This patch iterates the changes to the Brute we introduced in Update 59. The Brute charge's AOE attack damage and range are much larger, and the damage falloff is greater behind the Brute than in front of the Brute. We've also increased the damage that happens when a Survivor is hit by a charging Brute before the pounce.
Play Wraithbinder's next beta from Dec 22 to Jan 2. Let's crack out the swords and prepare to slay some goat-headed demons, space pirate style.
Make sure you click Request Access on the Steam page ahead of the beta. From Dec 22 to Jan 2, Wraithbinder will be playable in your Steam library.
Please share your feedback on Wraithbinder's Discord server. It helps to make this game more awesome. Your feedback also helps improve the game for Steam Next Fest Feburary 2024.
Exclusive Hair Style
As a thank you for playing Wraithbinder's beta, please enjoy claiming this exclusive hairstyle. Only players of the beta will ever be able to own this item. Grab it during the beta or never. Just visit the Forge on the ship and purchase 'Beta Haircut.' It only costs 1 gold:
There's a whole bunch of new content since last beta. Let's check out what's new.
New Bosses
You'll discover three new bosses lurking in the world of Wraithbinder.
Rizoel, Lord of the Insatiable, carries a powerful hammer that can destroy permanent walls. Running from his chaos of destruction is only natural:
Gzrel, the Piercing Wind, carries an ancient bow crafted by her long-dead progenitors. Be wary of her ability to teleport and summon deadly sidekicks:
Puriel, Archangel of Punishment, can launch himself into a blazing sprint of death dealing. A wise wraithbinder will dodge his elemental trails of woe:
Metroidvania Elements
What makes Wraithbinder unique from other top-down roguelikes like Hades, Warm Snow, Binding of Isaac, etc. is that it blends in Metroidvania elements. Guided non-linearity, utility-gated exploration and progression are hallmarks of this genre that are gradually being added to the Wraithbinder experience.
With this in mind, I've created a fog of war system for Wraithbinder. It adds a fun sense of mystery to the game and rewards you for thorough exploration. The fog also hides secret areas by only dissipating once you've uncovered a secret path:
I remember the joy of discovering a hidden energy tank in the ceiling of a cavern in Super Metroid. Using this as inspiration, there are now secret wall blocks in Wraithbinder where attacking them can reveal a powerful hidden item:
New Floor Types
There are new types of floors you'll find randomized into each run. Dark floors have fog that is so thick and encroaching that enemies can seem to burst from the mist:
Take care on this kind of floor and remember to ignite fires that drive away the darkness:
New Enemies
There are many new types of enemies you will discover.
There's a new relic called Wraithbinder that increases your total amount of bindable wraiths. Attack Buffer will buff all your wraiths' attacks while Defense Buffer will buff their defense:
More New Stuff
There's lots more new content but this post is already getting long so let's save it for part 2 next week...
What About the Multiplayer?
The important, foundational work for online co-op is done, yet there is much left to do. Since Wraithbinder will be participating in Steam Next Fest, I've decided to focus on creating the best demo possible and save the online co-op for sometime during the game's Early Access period.
What's Next?
Wraithbinder will be launching its first public demo during Steam Next Fest, Feb 05 - 12, 2024. There's some significant new content you will be able to experience in February's demo that won't be a part of December's beta...
Join me as I play Wraithbinder live on the opening day of Next Fest at 1pm PST. In this stream, I will be creating a new character from scratch and starting a run or two. Root for me (or not) as I attempt to beat the final boss on the first run. I will be pausing the game to answer any of your questions as they come up. Set a reminder for the event here.
Wraithbinder's Early Access launch will follow sometime after Steam Next Fest in 2024. I will be making announcements as soon as the date is locked in.
The Metropolis 1998 pre-alpha demo is now available on Steam!
Here's the list of updates
Multi-story buildings with 3D interaction. (With one exception: Placing floors requires you to choose the active floor)
Updated engine with third dimension, and tons of 3D Quality of Life additions to help the user experience
Added stairs. Units can walk around your multi-story buildings. NOTE: Stairs can only be placed on ground floor and will create an invisible copy on each floor above! This is a temporary limitation for pre-alpha purposes.
