Register for our playtest, which runs from today until May 31st! Request access to the playtest now on the Steam page!
Time for you to build your underwater ecosystems, swim towards the deep of the ocean, discover new plants and aquatic creatures, as well as threats and unknown dangers! As the game is still in development, a lot of what you will see is still work-in-progress. Share your feedback with us in the Steam Discussions, it will help us a lot to improve the game and deliver the best Crab God experience possible!
In this playtest, you will be able to:
Hatch your colony of Crablings
Grow plants and corals
Attract and discover aquatic life in your ecosystem
Have a glimpse at more than 3 levels of the game
Fight threats that endanger the Crab God's egg safety
Also we won the Unity For Humanity 2024 grant, thank you for this huge honor and congratulations to all the winners! Unity for Humanity is a program to help 3D creators to bring their vision to life through financial support and mentorship! You can take a look at the Unity Blog to learn more!
Enjoy your underwater journey and do not hesitate to give us feedback in the Steam Discussions!
They are as iconic to Reus as the sun in the sky, we are talking about the giants of course! After 11 years, they are back with new designs and mechanics, as well as exclusive new ones that were absent from Reus!
Every giant has a primary Biome they excel in, a secondary Biome that they unlock later. They also have an affinity that is reflected in small details of their abilities. The good humans in the Discord community (Join HERE!) have given the giants their human name; the name by which they are known by the little humans of Reus. The titans themselves didn’t even need names before humans could call for their help!
Satari, the Forest Giant
Primary Biome: Forest
Secondary Biome: Rainforest
Affinity: Plants
With his moss fur, Satari's design changed a lot since his first iteration and his name means "the one who plants" in Aymara. The Forest Biome is the most balanced of all biomes, even rewarding you for using a bit of everything!
Khiton, the Ocean Giant
Primary Biome: Ocean
Secondary Biome: Forest
Affinity: Animals
Named after the crab's shell, Khiton is ready to make waves and add more blue to the planet. The Ocean Biome has a reef and a deep part, as long as the ocean is big enough! It is also full of mystery; a resource whose value depends on the one who finds it!
Atlas, the Rock Giant
Primary Biome: Desert
Secondary Biome: Taiga
Affinity: Minerals and Valuables
His punches are memorable and his strength is mighty, Atlas has a name fitting the burden of his stature. The Desert is a desolate place with few plants. However, it rewards you for playing spaciously and has hidden mineral treasures!
Aegir, the Taiga Giant
Primary Biome: Taiga
Secondary Biome: Ocean
Affinity: Minerals and Science
His beard made of stalactites seems to reflect its ancient nature and he never gets cold feet about breaking the ice with the humans. The Taiga motivates you to make it dangerous and inhospitable, or to make it huge and create big distances between cities!
Reginald, the Swamp Giant
Primary Biome: Rainforest
Secondary Biome: Savanna
Affinity: Plants and Diversity
How could we resist that little frog-like face? Reginald loves that many humans are named after him. Gaining a redesign from Reus 1, he also loses the swamp for the Rainforest. Is he even a Swamp giant, one could ask! The Rainforest excels with great biodiversity! Place as many distinct biotica as you can!
Jangwa, the Savannah Giant
Primary Biome: Savanna
Secondary Biome: Desert
Affinity: Animals and Predators
Let's be honest, we all want to pet Jangwa! His name means "desert" in Swahili; the community wanted to pay tribute to the Lion King and how could we refuse such a great idea? The Savannah Biome is full of exciting animals and rewards you for making harmonic sets. Is your Savannah going to host a herd of herbivores, dangerous predators, or are you going to collect the Ugly 5?
Every giant has their own set of terraform and biome abilities. Additionally, they can upgrade Biotica in their own way. Plants tended by the Swamp giant can have different accents than those tended by the Forest Giant!
A planet can only support 3 of these titans at the same time. So go out there and combine them to create your perfect worlds!
We can't wait for you to meet them and discover what will be birthed from your creativity! Stay tuned because the release is near and with it, more news to come!
Also if you wish to learn the differences between Reus and Reus 2, you can check our Steam News here!
In this Pic of the Week, we're taking it easy as we prepare for a major announcement next week!
Week 23 - The Main Menu
We don't want to leave you without a new screenshot, so today we present the new main menu of City Transport Simulator: Tram.
