2 weeks ago we published the first demo of Rogue Realms. Well, today we bring a HUGE update, and I'm going to explain all the details of what includes. If you haven't wishlisted the game and downloaded the demo, you can do it now from the Steam page.
Please let me know if you have any questions or suggestions in the comments! :)
1. Update Content
Procedurally Generated Maps Every time you play the game now you'll have a different experience. The map will be different, and the tower placements as well. Feel free to explore them and reload the game as you wish.
New enemies:
Longbowman: Shoots arrows to our hero from far away. Very resistant
Huntress: Shoots arrows at our hero from mid distance. High attack but squishy.
Sorceress:Shoots fireballs at our hero from mid distance. High attack but squishy.
Druid: Heals the closest enemy missing HP (including herself).
Assassin: If they see our hero they will chase them and attack them. Deadly attack and auto-heal themselves.
Quality Of Live & Bug Fixes
Fixed a bug where some players observed the level 2 and level 3 options when upgrading towers.
Allowed bigger range of Zoom
Added a survey at game end to listen to your feedback! :)
2. What is Next
I think this update marks a big milestone for the game. I'm going to take 2 weeks of vacation, and after that will be working on the next update, containing:
Tutorial
Correct bugs or make QoL enhancements based on your feedback Thanks!
Hello Everyone! Early next year, we will make Art Plunge free on Steam. Making it available as a free app was what we initially intended when we started our Kickstarter campaign back in 2016.
We will also start beta testing a new Steam VR version with some basic creation tools (this has often been requested over the years), we will primarily focus on a Blender integrated workflow, but anyone who is interested can sign up for the beta. Just write to us at http://mailto:spaceplunge@gmail.com and tell us a little about yourself!
And yes, next year we will also release additional paintings!
As a reminder, the Steam Autumn Sale is on now, with huge savings to be had on Train Sim World content, lasting until November 28th at 6pm GMT.
Join us live each night with new content, teaming up with our ambassadors to showcase Train Sim World content! We have a triple threat of content from TrainSimPlay, trainsimulatordriver and The British Ace across TSW-compatible content!
The British Ace isn't shown, but he will follow on from TrainSimulatorDriver*
Fixed some animation issues, sound changes, stage updates and balance changes.
Alex Van Helsing balance changes and fixes :
Unreported issue, Helsing's P K M S no longer hits low twice and now after Punch hit's High.
Unreported Issue, Helsing's EX Flying Kick is now blockable on the final hit, this move is now punishable on Block.
Helsing's Bombs now explodes if he gets knocked to the ground.
Helsing's Low Bomb can only be cancel from a hit confirm, this removes an infinite block string.
Update Character select screen, Stage select screen and VS loading screen to show the updated Cemetery.
The following characters have had their sounds adjusted or changed, in the future more characters will have their sounds adjusted as we have begin full polish phase:
Frankenstein
Sasquatch
Alex Van Helsing
Helsing's Arcade has had an adjustment to lighting and inclusion of other new props.
Dr. Jekyll's Laboratory's has had a major overhaul with new lighting and inclusion of new props.
Removed Neutral Up input from all Jump Cancels this was causing odd issues when done from certain moves.
Fixed an issue not allowing blocking during the last frames from standing up from a knockdown.
Fixed missing Grab reactions from Spring Heeled Jack's grabs vs Frankenstein.
Sasquatch can no longer loop stand punch in the corner, as a result the second hit of his P M P string had it's start up adjusted from 22 frames down to 15.
Fixed Sasquatch's Anti Air command grab from sometimes not doing any damage, also fixed an input issue with the EX version of this move.
Fixed an issue with Wendigo's EX Command Grab using 2 bars of meter, also fixed an issue with this move causing an odd offset within the animation.
Potential fix to Unleashed moves not working on certain characters, these moves are at the top of each characters move set giving these moves top priority. If you still experience this issue PLEASE reach out to BradSama on our discord, we really need everyone's help to get this sorted out.
