Welcome, General, to this week's interview with the Alliance ranks!
I’m not gonna lie, I’m a bundle of nerves for today’s meeting with the Grim Wraiths, the frightening specters that fight even after death.
Perhaps I should call in sick for the day…? No, no, I won’t back down! Courage runs through the wool of my ancestors, brave sheep all of them!
And so, despite my nerves, I made my way towards the Dark Army camp.
The Wraith’s Mausoleum was an ominous structure to behold. It shined with an ethereal glow that seemed to defy the laws of nature.
The air became cold all of a sudden, and a shiver went down my spine.
Wraith: "Another fleeting soul seeks audience with the timeless wraiths..."
As I whirled around, three otherworldly specter warrious materialized behind me. Startled, I stammered:
Sheepy: "Wha... how did you sneak up on me like that?!?"
Wraith: "Unlike your mortal kind, we are not bound to the physical plane. Unbound, we and glide through the shadows. There lies our advantage."
I did my best to regain my composure. After all, I'm a professional!
Sheepy: "Were you alive once? What happened to you?"
Wraith:"In our mortal days, we roamed as band of mercenaries. Death claimed us on the battlefield, as fate decreed. Yet beyond death's grasp, our unity endured unbroken. The eternal rest veils us, for an unyielding hunger for combat pulls us back, compelling our return to satisfy this endless thirst."
Sheepy: "What drew you to join the Dark Army and the Alliance?"
Wraith: "Vez'nan promised us the symphony of screams and blood that our souls crave. For us, the prospect of battle and an enemy to vanquish is a call we cannot ignore; it is all that we need to heed the eternal call to arms."
Wrapping up the eerie encounter with the Grim Wraiths, I couldn't shake off the chill that clung to the air like a haunting melody.
These Wraiths believe in nothing, and answer to no-one. It's a good thing they are on our side... for they are a powerful ally and a dreadful enemy. Their extraordinary powers surpass even the wildest dreams of the living.
Note to self: perhaps a less spooky interview next time.
Welcome, Prospectors to a new edition of Weekly Apart! Today we want to share some big news: You can finally get your hands on a playable slice of Dawn Apart. Yes, that is correct - we’ll be launching our very first Exclusive Discord Alpha Playtest on July 8th! All you have to do is:
Enter your email address in the pinned Google form
You’ll then receive a Steam key in your inbox on July 8th and can start building, mining and automating away.
Some expectation management: The version of the game for you to play and test is going to be an alpha build, so not all elements of the final game, launching into Early Access in Q1 2025, will be included. But you can look forward to checking out:
Sandbox-Style building
Basic combat mechanics
Trading resources with incoming spaceships
Integrated bug reporting and release notes
Not going to be included in the Discord Alpha Playtest are:
Tutorials and quests
Enemy actvity and waves
Pawn terraforming
We’re super excited to finally let our community set foot on Aurora for the first time! Head over to Discord now, sign up for the Exclusive Alpha Playtest, and let us know what you think of the game. Your feedback is much appreciated!
It’s time for a new update, this time bringing several new features to Dustgrave, which can be tried in the demo!
While the full extent of how those changes will affect the player’s agency and the gameplay will be explored with future dev diaries, today we will introduce the new features.
More Interactions
So far, you could only interact with NPCs by talking or killing them, and with objects by using them. It is now time to explore an extra dimension of interactions, to make things truly sandbox and dynamic!
Are you tired of people remembering bad things you did to them or reacting negatively when stealing from them? Say no more! With the new magic scrolls we added, you can finally alter the mind of those poor NPCs, making them forget your crimes or ignore them! You can also implant in their mind a feeling of warmth and friendliness toward you.
Are you interested in committing war crimes? Or maybe just normal, plain crimes? Well, you can now poison wells, pick locks, assassinate sleeping people, or kick that locked door that’s blocking your way!
To access those new interactions, you only need to right-click on entities you want to interact with, and see which kind of extremely unethical option better suit the current situation.
Progress Meters
What’s the purpose of having dynamic and reactive systems when you, the player, the person we want to please, have no way of actually having some feedback from the world? To solve this, we modified how quests works and added a new UI that will let you track your progress when dealing with major quests or specific events. You can now see the effect of your deeds, including the ones unrelated to active quests: any act of sabotage or retribution towards the enemy will affect the Progress Meter, and you can drive away a group of brigands just by decimating their number. Don’t let those annoying officials tell you what to do!
It is also used to track relationships with Factions and Settlements, explaining in detail what happens when reaching certain thresholds. We still have to implement the option of joining a faction, but it will soon be available!
Future Updates
Those two new major features will greatly expand the variety of content we can create for Dustgrave, with the goal of providing a truly sandbox and dynamic experience. Having more ways to complete a big quest is always good, but when those ways don’t solely rely on pre-written dialogues or quest branches, you players can enjoy an even greater freedom in choosing how you want to live your story in the game.
Here’s a list of a few things we plan to add to Dustgrave in the future:
New Quests that don’t rely on fighting or talking, but instead take advantage of the new interactions to let you steal, sabotage, sneak, or investigate.
Also, existing quests will have new ways of completing them. Right now, when tasked with retrieving a stolen item, you will have the chance of simply sneaking past the guards and taking the item. This kind of freedom of action is what makes a sandbox RPG truly interesting, so we will make sure to always add multiple ways of progressing through quests.
Many more interactions will be added, allowing you to sabotage or steal supplies, pickpocket people, or change the NPCs’ behavior to your advantage.
We plan to add dynamic events to the world, like the plague spreading to a settlement and eventually killing everyone in it if nothing is done to stop it.
