Thank you to every one of you who bought the supporter pack! It’s already been a tremendous help! The support we’ve gotten will go directly into Tower’s future. And thank you to those who have pitched in to support development in other ways!
Some updates:
As requested by our backers, Supporter Speed Shoes now stack with Backer Speed Shoes
As requested, we updated the “No DLC” statement on our store page to reduce confusion. We are still committed to keeping every content update free
We reached out to Steam about the supporter pack not being visible on the main store page, and have now resolved the issue and the pack should now be visible
We also wrapped up the last two gifts we wanted to give in the supporter pack, which are a hat and a placeable plushy. We’ll let you know when those are available to all supporters
PATREON SUPPORTERS UPDATE
When we first brought up the supporter pack, we said we’d give our Patreon supporters a similar gift, since patrons haven’t gotten a physical gift in the game aside from the Patron tag. Our Patrons also have been asking us for updates on this.
We’ve been making progress on this, and the main holdup is the backend work. Our current idea is that Patrons will get a different color version of the placeable plushy that we will be giving to supporters. We also will be looking into other gifts in the future, based on suggestions from our Patrons.
Some notes about the proposed gift:
We want this gift to be something the patrons will get to keep forever, even if they aren’t a patron anymore
We are planning to connect the gift to the Patron Extraordinaire tier level
Again, we’re still figuring out how it’ll function, but if you’re already supporting us or have supported us in the past at that tier level, you will get the gift as well!
FEBRUARY 2024 STATE OF THE GAME PROGRESS
We wanted to give you a quick update on the game’s progress!
Last month, we released Minigolf: Nostalgia and the Alpha release of Workshop Level SDK for Virus, Little Crusaders, and SDNL.
We also implemented and made progress on more in-game EXP / Unit bonus events. Look forward to Ball Race, Virus, Arcade, and Fishing events this month, as well as a desert-themed map event to celebrate the upcoming Minigolf: Haven release!
Speaking of which, we’re currently in the testing/wrap up stage for Minigolf: Haven, which should be out early this month.
As you know, optimization is a constant must for this project, and we’re working on improvements to the Plaza optimization and also Condos. We have a few updates that will be focused directly on optimization, with the first one being towards Arcade physics.
We’re making progress on level SDK improvements, such as better playtesting tools, new features such as custom sounds, moving platforms, and various bug fixes and improvements such as more interactions with IO systems.
We’ve made great progress with Dedicated Condos as well in the past week. Currently, we have a working Dedicated Condo on Linux and Windows that loads in Condo data! We’re working on getting it to connect to our server list backend and working on Workshop mod handling. We plan to get Dedicated Condos out as soon as we can, but it may not have shared inventory support initially.
For Bumper Cars, we’re still working on getting this minigame out. We’ve been touching up some artwork and adjusting gameplay. We also have been in the early stages of an Arcade update with new games.
Progress is being made on the Workshop SDK for Ball Race and Minigolf, including modular course pieces for Minigolf, which we’ll post more in our developer logs.
In other sections of development, we also have been making progress on the new Workshop player model rig, Ball Race: Eruption, and upgrading the engine to 4.22, of which we have a working build.
Also, we are doing a small pass on Minigolf: Nostalgia to fix issues reported by our players, as well as some art polish.
Thanks once again to everyone. Be sure to check our Trello and Weekly Dev Logs to get the most info on the game.
Tl;dr: thank you and we’re cookin’
<3 PixelTail Games
Join our Discord for development updates and community fun! https://discord.gg/pixeltail We love awesome people like you!
Jan 31, 2024 (Wed) after maintenance - Feb 14, 2024 (Wed) before maintenance
It has been [color=#accf9d]3,333 days[/color] since our memories together in Black Desert began. We are truly grateful for every moment we’ve shared and hope to have more pages to fill going forward.
We've made several changes, improvements, and bug fixes in 0.2.8 and 0.2.9. Please let us know how you feel about these updates and if there is anything we can do to make it even better ❤️
Changelog - 0.2.8
Added
Simplified Chinese, Korean, and Japanese localization added. This is still heavy work in progress and certain translations may be incorrectly translated
The Drone now has a shadow
Changes
Several improvements made to the Treant boss
Several improvements made to the Dung Beetle enemy
Several improvements made to the Tank Eye enemy
Several improvements made to the Mini Map
Several improvements made to the World Map. Adjusted POI, visual overlap improvements, Apple Bush tweaks
Improvements made to the Gun Upgrade screen
Significant performance improvements made to XP Orbs, Mission Tracking, and Projectiles
Performance improvements made to Environment Effects
Turrets now last longer on all Turret upgrades
Locked upgrades now have a lock displayed in the 'More Info' preview
'Blood and Honor' has been renamed to 'Blood and Thunder'
Reduced the amount of healing from Apples to 5 from 15
Reduced the amount of healing from Medkits to 25 from 40
Increased XP per time you get hit from 5% to 9% for Battering Grip
Reduced XP per time you get hit from 50% to 13.8% for Electromagnet Grip
Minisplitters attack cooldown has been increased from 0.2 to 0.4 giving you a fairer chance to deal with them
Buff to hive-specific enemies by around 10% with corresponding boost to the XP they drop
Adjusted Research Table build costs from 200 to 300, 1500 to 1250, and 2750 to 3500
Adjusted the pick-up size of Adamantite Ore, Bottle O' Slime, Firestone Crystal, Honeycomb, and Monster Eye
