For quite some time now, we've been developing a kafkaesque immersive-sim game about escaping the ever-watchful colossal Policeman. Our last devlog took us through the process of shaping the game's concept, and now, we're all set to finally get to the main course. It all began with a goal: to complete the demo…
Before that, we created prototypes, designed artwork, and established the technical framework, but all the mechanics were scattered. They simply needed to be assembled into one cohesive and enjoyable game. And, Fully determined to reach the finish line, we… kept repeatedly falling into the same pattern—developing scattered ideas and prototypes. It was challenging to break free from that loop, and the situation was only intensified by a part of the team needing to relocate to another country. It felt like we were stuck, this time for good.
It might sound strange, but we don’t have any intentions of developing this game for another decade. This means that we just needed to make a new plan - to identify the most basic mechanics of our game and shed everything slowing us down.
So what is the core of Militsioner? It's an immersive-sim about a relationship with the Law. So at that time, actively in development were: an open dialogue system with voice input, a tamagotchi-like mood system for all npc’s, a dynamic time system and a law system.
The main mechanic for elimination was pretty obvious. Keeping up with AI advancements while developing a robust dialogue system became a daunting prospect. By seriously developing an open dialogue system with voice input, we risk becoming outdated even before the game's release.
We had to abandon the voice recognition system. it was inevitable that some features we had initially aimed for would be cut. It’s natural for every project. While such decisions are typically made behind closed doors in most studios, our commitment to open development means that you get to witness it in real time. But we feel like it's crucial to maintain transparency with you about these unavoidable decisions.
Immersive-sim
There are positives to this as well – it allows us the freedom to really dive deep into the remaining mechanics. So, let’s jump right in!
All immersive-sims have some form of combat through which its immersion is revealed. Fighting the giant is not an option, so the player will have to resort to tricks - flattering, lying, stealing, giving gifts to appease the giant. His mood is the law, so as you get closer to Giant, different doors start opening up. So basically, we extend the classic immersive-sim staple of "talking your way out of the situation" in to a fully fleshed dating-sim mechanic.
Of course breaking the LAW’s heart is an option too - you can steal anything not nailed down , including chairs and even bricks from the street. For this, we've created a full-fledged store. ...Just make sure you're not caught in the act.
To pull that off, you gotta figure out his routine. The LAW needs to sleep too. Time is a key element, everything in the game world operates on its schedule.
It's very important for us that the player experiments and finds their own way to solve each task. But such an approach is very labor-intensive. Typically, in games like Dishonored, each path is crafted separately and represents a complete segment of the game that the player will never see unless they choose that specific route. We can’t afford such expenses. How to maintain freedom without adding years to the game's development?
We decided to tackle the issues in a more systematic way. We introduced universal locks that can be solved in several ways, something similar to what was done in Amnesia: The Bunker. For instance, there's a lock on a door that you can break with a brick, pick with a lockpick, or acquire a key for.
It's up to the player to decide how to get through. Each door may look the same but offers entirely different solutions depending on whether the player has a lockpick, is on good terms with an NPC who can provide a key, or if the player has swiped it from that NPC. Or even wait for the night time and discreetly break the lock with a brick.
Well, that's it for combining the core mechanics. All that was left was to test it on players, and the demo is ready! ...testing is known to be quick and easy. Games always work exactly as intended.
Numerous logical and gameplay issues arose during regular tests, which had to be promptly fixed and tested again and again and again over several months.
One of the recurring issues was that people were avoiding the game's mechanics all together. Players struggled to grasp what they needed to do in the game at all, leaning towards tactics they had already seen in other games. They were playing someone else's game.
We fought with this for a while before arriving at the simplest solution: a tutorial!
This small addition drastically transformed gameplay dynamics; people's play styles changed instantly. Mechanics began working, tactics emerged in the game, and players started engaging with tamagotchi systems, building relationships with the city's inhabitants. The demo became much more interesting to play.
After spending several months testing and making fixes, we found ourselves with a demo that felt completely different – more like a real game. We significantly changed the overall loop, tossed in heaps of new content, characters, and details to spice up the game.