Some Major Quests will have their specular counterpart, allowing you to double-cross factions by accepting to help both sides and betraying one when the time is right. For example, it is already possible to help a faction conquer a settlement, but in the future, every time such a quest is triggered, a specular one of defense will be available to the opposing faction. With those features fully implemented, betrayal won’t only be easier, but also have an exquisite taste.
And now, the full changelog of this new build.
Major Changes
We introduced the concept of Progress Meters. They will let you know more about what’s happening in the world and how your major quests are going, while also letting you progress in major quests without only relying on completing related minor quests.
It is now possible to interact with entities in the world in many more ways, thanks to a menu dedicated to secondary interactions. You can finally pick locks, break open doors, cast spells on people to make them friendlier or make them forget things, and even poison stuff. Many more interactions will be added in the future.
Added a new major quest type with several variants, revolving around rebuilding destroyed settlements or improving the economy and stability of existing ones.
Added several new minor quests to improve the overall variety.
Added many barks to NPCs, they will now complain about everything bad happening in their life.
People will now lock some of their containers, and you’ll have to pick or break those locks. Which is considered a crime, so they may get a little angry if they find you.
Fixes and Improvements
Fixed a major issue that could completely block the game during fights.
Improved performances in levels.
Greatly reduced saving time and save games size.
Fixed the AI’s pathfinding, now NPCs will less likely waste their turn dashing or moving around with no purpose.
Added many sound effects to the UI.
Fixed the minimap in levels to be clearer and to work properly in most levels.
Improved loading times for many levels.
People now actually use a pen when pretending to work.
Fixed the difficulty level not working properly.
Fixed an issue with healing actions having wrong values.
Academians without a body now have one, the ones that already had a body now can move it.
Change the Money item in the inventory and all other panels to be always on top and have a much less ugly icon.
Enemies will now disengage when they run out of Morale, without causing game-breaking issues. You can still beat them to death, though.
The behavior of several Statuses like Bleed or Bravery has been fixed and they now do what they’re supposed to. Good boys.
You will no longer see torches being lit without actually emitting light.
The Root Status now has a proper visual effect.
The Persuasion Minigame is now harder and takes relationships into account.
Couples will now try to sleep in the same bed, even when angry at each other after a petty fight.
NPCs will no longer refer to quests you didn’t start yet.
It is now easier to access some settlements on the map.
When stealing stuff, you will no longer be accused of murder.
NPCs will no longer all share the same ethical values, but will finally enjoy the wide variety of beliefs we made for them, promoting further chaos and instability in the already ravaged continent of Yarsa.
Added more music to the game, with many new ambient tracks and one combat track.
When deserters are sent back to the settlement, they will now be hanged properly if their superior is not willing to forgive their actions.
Added permanent multiplicative upgrades for Damage, Gold, and Prestige Power, and permanent additive upgrades for Rank Exp, into the Battlepass rewards menu. These are permanent and persist between seasons.
Changes:
Battlepass, Daily Gifts, and Resource Pack rewards now scale based on your best hourly resource gains (excluding ads, events, and ultra bosses), rather than on your highest wave like before. I recommend you do a new gold and energy farming run to synchronize these newly tracked hourly stats before claiming any of these rewards. The rewards should increase for almost everyone after a fresh new run.
Offline progress now scales based on your current run hourly resource gains (excluding ads, events, and epic bosses). It should be much more accurate and rewarding than before in most cases.
The highest wave daily mission scales down as you reach higher waves.
Enemy shields will repeat less often.
QoL Improvements:
The active play bonus button moves over to remain visible when the hero menu is open.
Added battlepass exp, exp per hour, and permanent upgrade totals to the stats menu.
Hotkey [tab] to quickly enter ultra low power mode.
Bug Fixes:
Fixed some inconsistencies with the “kills from skills” mission.
Fixed Champion’s skill from hitting the 3x stun limit immediately by re-stunning the same few targets over and over again.
Fixed tons of minor bugs and UI issues.
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Roadmap: (this is extremely tentative and subject to change!)
v9.9(in 1-2 weeks)
6 new "Divine" tier heroes unlocked at wave 4000.
New synergies at rank 100, 150, 225, and 300.
New milestones at level 3000, 3500, and 4000.
New end-game research and prestige upgrades available after reaching higher waves (5000-10000).
v10.0(in 3-4 weeks)
New Ultra Boss unlocked at wave 5000. Drops a new resource that is used for a whole new set of "Ultra" upgrades.
5 new "Divine" tier runes.
More achievements up to 20 stars for more goals and gems.
Two new tiers of end-game challenges for huge new upgrades.
To celebrate the fifth anniversary of the release of Black Paradox, we are excited to announce a remastered and enhanced version: Black Paradox Reloaded. Thanks to the valuable feedback from our community of players, we have worked hard to enrich the gaming experience graphically and in terms of gameplay.
The game will feature two new game modes in addition to the classic story mode: Arcade and Boss Rush. You can also play local co-op with a friend, making the experience even more engaging.
The official Steam release is scheduled for October, with console and mobile versions to follow later.
The Steam page is now live, and you can add the game to your wishlist to stay updated on the latest news and releases.
Creature Clicker - Capture, Train, Ascend! - Phat Phrog Studio
Hey Guys
This is something I've wanted to do for a while
I've now added a collectable mechanic to Creature Clicker, every hour that you play you will unlock a random creature of various rarities into your steam inventory and these creatures can be traded with your friends or sold on the Steam Marketplace.
These are the rarities and just some of the creatures that you can find:
PS: any issues please let me know as using the steam inventory is new territory and i had a lot of help to get it working, big shout out to my friend SLMEPHI for assisting me with this update.
Edit: Wow i did not expect the marketplace to sell out that fast, you guys are awesome! ːsquirtyayː