I am really excited to announce that my new game Fallacy Quiz has now a page on Steam.
It's going to be a unique game where you'll have to identify fallacies in statements and will help improve your critical thinking skills. It's not just about playing and having fun, it's also about learning something valuable in real life situations. As you get higher scores, you become better at identifying deceptive arguments and manipulative tactics used by people around us every day.
I've worked really hard to make this game engaging and educational for everyone who plays it. I'm still working on it and I'll let you know as soon as it's ready for you to enjoy! I think Fallacy Quiz will be a great addition to your gaming library and could help you in your everyday life as well.
As an indie developer, it can be hard to get your games noticed so if you wishlist the game it would be awesome. Better yet, share the game with your friends, family, or anyone else who might enjoy playing it. Your support is greatly appreciated!
The last update broke leaderboard creation for Daily Runs, which caused them to appear empty for everyone. Since the run results are stored locally for a week, they can still be uploaded with this update. Just start the game and enter the Daily Run menu. Your runs from the last few days should appear on the leaderboards as usual. If you don't see them immediately, just wait for a while, go back to the main menu and re-open the Daily Run section.
Sorry for the inconvenience and thanks a lot for the continued interest in Daily Runs everyone!
Whenever we post a screenshot or gif of Mewgenics someone is bound to ask "is this the final look of the game" or "why does it look so bled out color wise?", So I think it's time to tackle these questions and show off some newer screen shots for the store page and even a high rez video of the game.
So why are the colors so desaturated? A few reasons, the first being to set a mood, Mewgenics is intended to feel drab, dark, old and dreary. It's very important to me that the game has these visual themes, so the bleached out Technicolor visuals of the game are there to set this tone. Second, and most importantly, the game looks this way to say to the viewer "this isn't like other games" this isn't your average game, this game is weird, this game is mildly off putting and this game is meant to go against the grain of what you'd expect from a game about cute cats. Much like the themes in Isaac, I think its important for people to instantly see that this games goal isn't trying to be a bright and shiny traditional video game experience, its trying to immerse you in this a unique world where something is very very off.
Another huge reason why Mewgenics has the visuals it does is because when I started prototyping the original idea of mew I really wanted to make it in the style of a 1930s-40s cartoon.. keep in mind this was back in 2012, long before the reign of Cuphead.
When we restarted development on Mewgenics nearly 5 years ago I was torn on if we should go for the whole old cartoon look, there was no way we could do it as well as Cuphead, but if we didn't commit to the intended style we run the risk of the visual theme falling flat. So we have been working hard on effects and filters to nail down that style. Anyway here is the nearly final version of the Mewgenics visual style in all its film grain glory!
Following your feedback, I've implemented a series of updates aimed at improving performance and broadening hardware support:
Path Tracing Bypass Feature: Acknowledging the variety of hardware configurations among our players, I've introduced a bypass option for Path Tracing. This allows GPUs other than the RTX 4000 series to utilize Path Tracing features. You can find this new option at the bottom of the graphical settings menu, making it accessible for everyone.
Selectable Upscaling in Path Tracing Mode: Accompanying the bypass feature, you now have the freedom to choose your preferred upscaler and upscaling mode when using Path Tracing, just like before. This update reinstates the ability to fine-tune the game's performance and visual output according to your specific hardware setup.
New - The signboards text can now be edited. - In the crafting table ui, items that you cannot make are now in red. - Attacking should feel much more responsive (increased server tick rate and reduced animation delay before melee attacks)
Balance changes - You now gain 10hp per level - The 4 bosses in the trials are now closer and do not require you to return to the Ancient monument. - Added a 4 seconds cooldown on the bats "Incanted nature blow" skill
Bugs - Fixed a bug where you would no longer lose energy on your Core. - Fixed a bug preventing from sleeping if there were other players in the game. - Fixed a bug where quest objectives were not updated - Fixed a bug where an item would remain in the furnace after restarting the server. - Fixed a bug with the selection system that would make the crafting table and forge hard to aim. - Fixed a bug with the selection system were you would select entities that would be behind your character.
We have the results of our Crazy Commander Challenge here for you today! Thank you to everyone who participated we had a fun time looking through the submissions.
Winners:
Derzwo "MORE MERCS! MORE HP! SEE EVERYTHING!"
Mithur
Neco-Arc
Your Rewards:
A feature on this update post and a shout out on Social Media
A Craziest Commander title in the Wandering Wizard Discord Server. Join here.
Be sure to join our Discord and message our Mod Team via Mod Mail for your Title!
We have so much more in store for you as we get closer to 1.0! If you have any feedback, bugs, or just want to chat about the game feel free to engage with us on Discord or Steam Forums! And be sure to keep an eye out for future community events to participate in!
We salute you Commanders - The Survivor Mercs Community Team
-Added a primal pause button to pause the game if you need to leave and don't trust your run to survive on its own -Added a warning on the first screen