Have you been a fan of Battlebit Remastered? Enjoy action-packed strategic battles that outshine your adversaries in the battleground? If you have ever wished for ways to be a part of the game you adore so much, then this is the opportunity in which to have an impact!
We are looking for passionate players to be a part of our Feedback Team. This is your chance to get first looks at how Battlebit Remastered could shape up in the future, in addition to offering crucial insights that could impact new features, balancing adjustments, and more currently in the development process.
Fill out the application form with your details and tell us why you would be a great fit for the feedback team. A discord profile is required!
Submit your application and wait for our team to get in touch!
Only a limited number of spots are available, and we're looking for the most dedicated players, new or veteran, that are able to help us take Battlebit Remastered into new heights. Don't miss on this opportunity to be part of your favorite game’s development journey should you have what it takes.
Let's make Battlebit Remastered even better. Join our Feedback Team now!
-resolved the problem with infrequent floating game crash while working in the forge. -If you can't run the game from the launcher make sure that your antivirus or windows defender is not blocking it and that the main Blacksmith.exe file is running with administrator rights.
No one gets left behind, Trooper! In this Class Revamp update we are introducing the Medic. Whenever and wherever there’s a trooper in peril, you can rely on a Medic to get them out of trouble. This support infantry brings enough healing gear to keep the whole squad topped off and ready for battle.
The Medic is the premier source of squad-centric support, and healing. At their core, they always have access to the powerful Medical UAV, a drone that can revive downed troopers. Medics specialize in Reviving and Healing Perks and carry a variety of Support Utilities to assist their efforts. Despite their lack of offensive punch, Medics still provide an indispensable role in their team.
Tactical Triage
Troopers who already love the thankless role of the humble combat Medic will find more to love. This will mean there will be changes to the Medic’s core ability Medical UAV. To remove the lengthy cooldown periods, the Medical UAV will no longer instantly revive all nearby downed troopers on activation. We are instead bringing more active participation to the trooper at the helm, improving dispatching and tasking of their drone, and allowing the Medic’s own skill to dominate their efforts when they need to bring the whole team back from the brink.
In order to assist their efforts, the Medic is also gaining the Triage passive ability. Triage prolongs bleed-out timers, giving nearby Medics more time to revive downed troopers.
Together these changes will help the Medics remain useful more often with a reduced Medical UAV cooldown, and Triage helps in those situations where a large number of casualties suddenly overwhelm the team. We understand that these changes are a big departure from the old Operator’s gameplay style. The Medic will be seeing future revisions as needed. So worry not, and once you have a chance to field test the changes please share your feedback!
Arsenal: Bullets and Bandages
Just because they are a Medic doesn’t mean they aren’t packing heat. The E-pulse A1 Pistol is a secondary weapon that provides the trooper with a full-auto personal defense weapon. This is a perfect sidearm for those panic situations with its extreme offensive punch, at the expense of long range performance and accuracy.
The First Aid Dart provides the Medic with a critical long-range utility for dispensing heals from relative safety. This is an effective tool for healing and reviving troopers from afar, especially when placed in the Medic’s capable hands.
If wading through the swarms of Bugs on the front-lines is more your style, the Bug Deterrent perk is an absolute necessity. This perk decreases the likelihood that a Bug would target the Medic, instead preferring to target another Trooper. You won’t need to outrun a Tiger, you’ll just need to outrun your squadmates.
The oft-used Medical Station is being reworked into the self-service First Aid Dispenser. This enables the Medic to place their dispensers and allow troopers to grab their own stims for use later. If your Medic won’t heal you, troopers can now simply self-administer their own medical emergencies, or involuntarily deliver healing assistance to the infirm and incapacitated among them.
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We hope you enjoyed this preview of the Medic class and that you look forward to supporting your fellow troopers on the field in our mission against the Bug Menace!
We only have one class left to show so if you haven’t yet seen the others you can catch up on them here!
If you’re looking for a space to chat with fellow troopers! Or give your feedback on the upcoming class changes you can find us in the ST:E Community Discord!
Hi there! How are you? Long time no see! I'm really glad you're still here. Thank you! Thank you very, very much.
No news on the game again for a long time, and I myself continue to disappear periodically - which I really apologize for. Sadly, I'm still dealing with health problems: both mental and physical - and the amount of it right now simply makes it difficult for me to at least maintain a normal routine... However! There is progress in the treatment, so just I just want to say that I'm fine. Yes, I should definitely do this more often...
