- Removed the 25% enemy health increase from co-op mode. - Slightly increased the likelihood of rolling higher tier stat upgrades in co-op. - Each player's crosshair in co-op now match their respective colors. - Added a new timer bar that displays when a powerup is active. - Various other minor tweaks/bug fixes.
We have some great news that we can't wait to share with you. You probably already know, but if not, there's a big story here: Magic Pussy: Chapter 2 is out on Steam!!! ๐ฎ๐งโโ๏ธ
We already know how exciting it is to solve puzzles, learn new spells and tasks, and what rewards await you for completing these tasks ๐๐ฆ. But now there are even more adventures and mysteries in this magical world. ๐๐
Join us, and together we will continue our magical journey. We are sure that in the new part, you will face great challenges and exciting discoveries. Are you ready to solve mysteries and develop your magical abilities again? We are waiting for you in the game!
Let this second part be even more magical for us. Join us, and we will create the most incredible magical adventures together again!
We hope you had some amazing holidays and are ready for this new year, because we are.
First thing's first: we will be part of this year's upcoming Steam Next Fest in less than a month.
And with our participation we will also be bringing a massive new update with a lot of features and additions, about which we will be going into in depth in the following weeks. So make sure you are following us on socials and are part of our Discord community.
V virus is an obligate intracellular parasite, that is, capable of living and reproducing only inside living cells.
Its multiplication occurs when its structural proteins bind to human genetic material. However if, after this step, the V virus also comes into contact with cells of other species, it is able to accelerate the multiplication process by up to twenty times, generating human-animal hybrids.
The majority of the island's mammals, particularly canids, have developed these mutations.
Our drones have detected at least three different types of human-canid hybrid.
Wolf-like dogman: Large in size but with exceptional agility. Characterized by an elongated muzzle that narrows from the base to the tip but does not end in a point, with erect ears and which has the characteristics of a wolf.
A ravenous and dangerous predator from which it is therefore advisable to keep a distance, it normally patrols the wooded regions of the island always in search of fresh blood.
Molossoid Dogman: with a compact, muscular build and a voluminous, brachycephalic skull. He does not appear aggressive unless provoked. From our findings it seems that there is the possibility of taming it
Greioid Dogman: a shy and elusive animal in itself, it does not attack humans, it does not recognize them as possible prey, but rather as a threat to quickly get away from.
All these breeds are capable of interacting with their surroundings and other NPCs, roam, feed, sleep and perform various actions. Some of them can be tamed and become Player's companion.
Dogmen are just some of the mutations you can encounter in Vorax. We'll tell you about many more in the coming weeks.
A completely new implementation of artificial intelligence.
The many different classes of enemies that you can encounter in Vorax (human infected hunters, walkers, dog-men, naked infected, Cyclopes etc.), each with its own specific behavior, they all derive from the same base class that we completely redesigned during the months of November and December. We have completely rewritten both the locomotion part of the characters and their behaviors. All previous code has been replaced by new logic.
Enemies have now more advanced attack patterns and improved offensive capabilities. Some can also use long ranged attacks, throwing rocks or cans at the player.
Enemies can attack and coordinate as groups. Leading to more complex and elaborate attack formations and tactics. Be prepared to get ambushed.
Enemies have also an improved sense of self-preservation and at times will use evasive maneuvers in order to avoid damage or escape the player, in order to regroup and attack again in the future.
The interactions with the environment have been completely revised, the ragdoll logic has been completely rewritten and made dynamic and new bleeding and dismemberment visual effects have been added.
More to come!
Update 0.7 is in the works, continuously being polished and will be ready and live just in time for the upcoming Steam Next Fest. We will Update our Demo and open Alpha as well they will receive most of the new software features, apart of course, being strictly limited to 1square kilometer, while full version being huge 10 sq km open world.
There is no full list of bugfixes because we fixed so many of it but feel free to keep helping us signaling it joining our discord server or in the Steam community hub ;-)
Join the nightmare today at https://vorax.indiegala.com/ and get ready to be scared out of your wits. Remember, in Vorax, the horrors are real, and the nightmares are endless.
