So excited to announce that SoulQuest is going to be published by Freedom Games! For those who may not know, I have been working on SoulQuest mostly solo for over 4 years now so It's with great pleasure that I say that Freedom Games is partnering up with me to help me bring the game to the largest number of gamers as possible!
For those of you who may not know, having a game publisher like Freedom Games greatly helps indie developers focus on game development while they handle all the behind-the-scenes magic. From helping manage store pages to crafting marketing campaigns and even helping the game shine at both digital and live events, publishers help in all the aspects that indie developers often struggle with.
Don’t forget to wishlist the game and join our Discord community to be notified of future announcements!
Hi everyone, I have been going through all the bug reports and missing translations. I have therefore released a fix that will resolve some important problems! Thank you for your patience.
Please stay tuned for more news by following our Steam page.
Finally, Kill The Climbers is now available on Steam in Early Access! We look forward to showing you our labor of love and would love any feedback through its development to make the game that much more enjoyable for all! Buy now to save 10% off during the next week, and tell your friends to give it a try if they'd like some good arcade action! Please leave a review too, it really helps!
We also polished things up some more for this Early Access release, and will be hard at work going forward in fixing bugs, making quality of life improvements, and adding new content in future patches! Please look forward to it!
Kill The Climbers Early Access Release Patch 0.5 Changelog:
BUG FIXES:
- Various fixes and improvements relating to climber enemies, animal defenders, UI/GUI elements, etc.
BALANCE CHANGES:
- Minor stat rebalances of climbers and animals to improve viability of different playstyles and increase overall challenge.
KNOWN ISSUES:
- Some animals sometimes seem to follow climbers without apparently damaging or killing them. - Potential bug where the defender quantity meta upgrades can cause issues with animal defender behaviors and spawning. These defender issues may be present regardless of the meta upgrade. - Some animal dens still aren't placed accurately in the Prep Phase boxes and maybe be visually overlapping with others. - Extra animals from the Defender Quantity meta upgrade won't appear at the Prep Phase screen, will require you to put a skill point into a particular defender first. - Doing avalanche at the game over screen may cause infinite shaking. - Potential bugs with animal quantity meta upgrade which may not give as many as it should, or extra defenders may seemingly disappear after a time. Or, it could be that they're just stacked on top of each other perfectly so you can't see them all. - Left-Clicking in the bottom left corner of the screen may cause your wind gust to disappear/despawn. - Some climber abilities are not yet fully implemented and are a work in progress. For this and other reasons the game is currently easier than intended... for now.
From May 22 to June 5, Caliber will host a New Perspective event that will allow you to play in two game modes with a locked first-person view. To spice things up, the Fog of War modifier will also be active.
During the event, you can complete objectives and receive event containers as a reward. There you can find customization elements, Fragments, Credits, and Reserves for all team members.
After a very wordy post about words last month, we’re switching gears back to visuals. This time, we'll delve into the process of layering up our backdrops and showcase a collection of galactic imagery!
Gnarley Nebulas
Most of our backdrops start life as a procedurally generated nebula in Blender. Once we’re happy with the look and feel we output a 32-bit panoramic render at 16k *.
This is a liiiiiiittle bit overkill, but it gives us exactly what we need to work some digital magic before we compress things down, such as tweaking colors and adjusting specific areas to complement the sector layouts.
* No GPUs were harmed in the rendering of these nebulae. They groaned a bit…but thankfully no casualties!
Star Struck
Something we discovered while working on skybox renders early on, is that stars are a real pain. Even at a high resolution stars baked into the background look pixelated and distorted.
You can't have a game set in space without stars though, so for Star Trucker we render these separately using some optimized billboard tricks. This allows us to render thousands of stars efficiently to compliment each backdrop.
Light Fantastic
With our backdrop and stars in place the next step is lighting and post process effects. We do a whole lot of trickery here to create the illusion of depth, and it requires a lot of tweaking. However, the results should hopefully offer plenty of eye candy to enjoy during your long hauls!
Backdrop Bonanza!
Now that we’ve given you a glimpse into how we layer up our backdrops, here's a couple more captures from in-game, focusing on some new skyboxes and sector dressing…
On The Horizon
That’s all from us. It’s a short and ( hopefully ) sweet post but rest assured we’ve got some juicy new info to deliver to y’all VERY soon! 👀
I have a problem: I really like coming up with RPG character designs.
Tower Song features four heroes for players to choose from as their point of view character. Each character comes with their own unique class design, dialogue, and quest rewards.
Tali is a spellcaster, so while she uses mana points, she doesn’t really have a spell list - instead she pulls Tarot cards, each of which grants her a different spell. Of course, she also fights with Jiji, who is himself a party member. In the field, Jiji can sneak into tiny spaces, finding treasure or unlocking doors from the other side.
Neat is the ultimate tempo fighter; each skill he has adjusts his Combo Stage, meanwhile; depending on the stage, he can access different moves. So he has an entirely different moveset each turn, depending on what you are doing. In the field, he can walk Song-addled victims through meditation techniques, allowing the party to pass into areas without violence.
