Everything is the same in the mansion. New challenges take away strength and health, but there are always problems with their recovery. The Puppeteer is ready to help particularly zealous freedom fighters and announces a 30% discount on health restoration items.
Hurry up to replenish your health reserves, the sale will last 2 days. ❤
Steam Next Fest is just a few days away. The updated Demo is almost ready for everyone to try out.
Preview the 0.7 Steam Next Fest Vorax today and tomorrow, only on Indie Gala. Monday it will become available to everyone on Steam, during the Steam Next Fest. Claim it & play it today:
We overhauled bullet dynamics, impact physics, tracing mechanics, and accuracy systems and the firearms functionalities, as well as some animations and textures, for the existing weapons as well as some new ones.
We will explore these improvements and highlight the distinctive features of some of the new firearms within the game. The polishing continues, since there is plenty of work to be done, but we are striving to get better and better results each time.
Weapon & Bullet Improvements include:
Weapon Recoil & Dynamics
We have reworked animations and interactions. We hope that now the feeling is reasonably realistic as well as somehow fun too. Even if it is challenging to have both a realistic and fun gun mechanic at the same time, we hope that the realistic sensation of using the new improved weapons matches at least half of the genuine sensation of guns in real life. But that will be for the players to decide. The audio of the weapons has been resampled using real weapon sound samples for an improved immersion and audio accuracy. Thanks to the rework of our talented sound designer, Simon Chylinski, who did a good job for the soundtrack and effects in our previous game, Die Young, and was also the composer of the Subnautica OST. In our humble opinion, he is doing some of his finest work with Vorax right now and we are thankful for his support.
Bullet Tracing & Impact System
We truly reworked the entire bullet tracing system. We refactored in a more efficient way the tracing: now there are queries traces in the system with no physics involved. They, however are not just simple point to point lines. They also involve some complex curves, in order to simulate the accuracy of the weapon.
We hope that this system ensures the realistic gameplay that we want to feel in our game. It also brings a lot of functional efficiency, meaning that gameplay will not be so resource consuming, reducing stuttering and avoiding frame drops in the most intense system demanding moments.
Bullet Accuracy & Aiming
There are complex calculations in the moment when you use the iron sight (zoom-in the weapon). We hope we have developed a believable system, that when a player right-clicks realistically improves their accuracy, from a functional point of view, not only visually. The enemy is zoomed in and the bullet accuracy calculations are more precise. Since it is a game experience, not a highly accurate militaristic simulator,, it is always a difficult tradeoff between having a satisfactory experience for the players and the accurate reproduction of reality, which sometimes, if not properly balanced, can lead to frustrating sensations.
We do hope that by playing the upcoming 0.7 Update, coming to both the demo and full version, people will enjoy the new improved experience and share with us all the feedback, both positive and negative, which will help us further improve the game.
Weapons Highlighted Earlier in Order
Weapon Spotlight: AK-12 & AKM
The AK-12, ("Avtomat Kalashnikova, 2012") assault rifle and the AKM are the ideal choice for engagements across various ranges. Accuracy and recoil control are some of their strong advantages.
Weapon Spotlight: Double Barrel Shotgun
The double-barreled shotgun has a wide spread pattern. Its devastating close-quarters power involves a calculated risk, challenging mercenaries to choose their moments wisely for maximum impact, especially since it only uses two single shots. Manage your shells and your reloading wisely.
Weapon Spotlight: Uzi
The Uzi's submachine is ideal for swift and deadly spray actions. Its fast fire rate, light design and its compact design makes it useful for keeping multiple enemies at bay. Ammo may deplete faster than intended, if used without proper care.
Weapon Spotlight: M9 and P226
Sidearms, like M9 and P226 models, are viable alternatives in critical situations, providing mercenaries with reliable backup options for precision shooting. Pistols use 9mm ammo and are light weight. Their semiautomatic makes bullet conservation more accessible.
Weapon Spotlight: Mossberg 500
As a pump-action shotgun, the Mossberg 500 receives a technical facelift, ensuring that every shell counts. If you are seeking a close and personal approach, and faster than the old reliable double-barreled shotgun, this tactical shotgun can do a good job.
More to come!
We hope now that the system is improved in many aspects. We are listening to your feedback and appreciate all the involvement of the community.
As previously mentioned, 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, so look forward to that.
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.
Don't forget we will be part of this year's upcoming Steam Next Fest and we will also have some surprises ready for then. Any feedback is appreciated, so please share your thoughts and content with us.
Join the nightmare today on Discordand get ready to be scared out of your wits. Remember, in Vorax, the horrors are real, and the nightmares are endless.
On this day two years ago - February 2nd, 2022 - I began developing IHAS! The game went through a lot of iterations, and I never thought about how big it would become or how it would look at the end, but from the beginning, I believed that this game has the potential to be amazing.
And to celebrate this anniversary, I released a new major update and a devlog about all the progress from the beginning:
I'm really thankful for all your feedback and this is just the beginning!
