The Q and E buttons can now be used for vertical camera movement, like CTRL and SHIFT
Fixes related to seasons: * You will no longer get an extinction message if there still are dormant seeds (like for a seasonal plant) * Plants that are dormant (shed leaves) now have a 'dormant' status labels when you zoom in on them * You are no longer in 'add alga' mode after editing seasons * There now is an absolute max age, to prevent immortal 'always dormant' plants * Dormant plants now take damage from fire
Balancing body parts: * The first vertibrate carnivore mouth is now better with meat and less generalist * The first generalist arthropod mouth can now survive longer out of the water * Small changes to eye color ranges so the progression makes more sense * The game now also recognizes obliglate blood feeder mouths (like the bat mouth) as full mouths
Finally implemented postponed fruit shape features: * The fruit shape now also mutates * The fruit shape is taken into account when two plants 'merge' as a result of sexual interaction
Visual fixes and improvements: * The meteorite model no longer hangs in the air after impact * Filter feeders now sim closer to the surface, where the plankton is * Removed shadows by mountains, because they were always glitchy anyway * Fixed problem where clouds of various wheather types were sometimes rendered as if under water * Fixed problem where snow was sometimes rendered as if on top of the snow cloud
Misc: * Removed various glitches related to animals that just escaped being eaten * Fixed the textual representation of 'if you see food'-type instincts (was 'if you see SOMETHING' before)
Code hygiene: * Fully removed the old instinct view from the game * Fully removed the old 'ovule' system from the game
I often forget to read comments below release notes, so if you have questions or bug reports, feel free to reach out via the Steam forums or thesaplinggame@gmail.com.
Attention Mythrel fans! A thrilling update is here, taking your gaming experience to new heights. Packed with cool new features and major enhancements, this update is all about making your gameplay more engaging and challenging than ever.
'Nix': A New Solo Challenge Awaits
Welcome 'Nix' - she's the starting point of your solo adventures, offering a gameplay experience that's both friendly for beginners and progressively challenging as you grow. Each game with Nix is an opportunity to explore, learn, and improve your strategies and deck building skills.
Currently in the early stages of development and available in open beta, Nix is the perfect companion for players to practice and evolve. She may start simple, but she's evolving, just like your skills. Dive into solo play, track your progress, and watch both you and Nix grow together in skill and complexity.
New Multiplayer Features for More Realism
Get ready for our new multiplayer networking features. Now, see your opponent's cards come to life as they think about their moves. It makes each game feel a bit more real and interactive.
Better Performance and Fewer Bugs
We're always working to make Mythrel smoother. With this update, expect fewer glitches and better game stability.
Jump into these awesome new updates and discover the enhanced world of Mythrel. Your strategic skills and adventurous spirit are about to be rewarded. Let's play!
So, what's been going on with this game? It's a tricky question to explain but let me start off with the progress that has been made so far.
First off: The redirection with this game.
So after a while of updating this game when it first came out, it became clear to me that the current state wasn't really going anywhere. There was that little itch in the back of my mind that pressured me into moving the scope of what I wanted this game to be. So, after a long talk with TecShield, we did just that. My first priority was character creation. Now, personally, I love when games allow me to craft my character to look however I want. This is exactly what I communicated to the team, and within a couple of months, it became a reality. So far, it is still a work in progress, however the core mechanics are in the game. You can pretty much create whoever you wish with our editor.
You can even go the "Oblivion route" if you wish. Something I think is necessary for a game like this. It is the wasteland after all, why not make your character look like they've been through something freaky. Maybe make them go through a mutation or have them be created by a madman experimenting with individuals.
"Oi! Come over er donkey!"
Or make them look full on Schwarzenegger
Alright, so you kinda know where we're going with this. You can make them look however you wish. Morph them into yourself or turn your character into something from a nightmare! I sure had fun messing around with this, but what you see isn't final, there is still so much to do for this module. There are more hairstyles to add, more clothing to suit your needs and even a roleplaying background selecter that will modify your unique creation into something more personal.
Second: The new path
While we're focusing on keeping the game's vision as it currently is now, I made the choice to change up how the introduction works. What I mean by that is the safezone. Having those little lizard people guide you through was my first idea at the time, but everyone else's feedback was somewhat of the opposite. So, while everything else is more or less the same, I have instead allowed a different approach when it comes to the starting world.
Introducing: The new safe zone.
Right now, we have implemented a multi-storey building that will act as a new safezone for the player. This will allow the player to tend to their needs; as in sleeping to make night into day, modding and customizing their weapons, change their clothing, change the ambient music and even read a book! That's right, you can even sit down and read my whole book: The Chronicles, Wasteland.
I wanted this to be included with the base game. If the player wishes to know more about the world that they're currently playing in, I thought it would be a nice addition to give supporting players my whole first book as a thank you. After the player is ready to venture out into the wasteland, they can scavenge and loot in the city map. Just like how you can now, you can gather materials, collect credits, find ammo and so on. The idea of finding the previous underground safezone at a later time is possible. Maybe that can be a place for you to have a breather if things get overwhelming for you.
