Hello! This is Ota Imon, Creative Director of Zet Zillions, and in today's post I want to show you one of my favorite decks. Keep in mind it is a bit hard and clunky to pull it off, but it feels great to stack up so much damage and deliver a single blow; however, you gotta make sure you have enough to defend yourself.
Sooooooooooooooo here’s what you need to cook this delicious punch flavored cake:
Corpse Captain (Corpse Cap)
Onimaru x2
Duplicator
Clementine
Meat Shield x2
Shield
Unload
Junk Pile x2
Trash Porter x3
I like this deck for the fun of it, but sure we can still sharpen up its synergies with new updates. It’s a bit hard to get it this pure, but it should work with discarding cards, draw cards and even some cards like trash settler and drop capsules to help with colonization.
If you have any new strategies for it feel free to let us know in the Steam forums! I had lots of fun with this deck, but I ended up dying against Queenhive, because I unloaded my power too soon…
Duty calls - the enemies are invading Next Fest! Check out our free demo NOW and enjoy the machine gun roars and the girls' moans.
Your job is to take care of them and provide your team with first-class support after the fights - copy that? Future of the whole world is in your hands, your reaction is what your crew mates rely on.
And don't forget to reward your crew mates after the long fights - they enjoy all kinds of fun. Show them how well you fight with close combat weapons, and that you, in fact, wield the most effective of them - your manly honor. It takes effort to merit the respect, commander!
To board the ship, it is required to add the company to your wishlist:
We are pleased to announce the release of update patch v0.1.a6. This update includes the following fixes and improvements:
Supermarket Storage Expansion: We have doubled the capacity of the supermarket storage to better meet operational needs.
Porter Movement Optimization: Fixed an issue where supermarket porters were stuck stepping in place; they should now move more smoothly.
Restocker Movement Optimization: Resolved an issue where restockers were immobile, ensuring normal restocking operations.
Customer Pathfinding Update: Fixed a problem where customers did not update their pathfinding routes after recycling equipment, improving their shopping experience.
Equipment Placement Issue Resolved: Trash and stains on the floor no longer prevent the placement of equipment.
Prevention of Accidental Equipment Knockdowns: Optimized physical interactions in the game, ensuring that knocked-down customers and thieves no longer disturb computer equipment.
Shelf Stability Enhancements: Fixed a problem with shelves potentially tipping over without cause, enhancing their stability.
Combat System Adjustment: Addressed an issue where NPCs could become invincible (not losing health) during combat, ensuring fairness and challenge.
We hope these improvements enhance your gaming experience. Thank you for your support and understanding, and we look forward to your valuable feedback!
Felix here with the weekly blog. Over the last couple of weeks, we’ve delved into our game design pillars and how we define and develop features. Today, I want to tackle another crucial subject that influences the entire design of our game: USPs – or unique selling points. Let's explore how these USPs translate into the game's design. Before diving in, I have some exciting news! Today, we welcomed 8 interns to help us with the game and the press demo for Gamescom. My cofounder Jens has been leading the game art teaching department at the School 4 Games in Berlin for many years. This partnership allows us to work with his best and brightest students during their obligatory internships each year. It’s a win-win: they get hands-on experience working on an actual game with a mentor they already know, and we get a significant development boost. As part of their introduction today, we had a passion transfer meeting where we showed them all the driving forces behind the game, including the USPs and how we integrate them into the game. Now, I'm excited to pass this on to you, fresh from our meeting!
(That’s me, the bearded guy with the Star Wars shirt on the bottom right.)
