We know just how well roguelikes work on mobile platforms. Being able to start, pause or resume up a run whenever and wherever you get the itch to go again just fits the genre perfectly. When the Deck was announced, we knew that we had to make sure those players were treated like first-class citizens.
Now, all that effort has paid off, and Trinity Fusion is fully Verified on the Steam Deck!
We've added a few tweaks to the game over the last two weeks to make the experience even better. Players can now combine different input methods and controllers, using both simultaneously. You can seamlessly go from playing on the Deck's built-in controls, dock it to your TV and grab your controller (or keyboard) of choice without any fiddling with controller assignments.
We hope you all enjoy the recent updates, and we'll see you out there in the Multiverse!
BUG fix Energy consumption BUG Prayer interface BUG that does not appear BUG of mastery bonus BUG of level error when using ultimate potion BUG vine Bow mastery 2 lost damage
Corrupted Xanadu Adjustments ·The number of people entering is adjusted to 10 people (originally 20 people) ·Corruption and Remaining - The health of BOSS and mobs is reduced by 50% ·Fire element-AI and barrage optimization ·Wind element-AI and barrage optimization
New prayer added ·Weapons/accessories have a chance to appear: 3/4/5 pure damage +1/2/3% attack speed ·Pets have a chance to appear: pure damage +3/5, agility +3/5
Function adjustment ·Death earthquake optimization - different earthquake sensations depending on the number of fruits 70/85/100/110/120
Dandara: Trials of Fear Edition - [TFA] Nicakimbo ™
Get ready to join the Metroidvania Fusion Festival with Dandara: Trials of Fear Edition!
Grab it now at a whopping 80% off!
Don't just stand there, leap into action and defy gravity as you bounce your way across floors, walls, and even ceilings! Are you bold enough to reshape the world?
Planetary Hazards active Many planets now have additional environmental challenges that will appear at random while you are deployed, from fire tornadoes to meteor showers and many more.
Exosuits The combat walker has arrived, hot off the factory lines on Tien Kwan!
Balancing
Eradicate Missions
Eradicate missions now require more kills and enemies spawn more often. The time to complete the mission was previously shorter than intended and should now usually take twice as long to complete.
Primary, Secondary, & Support Weapons
Breaker: Decreased magazine capacity from 16 to 13, increased recoil from 30 to 55
Railgun - Decreased armor penetration in Safe Mode, decreased damage against durable enemy parts
Punisher: Increased total ammo capacity from 40 to 60, increased stagger force, increased damage from 40 per bullet to 45 per bullet
Breaker Spray & Pray: Increased armor penetration, increased fire rate from 300 to 330, increased number of pellets from 12 to 16 per shot, decreased magazine size from to 32 to 26
Stratagems
Energy Shield Backpack: Increased delay before recharging
380mm and 120mm Orbital Barrages: Increased duration of the bombardment, decreased spread
Fixes
Fixed armor rating values not reducing damage as intended.
Fixed certain Bug Holes (including Stalker Nests) that were unnecessarily hard to destroy.
Fixed anti-aliasing toggle not working on PS5.
Balanced lighting across all planets to solve cases where the game was too dark.
Improved flashlight efficacy.
Increased visibility during “sand rain” weather on Erata Prime.
Updated tutorial materials and lighting.
Improved cases where some materials could look blurry if "Lighting" graphic setting was set to "Low".
Fixed timing issues that could occur in the “Extract E-710” primary objective.
Changed button interaction behavior for buttons in bunker POIs. Helldivers will now let go of the button after holding it for a few seconds.
Fixed some cases of large assets floating if the ground beneath them was blown up.
Helldivers standing next to ICBMs during launch will get properly toasty with a chance of not-so-spontaneous combustion.
Fixed unthrowable snowballs after ragdolling.
Fixed being able to use grenades after drowning.
Camera no longer locked on the player's own corpse and blocking spectator mode.
Helldivers now take damage from fire, gas etc. generated by other players.
Armor no longer stretches when dismembered.
Known Issues These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.
Game may crash after dropping several high power stratagems in succession.
Picking up items from caches may cause characters to freeze in place for an extended period of time.
Picking up items from bunkers and caches in quick succession may render one of the items unpickable.
Players cannot unfriend other players befriended via friend code.
Players may be unable to select loadout or return to ship when joining a multiplayer game session via PS5 Activity Card.
Mission objective HUD displays different numbers for client and host during some missions.
Default armor is always shown while viewing the warbond, regardless of the armor that player has equipped.
Text chat box display is obstructed by the cinematic letterboxing during extraction.
Some text in the HUD/UI is missing or not displaying correctly.