The last year ended with participation in the Day of the Devs conference and a ready demo. For those who want to play, the demo is now on our Patreon.
A 10-minute gameplay video is available on our YouTube channel. We aim to keep our development process as transparent as can be, so feel free to share your feedback and join us on Discord.
Hey, this is nowhere near the final cut of the game. The tamagotchi thing still needs some tinkering, the dialogue system is on a quest for a new direction and, honestly, the game's a bit of a walk in the park right now. It's tough to be super objective – our eyes are a bit foggy, but overall, we received very positive feedback. The demo has bloomed into something way bigger than our original plan for these two years, even with the inevitable cuts. Most importantly – we've figured out where to steer this ship next.
I hope the next devlog won’t be named “our progress after another 3 years of development”. Militsioner is soon to be old enough for school; he needs to be set free.
Update 1.0.8 brings two new game modes to Goliath Depot: a speedrun practice mode and a randomizer. This update also improves the UI in various screens like the File Select and the World Select to try to make it more consistant.
Randomizer
Disclaimer that the randomizer mode was made for seasoned players. It is unlocked only when you have completed the game.
In the randomizer mode, you play a random sequence of levels based on parameters that you will set before generating the sequence. The structure of the level stays the same but dynamic objects (doors, exit, enemies, coins) are shuffled around. It is procedural, so there is a list of predefined positions that is selected randomly based on the seed number. You can decide to turn on or off what you want to randomize from the menu. This mode is "seed"-based, which means that the randomization algorithm will always be the same if you input the same seed number twice. It's ideal for speedrun races or if you want to retry the same seed.
Number of levels - 16, 24, 32 or 40. All four bosses will appear evenly no matter the number of levels. For instance, if you select 32, it will appear in level 8, 16, 24 and 32. If you select 16, it will appear in level 4, 8, 12 and 16.
Number of extra lives - from 1 to 10.
Difficulty - normal, hard or progressive. Progressive difficulty will start the game with normal levels and will turn the game to "hard" difficulty in the 2nd half.
Random door placements
Random enemy types and placements
Random coins
Random spikes and icicles
Random security camera-laser - usually in HQ
Speedrun Practice Mode
In this mode, you can practice each levels individually. The game will save your best time locally for 5 categories:
Any% - no restriction, play as fast as you can (solo only)
Any% co-op - no restriction, but with a 2nd player
No Power - play as fast as you can without the use of a power (solo only)
All Coins - no restriction except you need to collect all coins in the level (solo only)
Pacifist - don't kick any enemies (solo only)
As an extra challenge, I have played and set a time for each level. These are my personal best times. If you can beat my time in all 40 levels, you will unlock a new color palette for your character!
UI Improvements
Other than the 2 extra game modes, UI was improved in the File Selection menu, World Selection menu, Difficulty Selection menu, in order to stay consistent from one screen to another. I also added a background for each stages to make it a bit more dynamic!
Last update?
There are a little bit more than I want to do with Goliath Depot for the next update, stay tune because yes, there is going to be an UPDATE 1.0.9 soon. As a small reward for your support, I'm discounting the game for the GAMES FROM QUEBEC special week to try to get new players to challenge the current ones on the leaderboards ;)
Check out my fellow game developers from Quebec this week, there are tons of great games from Quebec being showcased.
Once again, if you notice any problems with this build, let me know on Discord. Thank you!
Patch Update Summary:ːsteamhappyː Scopes Enhanced: Fixed the issue with scopes dropping frame rate and not being able to view anything while aiming. Bug Fixes: Addressed various bugs related to weapon behavior and shooting mechanics, ensuring a smoother gameplay experience. New Addition: Introduced a new projectile-based weapon for enhanced combat dynamics. Improved Shooting Mechanics: Resolved the issue of not being able to shoot while running, enhancing player control and engagement.
