Fixed a game-breaking bug that could stop the game when recruiting a new character into your party.
Some spells will now dim the world's light and start a slow-motion effect.
Fixed particle collision. Particles effects for the druid's lightning storm ability and the warlock's fire storm ability depended on detecting the ground level, and they did not work before. Now the particle effects for those abilities display correctly.
Bigger and brighter lights for all abilities. Reworked particle effects for fire bolt 1-3, lightning bolt 1-3, nightmare 1-3, healing 1-3, fire storm, lightning storm, meteor strike, immolate, heaven's wrath.
We are trying to get the right look and feel for various abilities in the game, to make the game more fun and attractive. We would love to hear your feedback on the updated visual effects.
⭐ Time for our first major House Flipper 2 update!
Thanks to all the suggestions from our community, we recently managed to plan everything out and come up with a roadmap that contains all the content we want you to have!
Today we're bringing you the first big chunk of it!
Also today, the first major House Flipper 2 sale (a 20% discount!) hits the Steam Store:
"Healthier lifestyle for a change" - a brand new job!
"House left behind" - a new house you can buy after completing the job!
240 new items (details below) 📋
Resizing - now available in Story Mode for certain items! Look for it in the Flipper Tool's “Change style” panel. Resizable items can be recognized in the store by looking at the icon with two arrows, shown in the top left corner of the item preview in the store.
Resizeable items from the “Sandbox only” category were moved to “Architectural elements/Other” and are also available in Story Mode. Say hello to columns and floor mouldings!
Sell roofs and stairs in Story Mode (hold LMB)! Also works in the Sandbox “Play” and “Test property” modes.
Certain items like fireplaces and candles can now light up! 🔥
Textiles are now available as surface finish options in Sandbox Mode!
A new perk - "Well deserved rest" - which will let you sleep in beds.
4 new special buyers (for a total of 11)
Two new assemblies - a hanging and a standing kitchen cabinet.
Toy trains placed on tracks are now interactive! Choo choo!
A new sound for window cleaning.
Flower petals - a new vacuumable dirt.
[UI] Progress bar for jobs with a fancy animation when all 3 stars are obtained.
[UI] You can now complete jobs with a button in the Quest tab.
New items include: - Step ladder - 10 cute plant pots 🦊 - 5 new types of plants - 12 new spring-themed patterns - can be used on items or as wallpapers! - More green vines - Backpacks, bags, shoes, gloves, and hats 🧢 - Thermostats, air purifiers, and a vacuum-cleaning robot - Pillows! - Curtains and window blinds! - A smaller version of the ceiling spotlight “Knicknacks” - 2 new spotlights - Poster “Oddities” for your custom poster needs - A resizable cube called “Building molding Jungfrau” - 12 new toys for kids - Sports equipment - badminton, golf, and for the gym - Accessories for painters 🧑🎨 - Accessories for taking care of hair - Valenti dinner set - Valenti bathroom accessories - Valenti hallway set - Extravaganza office set 👁️ 👄 👁️ - Skadi living room set - The Cent shelving unit
Changes:
The game now stops responding to inputs when you minimize it.
The store sorting option for dates are now less confusingly called “Date: from newest” and “Date: from oldest”. Useful for seeing what’s new in the update 👀
Clothes will now be easier to hang on hangers.
The auction fee is now lower for cheaper houses and higher for more expensive ones.
Fixes to the trampoline! (Say goodbye to unwanted space trips and hello to dynamic diagonal dives - I'm sure this won't come in handy 🌋)
Textiles such as carpet tiles have been moved to the right category in the store (Surface finishes) and have been fully translated.
Reworked some buttons in the “Change style” panel to make them easier to understand (e.g., for plants - "Soil" - "Yes/No").
Items from the "Sandbox Only" category can no longer be used in a “To Buy” quest in jobs.
Stains placed in Sandbox Mode will now disappear automatically if they're small enough.
We've optimized stain highlights while using the "Dirt management" tool.
The new perk - “Well deserved rest” lets you control the time of day in a house you own. You’ll do this by sleeping in a bed, changing the time to morning or night. Important! Changing the “Game time” option in the settings will only have a visual effect on clocks.
Changing the time in the “Property settings” tab in Sandbox mode now also changes the time while making a level as well. No more going in and out of the “Test property” mode to see if the sun is high enough!