I'm also getting back to work on the REFLEXIA again.
I haven't changed my plans on making both the remake and the remaster. And both are now in the beginning of active development and will most likely be released around the same time (maybe a month or so apart). I already have specific dates in which I hope to release everything but... it will remain a secret for now! From my experience it's better to do it this way: the better the work goes and the closer the date is, the more exact I'll tell it. And at the same time, of course, I'll share new details about the projects!
For now, I still need to think hard and finally decide which ideas are going to make it and which are not, so today's the insights are going to be a little vague... Nevertheless, at least they're there! Which means I can officially turn it into a zero entry of my development diary.
Before that, I'd also like to mention that I'll be back here again on Sunday to add the Ukrainian translation in the Prototype ver., for which thanks to PineappleMan (aka. NikolasTesla)! It would be great to talk a little bit more together at the same time so... How about a Q&A? You can ask absolutely any questions (but still in some way related to me, my work, or my characters!), and you can leave them right below this post, under my Twitter (now it's X, weird) post, or on the game's Discord server. I'll write and post answers in the update post on Steam!
And now...
DEVELOPMENT DIARY #0
PLANNED RELEASE DATE: 2024.
All the images above are sketches I didve'nt's've'd for the new Prototype ver. cover art. The character designs may change. It's entirely possible I may yet steal them for the remake. No one knows my next move.
Facts about the remake itself:
its page will be updated several times in the future (so until it comes to its final version, all up-to-date information will be in the development diary entries! some changes are already revealed in the points below);
all characters will be renamed and will receive improved designs in multiple variations;
there will be more endings;
the "psychological horror" tag will try to justify itself this time;
the story will become more autobiographical;
in general, the list of themes and experiences covered will be expanded, and I will try to explore them more deeply;
the underwear collection is updated and enriched with new models;
yes, all the comedy and fan service is in place! and all of this will be certainly a lot;
a point at which I've run out of ideas of what I could share right now.
Probably the most important thing that could still be mentioned... I wish myself not to give up. I've never had a problem with perseverance in the long run, but just getting my work done... it's not even a matter of me giving up. That's an outcome, not a cause. The problems are always with my desire to put out 100%, which is objectively more like 691%. And, of course, I don't have that much energy and resources for such good results.
So every time I give up not necessarily on a goal like "make and release REFLEXIA" but on current tasks like "write a script for REFLEXIA". I always feel like I can do better. That's not my maximum. Which is why the best thing I could learn in the past year since the teaser... is to just trust myself. Mahoumaiden, who lives and breathes right in this moment, has grown up enough not to put off the projects to the ephemeral talented and accomplished self from the future. And she will never become one without doing something now.
Even if my "growth" is only enough for a bunch of mistakes... it will be the inheritance future me will use to make one more attempt of getting closer to our shared dream. That's it. So, is there a reason to be afraid of something so desired becoming a little more real...?
...Which is why it's time to accept the way I and my work are, and just release the remake of REFLEXIA this year. Good luck to you, "Protagonist."
We're thrilled to announce the latest addition to the Bonez online gaming experience – the Daily Rewards feature!
Daily Reward
Our team has been hard at work to implement this feature and add a retention mechanic for existing players. In our online version of the game, every player can now unlock incredible rewards by simply logging into the game on a daily basis. The rewards progressively increase with each consecutive day, offering a unique incentive for players to keep their daily streak alive.
Our goal with this feature was to add an extra layer of excitement to the gameplay experience, rewarding player dedication and commitment. Players can win Bonez and power cards with each daily reward. The randomness we have programmed into the prize payouts means that each time a player returns, they will receive a different prize.
Stay tuned for more updates, and as always, thank you for being a crucial part of the Bonez community!
That's all for today!
Don't forget to add Bonez to your wishlists so you get notified when it launches on Steam!
Get ready to build bases, blow up bridges and deliver blistering devastation to your foes in 9-Bit Armies: A Bit Too Far. The sequel is finally here as we release in early access.
Do not be fooled though, there is a lot to do and destroy in the game already with a 12-mission campaign with multiple objectives and co-op mode out of the box. There are versus modes with an all-new AI, daily challenges and matchmaking multiplayer for our more competitive players.
We have checked with command and received clearance to release the living roadmap. This is a very sensitive document and as you might expect subject to change depending on the battlefield conditions out there. As we all know, no plan survives first contact with the enemy.
Join Up
We will be actively watching everywhere but the best place to reach out and share your thoughts, get help and find others to play with is our discord server.