Players may experience issues when many players attempt to login and/or play at the same time:
Login rate limiting
Players may become disconnected during play
Various UI issues may appear when the game interacts with servers
Some games may not be joinable by others for a short period of time
This week we're taking a look at a couple rooms that are specifically made for lounging around. There are 2 rooms we'll be covering, one for staff and one for patients.
Firstly, the staff lounge serves as... a lounge area for staff. When your doctors need a bit of break time, the staff lounge is the perfect place for them to sit for a short while.
Building the staff lounge can sometimes prove a tricky task, amongst having to build all the other treatment rooms, the staff lounge can often be an afterthought which leaves you with a limited amount of space.
Building a large enough staff lounge means you can fully decorate it with a firepit, a sofa and an armchair. But if you wanted to go the extra mile for your staff you could make it even roomier to fit in all sorts of fun decor.
The next lounge area is the Recovery Ward. This serves as a place for dangerously sick patients to rest be healed by the amazing galactic class technology built-in to each bed.
Here's a few WIPs of the recovery beds in action.
Would love to hear some of your thoughts on both of these rooms as well as the animations/narrative that go with them. We're active in our Discord so feel free to let us know in there!
We'll be putting out updates across our TikTok, Twitter, and Discord so keep an eye out there to stay in the loop with all the latest.
After a whole year of not finishing it, I have finally released the trailer for the level editor, which is now know as: Worldbuilder. You can watch it here:
And of course, you can join the official discord server, linked here, to engage with the community and get much more regular progress updates, and to watch my mental state plummet as I look at code I wrote 2 years ago.
Introductions
This is my first time doing one of these, so I should probably introduce myself. My name is Dan, and I am the sole developer working on Ruptured. I started Ruptured in May 2020 as my final project for a high school course, and I just kept working on it. I eventually started coming up with a story, which is why I am still making it to this day. The game is inspired by a Halo 5 map, which had the same core mechanic built entirely within forge, which I thought was cool. I now know that making the same world twice is twice the work, which is why I made the Worldbuilder to do most of that work for me. On that note, here's some development insight!
Development Update
I have started work on a massive refactor of the player code. Originally I had put everything in a single file with over 1800 lines of code. This made it impossible to find things, and was very prone to bugs. So, I decided to rewrite it almost from the ground up. I separated the general, movement, ability, and animation logic into different scripts, all referenced from the main one. This is much more extensible, which brings me to the next thing...
The Combat Update
Feedback from testers so far, and from my own experience, shows a huge problem with the game: The combat is not fun. Currently, you just aim at an enemy and spam click until it dies. And sometimes waiting for your energy to recharge. This is not engaging gameplay, and so I have come up with a plan to fix this:
Energy and Health
Health will be much more limited, with a maximum of 10 throughout the game. Getting hit will deal one damage, or two if it is a powerful hit. This simplifies the player's health, so they can focus more on the combat itself. Next, energy will no longer recharge on its own, or if it does it will be painfully slow. Instead, you can recharge using the rupture core. This limits your movement, but can recharge your energy to full relatively quickly. You can then use it to shoot, recover some health, and finally...
Rupture Attacks
You can't have magic in a sci-fi universe. Unless you call it a rift in space. Players will be able to expend a large amount of energy to unleash powerful AoE attacks. These will use a full un-upgraded energy meter, encouraging players to use them sparingly.
New Enemies
The current crop of enemies serve their purposes, but they are not very interesting. We have stationary ones that shoot at you, ones that pursue you and shoot at you, ones that push you, ones that walk back and forth... You get the idea. Very generic. And most importantly, they don't rupture. I have this cool mechanic that enemies can utilize, but they don't. I want to add enemies with more advanced AI, movement, and that can actually engage with the player instead of letting them simply walk past in the opposite dimension. I also want to add some trap ones, just as a little prank.
The core combat will not change. You will still aim and shoot at enemies, and the movement will stay the same.
Future Plans
After the combat overhaul, my next focus will be NPCs. This will include a dialogue system, interactions, some form of quests, and shops. Beyond that, I plan to work on cutscenes, putting storyboards in-game as a placeholder as I build the necessary systems. Throughout this, I will be expanding and refining the world, fixing bugs, and adding content to the level editor. Ideally, I want the game to be in a state ready for February or June NextFest of next year, which of course comes with a playable demo.
If you have read this far, thank you for the support! Don't forget to join the Discord server and wishlist the game here on Steam! I might start doing these monthly, if this does well.
For the past month, we've been preparing updates related to battles, but due to an unfavorable internal response, we've made the difficult decision to start over from scratch. Here are the other updates that have been prepared:
The Harvesting function has been changed to be more active. The F key is frequently used to utilize this function.
The health of fish is now visually displayed.
Combo attack power is applied correctly.
Online connection loading speed has been improved.