabs (found in RFTools/Prefabs/Trigger Prefabs. You can drag and drop these into your map to add cool predefined behaviours:
  • Area Secure Bark Trigger Group: Triggers a dialog when all enemies inside the supplied trigger volume die IF the player is inside the same volume trigger. This is useful for making your pals go "Area Secure" and say other very tactical one-liners.
  • Force Vehicle Pilot Look Direction: Hook this up to a vehicle to force the pilot to look in a certain direction when not engaging targets.
  • Spawn Player Squad Reinforcements: When triggered and the player has less than 2 squadmates (the number can be configured), will spawn reinforcements that automatically join the player squad.
  • ZOMBIES!: Provides basic zombie behaviour to the enemy team, making them rush towards the player at all times. You can activate/deactivate this object to dynamically turn this behaviour on or off during gameplay.
  • Trigger Spawn Vehicle Airdrop prefab: spawns a vehicle in a parachute, and causes the closest AI squad to try to enter the vehicle when it lands

As always, I hope you'll enjoy these new features and look forward to seeing more cool story missions designed by the community!

/Johan (SteelRaven7)
BlockJump - Jimmy Jones
Fixed bug where Evasion wouldn't progress.
Polished the pause screen a bit.

The 3rd Extra has started development - expect it to arrive in December!
Nov 17, 2023
Magisterium: Fantasy Craft - thespitefulgames
Greetings, adventurers!
Happy Friday everyone!
We would like to thank each and every one of you who bought our game, plays it and supports us in our community, thanks to all the content makers for creating interesting and funny videos playing our game, thanks to all who leave positive reviews on Steam, inspiring us!
We would like to tell you that we see all your comments, suggestions, questions and we try to pay attention to everyone and to answer all your questions as soon as possible.
Many of you asked us to alleviate the survival element in the game, we heard you and added some corrections.

We added:
• Food and water settings
• Day/Night settings



• Mouse settings
• Weather volume
• Reset button to default in Graphic settings
• We decreased the prices for some blueprints (lockpicks, chests, fisherman’s workbench, baits, larva silk/spider silk)
• Decreased the time of water replenish in the wells (now the water in the wells replenish in 15 minutes)
• Automatic switch-off



Bugs fixed:
• Dryer’s collision fixed
• Fixed the issue with the top roof
• Damage fall taken
• Landscape bugs fixed
• And some other fixed

This is all for now.
We wanted to tell you that our artist is working on a large detailed general map of the world and a couple of locals maps, we are also working on a compass system so you could easily find your way home.

Thank you all for your patience and for your support. Great thanks to the community for sharing tips on the game and helping each other to make progress, we really appreciate it!
MicroWorks - noam 2000
Well, you guys asked for it, and we've been wanting to do it for a long time. We're happy to open up sales for a limited physical release of MicroWorks!

Included in the physical edition are:
  • Game Box + DVD Disc, with a steam installer, original soundtrack, and wallpapers.
  • 3x Party Pass keys to share with your friends and yourself!
  • Sticker collection of Kais and their silly shenanigans.
  • And a personal thank you card, signed by yours truly <3

And it all comes at the miniscule price of $9.99 (+$4.99 for shipping). So for this upcoming holiday season, treat yourself or your loved ones to the small humble gift of MicroWorks.

Get your copy today!
https://store.shinolabs.com/l/microworks-physical


Sales close December 1st, and will be shipped the following Monday.
For any questions, feel free to ask us on our Discord server.

Trombone Champ - holywowstudios
Howdy! We just pushed 1.17 live, which adds two new tracks, a handful of improvements and optimizations, and more.

Don't forget: if something about this update messes up your game, you can revert to the previous version (1.16) by right clicking the game, clicking Properties, going to Betas, and choosing the "last_update" beta branch.