Turbo (fast-forward) mode has been optimized to run smoothly at all speed multiples. It does this by running one full simulation step per frame, and then repeating the last recorded net gain/loss for each item multiple times, until it catches up with the targeted simulation time.
If a building or research is completed during these 'repeat' simulation steps, another full simulation step is triggered to calculate updated delta values (so you don't spend more than you need to on a building or research).
This process can occur multiple times in a single frame, which may be necessary if lots of buildings are completing in rapid succession. However if the game is unable to run enough full simulations within the limit for a single frame (1/60 of a second), it will save those simulation steps for the next frame, and so on. This can result in a difference between the target turbo rate and the actual number of simulation steps run, but it will not spend more time tokens on these steps than are actually used not will it cause the frame rate to suffer.
Production Tooltip Improvements
Production and Consumption are now grouped more clearly, and a ‘Total’ value is shown beneath each section.
The “Potential” and “% Potential” are now based on how much can be produced within the constraints of actual storage space. That is, if a recipe is running slowly due to storage being full for its output item, this will show as running at “100% potential”, instead of appearing as running at < 100%. A recipe will only show as running at < 100% potential if there are not enough inputs to run the recipe at full speed.
Can expand and collapse Production and Consumption groups in production tooltip panel
Can click on headers to sort production/consumption tooltip by Name, Contribution %, Potential, Actual, and % Potential contribution values
Misc Improvements
Save games now remember which building category tab was last visible, so it can be loaded when restarted
The expand / collapse state of headers on the Trading panel are shared between towns, making it easier to track specific items' status when switching towns using hotkeys (Ctrl+Left Arrow or Ctrl+Right Arrow)
Manual recipe production via click will potentially add to max demand per second for the purposes of increasing storage
Added more contrast on the background for each building’s available production capacity, to help differentiate it from the recipe’s production capacity
Booster Building Changes
Changes were made to the Booster buildings (Factory, Airship, Magic Boat) to include items that were not boosted by anything, and remove double boosts of some items. The new logic is:
'Factory' boosts Workshop, Tailor, Pasture, Machine Shop, Stone Mason, Lumber Mill, and Food mill.
'Magic Boat' boosts Medicine Hut, Bakery, and Gourmet Kitchen
'Airship' boosts Jeweler, Refinery, and Enchanter.
'Foundry' (new building) boosts production speed of Forge and Magic Forge buildings.
The effects of these changes are as follows:
Bread, Apple Juice, Pear Juice, and Berry Juice were boosted by both Factory and Magic Boat, now they are only boosted by the Magic Boat.
Tailor items were being boosted by both Factory and Airship, now they are only boosted by the Factory.
Pasture recipes were not boosted by anything, they are now boosted by the Factory.
Refinery and the Enchanter were not boosted by anything, they are now boosted by the Airship.
Glass was boosted by the Workshop, now it’s boosted by the Foundry.
All other Forge and Magic Forge items were not boosted by anything, now they are boosted by the Foundry.
Balance Changes
Changed cost growth curve for all Buildings. In general they cost more at lower counts, and much less at higher (100+) counts
Effect of upgrades for Steam Pipeline, Omni Pipeline, Power Line, Magma Pipeline, and Omni Pipeline are now exponential (they double their effect each level) instead of increasing the base effect by 50% each level. There are also 10 levels of each instead of 5. Each level requires more of the underlying building type to unlock the next upgrade type.
Infinite research “Goods Consumption Boost” (which increases max market supply rates) increased from 20% per level to 50% per level
Building construction times do not scale so high when you have hundreds / thousands of buildings
Increased thresholds at which Quarry construction requires advanced items like Steel and Refined Planks
Bug Fixes
Background tint of menu row items would occasionally have inconsistent colors
Production speed tooltip was showing ‘Baseline Speed’, but not any indicator if the recipe produces more than 1 unit of output per recipe. This was causing the displayed potential items/sec value to not match the displayed values when added up. A new line for ‘Productivity’ has been added that displays number if items per recipe loop that are produced.
Building cost would be shown in red if player could not currently afford the entire cost, which is not applicable since the cost is paid gradually
Inventory items would sometimes appear empty for a single frame when new construction started
Displayed costs in the pop-up construction details panel would sometimes not reflect the current increment multiple
Decreasing storage, and then increasing storage, was causing items to disappear and created possibility for goods production exploit
High-level towns (> 60) would have increasingly long load times