We’re thrilled to report that 20,000 new recruits have signed up for the Drill Core playtest! Your dedication and enthusiasm are propelling our mission forward, and soon we’ll be the galaxy’s leading drilling corporation!
You’ve been doing an excellent job so far, with minimal casualties in the first week.
Here are some key insights:
[color=#ea9916]Over 400 of you played more than 10 hours within the first day![/color]
[/h3] That’s the kind of commitment we need.
[color=#ea9916]Most liked part of the game: Drilling and Mining[/color]
[/h3] Who would have guessed? It’s clear you’re here for the core experience!
[color=#ea9916]Most hated feature: Fire Blocks[/color]
[/h3] They’ve been dubbed "blocks that spit fire," and "flamey hell blocks."
[color=#ea9916]Most frustrating worker behavior: Miners keep drilling into the flames[/color]
[/h3] We’ll be updating our workers' safety protocols to help navigate these fiery obstacles.
[color=#ea9916]Most unexpected issue: The game is not working on widescreens[/color]
[/h3] This has already been fixed, thank you for your quick reports! [/list]
Your feedback has been instrumental in refining our operations. Keep those reports coming in through the feedback form, and join the discussion on Discord.
Together, we’re shaping a stronger Drill Core. Keep up the great work!
Strategist's Pro Tip:
Here are the patch notes detailing our recent improvements:
[color=#ea9916]**V0.13**[/color] Changelog: Updated guard icon in barracks.
Fixes: Fixed a bug with Catalyzer buildings . The game is now available on widescreen monitors. Fixed a bug with defence block (with blue shields). Rocket Launcher reloading fix.
[color=#ea9916]**V0.14**[/color] Changelog: Steam screenshot function on F12 now works properly. Shield turret' shield hp now updates every morning. There is a shield's durability UI on turret hover. A splash screen was added at the start of the game. Perhaps a partial fix for those who have the game freeze on the screensaver in the menu. Tech reroll bug has been fixed
[color=#ea9916]**V0.15**[/color] Changelog: Updated guards icon in the HUD. Game log has been added. So now it's easier to understand bugs on launch: (log path: C:\Users*YOUR_USERNAME*\AppData\Local\Drill_Core ) Fixed one more bug with defence block (with blue shields). Fixed typo in the range of Shotgun turret. Crumbling block fix. Turret UI now shows the right reloading state after RPM has changed.
[color=#ea9916]**V0.16**[/color] Features: Maximum depth is 900m now (it was 400m) Turrets upgrades rebalanced
Bug fixes: Fixed a bug with unreachable blocks that occurred after crumbling block fell. Fixed a bug related to the use of abilities. Fixed bugs allowing to see the area below the level. Fixed a bug related to laboratory upgrades. Fixed bug with a negative resources. Fixed bug with a shop window.
Balance: Sprinter enemy speed increased up to 5 (it was 4.5) Minigun turret spread increased (from 20 to 22) Minigun turret RPM increase on target lock increased (from 14 to 16). Now it gets full RPM faster. Poison turret projectile damage increased (from 5 to 7) Poison turret poison damage decreased (from 8%/sec to 6%/sec) Automatic turret cost increase (+1 iron) Iron factory rebalanced (cost swarmlit on the higher floors) Swarmlit factory rebalanced (cost +1.5 swarmlit) Repair station heal amount increased (from 100 to 140). Repair station reload time increased (from 100s to 150s). Experience reward at the end of the game now depends on how many days you have survived. More days = more experience. But if player beats level faster then 18 days, he gets extra exp.
However, we have to set some expectations here. While we’re confident that you’re going to enjoy this short look at the game, we also have to emphasize that it’s only The First Look. And here’s exactly what it’s going to contain:
A peek at the beginning of Newbie’s journey!
Two levels to dance through — complete with boss fights at the end!
Voice over — you saw our Japanese VO cast, but the demo will also include English VO as well! And it’s good! Word!!!
Personal quests for the girls — after you finish the 1st level, you can take a unique quest from each of the girls. However, you have enough energy to get two of those during one playthrough, so choose wisely! You will be rewarded with a cute mini-date and a CG if you manage to complete the quest!
And here are all the languages that the First Look Demo is going to support:
Text: English, Frenchl, Italian, German, Spanish, Russian, Portuguese, Brazilian Portuguese, Korean, Japanese, Simplified Chinese, Traditional Chinese
We plan to release a bigger demo later down the road, but we just couldn’t tease you any longer without providing an opportunity to experience the game! Huh? We’re teasing you again by not telling you what’s gonna be in the bigger demo?! Aw man… Okay, we’re gonna tell you now!
