If you've been following along on the Discord you may have been keeping track of some recent developments!
You may also have read the previous devlog and been waiting for more!
It's been a while since part 5 (I'm really bad at doing these at any regular interval), but work on the update has been steadily progressing. In fact, I'd say this update is about 95% done so we're getting really really close to the end!
So anyway I thought it was time for devlog 6!!
Scaling!!
SO, scaling has been a "hidden" feature in Zeepkist ever since it launched. Blocks, when saved, also save their size. This meant that by file editing, and later by modding, it was possible to scale blocks. No doubt you've played workshop levels with feature up or down scaled blocks!
With v16, scaling will be an official Zeepkist feature!
Blocks have a whole new menu accessed by this blue button in the top right.
In this menu you can change the block's Transform values (position, rotation, size), as well as quickly change a block's scale with the press of a few buttons!
One example of something that will now be really easy in v16 will be making signs!
Scaling also works on particle emitters and lights!
Speaking of lights... v16 gets a "custom light emitter" block!
And finally, when it comes to the level editor:
More Cosmetics!!
There's currently two majors things left to do for this update to be ready:
Some sounds
Add a whooole bunch of cosmetics
And adding cosmetics in and of itself is not that hard!
The issue I ran into was that Zeepkist is going to have more cosmetics than new adventure levels will allow.
So I had to get creative...
I will be hiding gifts in levels, which unlock cosmetics!
These will be hidden in all levels, not just the new ones, and there's still quite a few cosmetics I need to hide, so the eventual list will get pretty big!
I'm also going to give achievements to players for finding all gifts of a type, and I'll be awarding achievements for people who manage to get all medals in adventure mode!
So lots of good stuff coming all your ways!! Just a bit of work still to get it all done and polished up and presentable :D
The End
That's it for this devlog!! I hope you enjoyed the little behind-the-scenes insight and I hope all of you are as excited for Zeepkist Version 16 as I am!!
If you want to be even more up to date on Zeepkist development, you can join the Discord!
Today I worked on advertising and I thought that if we are an outlet owner we should put this sign. In this sign we will be able to highlight the 5 licenses we want. And even if the price of these 5 licenses is high, it will attract more customers. :)
The mountain ranges respect only strength, those who are weak are lost. The Crest is home to strong-willed people, mighty beasts, and rage-filled Abyss creatures. But among all others, there is a beast that all other creatures fear. A dragon that has claimed the mountain peaks and bottomless caves as its home - an enemy to all living things.
All life dies under its breath, be it crimson blood or the Abyss-corrupted sludge. And it is this very arrogance that has corrupted the ancient being's soul. Now, the whispers of the Abyss have taken permanent residence in its mind, calling it down to the valleys - to destroy everything living. And only the death at the hands of the Brave Ones can free it.
So, spread the word! Tell all the heroes what they will face in our Discord channel.
Hi Everyone, we have a big update for you all. We're excited to announce we've added some new abilities for the Necromancer and Ranger classes. We've also added some new merchant items and tons of QoL, fixes and various small features. Full Patch notes below:
Patch Notes (0.9.4)
- Necromancer: Raise the Dead now scales from 5 skeletons to 10 skeletons (Would love to see if you like this or prefer the original count of 5. We thought a larger army would be more fun to control, but we're open to feedback) - Necromancer: Raise the Dead - Increased skeleton enemy detection range by 50% and wander radius by 25% - Necromancer: Removed Ability: Miasma - Necromancer: New Ability: Summon Golem (replaces Miasma) - Build a larger army with this new summon! He will taunt and smash your enemies to pieces.