Limited the buttons to Start and Confirm button (Default layout Config Xbox A, PlayStation Cross or G Key) in order to skip Intros.
Fixed the Default layout for Dual Sense controllers (PS5 Pad) this will also fix the Confirm button within the UI back to Cross. So if you had issues with this controller from previous updates try to Restore Defaults.
Music is now enabled by default from a fresh install, previously an issue had caused this to be disabled.
If Yes is selected on a fresh install to access your EGS friends list but the overlay is cancelled to login. You'll be logged in with Steam and not be asked to login to EGS again, you can login to EGS at a later time within the Settings menu. Once again you don't need an EGS account to play the game or play online.
It has been quite a while since the last update to Thrive. The reason why is that we've been hard at work switching the game to a new physics engine and converting all of the gameplay code to an ECS architecture. This improves the game performance significantly, which has been a long standing complaint that we are addressing with these very drastic measures. The game code refactoring has been a huge amount of work but hopefully the game performance gains (and future performance gains that these changes allow but didn't make it into this release) make the delay in new feature development worth it in the end. The game still has unconverted parts and many smaller issues, but the microbe stage is now mostly playable.
In order to ensure we do not release a really broken version we have made a public test build of 0.6.4. This is available as the "beta" version through Steam (can be selected in the game properties in the Steam client). We would greatly appreciate any and all reports of crashes, unusual behavior, and other bugs you might discover. Please give us instructions on how you managed to break something! As that will be very crucial in cutting down on the time it takes to fix any of the found problems. Please note that if you reach the early multicellular editor and exit it, it is totally expected that the game will crash as that is the still unconverted part of the game.
If there aren't too many major problems found, 0.6.4 will release next week, with likely a patch 0.6.4.1 following it before the Christmas holidays. If things don't go well it might still be multiple weeks until 0.6.4, but we are working very hard to get a new version of Thrive out before the end of the year. We have a dedicated thread for keeping track of all of the reported problems on our community forums, where we will be much more likely to notice any reports about issues than elsewhere: https://community.revolutionarygamesstudio.com/t/beta-testing-of-thrive-0-6-4/7027
We have acknowledged that there's a bug that stops player in the intro. We are currently investigating on the why and hows. A small patch will be released in the meantime. If you have troubles, for the time being, select the "I already know how to cook" option in the new game menu to avoid the bug altogether.
We have released an update for Half-Life: Absolute Zero. Changes in this update are:
Light Switch now works in "a1a0"
Improved ladders in Industrial Arts.
Improved autosaves in Industrial Arts.
There's now doors in "a1a1c" to block the player from progressing in the map without turning on the Generator.
Fixed a non-breakable pushable crate that could cause soft locks in "a1a1c"
Improved autosaves in Security Complex.
Fixed a box that can float in the air after breaking other crates in "a1a3"
Added clipping around the desks in "a1a3b"
Changed signs above power boxes in Fan Unit 2 in "a1a3a"
Fixed miscellaneous texture errors in "a3a1"
Barrels are now temporarily textured different in the sewer section of "a3a1"
Temporary game text will appear on screen when talking to the Barney in the turret room in "a3a1a"
There's now a sign that reads "Security Override" above the power box in "a3a1a"
Satellite Dish in "a3a1b" should no longer have the chance of soft locking the player.
Things to note: Please checkout the road map for the current plans for Half-Life: Absolute Zero here.
If you are having any issues in-regards to starting the game, please refer to this pinned thread on discussions. We’ve likely documented the issue you’re having with a workaround attached. If an issue you’re having in-regards to starting the game is not listed please make a thread in the Support section of the discussions, but only make the thread after confirming the issue you are having is not mentioned in this thread.
If you are noticing a lack of a battery indicator on the main HUD, please note that this is not a bug and is just one of the new HUDs. Please go into Advanced Options to change the HUD to a HUD of your liking.