We know you've been itching for some Turbo Kid gameplay and you better strap your brain buckets on because we've got some exciting things to share with you today! đ€
IGN Fan Fest 2024! đ
Turbo Kid's new trailer was just showcased exclusively on IGN Fan Fest 2024! We're thrilled (and a little jittery!) for the opportunity to show off the game to such a big audience. Check out the event featuring our rad new trailer below!
And for those of you who are a bit more bloodthirsty, here's the RedBand trailer with more gore:
We can't wait for more and more people to join our awesome community and give us feedback for the ... đ„ drumroll! đ„
.. New Demo! đź
It's almost here! This Friday, you can finally play a brand new Turbo Kid demo! đČ It's jampacked with updated art, level design, NPCs, and of course, incredible music from Le Matos, the very same composer that rocked the music in the movie! Download the demo on February 23 for a fresh glimpse into the gritty wasteland and to freshen up your biking skills!
Check it out right here on our Steam page this Friday!
We would love to hear your feedback on the demo once you've had a chance to play it, so be sure to hop on our Discord server and let us know what you think.
Release Date
This is it, kids. We're in the final stretch! We're happy to announce the release date of Turbo Kid officially! The game will launch on Steam for PC everywhere in the world.
đ April 10th 2024! đ
As for the Switch release, we are still hard at work to make the best port possible and we should release it shortly after the Steam launch. We'll be sure to update you as soon as we have a release date.
It's been such an exciting time developing this game! Turbo Kid is a cult classic movie we absolutely love. We wanted to take all the time we needed to make a game that not only lives up to the standards of the movie's following but also an all-around rad Metroidvania anyone can enjoy!
The Wasteland will be filled to the brim with life and things for you to discover; NPCs, biomes, landmarks, enemies, boss fights, challenges, collectibles, secrets.. so many secrets.. and much more!
We're eternally grateful for your support throughout the development and we can't wait for you to play the full game. But until then, be sure to enjoy the new demo, we think you'll love it!
-Fixed a bug that softlocked the game when using the Bar Tax skill on capsule bars. -Fixed a bug that softlocked the game when using the Mango Tango swatch on bars with indestructible widgets.
- No longer plays the whole of 'Winter Solstice' when leaving drunk room - Witch's dialogue line now spoken by her instead of player in Act 1 - In Dreggs, stick is mentioned when brought through portal - Some of Grundolph's dialogue altered for clarity in Act 1 - Pulling stuck lever in Act II also prompts dialogue now - Can no longer progress to act III without visiting Piglumps school of the occult
After last big update, a couple of bugs sneaked by, so I'll be addressing some of them. There are also new features, because some quality of life is always good to see :).
Below is the comprehensive list of changes in this update:
Main Menu changes
Custom Puzzles image preview When selecting files to create custom puzzles, you will now see an image preview of the selected file.
What's new menu What's new menu (the bell icon on the main menu) has been reworked. It will now show patch notes ingame, instead of opening an external link to Steam announcement.
Pause Menu changes
Static puzzle highlight toggle As per requested, it's now possible to turn on the legacy behavior of the puzzle piece shader. When enabled, the puzzle piece highlight/shadow will be static (as in rotate with the piece), and will hint at the correct puzzle piece orientation. The option is available in Pause Menu > Gameplay > Static puzzle piece shadow.
Audio sliders tooltip Audio volume sliders will now show a tooltip when hovered. The tooltip displays the current percent value of the slider.
Adjusted default settings Default starting rotation is now set to 90 degree. Default puzzle piece snapping is now set to 40% instead of 100%, which was too much to start with. Only the default values changed, if the setting was adjusted before, the saved value will be used.
Other changes
Added an additional check in save data to check for corrupted files and use the backup save in such case.
Bugfixes
Fixed a bug that caused the Sort By Section order to be flipped in ~200 pc puzzles (again).
Fixed a bug that caused custom puzzles tagged at creation to not save the tag properly.