Rebalance of Breakables. They now drop a bit more resources
Bottle O' Slime now drop more often. Seeker Slimes now drop them as well. Slime Mini Boss can drop up to 4. These can be affected by Resource Drop Chance
Monster Eye are now a guaranteed drop from the Eye Monster Mini Boss
Improved the upgrade description of Underbarrel Shocking Charges
Small Adamantine Ores now have a 100% chance of dropping an ore and a lower chance of dropping higher
Large Adamantine Rocks now have a 100% chance of dropping 2 ores and a lower chance of dropping higher
Credit Drop Chance can now affect things that have a 100% Drop Rate
Teleporter enemies now have a 100% chance to drop Eye resource
Hitsplat Text will now appear once you pick up the Buff
Fixes
Fixed an issue where the Vision Range would sometimes zoom in or out when it's not supposed to
Fixed an issue where the Treant would sometimes moonwalk, looking at the opposite direction of the player
Fixed an issue where the Treant would have incorrect animation timings
Fixed an issue where the Fame and Fortune boss drop was 16% instead of 0.16 flat XP Gain Rate
Fixed an issue where the Research Lab wouldn't show if the player had insufficient currency
Fixed an issue where player heals weren't using the new Hitsplat style
Fixed an issue where certain 'Kill 'x' missions weren't using the correct icons
Fixed an issue where Shrines was able to be activated more than once per run
Fixed an issue where a selected upgrade tooltip in the Research Lab wouldn't disappear correctly
Fixed an issue where breakables weren't getting affected by Resource Drop Chance
Fixed an issue where Homing Sight wasn't showing its improved numbers in green
Fixed an issue where the blue slimes AI wasn't behaving as intended
Fixed an issue where certain frozen enemies weren't looking at the last position they were looking at
Fixed an issue where the Dung Bettle wasn't always looking towards the player
Fixed an issue where Stockmounted Evasion AI now correctly awards XP for dodging instead of getting hit
Fixed an issue where an unintended amount of XP would be granted to the player from 100% AP
Fixed an issue where Polish characters weren't being displayed correctly
Fixed an issue where the Buff pick-up SFX wasn't working
Fixed an issue where certain Statistics weren't being displayed in the Pause Menu
Fixed an issue related to Giant's Harness, Terra Cannon Mount, and Berserker's Harness
Fixed several crashes that could occur
Changelog - 0.2.9
Added
2.5% Effect Size has been added to Geomass Enlarger
New end-game flows - Final Boss drops will reward instantly upon defeating the boss - Hard-limit on run duration adjusted to 35 minutes - Enemy enrage effects are tweaked and set to occur at the 30 minute mark
Fixes
Fixed an issue where the Splash Screen was using an incorrect color
Fixed an issue where Holo Sight didn't grant Vision Range
Fixed an issue with the Dung Ball's hitbox
Community
Without you, the game wouldn't be as it is today. The feedback and bug reports have been overwhelmingly amazing and it's so much appreciated ❤️
If you want to help us, make sure to wishlist our game if you haven't already and share it with your friends! 🤗
If you would like to share your videos, suggestions, or feedback with us and the community, come join us at: https://discord.gg/mdbCsgnsS7
I've found a rare bug that could have been playing with your hard-earned unlocks. Some of you might have completed challenges, only to find the garage doors still locked. Not cool, right?
But don't worry - this has been resolved. Now, when you dominate a challenge, you'll get the shiny cars and glory you've rightfully earned.
Surprise! In celebration of Steam’s Next Fest this week, we’ve updated our demo. There’s no significant new content (we’re keeping it all secret!) but there’s a few nifty new features including expanded character customization, a run button, new character art, and more!
Especially if you haven’t played the demo yet, now’s the perfect time - your save data will carry over to the full game release!
Hi players, it’s me, the lead developer of LEZ. As some of you already noticed, the 0.19.0 update is taking a lot than expected, if you want to read all the information about this, you can see the original article in our official website.
Also, some people asked for the Razer Chroma integration for the game, long time ago we added the integration for Logitech, and we also tried to add the same but for Razer peripherals, and we finally managed to add it for the game as you can see on the tweet we made days ago.
We currently have a lot to do for this update, so we greatly appreciate your patience, as we want to provide a game that is as stable and most enjoyable as possible (without bugs or errors).
A little build update to help with the... (sigh) inability to type 'E'. Don't ask. Oh, and while I was there I COMPLETELY REVAMPED ALL THE RESISTANCE CODE. You'll no longer 'naturally' lose status effects while those status effects are being applied. This means that if you have something that gives you 90% resistance, you won't become immune (due to the 'natural' reduction). Enjoy?
Epic Party Quest follows the 'classic' party game formula akin to Nintendo's Mario Party, featuring a fantasy pixel art style, customizable session durations, and omitting traditional board game elements. Instead, it adopts a narrative layout to enhance the immersive action RPG-like gameplay.
Embracing the golden age of pixel art, spanning from SNES to Gameboy Advance, and drawing inspiration from classic fantasy realms such as Dungeons and Dragons, Record of Lodoss War, and more. Diverse character sprites and graphic styles ensure that each mini-game offers a unique experience, filled with references waiting to be discovered!
The game loop consists of an immersive mix - mini-games interspersed with inn scenes. In these moments, characters engage emotionally with each other, and players have the opportunity to decide which quest to embark on next!
Polish your tankards, prepare your favorite concoctions and finger food and prepare for a (not very) serious squabble to establish what TRULY happened during your dungeon crawl