Toastercide 0.61: 6/3/24 The game will now pause when the escape menu is open, the timer will pause as well When a level is first loaded, it will begin paused AI hitboxes have been enlarged. This should help prevent clipping. Additionally, this will make them easier to hit with burning toast but also make it more difficult to move past AIs. Bullet collision radii have been increased from 0.2 to 0.4. This should help prevent AI from shooting through floors. This is a temporary fix, as AI’s should not be able to shoot if they don’t see the player. Demo Game over screen has discord button replacing the quit button A 0.25 second cooldown has been added to the “Shoot Cord” action. This should help prevent spam clicking. The cooldown for grappling to moving objects will go down half as slowly. This means that it will be harder to stay attached to moving electrical objects as intended.
Our Kickstarter is officially live and is gaining traction fast! Come stop by, support the game, get yourself a steam key, some merch, and help us make this game amazing!
After months of work and a very insightful private playtest month, we're pleased to announce that the official Demo version of Robot Arena Survivors is now out on Steam!
Robot Arena Survivors
Robot Arena Survivors is a single-player arena auto-shooter. You are piloting one of your own Hovercraft Units to fight against many waves of deadly robots. Unlock powerful abilities and rewards to get the job done.
If you wanna show some support and help a fellow indie dev, please consider giving the game a wishlist!
The demo version already includes enough fun to probably play for a few hours!
One procedural arena, but 5 different difficulty levels!
The demo only contains one arena to play with (and more will come in the near future, with their own challenges and enemies). But with that, face 5 different difficulty levels that will bring more danger to your attempts! With more difficulty:
More waves to go through!
More variety of enemies, with really hard encounters!
Even more tokens (in-game currency) as a reward!
Strategize, and get'em all
As a traditionnal roguelite auto-shooter game, you'll get to decide on various rewards and new abilities during a run. Plan carefully and become overpowered to crush all robotic resistance!
Two playable H.C.U.
With the demo, you'll get to play with the MK-01 Blue Shell unit and its Auto Cannon, unlocked by default. But if you play for a few missions, you'll get enough tokens (in-game currency) to unlock the second unit available, the MK-02 Fire Storm and its glorious Plasma Cannon!
Permanent upgrades
The more you'll play, the more tokens (in-game currency) you'll get! Use them to enhance your base stats in order to become stronger and perform better over time!
Story of the game
The development of the game started on January, 15th 2024, by a solo indie game developer (me) wanting to mix its love for robots and suvivors-like games into a single project: Robot Arena Survivors.
A first prototype was quickly made to test-out the idea with our Discord community, and we manage to validate the game feel and some aspects of the game design - but not all of them. Then, a few months of work on the core gameplay loop and tons of polish later turned this prototype into the current demo version you're about to try!
Like we did in the previous game we made, Escape Space, we've teamed-up again with the amazing Scott Hsu for the music and, this time, the global sound design of the game.
Please feel free to reach-out on our community Discord server or in the Community Hub for any feedback or request about the game! We'll be happy to have you here!
Party Mode fixes - a bunch of fixes applied for other platforms had not yet been deployed to Steam, and now they are so things should be much smoother and easier to join up with friends and play!
Brand new railgun visuals!!!
Fixed an input buffer bug that caused players to auto fire at the beginning of a round
Fixed an input buffer bug that affected local menu selections between scenes
Fixed minor UI issues on the main screen
Created new initial loading screen to correspond with major backend changes in preparation for 2.0
Hey everyone! I'm super excited to announce Godless finally leaving Early Access with this 1.0 update! Take a sneak peek on what's awaiting your divine intervention in the newest trailer!
If you are curious to discover what exactly has changed, please feel free to take a look at the detailed changelog here.
If you have any questions or thoughts about the changes, you are very welcome to share them in the new Godless Discord! :3
Just wanted to pop in to say that Plastomorphosis is on the weekly discount! 30% off!
If you still happen to be on the fence, check out the game since there were a lot of fixes applied ;) (especially fixed walking animation for a female playable character)
Can't stop updating. Gonna take a break soon. Lockpicking during combat now has a time limit, improved some dialogue, added some script commands, etc. Still gotta do at least one more patch before I go back and playtest everything from the beginning (I still haven't done that).
-Picking locks during combat now has a 20-second time limit. -"DialogTimer" script command now works for lockpicking minigame if you want a time limit. -Music and lockpicking minigames now bring framerate down to 60 if game speed is set to fast. -Lock strength while lockpicking now determined by both Cunning and Mechanics ability. -During combat, you can no longer read books, translate gemcracks, fish, or dig. -Summoning henchmen with contract now displays character screen. -Nordus now gives lock sequence, more shop inventory (Ch.1). -New rep in Ch.3 for completing quest: Anuli's Friend. -Added 9x9 map commands (tile, block, etc.). -Added moonlight farms to Berindal's Refuge. -Locked more doors in Ch.2. -Updated manuals.
It feels like now the difficulty is right, at least for the first 2 difficulties to learn the game, but the curve to the Captain is too steep. Also, the way mortars work compared to plasma towers does not scale well with the amount of enemies. In this update, I changed the difficulty curve and the number of small enemies (mostly runners and soldiers) on higher difficulties.
Artifacts are the major factor in winning and some games can feel too lucky or unlucky. This update will introduce rerolling of the artifacts reward to give more control in the hands of a player. Also, the artifacts pool that is used for 3rd starting bonus was reworked to make it more impactful.
Although a matter generator is a risky option, most of the time it feels like a safer option. I don't want to nerf it as most of the players enjoy how it feels, so other options were buffed significantly. But the cost of installing upgrades for the matter generator was increased, but very slightly.
v1.0.4 - Add ability to re-roll artifacts choice once per event - Rework starting artifacts pool (remove weak, add more meaningful) - Reduce the amount of smallest enemies on higher difficulty to balance AoE weapons - Make the difficulty curve better (Captain and Start Lord for the most part) - Buff laser cannon, reload duration (18/15/2/1 -> 15/10/1/0.5), upgrades cost changed to support this buff - Buff deathray, min attack speed (5/10 -> 10/20), attack speed growth (5%/10% -> 10%/20%) - Slightly increase matter generator upgrades cost (upgrade 3 1 cost +1 stellarium, upgrade 3 2 cost +1 stellarium, upgrade 5 cost +1 aetherium) - Allow resetting tutorial (with default loadout) by deselecting tutorial in settings