- Necromancer: Effigy will now explode when it's destroyed, inflicting explosive AOE damage to nearby enemies - Necromancer: Grave Grip - In addition to slow, the ability now has a 5% chance to proc poison per rank - Necromancer: Grave Grip - reduced base cooldown from 14 to 10 seconds - Necromancer: Restless Bones - removed the requirement to have max skeletons alive in order to summon an exploding corpse bomb - Ranger: Removed Ability: Nature's Snare - Ranger: New Ability: Poisonbloom Sentry (replaces Nature's Snare) - Deploy a turret that shoots toxic projectiles at enemies - Ranger: Deadly Toxins Talent has been boosted. Poison Proc chance increased by 30-80% per rank - Pyromancer: Cauterize Wounds has been boosted and now provides much better healing - Blood Maiden: Improved spawn logic of rain blood and Rot - Blood Maiden: Added more prominent SFX to crimson fury attacks - Blood Maiden: Ultimate Activation text is now localized - Blood Maiden: modified the description for Shades of Agony - NEW Common Merchant Item: Ring of Dominion - Necromancer Summons do 25% more damage but spells do 10% less damage. Only on offer when Necro is active character - NEW Uncommon Merchant Item: Sunflare Spellbook - Summon the power of the sun to inflict damage upon your enemies - Merchant Item: Mystique Vial, will now check what's currently on offer from the merchant, and it will not reward the player with anything on offer - Blood Sacrifice Altar, Challenge Events and Cursed Altars now require manual activation just like the Merchants. You will no longer enter a trigger zone and have the menus automatically pop up. - Modified the spawn logic of all altars and events - Curse: Bilee's Revenge - Modified the color of the curse when playing as the Blood Maiden. It will now appear green, like poison, as opposed to red, to differentiate from the Maiden's spell FX colors - Curse: Open Wound - will no longer tick damage on the player when the player near death. Damage is now capped to a low threshold - Curse: Avarice Arrows: Added a 5 second cooldown to prevent spam spawning of arrows on multiple gold collections - Curse: Flammable Goods - reduced the hitbox timer duration by 75% for explosions, making it easier for the player to navigate near exploding obstacles - Curse: Catapult - boosted intensity of shadow color by 25% to improve visibility - Curse: Grainloch's Minions - Added an extra 1 second delay to shoot a projectile when a stump is activated - Curse: Deathcaps - Boosted brightness/contrast and added a shader effect to the mini spores, improving visibility - Powerups: Soul Magnet powerups now have an additional chance to drop every 2-3 minutes in addition to the normal powerup drop rate - Increased the XP gain of curses survived during endless mode by roughly 100% - Boss: Ebon King - Now performs a warning before executing the Boomerang projectile attack - Boss: Sporelord Rotwood - modified shader so the boss is now properly affected by lighting - Castle Usvit: Likhoradka Elite - added an audio cue when she begins to cast a spell to signal a warning to the player - Improved Merchant Spawning logic in Usvit Castle. Should no longer have possibility to spawn far from the player - UI: Active Perk icon/info is now displayed in the Pause Screen and Level Up Screen before the active Merchant Items - UI: Updated Key Bindings menu - UI: Adjusted descriptions of character select menu to improve visibility and differentiation - UI: Edited sprite swaps with proper sprites during button presses for buttons within the Options menu and Key Bindings menus - UI: Added a notification icon next to the Knowledge button on the main menu to signify when a knowledge point is available to spend - Audio: Reduced firebomb sound effect volume by 40% - Options: Added a checkbox to disable ability fx lights - Options: Added an accessible font option for English. If you want more font clarity and easier readability, you can toggle this on in the Options Menu. - Credits: New menu and updated list - Bug Fix: fixed an issue related to screen resolutions not being saved properly - Bug Fix: Ranger Marked Targets will now appear in Usvit Castle - Bug Fix: Ranger's Homing Shot now faces the correct direction when it fails to find a target - Bug Fix: Mouse input now works for selecting a perk while in the perks menu - Bug Fix: Applied proper shader to all gold collectibles - Bug Fix: Necromancer: adjusted skeleton movement code to fix rare issue of skeletons not facing the proper move direction - Bug fix: Tiles now shift properly if Hitch is active in Usvit Depths
We are planning to add another large update in July with some new events, tomes of knowledge, features, QoL etc. We are working hard on the end game content, and we are very pleased with how it's coming together, but we will continue to push out updates as we make our way to the finish line. More to come!
Fixed a rare issue that caused the game to freeze on victory screen after completing an optional objective while playing with some types of controllers
Anchored Hearts: A Tale of Destiny - charly.sproule
Join us during the June Steam Next Fest as we begin a playthrough of the Anchored Hearts demo, including some chats with our dev team! Watch us navigate wild waters, fight enemy ships, and meet our potential love interests.
Chat with us and get a taster for what the game has to offer!
Features: A gripping narrative mystery Romance multiple characters Navigate a roguelite map Engage in epic real-time ship battles Buy or earn ship upgrades as you build notoriety
Hello! BYTES is released, and I'd like to say a big thank you to any and all reading this. BYTES:TRTD is my first game, so it means a lot to me.
However, for the same reason, it also means I need all the help I can get when it comes to bug reports and feedback. If you encounter any bugs, serious or otherwise, please consider joining the Discord I made and reporting it there. Don't assume someone else will report it, because you very well might be the only one reporting the issue and I can't fix what I don't know!
As for feedback, I would love to hear what you think of the difficulty of the game. What levels you liked or didn't like. What you thought about the story. How the game runs on your system and what your specs are.... Anything you'd be willing to share.
On a different note, know that I have updates in mind for Bytes. I had a specific set of non-story dialogue events, as well as a mostly implemented perk system for the Byte Editor, and more models for the Bytes (including an easter egg one), and I'd also like to do an art pass over some particular textures, but that needed to be pushed back with the release window. This is for the best, however, as I would like to take time to focus on any potential bugs and feedback received after release to shape what I focus on next.