Hey everyone, we've added some more fixes to our game:
General Gameplay Adjustments
Scaling EXP for releasing Kadomon removed. The amount of energy required to activate Turtorts super has been increased from 17 to 21. Skemu's passive has been updated to deal decay to random enemies when ally supers are used. Skemu's super has been updated to trigger all decay and heal the ally ahead for a percentage of damage dealt. Frosmol's passive has been updated to gain stacks of slow equal to the enemies total number of stacks upon attacking. Frosmol's super has been updated to turn all stacks of slow on Frosmol into stacks of damage up, then triggering Frosmol to attack. Urchice's passive ability has been updated to summon an urchburg upon fainting, applying all stacks of decay and slow on Urchice to its enemies. Urchice's super has been updated to gain 3 stacks of Decay and 2 stacks of Slow. Urchbergs passive has been updated to upon attacking, trigger stacks of Decay upon its target. Urchbergs super has been updated to deal 2 stacks of slow to all enemies.
Misc.
Slowed down the movement animations in battle. The Energy icon has been updated to a star with a lightning bolt inside to visually link closer with the star icons in passives.
Bug Fixes
Fixed a bug that caused Acroneys Health to not match up to the number of scrap parts consumed upon summoning. Fixed a bug that caused Turtort to activate its passive twice upon battle start. Fixed a bug that caused Slamala to redirect attacks from more enemy Kādomon than intended. Fixed a bug that caused hover card effects not to show whilst trying to sell a shop unit.
We are proud to present our Story Trailer along with our official release date: March 4, 2024!
Through our Story Trailer, we take you on a unique journey into the BIOMORPH world by showcasing snippets of in-game cinematics.
It's been almost 4 years since we started working on the BIOMORPH project, and we are excited to see the release date approaching.
If you'd like to help us, please share this post on Twitter to spread our Story Trailer to as many people as possible: tweet link
TRY OUR NEW EXTENDED DEMO
Basic information about the Extended Demo:
- A gameplay experience around an hour and a half long - New BIOMORPHABLE monsters to defeat - VS Gorgerzer! A mean and challenging boss - And many secrets to uncover...!
If you have any questions, feel free to ask in the comments section!
Tomorrow marks the dawn of a new era in Warhammer 40,000: Inquisitor - Martyr as the Seasonal Journey kicks off.
Have you missed out on the Season of Escalation? Do you have an ever-burning regret of not reaching the Heroic Tier V in the Season of Inferno? Interested in yet another season? Starting tomorrow,anything will be possible. Create your characters and decide which adventure you want to take part in!
Servers will undergo maintenance and go offline at 10:00 AM CET as we prepare to roll out the update. The wait is nearly over!
Get yourselves ready, for the Emperor wills it so.
We're happy to announce that today, we are releasing the Sega crossover skin unlocked during our recent studio anniversary event. Use these skins to bring two iconic characters from the Yakuza series to your Endless Dungeon games: Kazuma Kiryu and Ichiban Kasuga. Check them out!
We wanted to add these skins because, like some of you, we are alsos fan of the Like A Dragon franchise, and we wanted to celebrate the Infinite Wealth release in our own special way.
These new skins are coming as part of a patch with bugfixes and quality of life improvements. Find the changelog below.
See you in the station!
Additions
Added support of the Like a Dragon: Infinite Wealth Skin Pack DLC.
Added an achievement when unlocking enough Station Cards.
Added a DotE inspired skin for Comrade. Congrats on reaching the stretch goal!
Balancing
Set Ardent Shadow Hp from 260 to 300
Reduced telegraph attack of firestorm calamity from 2s to 1.5s
Increased duration zone of Volt Jolt from 4s to 6s
Improvements
Added a new confirmation screen when there is a mismatch between the local save and the cloud storage save to let player pick which save to keep.
Added information about District Drawbacks in the tactical map
Added feedback when trying to build a turret after reaching the turret limit of the room
Added feedback to highlight turret boosting
Added feedback to highlight triggering crystal specialty
Improved readability of District Drawbacks in the hoist
Improved the way district notes are displayed in the album
Improved the station card selection animation
Bugfixes
Fixed an issue in the hero selection screen where the stats layouts of unselected heroes was not matching the one on selected heroes.
Fixed an issue where the penalty of the "-30% Attack Damage on Heroes when they are in the same room" District Drawback was stronger than intended.