Fixed a bug that caused zen mode starting puzzle piece to be shifted
We've released a small update to address an issue affecting Tags and Filters in the 'Remixes' tab.
As always, your feedback and bug reports are valuable! Feel free to reach out to our support team here or post your feedback in our Discord anytime. See you on the leaderboards!
Love, Cloudhead Games
Pistol Whip "v1.5.65.201" Update Changelog:
Fixed an issue affecting Tags and Filters in 'Remixes' tab
Flintlock: The Siege of Dawn - Bee | Kepler Interactive
Summer 2024 is approaching fastâŠ
Today at IGN FanFest, we revealed a compilation of Gameplay Clips that showcase some previously unseen elements from the game. Hereâs a fresh look at Nor, her mysterious fox-like companion Enki, and the world of Flintlock: The Siege of Dawn.
Hosts
The gameplay preview starts with a warm offer of coffee from a Host. Hosts, despite their otherworldly appearance, are the friendliest faces in every hamlet or town. Legends say that beneath the tangles of limbs and layers of complex fabrics, lies a creature seeking refuge. They make a wonderful cup of coffee - and often offer you something stronger. Perhaps a healing flask will see you well..?
Take care, good host.
Combat
You then follow Nor as she exits the Coffee Shop, and enters a battle with a group of Lost Souls. These conscripts of the Undead Army have been dragged above the Great Below to fight on behalf of the Gods. Enki can be seen prepping these enemies for critical hits using a curse, which makes them easy targets for Nor a she lands a critical melee with her Axe, followed by a swift shot with her pistol. These curse, melee, and primary fire combinations are something weâve worked hard on to bring you satisfying combat experiences. Theyâre super fun to execute!
Nor continues on and encounters an enemy with projectile weapons called a Cannoneer. Quite a grotesque form of mobile artillery - the Gods fused their bodies around a pair of cannons. Nor uses her Destructive Descent to knock back and damage the enemy, and uses a series of Shadow Charges, melee attacks, and pistol shots to defeat him.
Lodestones
Lodestones are areas of rest where you can replenish energy and consumables, as well as alter your skill tree. Unlike campsites however, you cannot upgrade your weapons here. You see these briefly in the gameplay teaser - Enki particularly likes to rest precisely in the middle of them. Using one of these will bank your reputation (that is the percentage you see on the left of the HUD - itâs essentially an XP multiplier that breaks when you take damage of any kind). You spend those points on the Skill Tree in game - more will be revealed on that in the future.
Boss Battles
Norâs next altercation is with the aptly named The Annihilator. All boss battles in the game come with a unique enemy, who has their own fighting style and combat patterns - and in the case of the Annihilator, his crude (but effective) shield requires disarming before significant damage can be inflicted on him. Youâll learn how to disarm shielded enemies early in the game - and Nor does so with her axe. He also leaks a corrosive fluid - gross, but something to be aware of.
Rifting
Nor opens a Rift so that she can leave the area and gain some height to survey the next location. Rifting is a mechanic that aims to hep you get to previously inaccessible areas and to help you advance the story or your missions - so if youâre ever stuck, ask yourself, âshould I look for a Rift..?â
Flintlock: The Siege of Dawn is out Summer 2024
Donât forget to watch the full Gameplay Teaser if you havenât already⊠and stay tuned, because next month weâll be bringing you an Extended Gameplay Reveal, so that you can take an even closer look at what weâve been working on.
In case you missed the news, we released a special walkthrough video of Wild Bastards during IGN Fan Fest! If you want to uncover the secrets of planetary navigation, understand the ins and out of selecting the perfect outlaws to be in your squad, or grasp clever strategies to tilt the odds of victory in your favor, look no further. This video is also packed with invaluable tips, tricks, and insider insights too. So buckle up partners and get ready to embark on an adventure in space like no other!