The progression of the Mount Everest achievement now properly scales with the size of your paint roller
[UI] Added an animation when hovering over the series or name of an item, and the company logo in the store. This shows you can click on them for easy searching.
[UI] The auction fee is now shown on the button for putting a house up for auction
When building walls in Sandbox Mode, the preview of the chosen material is now bigger.
The "unstuck" and "reset-to-spawn-position" commands are now visible in the console (F11).
Fixes:
Further advancements with our war on corrupted save files (we're winning, aren't we?)
Improved recognition of presets when switching between them in the “Change style” panel
Pool balls are now arranged in the correct order in the “Change style” panel
Building walls on stains should now clean the stains
The game now correctly calculates the amount of money paid for the auction immediately after putting a house up for auction
Fixed the spray VFX
The "Spray" tooltip shows up only when the "Cleaning spray" perk is active
Removed the Confounded Face emoji from the bottom right corner of the screen 😖. Bye friend!
⚠️⚠️⚠️ Some of you may be disappointed with the lack of a Before/After feature. Overall, this has been one of the most popular requests since House Flipper 2 came out, so we fully understand that! To be frank, we already had something ready, a bit more than a prototype of this feature, but we felt that instead of releasing it now, we wanna take our time and bring it to you once we're fully happy with the results! From the development perspective, this feature isn't as simple as it may seem, and considering how many players are interested in it, we aim to bring it to a higher standard!
It's a big one for us, and we'd love to hear from you regarding all the new content!
Last but not least, check out this brand new bundle! Hairdresser Simulator just came out, and if it's something you might enjoy, go show them some love! 🤗
Thank you for all the feedback you’ve been sharing with us since the release of WARSAW RISING: City of Heroes. We’d like to use this opportunity to let you know what the next steps are and at the same time answer some of the most frequent questions that arose on Steam after WARSAW RISING: City of Heroes launched.
On August 23, 2023 WARSAW was updated to WARSAW RISING: City of Heroes and became available on Steam as a free game featuring:
New playable hero
Two new enemy units
New storyline, complete with animated and voiced cutscenes
Tons of new entries for the codex including photos, posters and newspapers
Alongside there have been two beta branches with older versions of the game available to all the players. That beta has run its course and will close in 30 days. On April 5th, 2024, we will retire all the beta branches from WARSAW RISING: City of Heroes. Players who had the game in their library before August 23, 2023, will receive an update that adds a special launcher. This launcher will allow you to choose which version of the game you want to play - WARSAW RISING: City of Heroes or the older version of the game (with improved controller support, optimization, balance updates, bug fixes, and other quality-of-life changes).
Those of you who did not purchase the previous version of the game and did not have it in their library prior to the WARSAW RISING: City of Heroes launch will retain access to that version only.
Q: Why did you remove a strategic element from the game, making the gameplay too linear? A: The removal of the “momentum” system was required to follow for historical accuracy - this means that Rising cannot falter based on the player’s choices that are not true to the historical facts. Currently the linear mission progression requires the player to undertake a mix of both the actual missions that happened in real life, as well as a degree of random missions to make each gameplay that much different but it does not affect the historical milestones of the actual Rising. The second thing altered was the omission of three missions to choose from - what now remains is a random mission that propels the story forward in linear fashion, although the random missions are still chosen from a pool of available ones.
WARSAW RISING: City of Heroes remains a tactical turn-based RPG with a wide roster of playable characters with their own unique skills, that tells the story of Warsaw Rising - now presented in more accurate chronological order. When playing the game you will experience:
Tactical turn-based gameplay with rpg elements and resource management
Extensive roster of characters with their own unique skills
Collection of weapons that players can find on different missions
Numerous enemies and enemy vehicles with their own sets of skills and strategies
The events of the Warsaw Rising accompanied by historical characters, places and documents
Q: Game became a visual novel now. A: WARSAW RISING’S gameplay remains the same as in the older version and now players also have the opportunity to learn more about the events, people, and places of the Warsaw Rising. WARSAW RISING: City of Heroes is a turn-based rpg that has an extensive, tactical combat system where players can develop their characters that have their own playstyle, weapons and story. It portrays the events of the 1944 Warsaw Rising, one of the most tragic chapters in the city’s long history.
Q: Game is not historically accurate. A: We partnered with Institute of Polish Remembrance to expand on the historical aspect of the game, to enrich WARSAW RISING with the addition of authentic events, characters, missions, cutscenes and Warsaw Rising day by day diary. Warsaw Rising Museum and Institute of Polish Remembrance supplied us with the materials that contributed to the historical accuracy of the game - photos of people and places, notes, and newspaper clippings.
Q: I lost access to the game that I paid for. How do I get it back? A: Access to the older version of the game was never removed - it required you to access the beta branch to play it. Starting from April 5th 2024 we will introduce a launcher that allows owners of the older version of the game to choose which version they want to play.
We greatly appreciate your support, comments and feedback for WARSAW RISING: City of Heroes.
UPDATE:
We decided to postpone the beta branch deactivation by two weeks into the second half of April.
On March 7, maintenance work will be carried out on the game servers. In connection with this game, it may not be available from 17:00 to 17:30 Moscow time.
Please note that completion times are indicative and subject to change.
Hey there! This is Ota Imon from... well, Ota Imon Studio. Let's chat a bit about the journey from Wolfstride to Zet Zillions!
Going from the Black & White Mecha Wolfstride Universe to the colorful chaotic card battle that is Zet Zillions was really hard. We had to get out of our comfort zone, and to deliver the best experience we could, we brought our art style, the infamous dialogues and story, to a more “gameplay focused” environment.
You probably know it by now, but Zet Zillions is very different from Wolfstride, though they share the same DNA. Experimenting with different card combinations, fusions, and effects was a real blast. However, the most difficult part for us was working with colors! We had lots of help until we could settle on the right color palette. Yup, at first we were only painting things with any colors we wanted, like throwing a very colorful spaghetti to a wall. Took us several meetings to make the colors fit our vibrant chaotic universe.
Wolfstride was also very linear and story-focused. For Zet Zillions, being a roguelite in nature, we had to find a way to tell the game’s story without constraining gameplay too much. I think we found a sweet spot; hopefully you all will be able to enjoy the game in many different ways, either for the deckbuilding aspect or the crazy story of this universe. Zet Zillions allowed us to work with new mechanics we’re not used to, and to work closely with our community by listening to their comments —we really appreciate the amazing feedback you shared with us during the playtest! We've learned a lot from it and we had much fun making this game.
Let's show off some concept art
This was the first concept art for FOAM GUN in this universe. I knew that I wanted her to wear a military outfit and an eye patch from the start. If you know her from her Wolfstride days, you will notice her hair color has been switched. In our previous game, the back of her hair was white, and the front black; now in Zet Zillions, it’s the opposite. Also, the arrows pointing to her eyes are now outward.
I had this idea of General Foam Gun in my head for a while, and in fact, I was saving it for a board game! But I’m glad we were able to bring her as the main character for Zet Zillions.
DOK has lots of concept arts, but this is the one I like the most. There are lots of details we couldn’t bring to the final game. In the end, we chose a more "punk rock language" for him, a bit less serious than this first concept.
We knew from the very beginning DOK was gonna be a mad engineer or scientist, but he ended up being both. We also wanted to create a mutant or a furry of some sort. Rolo, our lead programmer, was obsessed with crocodiles at the time, so we decided DOK would be a crocodile, though in his final version, it is often referred to as a dinosaur.
KID ZIGGY! Where’s kid Ziggy in Zet Zillions?! I don’t know, we forgot to add him to the game, but there’s still hope (wink).
Truth be told, the first concepts for Ziggy were a disaster. He was just a simple human, very unlikable. He was supposed to look like a villain and a bad person but would be the best member of your crew. So in the end we decided to switch gears and make him cool from the start. We love aliens, ufos and grays, so it was a great fit.
You can see that the final Ziggy changed a bit from his first form. He seemed a lot more serious in this first concept: now his eyes are bigger and he is friendlier!
The idea behind Kid Ziggy and Graywolf Ziggy is that he changes forms when in contact with different area auras; so he will have different personalities depending on which of these two forms he's at. By the way, I never knew what's on the shoulders of soldiers and stuff, and I was too lazy and dumb to research, so that's why Ziggy ended up with a cleaning brush on his shoulder.
What happened to the Wolfstride characters in the Zet Zillions Universe?
To all of you who played Wolfstride, keep this in mind: This Foam Gun is different from Wolfstride’s Foam Gun. She is our first step into the Foamgunverse. After all, she is an entity; one could almost say she's a force of nature...
In Zet Zillions, Foam Gun will be your right arm, your faithful general. Together, you will be part of an army responsible for keeping the universe on the right track. Having Foam Gun as our protagonist has allowed us to dive-deep into her story. You will find out that this version of Foam Gun is a bit less mysterious than her Wolfstride counterpart.
As for what happened to Wolfstride characters in the Zet Zillions Universe, buckle up. THEY’RE ALL DEAD.
... I mean, Wolfstride takes place in 2017 and Zet Zillions in 2476. Although the Earth we refer to in Wolfstride is the same for Zet Zillions, it’s not the same Earth we live in right now.
Nah, you know what, I lied. Not all characters are dead. Some of them can’t die, they’re not even organic lifeforms, so… You might find some folks from Wolfstride in Zet Zillions. Keep in mind a long time has gone by though, and they might not be the same ones you remember.
But I’ll give you this: Shade is dead. Like very very dead, and he didn’t die of any diseases or old age. As for Pineapples, Alban Liege, aka Knife Leopard, I’d say he had a great life. He changed quite a bit from what he was before, but it was all worth it in the end. He died with no regrets.
Well, this is it for today! Hope you have enjoyed this retrospective on Zet Zillions. We'll bring you more exciting news very soon so keep your eyes peeled!
We are thrilled to announce an electrifying new event that is set to sweep across the lands of Kakele Online - the "Invasion of the Golden Dragons"! This event promises to be a test of courage, strength, and strategy for all our players. Are you ready to face the might of the Golden Dragons?
🌟 Event Details:
Date: 21st of March Time: Check out the in-game announcement soon Boosts: We will apply the Loot and Gold boost throughout the weekend! Event Location: The skies of Kakele have turned a fiery gold, and it's not just the sunset! Golden Dragons have descended in the Kakelium, offering epic rewards.
🔥 Highlights:
Fierce Dragon Battles: Engage in epic battles against the majestic Golden Dragons. Each dragon boasts unique abilities and requires different strategies to defeat. Exclusive Loot: Victory against these dragons yields rare and valuable loot. Special Achievements: Complete event-specific challenges and earn unique achievements that showcase your bravery and skill.
💡 Pro Tips:
Form teams with fellow adventurers for a better chance at defeating these powerful foes. Study the dragons' patterns and prepare your best gear and potions. Participate every day to maximize your rewards and experience the full excitement of the event.
🌐 Community Engagement:
Join the conversation in our forums and share your strategies, experiences, and glorious victories. We love hearing your stories and seeing your in-game screenshots!
🛡️ Prepare Yourselves:
This event is a golden opportunity (pun intended!) to test your limits and earn bragging rights as a true Dragon Slayer of Kakele. Make sure your weapons are sharpened, your armor is polished, and your potions are stocked.
We can't wait to see how you fare against the mighty Golden Dragons. Good luck, heroes, and may the winds of fortune guide your journey!
Stay adventurous, ViVa Games
P.S. Don't forget to follow us for more updates, events, and Kakele news!
For those of you who are not aware, ManaSoul has been in a minor development hiatus as we worked on the core engine to add new functionality and address some of the core concerns we got from a lot of players. We also wanted to step back early in the game's Early Access period to analyze what players liked, what they didnt, what was working, and what needed to be fixed. So here we are with over 1,000 individual changes. We hope these changes flesh out our ideas into something that can grow far bigger. Now please enjoy my thesis the Patch Notes.
CHARACTER PROGRESSION
The maximum Character Level has been raised from 20 to 50
The First Main Story Arc is fully completed and ready for players
The Sapphire Path is now a Level 1 - 15 zone
The Ruby Crag is now a Level 15 - 30 zone
The Jadewood is now a Level 30 - 40 zone
The Topaz Rise is now a Level 40-50 zone
Rebirth reward tiers have been lowered from (1,5,10,25,50,100) to (1,3,5,10,15,20,25,50)
All Delves are now designed to be soloable but can be more rewarding and faster with a group
Trials are now solo-instanced content and have become more difficult
Trials now offer greater rewards for their increased difficulty
The Levelling experience has become more streamlined and easier to understand, but longer
LOOT & MEMORIES
Armor, Off-hand, and Helmet gear have been removed from the game
Characters now have a Weapon slot, Accessory slot, and 5 Runestone Slots
Heartune, Soulrune, Magickrune, Bodyrune, and Mindrunes can now be acquired
Each Runestone slot can only slot its own individual type of rune listed above
A plethora of new character cosmetics have been added to replace the lost gear cosmetics
Weapons and Accessories are now unique and no longer randomly roll stats
Weapons and Accessories have become more difficult to acquire to compensate
Faded, Profound, and Legendary Memories have been discontinued
There are now a plethora of new memories unique to different types of content and areas
Memories now have unique and compact loot tables.
You can no longer acquire unwanted crafting materials in Gear Specific memories
Players can now craft a large variety of Weapons, Accessories, and Runestones
Players can now salvage all Runestones for Runedust to be used to craft new rolls of specific Runes
All monsters now drop at least 1 unique crafting material
Overall looting during testing has felt much more fufilling and fun!
GAMEPLAY CHANGES
Pixel-Based movement has been implemented and now players can freely move in all directions
A new hitbox/hurtbox system is planned for this update to expand upon combat possibilities
Players now have access to a Mini-Map featuring enemy locations, other players, and more
Players now have access to an interactive world map featuring pins and tool-tips
Players now have access to a second hotbar for storing useful items such as Flasks or Scrolls
Scrolls have been added. Scrolls act as powerful consumable Buffs that last for a limited time
All Scroll cooldowns are shared so you can only have one active at a time
Scrolls can drop from memories, enemies, or be crafted
Hundreds of minor changes
VISUAL CHANGES
ManaSoul has gotten a fresh coat of paint by taking on the "Leafling" art style
By migrating to this art style we gain a massive back catalogue of high quality art
ManaSoul has received a brand new User Interface. The UI is now much more clean and polished
Many areas have had slight visual touch ups
More base character skins are now available
There is many many more minor changes as well that we want you to experience live in game! We hope to see you in Valeyra later on this month for Patch 0.3! Stay tuned for more announcements and a release date! Thank you all so much and enjoy this amazing year of gaming :)
If you've missed the last Slormite Chronicles then here's a quick recap: We are currently working on Update 0.8 that will introduce Achievements, a Codex and various quality of life features regarding stats and mechanics to The Slormancer,
Update 0.8: Achievements and Codex
You can read more about Achievements and Codex in our previous Slormite Chronicles. Quickly put, we're introducing over 200 Achievements and a Codex, detailing most mechanics, stats and game modes of The Slormancer.
Working on Performance
Besides the Codex and Achievements, we wanted to work on one last thing for this Update before calling it ready: Since the beginning of our Early Access, The Slormancer has struggled with performance toward the endgame when using heavy builds against lots of enemies. And this has only gone worse since the release of The Great Forge and then even worse when we allowed to fight multiple waves at once, coming from multiple directions. So you guessed it, we've been working on Performance.
We're trying to get rid of any sort of slowdown or freeze and to maintain FPS at a good enough rate regardless of the situation you're in. Hopefully, this is our final work on performance, and once we're done, The Slormancer will be ready for 1.0 performance-wise.
I've recorded a Before / After using a VERY intensive build in which I have about 100% Critical Strike Chance and 50% Ancestral Strike Chance, resulting in lots of Ancestral Effects triggering on top of constant Burn ticks everywhere. I'm also using Echoes of Vilinis, which can be quite demanding (to say the least) when lots of Crits are occuring. It's quite a messy build yet it's much cleaner when it stops being a slideshow.
We've done incredible improvements by reworking pretty much every script that are heavily used in combat, whether by your own Character and Skills or by Enemies. We've also changed the way the game is compiled, again gaining quite a bit of speed.
I'm happy to say that improvements are satisfying enough to the point that we now feel confident with the performances of the game. That being said, some very specific builds may still be slowing the game down, but these will now be easy to target and work on.
Release when?!
That's where we're at. At this point, it is safe to say that the 0.8 Update should be available before the end of March, unless we run into some big issues during our final tests.
We've been working on mostly technical stuff for the past month so this is not the most exciting Chronicle, and we don't have much to share. But we believe it's for the best!