Now do keep in mind that all of the above isn't publicly out yet, there are some things in my personal life that I have to address before closing out this update.
What's happening with me?
Now, you may know that I'm someone who's been funding this game by myself for a very long time. I work an insane amount of overtime at my job just to pay the TecShield developers and to support myself and the family. A new hurdle has appeared in front of me, it's called the Victoria Police. My application has been going very well. I've been passing the required tests left and right and I'm nearing completion in becoming an officer. However, there is something that has hit me financially hard: my eyeballs! To put it simply, my vision has failed me. I currently am short sighted, and I failed the minimum requirement for the sight assessment. I could either close my application and continue with my monotonous life, or get surgery. I'm sure you can tell where I went with this. So after thinking long and hard about it, I went with the latter. As of publishing this article, my surgery is set on the 21st of Nov, this coming Tuesday. While exciting as this may be, it has been very impactful on my wallet. It's pretty much come down to me putting progress of this game on hold until I have fully recovered and am confident on continuing this project. I mean, 6,000AUD for improving my life-long vision is very appealing and to secure a job in law enforcement, but it was painful to communicate with TecShield that the game has to be paused at the current moment.
That's kinda where we're at now. Progress on improving the game has definitely been made, but more time is needed to drop an update that will turn this game into something more worthwhile. It's a dream and a legacy that I don't wish to give up on, I love it too much.
Besides all that:
I have lowered the price of the game to $5USD, it should reflect correctly for your currency, but this was something that should've been standard from the start. You'd think you'd get more results from a game that you've spent so much money on, but hey, not all investments are worth while. Either way, it's my legacy that I will leave behind, but it's one I don't plan on abandoning.
.9 is here. This is very close to the final version. But not the final vision of the game. This version does finally open up and show the many things that you and your friends will be able to do on your custom Continents (maps). Map Sharing through Steam workshop will also be implamented soon. All in All I am on track to realease the final 1.0 at he end Of November. This last base has been built around being open to modding and Steam Commiunty, with this I hope people will be able to start to see the CC will allow you Play and Create in it, at whatever level you want to particpate. Player, Modder, Devloper, its all the ame path on the Continents. Come on by and make some lands before December. Be the first to show off your own world. :D
Infinity Wars: Animated Trading Card Game - Teremus
We're coming up on this week's livestream, giving all Rift Runners the next rotation of the Event Mode rules. Want to find out all the shenanigans you can get up to during Sanctuary Social?
What would happen if everything was a Sleeper? What would happen if everything was hyper-aggressive? What would happen if everything that was killed.......came back?
Sanctuary Socials will be hosted this week by none other than Teremus! The Terror Moose will get into these Event Mode matches and be sure to make everyone look amazing as he tries his best to not get obliterated.
Logging in and playing a match during this timeframe will net you a God Pack and a SaSo Stamped Inevitable Dead just for being a part of the fun. Not to mention the lowest queue times you ever did see in all of Infinity Wars.
Time Zone
Start Time
End Time
PDT
Saturday 5:00 PM
Saturday 9:00 PM
AEST
Sunday 11:00 AM
Sunday 3:00 AM
UTC
Sunday 12:00 AM
Sunday 4:00 AM
MSK
Sunday 3:00 AM
Sunday 7:00 AM
CEST
Sunday 2:00 AM
Sunday 6:00 AM
EDT
Saturday 8:00 AM
Sunday 12:00 AM
MST
Saturday 6:00 AM
Saturday 10:00 AM
Patch Notes 18/11/2023 - Version 0.87.1 Hotfix
Event game mode now available in quickplay during select times
Card Fixes
Fixed Endless Legion gaining +2/+2 for cards in opponent graveyard
Fixed eaten by zombies not granting the undead tag
General Fixes
Fixed right click to activate ability
Fixed card description typos
Fixed inventory item display using incorrect context buttons when switching between item types
Fixed card stamp scaling issue in main menu for sanctuary stamped cards
Fixed sanctuary stamps not being counted profile total
Flow Parkour hasn't received any updates in a while, but the game has surely been worked on. And today I present to you the biggest update yet...
New Endless game mode
The star of this update is the new endless mode , where it's all about endurance. The game takes place in a massive map, where there are two beacons that spawn an orb every now and then. Your goal is to make it to the orb as quick as possible as you are timed. If you make it to the orb you get 100/200 points , but if you don't you lose the game. Keep in mind this mode is still experimental , it's not guaranteed that you won't encounter any issues along the way...
Screen Space Reflections
Flow Parkour now has more accurate reflections then before, as Screen Space Reflections is a technique for reusing screen space data to calculate reflections. This update is live on all the levels and modes in the game.
Here is a preview sowing off what Screen Space Reflections does to the game:
Extras...
Here lies everything that no one cares about :
The game engine has been upgraded to the latest unity engine there is
Reattempted fix to stop clipping through walls
New type of bomb that acts like a jump pad, it doesn't run out
Minor fixes with post-processing
UI updates , in game you can go back to main menu or quit + main menu IU have been changed to fit the endless game mode.