Here is the list of updates: - Reworked all puzzles in the game - Added new puzzles to all levels - Improved enemies AI - Added new enemy health bar - Tweaked the difficulty - Added new voicelines - Bug fixes
We have HUGE news for our followers. This will be the last update where we maintain the "old" version in the main branch. What changes will this bring for players who haven't tried the open beta?
First and foremost, we want to apologize for any inconvenience, as the most significant change is that saved games from the Construct 3 version will simply disappear, as they are not compatible with Unity or the vastly different game you will see in March.
You will have 2 characters available with dozens of abilities that will be implemented over time. Now, Hack and Slime will not have a character-based story; instead, these characters will be avatars to represent the player (similar to Diablo 1, 2, and 3). The Warrior and the Mage, each with 15 active skills, 20 annexed skills, and 15 passive skills. That's 50 skills per character!
Dynamic lighting, improved physics system, new biomes, new enemies, new NPCs, and billions... (European billions, not billions) of pieces of equipment and weapons, with nearly infinite combinations. We've added charms, rings, and essences, as well as unique equipment pieces for all character levels.
All of that and much more is on the way, although once again, we'll have to start with a series of updates to include all this content. That's why we want to ask for your collaboration and feedback on the Bullwaresoft Discord, to improve Hack and Slime and make it the best Hack and Slash possible.
You just have to follow the link above, say hello, and request to be beta testers to gain access to the official testing thread.
We know that the journey to our dream game is long and difficult, but we have you to accompany us :)
Odín Campoy, Director and designer of Hack and Slime.
pa_0.1.0.0
Changelog:
The names of the characters in the Main Menu now have the right color.
Now enemy attacks cannot stop the execution of "Berserker".
Navigation between the character menus has been updated.
The drive cooldown of mobile platforms from 1s to 0.6s has been reduced.
The inventory buttons are now 3: Inventory button, Back button, and ESC/Start button.
An error has been corrected in the sampling of combat data.
Now when the player levels the "Campana" warning graph is shown animatedly.
Now the character of the character in real-time is shown in combat.
Now the amount of potions available in real-time is shown in the combat hud.
Hyakuretsu's ability integrated (gameplay and hud).
Added lunge sound for hyakuretsu.
Corrected bug that prevented crossing cross platforms down.
Now mobile platforms do not behave as solid objects.
Created the animations and behavior of the enemy Ratapunky.
Added sounds for slime (impact and death).
Added sounds for Nagga (impact, death, and shot).
The impact sound in the slime has been added when he receives any blow.
The impact sound in the naga has been added when you receive any blow.
The impact sound in the Skeleton has been added when any blow is received.
The navigation sound of the buttons in the Main Menu has changed for something more tribal.
The skill of the warrior "sacrifice" for "Hyakuretsu" has changed.
It has been added as an attached ability to Hyakuretsu: "frenzy".
Created and integrated into the HUD system the pause menu.
From the pause menu now the player can travel to the Main Menu (lack of improvement in the transition).
Sound for Uppercut ability has been improved.
The ability "Balalaika" has been walked for "combat harpoon".
The annexed skill "depth load" has been added to combat harpoon.
New skills or modified are not accessible although they have descriptions.
Created the remaining sources (red, purple, and green).
Added random source (it will become a random source at the start of the scene)
Now the red fountain restores all health and blue restores the entire mana.
Now all sources reproduce a space sound of "loop".
By activating the sources the space sound "loop" will be reduced until it goes out.
When activating the sources, the "drinkpool" sound is reproduced.
When activating the temples the "Templecasting" sound is reproduced.
Now the Nagga will start shooting when the player enters the range.
The Nagga projectile will damage the player when impacting and will be destroyed when touching soil/wall.
A rendering error has been corrected in the last icons of added skills.
A new skill icon has been added to "Golden Axe".
The "uppercut" ability to the warrior has been added, now it is accessible from the skill tree
A sound effect for "uppercut" has been added.
Modified uppercut to move the camera when used in the air
Uppercut ability now costs Maná and its damage correctly
Uppercut ability now reflects its percentage of damage and its mana cost correctly on the skill selection screen, in real-time
A dashboard bug has been corrected that showed the ability assigned to R in the L and vice versa position
Changed damage reception system (the "Ouch" is no longer 100% of the times that an entity receives damage)
The waiting time in the characters selection bar has been reduced by half
Now when the selection of a character is confirmed in the Main Menu the waiting bar disappears
Horizontal force has been slightly increased in the displacement of coins
The time of attraction of the mining to the characters has diminished to half
The cooldown of attack of the Guerrero Strike's skill has been slightly diminished
Guerrero's Strike ability can now hit up as it puts in his description Slime attack cooldown has decreased when a character enters its radius of action to 1.2 seconds
The operating cycle of the SLIME AI has been completed
The operating cycle of the Skeleton AI has been completed
The wake of the icy relative is already affected by global lighting in all scenes
Now the "icicle" projectiles do not collide with non-solid platforms
Now the wake of "icy family" is illuminated correctly in all the scenes of the game
FIXES :Pain: HALF THE COLLIDERS ON TITAN FACTORY REWORK you can turn into a titan even if you have spawn protection
TWEAKS 😎 changed default firetype change to X molotov damage 24->19 different wepon bobbing for toilets and titans new kill goal = 420 new time goal = 6969 toilet player regenerate hp faster toilet player has smaller hitboxes
NEW 💀 toilets slide instead of step sounds titan laser audio is brand new, no longer spam explosion sound titan factory upgrade
localization english espanol portuges francaise pyccknn italiano
The story continues, the hour of judgment is near, and the circle of witnesses is expanding. You can be judged by the law, or you can be judged by justice. These two concepts do not always coincide. Bring up new memories and listen to a new part of the story.
