We hope everyone is having a great time. For everyone at Soulmask, the 31 hours since the EA launch have been the most exciting moments - we can't wait to share with our supportive Chieftains the fruits of our joint efforts:
We have reached 100,000 sales! Thank you, everyone!
In just 4 hours since launch, we reached the Top 2 on the global bsetseller list, and after 8 hours, we climbed to the top 1 position for paid games worldwide! Meanwhile, we achieved the Top 1 spot in paid game sales in the United States, United Kingdom, Canada, Germany, France, Japan, and Brazil!
Even more important than these achievements is our current Steam rating of "Very Positive" - this shows that our game has been well-received by every one of you. Is there any more exiting news than that? We are immensely grateful to every chieftain who has encouraged us, allowing us to continue improving Soulmask. We also thank those who have provided us with constructive feedback; each piece of your valuable advice can motivate us to make Soulmask even better!
Of course, that's just the beginning, in the coutless days and nights ahead, we will do our utmost to improve the quality of Soulmask. Your support and feedback truely make us realize that we are not good enough yet! Let the Bonfire burn bright, fellow chieftains!
My dearest friends, Trauma Pro Wrestling has reveived yet another weekly update! Maybe not as bulky as the past ones, but just as important, since it takes care of a few new pesky bugs i've been made aware of. Next week i will publish the game's last update, but until then you can buy it on Steam! https://store.steampowered.com/app/2836630/TRAUMA_Pro_Wrestling/
THE UPDATES: -Added a new type of match, unlockable through Career mode. -Added the option to select a specific arena for each weekly show and PPV in Career mode. -Added the option to change the level of friction of the ring mat. -Added a new match customization setting. -Added cheats input. -Added several new moves. -Added new body parts for the editor. -Added new Career mode achievements. -Multiple balance improvements, mostly for the Career mode. -Multiple aesthetic improvements, mostly in the form of new animations, audio changes and lighting adjustments. -Fixed a few bugs and added a couple of QoL features.
Summer’s finally here! It’s time for hotdogs, picnics, and insane drone battles!
Lots of updates to share this month, so let’s get to it!
[UI ELEMENTS]
First up, the UI we've continued to expand and enhance throughout May. The loading screens and UI will be looked at and further refined in the coming months as well. Many fixes for the UI went in as the Party system was developed throughout May. Another change you're sure to notice, we now have a loading hexagon to confirm the game's about to begin!
[PARTY SYSTEM]
The Party System is of paramount importance, as that’s how you’re going to squad up with your friends when you first get in Sky Link. There’s been a lot of work on the chat system in May. To start, names are now displayed correctly on the invite banner. Invites sent now show up as you’d expect. The Mass Invite feature now creates a party when the mass invitation is sent out. We saw one issue where the party would be created without you in it, and that was resolved in May as well.
- Changed hit text when chat is open - Removed Scroll bar when chat is in "read only" mode - On Garage screen esc close the chat instantly, it will not show the "read only" mode - Removed SFX from friend button - Fix issue with context menu not closing when pressing other buttons - Added fade out on "in-game" chat - Fix bug that makes social banner invite disappear when playing the banner animation on socials - Fix bug where the name of the player that invited you to a party wouldn't appear when the invite was canceled - Fix notification indicator showing new invite when on tab of invites
[SOUND EFFECTS]
Nothing is more immersive in a game than when the sound is just right. Our sound engineers have been hard at work to see this vision through, and have updated weapon reload sounds to give immediate feedback when you click reload. Blackboxes have been updated to include a sound on spawn as well, so you'll know right where you're needed most!
[VISUAL EFFECTS]
Minigun muzzle flash has been updated to better show trajectory and bullet spread.
[ADDITIONAL UPDATES]
The default button for Zoom has been changed from Z to V.
The Continue Button in the post match screen will now appear as expected!
Blackbox logic is now handled in blueprints instead of C++, allowing more granular control by our dev team.
Fixes for NPC drones, including corrections to their automatic respawn in Skirmish as well as AI corrections for their behavior.
Friday Playtests
During our Friday event we do beta testing; learning to master the finer mechanics of flight. Sky Link is difficult to master, though truly easy to pick up and just play.