Fixed the majority of objects poking through walls (usually just a pixel)
Added new assets! New fences, businesses, outdoor plants, outdoor furniture, school stuff, and more!
Flat roofs will output for lower floors with no floor above them
Added roof rooms. All rooms can (almost) be placed freely, regardless of physics (the game has no physics)
Blueprint big trees are now randomly chosen on output
Added ground shadows for building overhangs.
Fixed doors outputting wrong wall on placement or delete
Indoor items can be placed outside and vice versa
Big trees are placed in half-tile increments
Fixed many issues unique to games loaded from a save (including pathfinding)
Added duplicate floor functionality (in the build->room menu)
Fixed duplicate items outputting in the object GUI
Driveway placement is no longer strictly line based
Updated and activated the lighting engine (indoor lights)
Add day/night cycle!
Can now delete individual zone tiles if no building is on them
Can now demolish an entire zone on one click
Driveways reconnect to road when road is deleted then replaced
UNITS will be DELETED if incomplete path is found on the road. If they own a home, the home will be available for purchase again. Same with the job, if they had one. They will also be deleted if their job or their property is deleted
Fixed sunny/cloudy cycle flicker
Made the code a lot more safe to help prevent crashes (no logging yet though)
Fixed game not launching in full screen when it was toggled previously
Added top down roofs
Can now place buildings over roads to bridge (MUST BE THE SAME ZONE FOR NOW)
Fixed one way roads causing crashed/bugs
Fixed depth sorting issue if game was saved in top down mode
Fixed indoor pathfinding bugs
GUIs no longer disappear when you right click. Use ESC or press the icon again to hide
Fixed property fence placement being so slow
Double click to delete roads
Units will walk around randomly at home or work while not sleeping
What a year it’s been, and it’s not over yet! We’ve got a few little surprises for you.
Our Community Ambassador, Erik, will be live Friday, December 22nd at 11am PT / 2pm ET / 7pm CET with his last stream of the year, and as part of it, we’ll be showing off a few legendary weapons and a little peek at a new feature coming in our spring free update next year. Make sure to tune in!
As recently shared on our social media and Kickstarter, print copies of The Art of EVERSPACE 2 will soon be available on Amazon! We expect these books will be available early in the new year and we’ll be sure to share on social media as soon as they are.
This 280+ page hardbound artbook collects a significant amount of the concept art, character sketches, environment illustrations, ship designs, and more from EVERSPACE 2. This is a must-have item for EVERSPACE fans and sci-fi enthusiasts!
Finally, the EVERSPACE 2 Official Soundtrack will be getting a not-so-little update. A slew of additional tracks will be added to the DLC for free! We’ll have more details to share later this month.
The end of the year is upon us, which is... really weird. Pretty crazy to think that Underspace is going to finally launch in Early Access next year, just right around the corner. No pressure, right?
The cats, of course, feel no such pressure, as they have no concept of game development nor deadlines.
This week's content creator spotlight is Megxx Gaming Channel. The video is in German so if that's a language you understand, you're in luck! If not, it's all good -- it's pretty clear to see that they understood what Underspace is about and had a good handle for the game. Had a lot of fun watching this one and really appreciate them making a great video.
Yet again, I am here to remind you that, if you have any interest whatsoever in trying out Underspace, check out download our latest demo and give it a go. You should also definitely join the Underspace Discord. There are Underspace updates and cat photos abound. Aplenty, even.
Now that you've all joined the Discord and have tried the demo, take a look at what I've done this week:
+ Added more interiors. + Added more specific controls for audio synchronization. + Added some new furniture for captain’s seats and such. + Added new character icons. + Added controllers for phase states. + Added more scaling abilities to mission functions. + Modeled out more planetside stuff. + Production and consumption times and effects of both are shown in the UI now. + Ported and UV’d new interiors. + Storms affect dynamic economy consumption/production times now. + Scanning stuff now stays at the edge of the screen. + Fixed respawn issues. + Fixed UVs on monitors. + Fixed some small save issues.