The improved Demo is going to include:
Meta-progression — more fleshed out roguelite elements, traders, perks, skills, meta-currency and all that jazz
5 dates with branching dialogue set in different locations
The first 2 circles of Hell but this time bolder, bigger and more fun!
Various mini-games including mixology, bowling and more
Should be enough of a bone to feed! Anyway, this might’ve been a lot of info, so don’t forget to mark June 4th 12 pm PT as the ‘Freaked Fleapit – First Look Demo’ Day!!
P.S. We’ve already started sending out the Steam codes to Patreon and Indiegogo backers eligible for Early Access. So you might wanna check the spam folder, if you don’t get it until Tomorrow evening!
Don’t forget to follow us on Xitter (formerly known as just ‘The Bird Site’) and join the freakin Freaked Fleapit Discord server to stay up to date on all the latest news and other goofs and spoofs!
Hello friends! Every Friday 17:30 UTC/GMT - we hold a “Let’s play together” competition. During next 24 hours everyone is welcome to try and score the best time in a preselected level. Join our Discord server and keep Discord running while playing — your results will be automatically published in the #lets-play-together channel. You need to get 5 stars to qualify.
Glittering prizes include: 1) Top 3 winners receive one random card each. Collect 18 locomotive cards and advance to next set of 8 all new cards! Complete that second set and enter a final tier of 12 rare cards! Assemble all cards from all tiers and receive a special prize. Easy! 2) Every player registered by our Discord bot has a chance to get a card. The number of cards depends on the number of participants: one additional card for every 10 train connoisseurs on the list. More players means more prizes! 2.5) One non-Champion from the top 10 gets a Challenger Card - introduced along with 12 new loco cards from Myths And Rails and Editor's Bulletin!
Visit our Discord server (#lets-play-together channel) to learn more.
Still not quite the balance adjustment I would like. If you're in the later chapters and things are either way too easy or way too hard, please let me know. I'm hoping to do a more comprehensive balance check at the start of next week.
There's some obvious issues with the way monsters are hitting and being hit. Sometimes Orcs are hitting too hard and some people are simply rushing through and sometimes people are getting hung up in places I don't want them to! However, I'm tired and so is the team, so we'll get back to it on Monday!
We did fix some stuff here for the Friday update before we sleep for three days straight. Here's the list.
v1.0.5 ------ - Late game dialogue flow adjustments - Text & localization adjustments - Balance adjustments - More whimsy in the startup jingle - ENG Drink bug fix - Boss fight adjustments - Dungeon fixes
That is all, thank you very much for playing the game.
Shoot On Sight is now officially part of the indie.io Family!
For those of you who may not know, having a game publisher like indie.io 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.
We embarked on this journey with a dream, rooted in our childhood passion for gaming. We were not just developers, but lifelong gamers who envisioned creating a game that would captivate our fellow gamers.
Shoot On Sight is the realization of this dream - a multiplayer isometric tactical shooter game offering a unique experience we believe gamers will love.
But we know that making a great game is only half the story. Without the right marketing, even the best game can go unnoticed. That’s why we teamed up with indie.io. Their track record with indie games is remarkable. They’ve successfully launched many indie titles, and we believe they’re the ideal partner to help “Shoot On Sight” achieve its full potential.
Johnny was born in Sainte Marie de le Mer and spent his entire childhood with his gypsy group traveling between the Paris region and the south of France. Through his meetings, he was able to gain solid experience in the resale and transformation of metals forgotten on construction sites, as well as the resale of packages that fell from the truck. With his cousins they regularly trained for triathlons, in the morning they went to the swimming pool on foot and in the evening they returned by bike. As a teenager he specialized in selling second-hand German car spare parts forgotten in parking lots.
One evening on her 39th birthday, a woman ran out of gas near her caravan group, she was screaming at her car which refused to start. One of these cousins (cousin Renard) tried to borrow his car radio for a more or less long term. Instead he took a series of potatoes and finished KO in two seconds. This altercation brought all the cousins and Johnny, who had observed the scene from afar. Rather than defending one of them who had just gotten his nose blown and started laughing and teasing cousin Renard. This woman is none other than Marianne. Johnny and his gang invited him to dinner with them and they offered him fresh gasoline for his car.
After that day, Johnny and Marianne saw each other regularly. The months passed and Johnny decided to move on and settle down with Marianne. They lived peacefully until that strike day.