And if you haven't done so already, add Wild Bastards to your Wishlist today and follow our social media channels
If anyone can make a flirty text conversation feel like poetry, itâs probably our most romantically-inclined guy, Dmitri, right? Well, thereâs one way to find out! And that is⊠by⊠playing his Phone Fling. Obviously. Youâll read the words and youâll look at the pictures and youâll either be like, âYep, thatâs some darn good poetryâ, or maybe âItâs not exactly poetry but it sure is enjoyableâ. Either way, YOUâRE GONNA LOVE IT!
Donât take our word for it. Unlock Dmitriâs new Phone Fling for 10 Diamonds and experience the charming, witty, amorous chat firsthand! We promise itâll make you blush, giggle, sigh, and/or experience all kinds of other pleasant emotions. Just make sure youâve reached Lover level with Dmitri first!
Hey everyone! Just a small update today. There haven't been any major bugs reported in a few days, so right now I'm just making some final tweaks to the game.
Fading in to the "Car Scene" is now slightly more cinematic. While I was digging around in that code, I fixed a small (imperceivable, even) bug related to loading into that area for the first time.
I also updated some code related to "Cursor Lock" when "focused" on the game window versus other OS windows, but that should not change the functionality for Windowed gameplay. (I wanted to mention this one in case anyone feels they're finding bugs they didn't used to.)
Ahoooy! Cursed Crew releases in Early Access in 5 days!
Todayâs dev blog covers the crafting mechanics in Cursed Crew. Early in development, there wasnât a lot to do between combat encounters, and the next steps were to add crafting to make sure you had things to do and work on.
Crafting
We designed crafting with the philosophy that we wanted to make the survival experience outside of combat just as exciting as combat itself. We wanted to give the player plenty to do with crafting so there are a lot of strategic choices to make and things to work towards.
Start by building a crafting bench, this will allow you to craft ropes, bandages, reinforced planks, as well as weapons and bombs for combat. Next, youâll want a smithy to let you build additional cannons and their cannonballs. And donât forget your stove - your crew members can eat things raw, but they'd much prefer a delicious, homecooked meal. A stove lets you combine ingredients into fresh or hearty meals, or slop.
At the start of a run, youâll only know a few recipes, and you must sail further to acquire schematics to learn new recipes for items. These schematics can be found through story events, from traders, and from ships you loot after a victorious battle.
New materials
Materials are your ingredients for crafting! During development, we reworked some old materials and added a couple of new ones.
Wood: Used for fixing your shipâs deck when itâs damaged, crafting reinforced wood and certain weapons
Metal: Used for repairing cannons, crafting refined metal and mechanical parts, as well as cannons and certain weapons
Fabric: Used for repairing sails, crafting ropes and bandages, and building hammocks
Ropes: Used for repairing damaged sails and crafting bombs and hammocks.
Refined metal: Used for crafting more advanced weapons and cannons.
Mechanical part: Used for crafting ranged weapons and cannons.
Reinforced wood: Used for specific weapons, barriers, and fully repairing the deck.
Gunpowder and barriers
During development, we encountered a design problem around cannons. Previously, cannons worked magically when you loaded them with a cannonball - no gunpowder needed. We found that this wasnât very immersive, but we were concerned that adding gunpowder would make cannon combat very tedious and micro-intensive. What we ended up doing is allowing the player to STORE up to 10 charges of gunpowder in a cannon, so you only have to refill the gunpowder every 10 shots. This means you can load your cannons up with gunpowder before a battle begins, instead of during a battle.
Gunpowder wouldnât be gunpowder if it didnât explode. We made sure that if a stray cannonball was to hit a gunpowder storage, it would result in a massive explosion, dealing damage to the ship and anyone that happened to be nearby! In order to protect your gunpowder storages, we added craftable barriers - these tough structures are made from reinforced metal to stop projectiles. Barriers can also be used by your crew members as cover during battle to protect them from gunfire.
Both gunpowder storages and barriers can spawn on enemy ships. They should be a lot of fun for you to shoot. :)