Fixed an issue where the buff of "+30% chance of getting a random turret automatically built on Special Turret Slots" Station Card was stronger than intended.
Fixed an issue where the "Uncrackable Crystal" Station Card was also adding immunity to the crystal bot. This was a bit too much!
Fixed an issue where the pulsing feedback to highlight turret slots was not playing in the tutorial in specific conditions.
Fixed a GPU crash
Multiplayer Bugfixes
(Community) Fixed an issue in multiplayer games where the Sweeper quest line could be not completed.
(Community) Fixed an issue in multiplayer games where feedbacks were missing during the Eriaudy boss fights for clients
Fixed an issue in multiplayer games where the aiming laser of other players was going through walls.
Watch the developer play the demo for Phosfi! Stop in and ask questions about the game and download the demo for free to try it out yourself. If you're interested in the full release of Phosfi, remember to add it to your Wishlist!
Last week, we showcased the updated roadmap for Techtonica. The updated roadmap includes a much closer look at v0.3, which we’re now calling The Factory Efficiency Update. Here’s a quick rundown of the features we’ve announced for v0.3.
Stack Filter Inserters
Vertical Belts
Quick Copy
Replacement Tool
Storage Limiting
The features listed above represent a large chunk of what you, our community, have been asking for on Steam, in our Discord, and on our Feedback site since, basically, launch.
So! Over the coming weeks, as we implement, test, and balance each of these new features behind the scenes at Fire Hose, we’re going to take a much closer look at these big efficiency and quality of life upgrades here in the blog posts and video updates.
That starts today with the new Stack Filter Inserter.
Meet the Stack Filter Inserter
The Stack Filter Inserter is easily one of the two most requested items for Techtonica. The other is Vertical Belts, but we’ll talk more about those between now and v0.3’s launch.
What is it? As factory automation fans know, the Stack Filter Inserter does exactly what it says on the tin. It grabs three user-selected items at a time, quickly, and transfers these full stacks into machines, storage, or belts.
We already have the Stack Inserter, of course, but the filtration functionality is the big new addition here. The Stack Filter Inserter will bring a lot more speed and throughput to late-game setups, including the Thresher.
Oh, you want exact stats? Sure!
Here’s the Stack Filter Inserter at its base upgrade level.
The Stack size upgrades that you’ll unlock on the tech tree also apply to Stack Filter Inserters, and that will get you up to 12 items in a stack, bringing the max speed to 600 items per minute.
Colors, am I right?
Is the Filter Inserter pink or purple?
No, really, I’m asking. Because we had whole Slack threads dedicated to this argument internally. Richard, who is not accepting hatemail at this time, indicates that they are pink. Ryan, who’s always accepting hatemail, says they have “no color relationship,” which felt really weird and intrusive to me.
Lauren posted charts, which drew big eye rolls from everyone involved.
The Stack Filter Inserter has a gray base and a definitely more pink top to be associated with the Filter Inserter while offering a unique read in the factory setting.
Let’s talk about the Stack Inserter logic that was revised with v0.2
If you’re new to Techtonica or you haven’t played since the v0.1 days, we thought it important to include some information about the updated Stack Inserter logic that will also apply to Stack Filter Inserters when v0.3 drops.
In v0.2, we tweaked the Stack Inserter logic so that it would give up on waiting for items to transport before turning. Players, especially those with sushi belts, found that their late-game factories would clog and stop functioning as the Stack Inserter stood and waited for exactly three resources before turning. Some sushi belts meant this turn never happened.
Here’s the precise patch note of what changed in v0.2.
The ANEXCAL Engineers have reworked the Stack Inserter logic a bit. Now, Stack Inserters have an increased maximum throughput and will give up on waiting too long for material and dump what they’ve got in queue instead of sitting static, forever.
That’s it for this week’s update! We’re really excited for The Factory Efficiency Update that arrives with v0.3, and we know you folks can’t wait to get your hands on all the quality of life upgrades headed your way.
We’ll also have another Update Pack for you in the coming weeks, so stay tuned for that.