As part of Warlander's 1st-anniversary project, we will be holding a Customization Campaign!
The chosen custom characters will be implemented in the game as Glamour Bundles and Mercenary Contracts!
The final candidates will be selected by the development team for the community to vote on.
We can't wait to see what you create!
Overview
During December we collected your custom Mercenary Contracts which you will soon be able to see in the game!
We loved seeing your submissions and will for Warlander’s 1st anniversary be doing it again and this time you can submit Glamour Bundles!
You may submit either or both, but please only submit one character per category.
(e.g. you may submit 1 Cleric in the Glamour category and 1 Mage in the Build category)
The final candidates will be selected by the development team, and the community will vote on the winners from those candidates.
Times (UTC)
9:00 am Thursday, Jan 25, 2024 - 2:59 pm Monday, Feb 5, 2024 9:00 am Friday, Feb 12, 2024 - 2:59 pm Monday, Feb 19, 2024
The winners are expected to be implemented in-game in March or April 2024
How to submit a character
Glamours Category:
Post screenshots of your glamour combinations as displayed in images (1), (2), and (3) from the customization screen of your submission in the official Discord campaign thread for the Community Glamour Channel.
post screenshots of the customization screen as shown in images (1), (2), (3), and (4) in the official Discord channel for the Builds category and fill out the form provided in the pinned thread. Submitted builds must include all perks.
Glamours Category: Up to 1 custom character each for Warrior, Cleric, and Mage, implemented as a bundle
Builds Category: 1 custom character each for Warrior, Cleric, and Mage, to be implemented as Mercenaries Winners will be announced shortly after the contest has ended.
Your feedback has been fantastic, and thanks to you we've made more updates:
General Gameplay Adjustments
-'Skip Reward' is now no longer displayed for Items and Field Effects. - Peeling and Scorpet can no longer heal a unit beyond its maximum health points. - Zipstrat's Passive Ability has been adjusted, now granting the ally ahead 2/4/8 Energy on Attack. - Shockka's Passive Ability now grants Ally behind Energy, rather than all Allies. - Octostritch's Super Ability now heals Allies equal to enemies toral decay for 50%, rather than 60%. - Acroney's Passive Ability has been adjusted to heal allies. - Kadomon with the 'Shelter' keyword will now activate this ability at the start of a battle, before any other action. - Regen will no longer trigger at Maximum HP. - 'Last Wish' Field Effect now triggers on Faint.
Misc.
- The Normal Attack bar is now displayed next to a unit during a battle. - Hyper Evolutions can now be viewed in the Kadodex once unlocked. - Shockka and their evolutions now appear correctly in the Kadodex. - Aerozard will now display the correct images - 'Cursed Chest' Field Effect will now grant the correct amount of Kadomon when claimed. - Moved the location of equipped items on cards to prevent overlapping. - The units on the Run End Screen now appear in the correct, reversed order. - Balancing improvements to Kadomon traits.
Bug Fixes
- Corrected an issue where items and field effects could be incorrectly expanded with Right Click. - Players are no longer able to claim multiple rewards on a random event.
I want to share how our small team is going forward with the development of Maraka. As with our previous game, Urtuk: The Desolation, we'll be doing the production of the game with our community - thus we really take your feedback and suggestions seriously.
As of now, we've created a good code base, and the core gameplay loop is already solid (at least I think so). What we have now planned is more additions into the game: - more variety of maps, enemies and mission objectives - more abilities and skills - more physics based environmental objects and hazards - polishing controllers (we already have controllers working, but it's only 80% optimal) - adding new sounds - adding new OST (we've already began working on this!) - (maybe) adding editing/mod tools for players
We want to have an up-to-date build of Maraka always available for you (as playtest build, demo, or beta), so we can see how players react to new features - and we'll adjust based on that. Please, use Discord or Steam forum for communicating with us.
For the Steam Next festival, we aim to participate in the June's festival, and we want to have the Demo in really good shape.
As said, we really hope to make Maraka something special, and we aim for the 'fun factor' the most. So any suggestions are more than welcome! It might take months to nail all details, but in the end, we want to have a great game :)
Also, today I've pushed a new version of Maraka - 0.86.14. This adds new maps, objectives, abilities and the unlock/progress has been refined.
We’re thrilled to share this first look at Entropy Survivors with you.