So, in order in which we presented the today, our unique selling points are:
Historical
One of our core USPs is historical accuracy. This should be pretty obvious, but it’s important to mention that we strive to incorporate this element into all our games. That's why we collaborate closely with Humboldt University to ensure we remain as accurate as possible. So, what does this mean for Lost Legions specifically? It means the game's premise is based on historical events – the Battle of Teutoburger Forest actually happened. We meticulously represent every piece of equipment, especially the well-documented kits of Roman Legionaries. Additionally, we use noninvasive means to convey historical knowledge, similar to item descriptions in Dark Souls games, but grounded in real history. Now, some of you might have noticed mystical elements in the trailer and wondered how they fit into our historically accurate world. Without spoiling too much, I can assure you that any mystical elements are rooted in the mythology and beliefs of the time. In that era, gods and spirits were believed to be very active. However, there was a clear distinction between the feats of gods, spirits, and monsters and the capabilities of mortals, even the best Legionaries. So, no worries about fireball-throwing centurions in our game!
Optional
This USP is a bit less straightforward but ties in beautifully with our game design pillars. Survival games cater to a diverse range of player types. Whether you love exploring, building a practical fort, or fighting the biggest creatures, there's something for everyone. But what about the tasks you don't enjoy? Personally, I love exploring but find building bases and collecting resources tedious. I play with a friend who will build a city overnight but isn't keen on combat. It's great when playing with friends who have diverse interests, but what if you're not? Enter the idea of optionality. Our vision is to allow players to delegate major game tasks to NPC Legionaries. They can gather resources, craft items, build structures, and even explore or fight on your behalf. Examples of how this concept permeates the game can be found everywhere: We're also exploring the idea of including minigames for crafting. So according with the principle, these should be optional and not penalize players who choose not to engage with them. I'm excited to see how far we can take this concept, but it’s already proving valuable in our design process.
Narrative
Last, but definitely not least, is the narrative. We want to tell an epic story that you can enjoy alone or with friends. This means borrowing a bit from role-playing games to set the scene and tell engaging stories. It creates challenges, especially with the "with friends" component, but it’s one of the aspects I'm most excited about. I love deep, engaging stories in games, and I can’t wait to create one for you. 😊 With that said, I hear the pixel mines calling…
- multiple new actor animations & costumes in Direct Scene menus - added option to disable pausing the game when the window loses focus - added Shift + Right Mouse Button drag as an alternative way to rotate the view - added "open saves folder" button in save menu - disabled "employee liked/disliked the food" notifications - fix bug where the bus would be stuck at the studio gate if the game was saved & loaded right after the bus dropped off the passengers - fix a crash that happened at random times during high memory usage - fix sounds of award ceremony not respecting the master volume setting
Whether you plan to buy in the future or not, adding the game to your wishlist is a form of support for the developer. As a solo game developer, I'm still on my own, but this time I'm investing a significant amount of funds into the creation of art resources. However, the game won't be available for sale immediately. Before that, I will open a demo version for everyone to experience as soon as possible.
Today we are thrilled to share that Planet Crafter sold more than 1.000.000 copies! It's a tremendous achievement for our small team of 6 and we are really gratefull for all the support you all showed us since we first released the Early Access of Planet Crafter two years ago!
This is great news for Miju Games as it will allow us to continue working on the game in the future and implement all the great ideas we have to make it grow even more!
After the 1.0 release and the following Explosive Update that just has been released, we will take some time off this summer to recharge our batteries, and come back even stronger in a few months with new content and exciting news!
But before that, we updated a small patch that will adress small issues and add a bit of content.
Thanks again to our wonderfull and supportive community!
Full Changelog - v1.105 - The Explosive Update Patch #2
New small biome between Cascades and Cenote (look behind the waterfalls)
Add a specific hover effect when using the deconstruction tool to prevent unwanted deconstruction
Players can now interact with objects even if in deconstruction mode
Fixed an issue with animals not properly updated with their correct customization values
Fixed an issue preventing players to be affected by explosions when playing an emote
Added a new room and tile to procedural wrecks
Fixed network synchronization issues with explodable rocks
Fixed an issue with potentiel seed desynch in procedural wrecks
Fixed an issue with deconstruction not giving back resources
Improve save file handling to avoid players losing all their equipement if there's a Steam issue.
Various bugfixes and performances improvements
Stay in the loop
As always, don't miss any information about Planet Crafter and Miju Games: