You can now view cards in your deck like many of the other decks/areas of the game, to use this click on your deck during the regular play phase. The order of your deck will be randomized but you can see all the cards currently in the deck.
Pillage speed will now be tied closer to the Animation speed setting.
In Battle if you mouse over the rune drop bag text will appear Click to Skip. If you click on the bag while the runes are dropping you will skip the combat animations taking you to the end of the battle summary; particularly useful against Foes with very high defense ratings.
Other New Content
New Campaign background origin. When starting a new campaign you can select a Background Origin this will let you choose to start the campaign out with some bonuses or not.
5 New Steam Achievements.
Balance Adjustments
Quest Ritual of Warding now adds 1 additional Marrow Skeleton to the Adventure Deck.
Song of Slumber now costs 1 more and has the Relentless Pursuit ability.
Master Thief no longer has Snatch x 2 on Surprise but now has an extra reward, Lingering and requires a Perception Essence to Battle.
Bandit Brute now has 2 less defense.
Bandit Raider Snatch effect now triggers on Battle Loss instead of Surprise.
Akuras “Bound by Honor” card now adds +1 Balance.
Campaign quest "Portal of Flame" quest now adds 1 additional Akura card to your starting deck which should make this quest slightly easier (this not a required quest).
Campaign quest "Survive the Aftermath" quest now adds 2 additional Trojan cards to your starting deck which should make this quest easier.
Campaign quest "Clear the Ruins" quest now add 3 Kharnin cards to your starting deck which should make this quest easier.
Enhancements
Campaign Market now shows offer costs before going into the details.
Dark Tower now has the Affordable upgrade.
Slight Card Name Banner adjustments.
Some animation clean up.
Many text improvements.
Bug fixes
Foes Pillage and Leave Effects would never trigger more than once; most of the times this is fine; however if something returns a Foe to play that had already used their Pillage and Leave effects they would not trigger them again.
Pilfer power should now work properly for the custom campaign hero.
Cull power should now work properly for the custom campaign hero.
Locked from campaign view decks will no longer stay locked.
V1.1.0.1 Hot Patch Bug fix 10:10 AM CST April 20, 2024
Bug Fix: Fixed the stuck spot in the store Tutorial; so sorry if anyone encountered this.
V1.1.0.2 Hot Patch Bug fix 12:05 PM CST April 20, 2024
Bug Fix: Gold runes were not calculating properly after a battle.
V1.1.0.3 Hot Patch Bug fix 12:05 PM CST April 20, 2024
Bug Fix: Black Magic power should now work properly for the custom campaign hero
Hello Makers! The goal of this update was to get the foundation of the demo into a better state. Fixed some of the more glaring issues. While I was at it I added sound effects, autosaving, and now give more feedback while creating connections and after building microcontroller code.
The Full Breakdown
Starting a connection now creates a wire that follows your cursor until the connection is made or cancelled.
Component terminal tooltips now blink while creating a connection.
Rotating a part no longer tries to move it at the same time.
Dragging from a component's terminal will also move it now.
Notifications are now displayed in the bottom-right of the screen when the game saves.
Save by pressing Ctrl + S while playing or in the main menu now.
Autosaving every 5 minutes now.
Microcontroller screen now displays build output after you press Start.
Added sound effects.
Disabled Lumen because it was causing unpleasant shimmer in reflections.
Fixed issue where the component terminal tooltips would show through menus.
Fixed saving after coming back from the main menu causing you to lose input.
Adjusted enemies that use poison blade poison damage over time.
Fixed an issue where Ice Wave was incorrectly referencing shockwave.
Fixed an issue where tracked quests would be in front of quest log when visible.
Fixed an issue where Wood Elf Venomancer started with no weapons
Fixed an issue where Wood Elf Geomancers did not start with weapons.
New
Added borders around starting points of talent trees.
Removed the Bear and Bear Cub outside of starting area to help prevent new characters from being mauled to death.
Reduced Bandit Ranger Health by 66%.
Reduced Bandit Duelist Health by 66%.
Reduced Bandit Mage Health by 50%.
Reduced Bandit Rogue Health by 66%.
Reduced Bandit Tank Health by 66%.
Reduced Bandit Warrior Health by 66%.
Reduced all Bandit Leaders health by 50%.
Added new option in pause menu called "Help". This will have information that is not easily obtained through the current game. Resistances and Combat are added currently.
Hey all! We have some exciting news to share in this post, as well some updates :)!
Showcasing at WASD 2024
Big news for those based in the UK, we will be showcasing Cosmic Kitchen at WASD 2024 on Thursday & Friday at the Games Talent Wales stand! This will be the first time we've had Cosmic Kitchen played at a public facing event, so as you can imagine we're both excited and nervous at the same time! If you're around, then be sure to come give the game a play!
Playtesters Needed!
We're currently looking for playtesters to play our Pre-Alpha demo to find bugs as we prepare for our release date later this year. The demo currently has 15 levels and about 30 minutes of content, if you're interested in playtesting, then fill out the form below!
You may have also noticed that we recently updated our artwork for Cosmic Kitchen, infact we've even got a timelapse video over on our YouTube channel showing the full process! You can check it out below, if you like the content be sure to like & subscribe as it really goes along way in supporting us!
We'll be posting more timelapses and dev content to the channel over the coming months, some of this will be a mix of our other games that are in development as well!
Thank You
Thank you to everyone who has wishlisted the game so far and we'd really appreciate if you could share this game with anyone who you think would like our game! We hope to share more updates in the near future and we will have a Discord server setup really soon, so be on the lookout for that!
So we're moving forward with our next update plans and have decided not to create a game play trailer for Invisible Man. Instead we're going old school and showing full gameplay during a stream.
Once the full gameplay has been shown we'll be launching Update 21 on Steam and Epic Game Store and read patch notes on stream and maybe attempt to play some matches online.
Start time is around 11:30 AM CDT we should be live for at least 2 hours.
✅UPDATE_24.04.19.0 Added: - Home point for animals; - At the start of the game, a point for sleeping animals is set; - Deer of two genders; - Animals of different genders appear for the breeding system; - Consumption system for animals;
Added: - Day and night system - Counter for minutes, hours, days, months, years - Dynamic day and night lighting; - Day and night sounds of the environment; - Game acceleration x1, x2, x3; - Skeleton sleep after 22:00; - Destruction of skeletons after 5:00;