We’re eager to hear if you think it’s fun too! This demo contains the following:
3 classes to try, each with their own activatable skills and unique attributes
4 equippable weapons to radically switch up your playstyle
28 unlockable class- and weapon-modifying perks that add powerful and, frankly, absurd new mechanics to your arsenal
A slice of our extremely video-gamey skill tree
20+ abilities to collect and upgrade during your run
A preview of our “desert” planet, with three missions of different difficulty
Fully functional online co-op!
This game started as a tiny internal experiment in the tiny office of our tiny indie studio. We wanted to see how many Shoulders of Giants enemies we could get working on screen in a networked co-op game. With a few days of heavily optimizing (read: deleting large swaths of) Unreal Engine’s movement code, we were startled both by how much we could have going on with 4 players on the network, and by how fun it was.
Be sure to fill out the in-game feedback form or join us on Discord to share your thoughts. Entropy Survivors is still in the midst of full development and we’re not afraid of making changes in response to criticism; your candid feedback will sharpen us into a fine katana blade.
Dear players and followers: Greetings! This is Feyada!
Only three months remain until the release of Version 1.0 of our game. We’ve recently updated the Knightly Passions Steam page, adding new screenshots and updating the game’s description. You can view it now if you’d like to see it. We’ve also established a publisher studio here on Steam called “FEYADA Family.” Be sure to follow it if you don’t want to miss out on any games that we create; we plan to create only high-quality products.
I am the director of 'The Devil Within: Satgat'. I am absolutely thrilled to have the opportunity to embark on this gaming journey with all of you. Also much appreciated support and feedbacks from players, we have noticed them and we are planning to do the improvement in the release version based on feedbacks received, hoping we can bring you better experience, please allow me to touch upon a couple of things as below, we will introduce more new features in near future for sure:
As many players complained about the scenes being too dark, we plan to adjust the mood of the excessively dark areas on the game screen and make a slight upward adjustment to the default brightness. We hope it can help you to find a brightness setting fits you perfectly.
We have notified some noticeable frame drops in specific situations and plan to optimize many aspects in the release version. Also we welcome you to join our community or leave us message here if you encounter any similar problem, thank you.
We are now exploring possibilities of adjusting intro part of the demo, to ensure we can present you a balanced experience of narrative, tutorial and fun of gameplay.
The Devil Within: Satgat brings together Eastern-inspired characters, intense actions, and an immersive storyline. Your opinions and feedbacks are the secret sauce that makes this game even more exciting and enjoyable. I genuinely look forward to hearing your idea and experiences. So, let’s dive into this fantastic gaming experience together.
Thank you for being part of this adventure! Best wishes.
Today we're going to take a little time to explain in detail what we've called the "town planning rules" in Memoriapolis and how you'll be able to interact with them.
A planning rule defines how land and houses are created in the game. They concern
The size and shape of the plot
How the land is divided into blocks and the size of the paths that divide it up
The size and length of properties
The type of house (facade, roof, colour)
Treatment of open spaces (garden, green space, trees)
The percentage of built and open space
These town planning rules are obviously modified when moving from one age to another, but also within the same age, when the player develops his town centre.
Evolution of the town centre in ancient times
The town centre is the first building of an age.
This is the building that will define the area in which you will be allowed to build in Antiquity, or the safety area in the Middle Ages. This building can evolve over 5 levels, which give access to specific bonuses and, at levels 1 and 3, change the town planning rules for the current age.
There are therefore 4 town planning rules in the Early Access version of the game (Antiquity and the Middle Ages) and 8 in the final version of the game, which adds the Renaissance and the Age of Enlightenment.
First of all, let's explain how to define the place where a plot of land is created.
Every time the player places a building on the map, it affects the city's drawing power. This force of attraction, which affects the whole city, defines where the next plots of land will be created. All the buildings you place on the map have their own attraction force. It will add to, or sometimes subtract from, the force of attraction already present.
We'll be coming back to the details of how the attraction works in another Dev Diary.
Now that a new building has been constructed, it will allow the arrival of new building plots in the city.
A plot of land is an area of variable shape and size that is positioned to be as close as possible to the nearest source of attraction. The land is divided into blocks, which are in turn divided into properties. The houses will be built on these properties.
The size of the plots and the size of the properties are values defined by the town planning rules of the current age. This division is specific to the current age and will be different for each age of the game.
The way a plot of land is divided into parcels is a fixed feature, regardless of the current age.
Parceling in Antiquity
Parceling in Middle Ages
A plot of land created in early antiquity can have its dwellings transformed as the town evolves towards other town planning rules, but this will not change the organisation of its properties. This is not possible during Antiquity, but players will have a way of remedying this from the Middle Ages onwards.
