Main change: Added skyboxes for some Word Hunt games. The skybox can come from the chosen layout (e.g. shape definition) or from the selected word list. Additionally the word list can now specify it's own "look", with "Animals" now having a more grassy feel (previously all looks were a type of wavy water).
Hello everyone! If you were wondering where the Tales & Tactics Discord went off to, it unfortunately was destroyed by a malicious user after hijacking a developer account back in December. It took some time to restore the account, but unfortunately, the server deletion was unable to be undone.
So, we've rebuilt, better than ever before with new features! We'll be starting up more community events once we've had enough time for everyone to get back.
For those of you that participated in Experimental updates, the next patch is ready for testing in that branch, with patch notes, bug boards, and feedback threads ready to go in the brand new Discord.
Join us for the exciting early access launch of "9-Bit Armies: A Bit Too Far" as we stream live on Steam and Twitch starting at 12:00 PM PST! This is in the evening for you, European friends.
We will be playing for around two hours, going through the campaign, the new challenge mode and, time permitting, pitting your skills against ours in some exhilarating "beat the devs" PvP challenges.
Everyone here is excited to see what you all think of our new RTS and if you have questions before buying please feel free to ask them in chat or our discord server directly.
Mark your calendars for Friday and catch all the action live at the links below:
Deathwish Enforcers Special Edition - Monster Bath Games Inc.
Update 1.2b3 Changes:
-Added animated gloved hand pointer to menus -Fixed missing barf sound on hanging zombies -Made rails in 3-2(haunted house) when you can jump down more visible but sharp and spikey to show you can't get back up. -Added tarp to crates in 3-3(haunted house basement/burning house) to make it more visible for where you should jump up. -Also added a box of dildos in 3-3(I know they're too new looking but I like them ;)) -Added debris around boxes and tarp in 3-3 -Fixed bonus lives not resetting on starting a new game from the main menu -Fixed credits not showing when you continue -Put dynamite warning "about to blow" sign behind bullets -Sped up mid boss in 2-1 (helicopter) accent and decent for a faster fight -Fixed missing interrogation title screen and updated screen -Shortened ending of interrogation -Fixed player bullets to not be blue -Made player invincible jumping down from an upper platform -Added experimental 4:3 mode (letterboxed) I'm still doing a proper 4:3 full screen mode. -Other various tuning bits
The Transylvania Adventure of Simon Quest - ryan.rasing
This week, our Lead QA Tester, Christian, gives a behind-the-scenes insight into what it’s like working on TASQ!
1. As a tester moving from Prison City to TASQ, how do you think both games play differently?
Christian: The games play very differently, I understand why people might not get that at first, but Prison City is a much more free-moving game with being able to angle the chakram and the way jumping works. In TASQ, when you jump you're committed, once you're in the air there's nothing you can really do to change what's going to happen, save for an emergency back flip. The two games were inspired by different retro games and that is reflected in how they work.
2. Have you noticed anything similar between both games? Anything different?
Christian: I mean they are both still in the same game genre and Programancer's brand of humor is still present. Of course, the crabbin comes back in a huge way in TASQ, for those who get that haha. Again, I'll say the differences are far more present. In Prison City, you picked individual levels and went in whichever order you preferred minus the start and end, meanwhile TASQ is a world you are traveling and exploring yourself; it all connects.
3. What are some bugs you've found in TASQ so far?
Christian: So TASQ is sort of being rebuilt by Programancer right now because the demo we've been using is a bit outdated. Those parts were pretty bug-free at this point and finding bugs in something that is about to be remade isn't exactly productive. As of right now my job has been making more suggestions, for example there is a staircase in the cave between the towns of Bram and Bela that I felt was hard to actually notice, so I asked to have it raised up so players could notice what it was easier, and boom it was done. That's a part of QA too; it's not just bugs that can make a player's time with a game worse.
4. How do you feel about working with Programancer once again on another project?
Christian: What did I say last time? "Programancer is the man" or something like that? I'm ecstatic, he's just the best to work with. Incredibly responsive and kind.
Look forward to Part 2 of our interview with Lead QA Tester Christian!
Be sure to follow Retroware’s publisher page to stay up-to-date on all our games, news, and more!
The upcoming Hellroaring Mountain DLC map is shaping up nicely! Like every game map, it needs a lot of potential den sites. But after making over 90 dens in the other three maps, coming up with some new, interesting dens in HM has been a challenge. Of course we have the standard dirt burrow dens -- the most common type of dens in the real world, along with the tree and rock dens. But how to give some of the Hellroaring dens a fresher look? Inspired by photos of real wolf dens as well as hikes in the wilderness, I came up with several somewhat interesting variations. We're aiming for a spring release of this DLC map.
___________________
The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!
Once the game is completed on PC/Mac, we will consider porting the game to other platforms.
We do not announce specific release dates. We will release them when they are ready.
Downfall - A Slay the Spire Fan Expansion - Michael Mayhem
Hello everyone! If you didn't see earlier, the Downfall Discord server has been restored and everything is back to normal working order. We just sent out a fresh new update, though some of it went out already as part of the recovery process when all the madness was happening. But, you can review the notes in their entirety over at the #patch-notes channel in Discord, or in Google Doc form here:
One of the biggest milestones of this patch is that the game, thanks to the community, now is 100% beta-art complete, every card having something created by the community! Collector also received some additional tuning, adjustments, and bug fixes based on feedback, and is likely to be out of beta at this point (though we will officially remove that tag next update, make sure there aren't any lingering issues we've missed).
Welcome back to Tales & Tactics
In addition to the update and Downfall server restoration, I come with some bad news, and an IMPORTANT REQUEST to all of our players. While Downfall's server was restored, The Tales & Tactics official Discord server was destroyed permanently. We don't know why the malicious individuals decided to delete it, but there was nothing that could be done. So, we've rebuilt it, better than ever before! For our players that joined us on the T&T Journey, please rejoin us on Discord here:
We have included an updated roadmap that previews out the next few updates (including a new addition based on community reaction to the Winter Update - full refresh of player character perks), and we will have the next major game update ready for testing in the experimental branch (complete with exciting new UI and brand new character abilities) very soon. Not long after that, we'll be rolling out the beta for our asyncronous Multiplayer PVP mode! Lots of exciting things happening over there, and we're itching to get back to being involved with our community again.