To enhance your gaming experience, the Logistics Department plans to perform server maintenance at 18:30 on May 8th, with an expected maintenance duration of 1 hour.
During the server maintenance, certain areas of the Welfare Home will be temporarily closed for the inspection and maintenance of the Reality Anchors. We kindly ask that you arrange your schedule in advance to prevent any unnecessary disruptions.
Once the maintenance is completed, the Welfare Home will reopen, and the latest update supplies will be sent to your office email.
Thank you for your understanding and cooperation.
【Maintenance Time】 May 8, 2024, from 18:30 to 19:30
【Update Content】 I. New Features and Optimizations: 1. The leader selection interface now displays the basic attributes of the leader. 2. Skill time point tags now feature clickable descriptions in a pop-up box. 3. Skill descriptions have been optimized to adjust phrases that include defeat conditions for the player or the enemy, such as "defeat the allied leader" or "defeat the enemy leader," according to their actual effects. 4. Some skill visual effects have been enhanced.
II. Skill and Numerical Adjustments: 1. The skill "Come Dance" of "Tipsy C4" has been changed to: When entering the field, add one "Psychedelic Stage" to the reserve area. "Psychedelic Stage": Applies a field effect "Psychedelic Stage: At the end of each turn, the health cap of all subordinates on the field is reduced by 1 point," lasting for 4 turns. 2. The inherited skill "Come Dance - Inheritance" of "Tipsy C4" has been changed to: When defeated, gain one "Psychedelic Stage." 3. The skill "Downsizing" of "As Iris" has been removed. 4. The skill "Horde" of "G.S.N - Radiant Glow" has been changed to: At the end of each turn, all "Grey Swarm" subordinates on your side have their attack and health increased by 2 points. 5. The custom skill "Cognition Interference" of "G.S - Gate" has been changed to: While this subordinate is on the field, other "Grey Swarm" subordinates gain "Vigilance." 6. "Abyss Pain" attack power is adjusted to 2 . 7. "Silky Thorn"health is adjusted to 3. 8. "The Aggregator" gains a new custom skill "Go Down Together": Deals 7 points of damage to the adjacent subordinate, then self-destructs. 9. For ease of understanding, all instant skills will now include "then self-destruct" in their descriptions.
III. Bug Fixes: 1. Fixed the issue where there was a probability of incorrect battlefield display after entering battle in "Performance." 2. Fixed the issue where the skill "Artificial Creation" of "Reality Anchor - Fetter" was ineffective. 3. Fixed the issue where summoned subordinates without skills would incorrectly display information in the battle report. 4. Fixed the issue where viewing skill term explanations during the enemy's turn would incorrectly persist in display. 5. Fixed the issue where the reward for the seventh day of "Seven-Day Sign-In" would not be automatically obtained. 6. Fixed the issue where the consumption display for the skill "Active Defense" of "KyoMa Love" was incorrect in the custom skill interface. 7. Fixed the issue where the visual effect for the skill "Vigilance" was incorrect. 8. Fixed the issue where continuous attacks by the first boss in "Deep Expedition Inquiry" would cause the battle to abnormally freeze. 9. Fixed the issue where the text display for the skill effect activation condition of a level 1 leader was abnormal. 10. Fixed the issue where several skill descriptions had inaccurate key terms. Several functional and skill effect issues have been resolved.
I hope that you are all alright. If you are following me on Twitter, you would know that I have been working for multiple years on a small metroidvania game called Hollow Floor. The game is inspired by VVVVVV and REDDER.
I managed to finish a demo for Hollow Floor and release it exclusively on Newgrounds for everyone to enjoy with a speedrun table and 6 achievements :) I am working now on the steam demo but unfortunately it won't have the achievements as they will be released with the full game later :)
Go try it and leave comments and feedback :) Also if you enjoyed it please wishlist it on Steam.
❓ Tech: Will there be track-based vehicles and other types of transport, including motorcycles, in the game? Are there plans to add new vehicles in the future? 📝 Answer: Currently, we have planned several Classic and Legendary Soviet cars.
We are open to your requests to add new unique cars. Send us your ideas, and we will definitely consider them. For example, the addition of the ZIL truck was suggested by one of our followers, and soon, we will be able to present our version of this truck.
❓ Story and Quests: Will the game offer a linear progression or provide choices? 📝 Answer: There is a small amount of choice that mostly affects the rewards Vasily gets from completing tasks and helping villagers. However, we hint at a minor "love interest" for Vasily, which will develop depending entirely on you 😘.