Stay tuned to our social media channels because next week we'll have plenty of exciting news about City Transport Simulator: Tram – maybe even a release date? 👀
CTS: Tram will be released in 2024, and we are excited to share these developments with our community. Stay tuned for more in-depth insights into the development process, exclusive features, and exciting updates. Join the discussion in our Steam Forum, Discord Server, and explore our social media channels (YouTube, Instagram, TikTok, and Facebook).
Sign up for the CTS: Tram Newsletter, where we share exclusive insights, behind-the-scenes content, and much more – click here to join our mailing list!
This week we're covering the Prince's story and how narration will be explored in the game - given it's a roguelite it will be slightly unusual but nothing too crazy! There are minor spoilers here, but nothing that you won't discover for yourself in the first 30 minutes of the game.
As usual, a video version is on our YouTube channel:
The Prince
Our story can essentially be summarised as "you're stuck in a save file gone wrong".
The Prince himself has already been living a kind of roguelite his whole life, a ‘roguelife’ if you will. Yes, we went there, just go with it... Ok one more, he didn't choose the rogue life, the rogue life chose him. I'm done.
His bola, gifted to him as a baby, sends him back in time to the last truly safe place he was in before he dies.
What is a bola? It's just a small hollow piece of jewellery shaped like a sphere, often with a kind of mesh or lattice as an outer layer.
So, the Prince doesn't know who gave him his bola or why, all he knows is that this secret (and suspiciously convenient) power has let him take huge risks to perfect the skills of acrobatics & combat in his youth. If he messes up while jumping between buildings or pulling off a crazy move in combat, well, he just dies and goes back in time to when he was last safe.
Now a young man, this power has moulded him into a formidable warrior and acrobat, but this safety net has failed to teach the young Prince the value of patience and strategy. While headstrong and reckless, he still cares deeply about his country and the Persian people, and desires nothing more than to keep them safe.
So when a Hun force appears near the Persian border and King Peroz wants to take time to strategize and establish contact with the Huns, the Prince is at odds with his father. At first he obeys him, but then the Prince hears stories of strange beasts and dark magic from villagers fleeing the area near the Hun's camp.
Driven by his desire to protect his people, the Prince secretly heads out with a small force to confront the Huns, confident in his bola's protection.
But when he reaches the camp, his force is quickly overwhelmed by the Huns, who use dark shamanic magic to wield strange powers. Defeated in combat by the Hun King Nogai himself, the Prince slips into unconsciousness.
Yet when he wakes up, he is not in the hands of the Huns, nor back in time. His old mentor Sukhra has saved him, bringing him to the Oasis - a safe hidden place near the capital city.
The Prince quickly learns from Sukhra that his rash actions, though made with good intentions, have triggered an invasion of the city by the Huns. The Prince immediately sets off to stop them, but again he is bested by their dark magic and killed. The bola's power activates and returns him to the last safe place he was in - the Oasis.
The Prince realises with horror that he is stuck - his bola won't take him back further in time and so the Hun invasion is now irreversible.
Faced with the first true test of his character, he must head into the city again and again in a seemingly eternal loop, searching desperately for a way to stop the Hun invasion, and hoping in vain for a way to reverse it.
Only by confronting his weaknesses and regaining the trust of his family can he save both them and his people from his mistake, and to become the hero he has always wanted to be.
Narrative Exploration
Narrative can be tricky in a roguelite - you're doing the same run again and again, so revealing the story can be awkward, convoluted, or can simply just not make sense.
This is one of the many reasons why we chose to go into Early Access - to get this narration exploration right, so as to make sure that discovering the story is clear, isn't tedious and also that fits well with the discovery of other gameplay elements.
We want the story to arrive naturally, so it is linked to unlocking new biomes, discovering new information, and doing certain interactions.
For example, you could discover a character in one biome, they talk you about another biome which is now unlocked. You go to the new biome and find a letter giving clues about the whereabouts of another character and a way to unlock the path to them. Now you must do certain actions in a certain order on your next run to arrive at this other character and so on.
Not exactly ground-breaking stuff, but in this way the narrative is unlocked alongside new biomes and information, and you must complete multiple runs with different paths to discover everything.
This can quickly be too much information, so to help you keep on top of it, the Prince has a mind map at his disposal. This saves and links all the clues you find about characters and locations so you can reference it whenever you need to. This will eventually help you to figure out exactly what you need to do...
At Early Access launch, we only have the first story act in the game, but more will come. But don't worry, there's plenty of weapons, medallions and other things to discover - so there is plenty to keep you occupied until the next story act arrives!