We get together and play to provide balance testing and help shape the future of Sky Link, and it’d be awesome if you could stop by and check it out! Join the Sky Link discord here: https://discord.gg/playskylink
In this update, we have a lot of fixes and balance adjustments, additionally, we added support for 11 languages and a Codex screen where you can access all the in game objects, heroes and content you would like to review and strategize.
Full Patch Notes
New Features
Implemented Shapeshifter's Three Phases: The Shapeshifter now progresses through three phases, each increasing its damage.
Custom Boss Fight Mechanics: Introduced new mechanics for the Illusionist and Fallen King bosses.
New Character Availability: Knight and Craftsman are now available in the beta version.
Dragon's Fireball: The Dragon now summons a Fireball card at the end of each turn.
New Animations: Added fade in & fade out animations for the Shapeshifter and the hero selection panel top bar.
Tutorial Update: Added a tutorial message for the Boss Stage.
Balances and Adjustments
Goblin's Eye: The item effect of Goblin's Eye no longer triggers against bosses.
Nuckelavee: Nuckelavee now deals damage to the hero when one of its slots is completed.
Ancient Hero: Fixed the damage reset issue before attacking and increased its damage by 2 when the turn ends.
Vampire: Increased Total Slot values by the damage it deals with each attack.
Plague Doctor: Dice slots reset at the end of the turn if not folded.
Forlorn: Unfolds as Ancient Hero when folded.
Undead Dweller: Now unfolds itself with an 80% chance after being folded.
Item Rerolls: Each reroll now costs an additional +1 gold.
Gold Chest: Item effect triggers only at the end of enemy stages.
Bug Fixes
Ancient Hero: Fixed damage reset issue before attacking.
Princess: Fixed the ability to complete her own skill slot.
Star Fruit: Fixed the issue where it completed locked skill slots.
UI Fixes: Various fixes to improve the user interface, including the hero selection panel and codex panel.
Visual and Audio Enhancements
Slash Effects: Added new slash animations and sounds for heroes, monsters, and bosses.
Hero Attack VFX: Arranged all hero attack visual effects.
Contrast Improvements: Improved contrast for visual effects.
Lore Panel Animation: Added animation for the lore panel.
Sound Implementation: Enabled sound effects, including click and background sounds.
Translations and Localization
Synced Translations: Updated and synced translations across multiple languages.
Localized Logos: Set localized logos where available.
Punctuation Fixes: Fixed punctuation issues in localized descriptions.
Data Management
Save Data Improvements: Enhanced saving and loading of hero, companion, item, and game progress data.
Continue Feature: Display "Continue" button only if saved data exists and prevent saving in the MainMenu scene.
Miscellaneous
Keyboard Shortcuts: Added keyboard shortcuts for the hero selection panel.
Monster Attacker VFX: Updated visual effects for monster attacks.
Sync Improvements: Synced bosses, monsters, images, and UI elements.
Game Progress Slider: Implemented a slider to display game progress.
These updates bring various improvements to gameplay, visual effects, and user interface, while also addressing numerous bugs and balance issues to enhance the overall player experience.
The Demo already contains three Minigames with a lot of different Levels. Join the Paper Playground and give it a shot! We are looking forward to hear your feedback!
We are currently working hard to finalize the Multiplayer Features of the game until the end of July, so that you can invite your friends and go on paperly adventures together!
Welcome to the final dev log update for TACTICAL BANDITS. No, the game has not been cancelled, but rather the opposite has happened... it has officially passed certification for all platforms! That’s right – Steam, Xbox, and Nintendo Switch, the game is ready to roll out.
TACTICAL BANDITS successfully passed the rigorous certification process for Xbox, Nintendo Switch, and PC. This means the game has met all the technical and quality standards required to bring you a flawless gaming experience.
We are now sorting out the final phase of preparing for the launch. This involves coordinating with platform holders to finalize release dates and ensuring a smooth rollout.
In our next update we will include the official release date, and trust us, it is coming very soon! We are incredibly excited to finally share TACTICAL BANDITS with you all. Your patience and support has been amazing, and we can’t wait for you to dive into the action-packed world of TACTICAL BANDITS.
Stay tuned for our next update with the release date announcement, and until next time, happy gaming!