Porphry is fury, a mix between a berserker and a fighter. Her skills generate Trance, which, like Neat, can change what skills she has access to. But she can also lower her Trance; why do this? Well once her Trance gets high enough, she goes into a berserker rage, and players lose control of her. In the field, she can break down weakened walls or obstacles, opening up new areas to explore.
Ezoan is a fun hybrid spellcaster and fighter; he casts spells like others, but he also drives an exosuit; the exosuit is powered by gravity, which he generates by casting spells. In the field, he can hack exosuits, moving them or just exposing them to the player for loot.
All of this is driven by a compulsion for me to design RPG characters; as many as I have ideas for, usually, and for whatever reason, I am never short on those.
You might think this is a boon, and it is certainly a more helpful problem than having no ideas at all. Let me give you a little context though.
The original RPG Maker 2000 game had 8 members in the main cast. It was also quite a bit longer than Tower Song, with a main quest running around 20 hours and a bunch of side quest content bringing it to about 30 or 40 hours to 100%. If 8 sounds maybe reasonable, however, you should also know I included an additional 9 hirable mercenaries as well. They didn’t have any speaking lines and some of them couldn’t hit the level cap, but, you know, that’s just a lot of characters. Too many, some might say. (Meaning myself.)
Even the original Tower Song prototype had this problem, featuring 7 characters with a main quest clocking in only around 2 hours.
I knew Tower Song would need to rein it in and be more focused. The harder option - increasing the game’s length - was out of the question. Not only did I not want to ask players to commit to another 40-hour long RPG, I also wasn’t going to have the art budget to create a game of that scope.
The solution seemed genius: narrow down the prototype’s cast to 3 main characters and allow the player to choose their own main character from the remaining four. We could then commit our resources to a single main quest line (and the handful of biomes that went with it), while still being able to play around with all of the class designs we wanted to.
One thing I did not want, however, was a silent protagonist. Nor should their lines simply be inserted into longer cut-scenes as “fill in the blank” asides. No, I felt strongly that the player’s character (let’s call them the “hero”) should have their own goals, motivations, and personalities - and be vocal about it.
All of this, of course, created a single game of reasonable scope that was then multiplied into four games, with a perhaps less reasonable scope! Everything we did, had to be done four times.
Bug testing: many bugs only appeared for one or two heroes, necessitating campaign playthroughs with all four characters in order to certify a build.
Combat balance: getting encounters, particularly the “story bosses”, to feel just right in combat meant they had to feel right for each potential party. A trivial fight for one party composition could be near impossible with another.
Side quests: if we’re adding a side quest with a unique reward for one hero, at the very least, four rewards had to be designed - one for each. To make side content feel truly special, though, we also wanted areas and encounters unique to a hero - which then meant we had to design four times as many.
Storyline: While some cut-scenes do not really involve the hero and the dialogue is the same for all four, allowing each hero to bring their own personality to bear often meant cut-scenes were so driven by character that there was no option except to write the scene four different times.
Class design: This was the whole point, so you can believe we had four different designs.
So did it work out?
Well, yes, I think so!
The game certainly took longer to developer than I anticipated, but the result is something special. Although the outcome of the main story does not change, each hero in Tower Song is otherwise a unique experience. Whether you play it once, or four times, your choice is rewarded. You even learn about the world just a little differently depending on your hero and the perspective they bring; party builds and battles also play out differently, due to the totally different class designs.
So will we do it again? Not sure! It’s a lot of work. But I did learn a valuable lesson about scope, all the same. Maybe that’s progress for me. A sign of progress.
That’s good, right?
See you next time.
(All of this is a lie, of course, because we still found cause to add another two playable characters into the game’s final chapter. Once an addict, always an addict, I suppose.)
Tormentress DLC is one of the largest, most content-rich add-ons we've prepared for Succubus. As you can probably guess, the subject matter is focused on Tormentor, but it's not just cosmetics and customizations. We also give you a new weapon, a new level and much, much more!
The launch will take place on May 28 and will be accompanied by a livestream where we will talk about the DLC, reveal some important surprises, as well as give you codes for the new DLC and the previous ones.
For more information, check out the DLC page, which you can add to your wishlist today. Do it for us – it's important.
We're super excited to bring you all some new item bundles, watch out as more are on the way. Plus, later today Two Point Campus will be on promotion! That means you can pick up any DLCs you're missing at an absolute steal.
Bungle Beaver Bundle
Get your engines running and your insurance handy, as this bundle races onto your Campus, out today for all!
There are three new items in this pack, first and most excitingly, experience the thrill of three-gear engineering with the Bungle Beaver Arcade!
Plus with the Bungle Beaver Display, your campus can have the panache of a car dealership, and for all those students with budgets running on fumes, there's the Bungle Beaver Poster to hang up.
Wooden Cogs Bundle
Last month, amongst April showers, the Wooden Cogs Bundle was released for all! It's a good job these cogs don't rust in the rain...
It's all bark, and no bytes, as you can now dress your staff like the pine-scented automatons of yesteryear with the new outfit. Students and staff alike can enjoy the mostly edible, break-room fusion with the Biscuits & Bobs refreshment station as well!
We hope you enjoy the new item bundles, make sure to keep an eye out for more!