That's all for this update, the next time we post it will be for the game launch!
Dev Stream
Speaking of launch day, if you'll be stuck somewhere you can't play, we will be doing a dev stream at 18:00 CET/ 09:00 PT on the Steam store page, our Youtube channel and Twitch channel.
We'll be talking with chat, so if you have any burning questions, come say hi!
Hope to see you there on launch day, either playing or watching :)
-fixed an issue where the blood decals on the walls would not be spawned anymore when hitting a player who was close to a wall
-fixed an issue where the extraction enemy AI could go through a big bunker door in Extraction, causing unpleasant experience when dying like that
-fixed an issue where the extraction enemy AI would be able to shoot through our player’s shield
-fixed an issue where in Extraction sometimes the player would stop into an invisible collider after opening a sliding door
-fixed a lot of scenarios where the enemy AI could shoot the player through the sliding doors
-fixed an issue where the collected loot card bars (in pause menu and endgame) were not in a proper scroll view, and could get out of the screen if collected too many
-removed one of the loot crates in Extraction which was not setup to open
-fixed an annoying issue where the fonts would sometimes not be rendered well, causing missing letters or uninteligible text. Now all the texts are inteligible due to using a new better font
-fixed an issue where in CoD Killhouse map some spawns would be outside the map
Added/Changed:
-changed the way the players load into a map. Now there will be a screen with players loading and their loading status, and the game will only start after everyone loaded successfully, or if someone is loading for too long they will be kicked after 60 seconds of loading
-changed the Defusal/Demolition round time length. Instead of 6 minutes rounds we now have 3 minutes rounds
-changed the Defusal/Demolition round win limit. Instead of 4 rounds win now the winner team must reach 10 rounds win.
-changed the pre round time/pre-game time length. Instead of 30 seconds in respawning game modes or 40 seconds in Extraction, those timers have been decreased to 15 seconds, since now we wait for everyone to load in, those timers don’t need to be big anymore
-added cool blood decals on the player when they get hit
-increased the blood particles when hitting a player
-made the round timer show in pause menu in all game modes, not only in demolition
-ditched the tutorial picture of the game mode while in loading map screen. Now those game mode information pictures can be found only in the how to play menu. We’ve also highlighted in the pause menu that those game mode information can be found in the how to play menu.
-cleaned up the map loading screen
-retook pictures of all maps for the map loading screen
-decreased the intensity of laser lines again because they were too bright and could give up the player's position. Now they could still give up the player position but not as much, since they are not that visible anymore
-added a popup saying the Steam Friends menu is not available when the player is in a room, to avoid any confusions
-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and the other way around
It's the end of the month, and time to update you on our progress! We are nearing the final stages of development, focusing mainly on fixing various bugs, testing, and optimizing the overall experience.
Additionally, the development team has confirmed that the game will officially launch in late July this year!
Here is this month's progress report:
Control Optimization and Click Mode
We've added a "click" function to move and place ingredients in the game! Since the release of the Demo, players have reported that dragging operations can cause hand fatigue over long periods. Although reworking the system took some time, we now support click operations!
Players will be able to switch cooking operation modes in the settings interface. This feature has also been updated in the Demo version!
Bug Fixes
The following issues have been fixed, and the Demo version has been updated accordingly:
In drag mode, clicking on an empty container caused it to shift.
Holding the fast-forward function caused the game to freeze in certain story segments, requiring the player to release and press again.
Adjusted bubble messages so they no longer block the button to pick up the noodle strainer.
Fixed translation errors in some Japanese dialogues.
Corrected judgment errors in some story branches after serving dishes.
Game Optimization
Thanks to everyone who played the Demo and filled out the survey; we have received all your suggestions! Here are some optimizations we've added:
Added click operation mode for cooking (based on player suggestions, see above for details).
The settings interface now allows you to review tutorial images.
Added dates, chapter names, and immersive sound effects at the beginning of each chapter.
You can now double-click to skip the fixed opening animation after the second chapter.
Added broth and soy sauce residue to plates and bowls after the food is finished, as they were too clean before.
When clicking, the cursor's chopsticks now pick up items.
Some text has been bolded for easier reading.
The sound effect for text appearance has been lowered to protect players' ears.
That's all for this month's update! Thank you very much for your support, and we will continue to work hard!
Additionally, we plan to participate in the Steam Next Fest in June!
There will be live streaming events, and we welcome everyone to join us!