Here are the updates:
  • New tracks: "Arirang" and "Night on Bald Mountain." It took quite a bit of work to find a usable recording of "Night on Bald Mountain," beatmatch it, and edit it down into something actually playable... but we're very happy with the results! It's one of the most iconic classical pieces of all time and we're glad to have it join the game...
  • Improved visual effect that triggers when "Champ Mode" activates.
  • Added two new secret achievements...
  • Tracks now attempt to resync at fixed intervals rather than resync being tied to tempo.
  • Significant optimizations to the display of lyrics.
  • Ability to toggle Motion Blur added to Graphics menu.
  • Other bugfixes and optimizations.
The new "Champ Mode" effect actually comes from the Nintendo Switch version of the game. On the Switch, the "light bloom" post-processing effect was causing the framerate to dip slightly, so we made a custom graphic and animation. After looking at both versions for a while, we realized that the Switch's effect is actually a lot nicer than the one on PC, which only used the bloom. (The PC version still has the light bloom, but it's been toned down quite a bit...)

A lot of the updates we made might be invisible to most users, but should slightly improve performance & possibly solve weird issues that can pop up with long, intense custom-tracks.

What's next for PC?... here's what we're working on:

  • With the addition of Korean, we're finally finished with localization on Nintendo Switch™, so we can start moving all of that over to PC. This is a big chunk of work, but since we've already done it on Switch, we're comfortable handling it!
  • We've started really digging into Steam Workshop integration! The trickiest part of Workshop integration is that users need to be able to create and submit content from the standalone game itself. We're beginning this process by starting work on a nice in-game level editor. We already have a level editor in the game - this is what we use to make the new songs - but it's horrendously janky and not really usable by the public. So, we're doing our best to take the existing level editor and make it actually usable. Since we actually want the level editor to be nice, this will probably take a while, and we don't expect Workshop integration to be functional until 2024. However, we may have a level editor available for testing purposes before then...

Stay tuned for more updates and thanks for your patience!

-Holy Wow Studios
Monster Factory - Slothful Media
Updated game functionality includes:
- Reduced gravity
- Increased jump height
- Shader draw priority changes
- Added a killbox below the map, players will not be teleported back above the map should they fall through somehow
- Added a "stuck" button to the menu, for obvious reasons
- Added LOD groups to unrender distant objects that cause unnecessary frame loss.

More updates to come soon, and a big update to graphics/shaders/performance!
Toxic Crusaders - ryan.rasing
No doubt we just had to bring Yvonne into the Toxic Crusader team, and there’s no better way to do so than to give her a sprite set fit for her style!

1. Idle - Boppin’ Back and Forth!
She may look cute, but she’ll kick ya where it hurts! Yvonne shows off her playful personality, while also putting up her fists to be ready for combat against Dr. Killemoff’s Radiation Rangers!


2. Running - “Oh, no ya don’t!”
Eager to help the other Crusaders out against Smogula’s forces, Yvonne sprints forward, balling her fists. As perhaps the fastest character in the game when running at full speed, Yvonne’s ready to bring the pain against anyone threatening Tromaville!


3. Attacking - “Give ‘em the ol’ ONE, TWO, THREE, ACCORDION!”
There have been rumors among the Crusaders that Yvonne may have done some kickboxing training prior to joining the team. Regardless, Yvonne specializes in delivering powerful, fast kicks against her enemies, followed by a good SMACK with her accordion! Follow up by charging forward and continuing your combos!


Look forward to more as we continue along with development!

Follow Retroware’s publisher page to stay up-to-date on all our games, news, and more!

https://store.steampowered.com/publisher/Retroware
Witchcraft Survivors - Catpix
Performance
- Reworked weapon collision code for slightly more performance.
- Reworked desert for more performance after minute 20.
- Added option to hide damage numbers.

Balancing
- Made enemies in hardcore difficulty (4 skulls) slower in grasslands, crypts, badlands, desert.
- Imp relic now costs only 25hp instead of 35hp.

Bugfixes
- Ingame achievements for the ultimate mage had wrong titles.
- One tile didn't have a texture in Cavern map.
- Fixed gold getting stuck below feet of the character.
- Ring of Regeneration + Holy Grail is now available for all characters.
- Fixed scaling of bats at the cavern boss.

Other
- Made the color of selections in the main menu consistent (yellow).
- Cavern boss now moves slowly and spawns little versions of himself.
...