❓ Participation in Testing: Many want to know about the possibility of participating in alpha or beta testing and how they can support the development team? 📝 Answer: Such an opportunity will definitely be available. Keep an eye on our Discord channel for news. The most active participants will get a key to test the DEMO version of the game. We will announce this on our social networks, but we can't speak about the timelines just yet.
❓ About the Team: Tell us about the team, is it possible to join, and what does SBSR mean?
📝 Answer: First off, let’s clarify what SBSR is. Originally, SBSR is a fictional post-Soviet state that emerged in the lore of the game in the late '90s to early '00s. We chose this name for our creative union because it seemed brief and succinct to us.
SBSR consists of three experienced developers with over 10 years in game development each. The main 3D modeler/artist, Unity programmer, and designer. Each of us has a portfolio of several mobile games, including both released and developing projects on Steam apart from “Zarya”. We also want to note that “Zarya” is being created in our spare time, so the development is slow (but heartfelt!), and we can’t take on new team members on a full-time basis or as mentors to avoid spreading our focus too thin and prolonging the timelines.
❓ Multiplayer and Co-op: Will there be multiplayer, including cooperative or other online modes?
📝 Answer: At this stage, any online component for “Zarya” would significantly impact the development speed. We are confident that after the release of the main version, we will definitely consider such a possibility.
❓ Technical Aspects: Tell us more about the technical nuances. What tools are used for development? What engine does the game use? Share details about the rendering and game camera modes.
📝 Answer: The game is developed using Unity 2022, with the Universal Rendering Pipeline. Cars use a custom solution for simulating suspension, engine, and wheels. For grass rendering, a heavily modified Brute Force Grass Shader is used.
The main game camera is pseudo-isometric, from a top-down view. In cut-scenes, camera angles are set freely to showcase characters and landscapes.
Models are created from scratch in Blender, and texturing is close to pixel art, PSX style, and games from the 2000s. We have a special visual style, and we stick to it.
❓ Release and Platforms: Release date, game price, platforms?
📝 Answer: It is very important for us to adjust development after releasing the free DEMO version of “Zarya” for everyone in 2024. After that, it will be easier for us to estimate the time until the final version's release.
We intend to make purchasing the game as convenient as possible for all CIS users. Players are our top priority.
We are pleased to inform you that the team at VK Play has already contacted us and will help with placing “Zarya” on their platform, if there is demand.
Currently, we are fully focused on the PC / Steam version. After testing, we will decide on porting to other platforms. We can definitely say that a SteamDeck version will be available; we have experience in porting.
The final cost of the game is not yet determined; we would like to hear your opinion on this matter.
❓ Gameplay Features: Will there really be fishing and the opportunity to grill kebabs in the game?
📝 Answer: We will definitely try to add many interesting and deep mechanics. Such mechanics will somehow be integrated into the gameplay, either as mini-games or as part of the main story.
We will make everything as authentic as possible. We hope not to disappoint you.
❓ Additional Content: Will there be art books, music, video diaries, merch? Is it possible to support the project through crowdfunding?
📝 Answer: We are currently considering partnerships with some music labels so that later you can enjoy the official soundtracks of the game. This will help the project sound better and support domestic composers and performers.
And by the way! We are happy to listen to YOUR tracks and, if possible, implement them in the game. Write to us on social networks and send your work!
We note that entering crowdfunding is not planned at this moment, as it is not necessary for us now. “ZARYA” is created in our spare time from our main jobs. If you want to support the project and help us - be sure to add it to your Wishlist on Steam and tell your friends about the project! This is the best support for us now!
❓ How to contact the development team for offering help, job opportunities, or feedback.
📝 Answer: We want to thank those who are ALREADY helping the project and contributing to the development of “Zarya”!
Special thanks to graphic designer Misha “uyle” for developing the new logo design for “Zarya” - https://t.me/m_uyle
And thanks for helping with the trailer's sound to Alexey. Quality work with sound!
We enjoy reading and try to respond to ALL your letters! Thank you for your support!
P.S. A small note Above, in the information about ourselves, we mentioned that at our main jobs we also develop games, and Zarya is a hobby project that we do in our free time.
Two of our three developers have been working on the project Genopanic for over 3 years, and it will be released on Steam on May 17!
If you are a fan of juicy pixel art, platformers, and sci-fi adventures - we would appreciate your support - it would really help us now! ❤️
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