Are you ready to listen to the next witness? The oath of the twelve continues.
Wow! It's been a while since the last update huh? I have been working very hard on GARBANZO QUEST every day and I believe this update is a HUGE leap in quality, I'm very excited to have it released! This update is essentially a reboot on everything that was done so far. EVERYTHING has been updated at least a little bit. There's lots of new content and overhauls to existing systems.
An important note about Save Data: - Save Data won't be able to transfer, since pretty much everything is different or rearranged. - Save Data for 0.6.1 will still be safe (there is a different file on your device for each version) and you will still be able to play version 0.6.1 as an alternative beta branch.
I encourage you to see for yourself in the game, but if you're curious here is a rough list of changes. I'm not very good at keeping track :^)
CHANGELIST
Narrative: - The game now has a first pass at a simple narrative.
Overworld: - 5 Worlds total! - Another complete art and design revamp! - Completed levels will show various stats and accolades
Levels: - Lots of new levels, enemies, mechanics, etc. (37 levels in total!) - Lots of misc. art revisions/improvements - Lots of misc. level design changes - Only the best levels have not been scrapped - Revamped and replaced bosses - Better secret level presentation - Redid some songs too - Improved the level clear screen (it's prettier and shows stats and stuff)
Home Base: - Complete overhaul of art and layout - Lots of new dialogues for everyone.
Updated Collectibles system: - all the different things you could find (aside from friends) have been moved into a new FRAGMENT system. There are two kinds of FRAGMENTS littered about as secrets throughout the game.
Badges: - Badges are built with BADGE FRAGMENTS - Badges can now be changed at will anytime with QUICK-SWAP - Lots of polish/changes on all the Badges - Certain badges have been removed (Chime, Gum). The hint for missing something is now shown in the overworld stats box
Customization: - Customization options are built with CUSTOMIZATION FRAGMENTS - PAINT-COLORS: Instead of tinting the player character there are now custom defined palette swaps for each color. (Looks better) - ACCESSORIES: You can now build and wear different accessories - CANVASES: Various improvements to the drawing minigame - You might notice FRIENDS sometimes wearing the customization options you unlock :)
2 Player: - Instead of being tethered to each other, the non-advancing player will be teleported to the advancing player when they get too far from each other - Icons show kind of where you are if you're off screen - If you die, but your buddy is still alive you will turn into a ghost. You can fly around and stuff until your buddy makes it to the next room and you're revived. It's up to you to help, or to make your buddy die faster >:) - Tweaks like HP and STRENGTH can be configured per player.
Characters: - You can now play as my dog Frankie. Why not? - You can now play as Ghostly. This is only available for player two. Ghostly can't be hurt and can mostly only fly around. This is a good choice if you have a friend that sucks at video games, but you still want to include them :D - You can select between 4 different Characters at the home base and at the beginning of the game (Garbanzo, Pinto, Frankie, and Ghostly)
UI: - Generally looks better - Added art for keyboard prompts - Improved gamepad prompts and added some more controller types
Rounding Corners: - Things like falling of the screen no longer kill you in one hit. Instead you will bounce taking exponential damage each time you fall without reaching ground. - While you're in the "fell off screen" state, hitting your head on a 1 tile high ceiling will have you teleport through it. - If you are in a situation where you're about to be squished, the game will attempt to slightly push you out of the way. If there is nowhere to go, you'll die in one hit. AFIAK this is the only remaining scenario where you just die in one hit.
Mod friendly: - All sprites are now stored as .pngs so you can edit/replace them - All sound effects and songs are stored as .oggs so you can edit/replace them - Assets can be placed in a folder called "Custom" in your Save Data location, so you can override things without modifying the original. - The level editor and dev tools are now exposed for you to play around with. See "Extras" in the "Options" menu.
Misc: - Rumble has been implemented! (Options to remove it too) - The camera now moves smoothly as opposed to at a linear speed - Master Volume option
WHAT'S NEXT
This update, I'm expecting, is the last BIG update before 1.0. In 1.0 I will be mainly adding more content and doing another pass on the narrative. I'd say what's in this update represents roughly about 60-70% of what I have planned for the game. There's still plenty of work to do, but I am slowly getting towards the end of development for GARBANZO QUEST. I'm thinking it will take me another year to get 1.0 done, but who knows!
Anyways, thanks for reading and I hope you have fun playing the game!
1) Base destruction reworked. 2) Daily missions reworked. Improved balance and visibility. 3) Improved feedback on gaining levels and experience during battle. 4) Crafting modules system improved. Now we can better see all characteristics we got. 5) Slightly improved optimization of all processes.