With the "Master Builder's Office" building, players can influence the town planning rules and modify certain aspects, in particular the density of buildings, the maximum height of dwellings or the division of properties. These changes will obviously have a cost.
To conclude on the subject of town planning rules, I think it's important to say that ideally you shouldn't see them!
In fact, our aim was to make the development of the town seem as realistic as possible, as organic as possible, and as logical as possible, and to make the transformations of your town at each age seem normal.
Time will tell whether we've succeeded.
In the next Dev Diary we'll explain how to win or lose.
We are finally back with a new chapter. Including plenty of new features and improvements. You can now explore the second chapter with 5 brand-new levels, each offering unique challenges and puzzles. Including many new enemies and weapons.
Full changelog:
5 new levels
4 new enemies
3 new weapons
Reworked AI behaviour
Improved game visuals, like color grading or film grain
Improved perk system. Added new perks for you to unlock
New interactive items
Added statistics system and level selection
Added timer for speedrunners
Improved hud and UI look
All toxic things now glow
New secrets
Expanded lore
Many small bugfixes and tweaks
Chapter three coming soon! If you want to follow our development, we post regular updates on Twitter. If you have anything you would like to share with us you can do so here on steam or in our Discord.
Shuffled Sky did not meet its funding goal on Kickstarter, and because of this, we have also lost our music composer. The game must continue, it means I will have to try harder. Updates will be more chaotic moving forward.
In a recent livestream, Thor from PirateSoftware, developer of Heartbound, checked out Shuffled Sky, discussing the kickstarter failure. We've seen a doubling of total wishlists for Shuffled Sky just that day! Thank you all for the kind words and support!
Keybindings screen
The options screen now has a new button that opens a new screen where you can see your current control layout.
You can fully customize your keybindings by adding/removing keybinds to/from certain keys.
Right now the keyboard layout shown is of QWERTY format, but this is only a visual representation.
German and French keyboard layout visuals are planned for the future.
New Relics
Angelic Feather: +1 speed in combat
Picnic Basket: Recover 5 HP after combat
King Bomb: BOOM!!!
Omamori: Negates 2 curses
Heart Container: +30 HP
Gestalt: Change the mana color of a hero!
New Abilities
Slow (TIME + DARK)
Whirlwind Strike (ATTACK + AIR)
Guided Arrow (RANGE + AIR)
Suppressive Fire (RANGE + DEFENSE)
Stackable Items!
Items now stack when picked up.
Items lose charges when used in combat.
Only potions and some other items can now be used in combat or added to your deck.
New card uses
Spirit cards can turn trees and stumps into creatures.
Speed and grappling hook cards can be used on ledges to climb up.
Water cards can be used on lava to create obsidian.
Earth cards can now also be used on lava to create walkable mud tiles (not just water).
Other changes
Updated Floating Clouds and Forest biome rooms.
Settings file is moved to SAVE folder, which may reset your current settings.
Removed resolve chance from being gained from Spirit stat.
Removed enemy hand and deck.
Friendly fire is now only enabled in HARD mode.
Improved falling logs location from trees chopped.
Added a rotate button to the character customizer.
Visuals & Sound
Lots of Mouse cursor improvements.
Better text visuals and text input.
Block texture corners improved.
Increased the speed at which hover-texts appear.
Renamed debug mode to cheat mode.
Changed some button click sounds.
Bug Fixes
Fixed a potential crash when adding a second hero in party creation
Fixed a potential crash caused by the ability overview, especially when having an empty ability slot
Fixed a bug where main abilities did not check range limits.
Tile and Block drawing cache is reset on level load, to prevent memory used to keep increasing.
Fixed a bug where adding a card to your first ability on an altruism hero (Priest/Paladin) would cause the main ability to permanently cost mana.
Fixed a bug where using an axe with the mouse would cause you to push a log instead.
Fixed a bug where reloading your save file could cause cards in your current level, especially keys, to change into other cards.
Fixed two bugs related to holding down mouse click pathfinding in the overworld.
Fixed two bugs where crystal relics could add unfinished cards or abilities to your heroes.
Fixed a visual bug where the wrong tooltip would be shown in combat when a card is also dragged.
Fixed a visual bug when resetting the interface as part of changing color scheme in the settings menu.
Fixed a visual bug where the bottom part of trees was drawn on top of brush.
Fixed a visual bug where previous ability info was stuck on screen when getting a crystal upgrade.
Thanks for reading... Wish you all best of luck in the 2024!