I want to thank you all for wishlisting the game and supporting the development of Escape From Exile.
It's hard to believe it's almost been a year since I first started working on this project. I completely fell in love with the idea of creating my own multiplayer game. I have loved playing survival games since my childhood, with Minecraft being a huge part of it. That's why I started this project—because of my passion for multiplayer survival games.
At the current stage of development, things are looking bright. Development is going better than ever, despite a few setbacks and mental blocks. I've been working on an early access build, and hopefully, it will be out sometime between the end of June and the end of August.
Again, thank you all for your amazing support. Hopefully, I will see you escaping from exile!
Ay, ay, ay. Yeah, I couldn’t think of another way to start this dev log because we are reaching that stage of development in which our brains are turning to mush and our schedules are non-existent and you know, we could really use a Hyperbolic Time Chamber right now. But then again, don’t we all?
Anyway, here’s the cute little thingy, let’s go through each of these to try and make some sense of it all.
Writing
A great percentage of this chapter was written and edited from my phone due to the FIVE MONTHS (yes, in caps, because I need you to feel my pain) I spent without my laptop and wondering if I was slowly turning into SOP’s MC. I even thought of going back to working at bars. It was only about two weeks ago that I got it back and, shit, after multiple edits with an actual appropriate work tool, it’s all done. Still leaving it at 95% because with every test comes a new perspective and, some things that seemed to work before, no longer do. That’s the remaining 5%, the possibility of some tiny edits and changes here and there.
Art
This fucker outdoes himself every time. Like, seriously, I’m always in awe of the art in this game. Progress on this side has spiked since Grogu’s epiphany in his dream (not gonna go through this again, but if you’ve been following this turbulent journey, you may have an idea of what I mean). But you know what happens when someone keeps delivering more and more each time? Some things start looking inconsistent. Which is why Grogu’s been going back to some scenes in Chapter 2 and re-doing some things here and there - something I’d object to, but once you see the result, there’s no arguing. Now don't get your panties in a twist, we're not talking about a full-on remaster here, it's more about tweaking some details that didn't sit quite well with us from the beginning, and now Grogu has better tools to get them to the place where he had always meant to. Code
Just like with the writing, some things may come up in the code that we’ll still be working on improving. Yeah, I say “we”, but it’s more like I come up with an idea of how a certain consequence could lead to this particular outcome which results in a headache for Grogu who has to code it but, hey, improved gameplay!
Bugs/Issues
The game seems to forget who my crush was at times. Or refuses to show us Grogu’s beautiful art because it’s just that selfish. We’re working with a psychiatrist to help it get its proper meds and it will soon be ready to go out and play with some friends to work on its social skills, we think that will be good for its wellbeing.
PS: I ALMOST FORGOT, I’VE GOT ANOTHER ANNOUNCEMENT! Heh.
While the first two chapters of Strangers on Paper will be released simutaneously on Steam, it's been now decided - after a lot of back and forth - that the game will consist of FOUR chapters, as opposed to the original three we had planned. The thing is, the more I write, the more I realize it would feel rushed to take all characters to where they need to be in just three chapters. Both Grogu and I share the same mixed feelings on this: We’re happy to have more of our beloved characters to discover, we want to be truthful to our story and tell it in a way that feels organic, but this also means more work in the same project (hopefully not so damn slow and without as many setbacks as we had this goddamn year).
The adjustments this time mainly include the addition of a game tutorial and Adjustments to the UI that were difficult to understand and minor bug fixes! Please take a look!
Master Chicken if you read this
!We've decided to make the tutorial easier to understand We decided to add more details! Now you will be able to understand what you didn't understand before!
Excuse me, what is this icon?
In a previous patch, I added a difficulty level indicator for each class, but it was a little too difficult to understand! We have added the following text under the icon! “Easy” “Normal” “Hard”.
A new bug was waiting for the author who solved the bug
.The following bugs have been fixed!!!
No more whining! Fixed a bug where only time would pass when trying to purchase an item while the item was full.
Is there any? No, no, no! Which is it? Fixed a bug where the number of items displayed on the flyer button was not stable.
Why are you here...? Fixed an issue where items with 3 Stars were displayed if they had already been created.
That's all! Next time, we'll be in endless mode. I'll try to brush up Chicken Never Die a little more! If you have any suggestions, please let us know in the forum! Have a good chicken life!
Hey ! Long time no see, I had a lot of work on another project (Blood Rush) that required most of my time that past year, but things on cooling down and I was able to cook again for UpGun. So I'm back with a new update with new content!
New content like,
A brand new map !
Discover the USS, the UpGun Space Station! The gravity feels lower somehow, but still, be careful to no fall off to the moon. This is best played with 3-4 players.
New mutators !
This update instead of new upgrades introduces 3 new mutators to spice up your games!
Low gravity (available in the free version)
Bring the low gravity from the new Space Station map to the old ones to revisit them!
Grenade spawner
You can now turn yourself into a living grenade spawner and spawn a new grenade at your location every 5 secondes! And obviously these grenades inherit your grenade upgrades.
Only knife
(by popular demand!) Take the Gun out of UpGun, and you can only fight your friends with your screw driver.
New cosmetics !
New cosmetics are available to drop !
I also made some changes to the game, here is the
Changelog :
Updated the spawn algorythm.
The sensitivity settings affects the controller now. (you might need to reconfigure your sensitivity)
Faster piercing bullets will pierce thicker walls.
Added a trail behind grenades, the trail will adapt to the team color.
Buffed the Pointy Knife upgrade to deal 888 damage on max level.
Added a small Valentine's day seasonnal event.
Bug fixes :
- Fixed an issue when the homing bullets markers showed up in the top left corner of the screen. - Fixed a typo on the BSOD cosmetic screen (thanks to ZNS for the fixed texture) - Updated Oil Rig's icon to reflect the finished map design - Fixed a hole in a ceiling in Oil rig. - Fixed motion blur option not being saved properly - Optimized the particle systems - Added the seasonnal events to Arcadium. - The team names are now translated in various languages. - Fixed "WaterCooling" not being really effective. - Remade all the footsteps code with Easy Foot Step. (my plugin) - misc fixes
I really hope you like this update ! Another one is coming this summer with a new map, new skills and gifts !
We've just released the demo for Cairn: Mathair's Curse here on Steam!
We've updated it to include an updated part of the first chapter of the game, with some demo exclusive content thrown in to give a taster for the full game.
Happy weekend! Here are the details of the fixes in this update:
Fixes:
- Fixed an issue where players could not receive achievements properly. - Fixed the issue where some events would trigger repeatedly. - Fixed discrepancies between interview text and actual matches. - Fixed the issue where the timing of triggering certain process events did not match actual conditions. - Fixed a problem related to the "Midas' Hand" equipment. - Fixed the hand limit issue for the "Tactical Roaming" card. - Fixed the problem of Ada obtaining 4 "Mod Upgrade" cards. - Fixed the sorting method reverting to overall ability after confirming signings during the transfer period. - Fixed the issue where signing players was unsuccessful if there were more than 7 players during the transfer period. - Fixed an error when switching clubs during training matches. - Fixed proficiency descriptions for Shougong Lei and Kaka . - Fixed proficiency for Dylan. - Optimized AI logic for playing card Gold Rush. - Fixed issues related to the cards "Close out the Game" and "Colossus Teamfight." - Medal MVP rewards hero mastery exp: 1 → 3