Work on Regulator City continues, be it a bit quiet lately. But that's mostly because I was head down into the code and working on so many details and aspects of the game, that doing a demo update always felt like it would be outdated the next day!
But I'm happy to say that I finally got around to building a proper new demo build, and can't wait for you to take the game for a test-drive!
This is still not a completed game, pretty much everything keeps improving constantly, but you should get a good solid amount of fun from playing the latest version.
From the new mission-setup briefing and story, to the finer details of operating missions with your team backing you up, this demo should give you a nice sample of what the final game is heading towards when it releases later this year!
Don't forget to drop a wishlist and tell your friends!
Right now and until the maintenance starts on Monday, good magic will increase the chance of successfully enchanting skill cards by 20% of the available one!
It's time to explore all the hidden corners of Guy's world. Some of them may not have had any characters set foot in them, but that's about to change! After all, this is where the person you are looking for can hide!
48 different types of monsters (2 types of each boss) of 150-200 levels will appear in various territories, with the exception of the Training Island and dungeons. Your task is to find them in time and kill them. After the death of a monster, the player who dealt it the final blow receives one of the special rewards in random amounts: Battle Arena Crystal Crate Battle Arena Potions Box Sweet bread sweet water A card with a random buff spell Endurance Stabilizer Endurance Cookie Fairy goddess bottle Mighty Scroll of Taming Creature Giant's Nail Potion of Luck Creature Resurrection Book Event Dark Cube Red Creature Potion Empty potion bottle Altered Particles of Power Refined Motes of Power The energy of gold Blessing of the Virgin Blessed Power of Change: Armor Attack element of the moon Box with numbers Protection powder Recovery Powder
Monsters have different difficulty levels, and the more difficult the monster (depending on the level and characteristics), the greater the chance of getting an additional reward for it (2 items from the list instead of one). The resurrection time of monsters is 1 minute, but remember that they can resurrect in a completely different place!
And the most important thing! After the end of the event, the player of each server who has killed the most event bosses will receive a special reward from us - a pass to the Hidden Village for 90 days!
After a successful journey through the Early Access, we're gearing up for our biggest content drop yet...
Mark your calendars, as Outerstellar will get it's first full public rollout on May 24th!
We want to extend our heartfelt gratitude to all our dedicated Early Access "Pioneers" provided invaluable feedback and experience us during our initial Early Access phase. Your feedback has been invaluable and has helped us fine-tune many aspect of the game whilst gaining better understanding of what you value from a survival experience. Whilst EA will continue, this is a BIG milestone in the development of the game and brings new features and content as well as polish.
So gather your squad and get ready to venture into hostile territory, scavenge for resources and protect yourself from many a lurking, alien foe! Those of who already own the game will be able to access the update for free, and those that don't can purchase Outerstellar for 50% OFF right now!
We have enabled an XP Boost event for all players which will be active during the next server restart. This event will run beginning today and is scheduled to end on May 6th depending on the time of the server reboot schedule.
First, thank you everyone who has supported the game so far. I really hope everyone has been enjoying playing the game.
I have had a couple feedback items that relate the gain of popularity being too fast so that by the time you get 100% popularity only half of the decorations/shop upgrades have been purchased. This can really take away from the feeling of progress and creates a wall of playability for some.
Customer Popularity Gains - Originally I had the popularity gains much lower as customers upvoted your pond, but before launch felt it was too slow and so I increased it prematurely. It has been returned now.
Shop and Decoration Popularity - The combined popularity from building/upgrading the decorations and shops would result in a 100% popularity once fully unlocked. This was intended to make it so once all was upgraded the player was ensured max popularity, but this seems to make popularity progress to quick. The total has been reduced to 50% once all are unlocked, making it so the popularity from fisher peoples needs to make up the other 50%.
I will be doing a full playtest today to ensure that these new values improve the progress of the game, and any tweaks needed will likely be updated later today.
This next update will hopefully also include a variety of quality adjustments provided from early feedback as well, and a new mini-game assuming I can work out the details of how to implement it.
Thanks again for all of your support, please let me know all feedback you have so that I can keep improving the game for everyone playing now and in the future!