The Steam version of Raindrop Sprinters has been mastered and will be released on Wednesday, December 20 at 0:00 JST! We are finally able to deliver it to your PC, and we hope you will enjoy this game with its increased power! In addition, a 20% off launch sale is being offered for the first week of release! Don't miss it!
Hello Commanders! Starting today until December 31, the first beta version of Corrupted is now available. Check out the various updates prepared in this new version right away!
What is the Beta Test Version?
The beta test allows you to experience all the features of the main game developed so far for a set period. Unlike the previous demo version, you can play up to Chapter 3 and use growth content like research and traits without limitations.
Chapter 3: Laxen Space Station
Chapter 3, the final story of Corrupted, has been added. The Corrupted, now stronger and with new abilities due to mysterious body modifications, appear in front of the Paladin squad members who have arrived at the station to leave the planet Laxen. The commander's conflict deepens as the duty to complete the mission with the clue to the planet's secret at hand clashes with the responsibility for the safe return of their subordinates.
Adjustment of Existing Chapter Volumes
With the addition of Chapter 3, we have shortened the length of Chapters 1 and 2 from 16 days to 12 days, and Chapter 3 to 10 days, to prevent the game from becoming excessively long. This will allow you to progress through various stages at a faster pace, and complete up to Chapter 3 within the time it used to take to complete Chapter 2.
New Cards
We are introducing cards that were in the development plan but had been postponed due to other issues. Especially Boom, which is a core mechanic card that hadn’t been developed yet. Lucky for us!
Balance Adjustments
Stage 0 Reward Addition
After encountering the Chapter 1 boss, a new reward choice will be created at the next session's Stage 0. These rewards are designed with a high-risk, high-return concept, so careful selection is required.
Equipment Balance Change
Carbon Armor (Nerf): At the start of combat, gain HP 30, Attack and Defense +5 per second (up to 20 stacks) → Gain HP 20, Attack +2, Defense +1 per second (up to 30 stacks)
Craftsman Rat (Nerf)
Enhance all basic cards → Randomly enhance 1-2 basic cards per squad member
Makeshift Armor Level 2 → Level 1
Elite & Boss Status Immunity Rule Changes
We wanted the elite and boss battles to have as few variables as possible, so we made them immune to all status effects during breaks. However, we realized this caused too many cards to lose their effectiveness and limited deck building.
When elite has armor: all status effects applicable, duration of all effects reduced by 25%
When boss has armor: all status effects applicable, duration of all effects reduced by 50%
Visual Element Changes
Increased the size of all status and buff icons for better visibility, and replaced temporary icon designs with unique designs. Also, the effects of buildup cards use the same icons as the card designs for immediate recognition, and the amount of effect is now shown as buff stacks.
Throwrer, Caveguard, Mudstar: Enhanced visibility of these enemies' skill effects.
Adjusted card play UI layout to match the increased maximum hand size. [] Improved readability of item tooltips and formulas.
Added a UX highlight for equipment slots when equipping gear on a squad member.
Every single one of your comments, suggestions, and feedback is all being considered thoroughly as we continue our development for the full release.
Receive the latest news about updates on our Discord channel! Link to Discord
If you haven't added Corrupted to your wishlist yet, please click the Add to Wishlist button!
Telegraphist 1920: Beats of War - CubepotatoGames_Mateusz
Salute to our telegraphists!
Telegraphist 1920: Beats of War is taking part in DreamHack Beyond! The event is a celebration of all indie games, so if you like to experience experimental games you can find event here.
In addition to participating in DreamHack Beyond, we are sharing a new demo with developer livestream until December 21st.
This new demo includes some of the community requested features, such as more levels, new cutscenes, more accessibility options and better gamepad support (but we are still working on it). We haven't focused much on gameplay aspects from last demo (right now we are in the process of prototyping and designing new mechanics).
Join our Discord to actively shape and contribute to the game's development.
The team plans to perform ad hoc fix during the time period of 8:30 PM to 8:45 PM on December 16th, 2023. The scheduled maintenance includes the following tasks:
Optimize Server Performance
We kindly request all players to log out of the game during the mentioned period. We apologize for any inconvenience caused.
Latest update for Last Night Shift brings a variety of new bug fixes and improvements to the game.
Update Version 1.2.9
✅Vent interactable through the wall bug fix ✅AI improvements ✅Faster AI ✅Put key back removed ✅Scarejump improvements ✅Open car door fix ✅Find gas not completing task bug fix ✅Missing flashlight task bug fix ✅Repetitive door action bug fix
-Fixed the issue preventing the operation of trains with the 50000 series for Otebashi. -Corrected a problem where some seats in the 50000 series were facing the wrong direction. -Addressed the issue where the 3/4 door close switch responded to the driver's control. -Adjusted the door opening/closing speed for the 4321F.
*Original text (Japanese)* 一部修正のアップデート ・50000形で上り列車を運転できない不具合を修正しました。 ・50000形の座席が一部反対向きになっている不具合を修正しました。 ・3/4閉スイッチが運転士側の操作で反応する不具合を修正しました。 ・4321Fのドアの開閉速度を調整しました。
Thanks for following Cryptical Path! We need a few volunteers to take part in a very first closed playtest. The build will include a part of the game that we really need your input on in order to build your next favorite roguelite.
If you’re interested in joining the test, please join our discord server and check out the Announcement channel to get the Playtest role. The playtest will be under NDA and happening in the next few weeks.
What if we programmed bots to autonomously patrol the area around our base, neutralizing enemies while maintaining a safe distance? The creator of today's tutorial also explored this intriguing idea. We're thrilled to share with you the insights and results from their efforts!
Set Store register on Soldiers to Leader (Ctrl + Right Click)
Clear Leader's Visual register
Notes
Due to minimum 7 range from danger, weapons with 8+ range are best
Speed is one of the most important attributes of Soldiers, the faster the better to kite enemies
Bots can get stuck on occasion, this can be any number of reasons but stopping the behavior on the leader, moving them past the stuck spot, and restarting the behavior should work to get them going again
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Also, take a look at our previous collections of tutorials. There you will find a detailed guide on using Blueprints and Behavior Scripts, especially if you have never interacted with them before. And feel free to ask any questions in the comments!