As always, thank you all for supporting Underspace. It's incredible seeing everyone's comments, videos, and posts. If you haven't already, please help support us and give the Underspace socials a follow:
LEVEL EDITOR -Tile browser now has a dial to cycle between different tile groups -Can also be cycled with the number keys or arrow keys
WINDUP PLATFORM -Added the "windup" platform -Will move downwards every time the player jumps on them -Will launch upwards once it reaches the bottom of its path
COUNTER PLATFORM -Added the "counter" platform -Displays a number that decreases when the player jumps on them -Once the number reaches 0, the platform will disappear when the player jumps off -Respawns after a short time
LASERS -Updated visuals for lasers and laser nodes -Lasers now update to check for obstructions that move in the way of their path -Touching a laser now triggers an alarm
We have added full localization support to Elysium Trials and optimized performance by a large margin which will feel smoother than ever while competing on champion mode difficulty.
Extract as many soldiers as you can before time runs out!
---
Major Changes/Fixes:
Reworked Radio System
You no longer need to rename or convert any custom tracks, simply drag + drop .wav or .mp3 files into the StreamingAssets folder (guide update coming soon!).
If no custom files are detected, the default playlist plays
When a song is finished playing, the next one in the playlist starts (rather than looping the same song like it used to do)
Thanks to MemeIsMyDream, Maurs Baur, and Tyrus Rechs for sharing their custom music!
Major optimizations to explosion and grenade scripts
Gunshot and suppression sound effects have been made quieter and are normalized with the rest of the audio
New models and accessories for US
Rewrote top cover system for M60 and future LMGs. It's now more reliable and less janky
Added scene transitions
Revised bolt action system to make it feel smoother to use
Offhand pose rotations for Mosin rifles have been fixed so you can now operate the bolt with your main hand
Minor Changes/Fixes:
Made helicopter radio chatter slightly louder
Rendering optimizations to Gun Run - Huey
Edited OD Green materials to better fit PunjiVR's style
Added LODs and made other minor optimizations to US AI
Lowered Huey max weight capacity
Fixed collision errors with Huey
Shortened mission selection menu
Removed 'Start Here' arrow on the mission selection menu
Repositioned a few weapons to be closer to the edge of the table on Menu Range
Fixed VC sniper not dropping their weapon
Objective smoke no longer goes through the environment on Beach S&D
Made helicopter noises quieter
---
Closing:
I had a lot of fun making and testing Extraction and I hope you all enjoy it too. This is just the first iteration of the mission, but I'd like to eventually expand it further by adding things like hot LZs, leaderboards, and other scoring options. For now though, it's a simple but very fun mission that tests your flying skills.
Before I talk about the next update, I wanted to mention the radio system rewrite first. I know there are many other ways to listen to music while playing, but I like the idea of having a built-in solution available for immersion and whatnot (it will be even better when I eventually add a radio to your rucksack for infantry missions). Anywho, I mainly wanted to give another shoutout to MemeIsMyDream, Maurs Baur, and Tyrus Rechs from the Discord who all shared custom music to be used in PunjiVR. If you have any tracks that would fit the game, feel free to send them to me in one of the social media links below or through a private message, I'd be happy to give them a listen!
Looking forward, Update 16 will be another major polishing update, this time focusing on the player controller. The main goals I have planned will be to fix the hands getting caught on things, fix the hands lagging behind when moving or turning, polish climbing, streamline and polish movement and jumping, and revise the control scheme. This update should make everything less janky and more responsive, so I'm excited to start work on it.
For Update 17, I'm going to finally add in a tutorial to help out new players and maybe teach some of you veterans a thing or two that wasn't explained well previously. The updates after U17 will start to ramp things up a bit, so be on the lookout for info on that when it's ready!
---
As always, if you experience in bugs, have any suggestions, or just want to stay up to date with PunjiVR, make sure to check out the links below. Thanks again and let me know how many soldiers you can extract, my high score is 26!