English ############Content############### [The Psychedelic Cave]The deepest level now has a corrupted robot hostile to you. It will not respawn. [The Psychedelic Cave]Added a dead body of a foundation agent at the entrance from Floor 3 to Floor 4. [The Psychedelic Cave]On the dead body of the foundation agent, you can find an M4A1, some ammo, and a new document <<Foundation File-UPEX2144>> [The Psychedelic Cave]There are now several signal towers that broadcast how deep underground you currently are. They are coincidently near the exits to the previous floor. So, basically, you can find a way outside the cave by following those signal towers. (You can guess who left those behind.) [The Psychedelic Cave]Added a dead body of a foundation agent at the entrance from Floor 4 to the Deepest Floor. [The Psychedelic Cave]On the dead body of the foundation agent, you can find some Butterfly Wings, some C4s, and a newly updated document of <<Foundation File-UPEX2144>>(It has some information about something that happened in China 2 years ago.) [Wiki]Added the information about the dead bodies and the signal towers on the Wiki page. 简体中文 ##########Content################# 【迷幻洞穴】洞穴的最底层现在会有一个被腐化的机器人,会主动攻击。不会在摧毁后刷新。 【迷幻洞穴】在第三层到第四层的入口附近加入了一具基金会特工的尸体。 【迷幻洞穴】在这具尸体上,你能找到一把M4A1,一些弹药,以及一份新的文档《基金会文件-UPEX2144》 【迷幻洞穴】现在这个洞穴里由一些能够告诉你目前位于地下多少米的信号塔。它们刚好位于从当前一层返回上一层的出口位置附近。所以,基本上你可以通过寻找这些信号塔来离开这个洞穴。(你可能可以猜到是谁留下了这些信号塔。) 【迷幻洞穴】在第四层到最深层的入口附近加入了一具基金会特工的尸体。 【迷幻洞穴】在这具尸体上,你能找到一些蝴蝶之翼,一些C4,以及一份更新的文档《基金会文件-UPEX2144》(包含2年前在中国发生的某件事相关的信息。) 【维基】在维基页面上加入了关于这些尸体和信号塔的相关信息。
We’re incredibly excited to announce that the final content update ‘Friends and Foes’ is now available! This is our biggest content update ever, so we hope you like all the new characters, charms, challenges and items.
Wildfrost x Balatro Bundle
Before we dive in, we want to let you know that Wildfrost is currently 30% off on Steam! Plus, we've teamed up with the awesome folks at Playstack and the incredible LocalThunk to bring you the ‘Kind of a BIG DEAL Bundle’.
You can now get both Wildfrost and Balatro at a 10% discount when you purchase them together. Plus, any existing discounts on the base game will be combined with this additional 10% off to complete your set! Balatro is smart, fun, has that ‘just one more run’ quality, and we highly recommend you check it out.
And in true Hooters and Tooters fashion, we've teamed up with Lost in Cult and Black Screen Records to bring you the coolest vinyl featuring all the Wildfrost bops from Paul Zimmerman himself. With an estimated shipping date just next month, if you preorder today you’ll be making sure your future self gets a little treat ✨
Without further ado, we’re going to dive in the shallow end with a sneak peek at a few new cards, so consider this as your 🚨 official spoiler warning 🚨 for everything below.
If you’ve got eyes as sharp as Pootie’s, you probably remember Nova from our key art by Carles, dating all the way back to the Wildfrost launch. Fans have been clamoring for her inclusion, and we’re hyped to announce she’s finally here to kick some serious Pengoon butt!
We also have two new enemy types from two new battles to threaten to put you on ice: The Inky Sacks and Gunk Bugs!
But don’t be fooled by their cute clan names, because these critters will funk up your party if you don’t get your deck in order.
We heard you liked Noomlin Biscuits, so naturally we thought we’d add some Zoomlin Wafers to the mix too!
This delicious treat is only one of several new cards that add the adorable new addition to the game: the Zoomlins, which will let you play a card for free, but only once before they run away!
Last but not least, Balatro’s Jimbo joins the pack! You’ll have to find out how to unlock him, but for now, let's just say a certain short guy, known for his lack of fashion could help you out… 👀
Before you go, we also want to let you know that we’re running a competition for this gorgeous Wildfrost card, handmade by the incredibly talented Pierrot Cards. Check out this Twitter post for more info on how to be in with a chance of winning your very own Big Berry 🍓❤️
That’s all for the moment! Before we go, we just want to say a huge thank you to everyone who’s been a part of our development journey over the last few years. Every like, share, comment, playtest, critique, meme and piece of fan art has made this game what it is today, and we can’t thank you enough. This community is incredible ❤️
Until next time, please let us know what you think either in the comments here, the steam forums or over on Discord where you can also see what we’re up to 👀