(figured I'd share here since it's basically a sequel to Project Malice)
If you haven't heard or played it, Solace Inc. is a survivors-like which is a spin-off of Project Malice, featuring characters from PM and my other games, along with cameos from other creators and games as well! You can play it currently for free via the AploVVare Collection, but this version has some new stuff like new missions, characters, features and more!
Some screenshots:
Go check it out and wishlist the game!
(also Project Malice is no longer in early access, I meant to do that back in october but couldn't because of steam sale stuff, so uhhh... yay!! full release!! yippee!! ๐)
Hi everyone, We are ready with a new update. This is a major one with new content and lots of changes. The highlight of this update is a new resource called lore. Note that the older saves will not work with this update. The older version can be found under beta at the client.
Version 0.95.09 ADDITIONS
A new resource added: Lore. Its counter is located on the main hud near the gold counter.
Lore can be gained by reading books, inspecting statues, listening to bards and historians.
Lore Mastery Skill added. This skill improves lore collecting abilities of the hero. Arcanist and Sage background starts with 3 points in this skill.
Lore can be spent to purchase maps for treasure islands and dungeons or skill points.
Treasure Maps added. Hero can right click these to examine and locate the whereabouts of the treasure islands or dungeons.
Treasure Islands added.
Ancient Tomb Dungeon added.
Golden Citadel Dungeon added.
Lost Library Dungeon added.
Lore page added to do lore related things like purchasing treasure maps or keeping track of the books read, treasure islands visited etc. It can be accessed through a tab at the journal page or by clicking the lore counter near the gold counter on the main bottom hud.
Ancient Library added. This is a new type of settlement on the overworld, the home of the new faction: Lore Wardens. Hero can take lore related quests, earn reputation and rewards. There are two types of quests for now: Saving an archeologist from restless spirits and investigating a forsaken library/dungeon.
Arachne added.
Mummy added.
Mummy Lord added.
Gold Golem added.
Golden Sage added.
A new curse added: Death Curse. Mummies utilize this curse to make heroโs life harder. Death Curse kills hero after 10 days. Every other Death Curse after the first one, reduces countdown by one day. It can be removed by Remove Curse Potion.
10 unique daggers added.
4 new ambient music tracks added for overworld travel.
CHANGES
Elixir of Forbidden Knowledge is now a craftable potion at alchemy skill level 20. This potion gives a free skill point (perfect for power hungry alchemists).
Quest icons at the right of the screen change to green and show a tick sign once the hero succeeds the quest objective.
Hero can earn lore by examining the statues in the game.
Hero can earn lore by listening to bards or historians at the tavern.
Reduced the number of ingredient types to make potion crafting easier. This also reduced bloating of inventory and make it more managable.
There are now two armor types instead of three: light and heavy. Armors made of wool/leather are light armor, armors made of metal/stone are heavy armor.
Every point in light and heavy armor skills give 3% bonus defense instead of 2.5%.
Every point of meditation reduces the stamina cost of talent stones by 2.5% instead of 2%.
Reduced the stamina cost addition per rank from 20% to 15%. So talent stones will cost less stamina at higher ranks.
There is now a jade chest with a unique item at the last room of the spider dungeon.
Changed map opening sound with a more suitable one.
Pickpocketing NPCs at tavern now gives more coins.
Failing while pickpocketing an NPC at taverns now costs 2 reputation instead of 3.
Fishing difficulty for common fishing spots is increased by 10.
Increased the damage for explosive barrels.
Altars have at least a silver valuable item.
Load capacity is increased by 5 for all characters.
Added sky to the background of the prisoner cages and locked chests GUI at the battlemaps.
FIXES
Fixed some of the unique amulets' elemental damage calculations.
Fixed an issue about map button. Clicking the map button while camping was not working as intended.
Fixed an issue about saving unique items inside chests.
Fixed an issue about amuletsโ burn and freeze powers. They were disappearing after a new weapon is wielded.
Fixed the sound of spider nest.
Tomato soup recipe was showing olive oil as a needed ingredient instead of red pepper.
Corrected typo in bottle of lavafall. It was saying poison damage instead of fire damage.