We're finally nearing v1.0 and releasing the game from Early Access! Our planned release date is July 12 and we'll be working hard on polish and release prep right up until that date!
Leveling System
One of the last major gameplay components we've added is the leveling system. New players will start with a smaller pool of augments and blueprints when they first install the game. Playing games will increase progress towards level ups, and each level will unlock a small additional set of Blueprints, Deployments, and Augments choices up to a current cap of level 7.
Some game modes are also hidden behind level restrictions to prevent new players from diving into the most complex content right away, and to ensure that game modes like the daily challenge are played on an equal footing.
All existing players will automatically be level 7 after updating as many of you have already played enough games to have fully unlocked all existing content.
Leaderboard changes
Leaderboards have been removed from all game modes except daily challenges and scenarios. These two game modes will ALWAYS have all content available and will be the only two "competitive" game modes. We want people who are looking for a spot on the ladder to have an even footing and that means that with unlocking and progression that only game modes that are fully consistent with each other will be leaderboard enabled.
New Augment
Shield Recall - All Alien Shields (world spawn building) on the map are destroyed. You receive half this many Alien Shield deployments rounded up. If you're not familiar with Alien shields they are indestructible and have no upkeep and provide a very large shield area making them very powerful game pieces.
There will be some additional blueprints and augments added before the 1.0 release.
Nerfs/Buffs
+ Spore Tumor and Reclamation Outpost now reveal grass when converting + Reclamation Outpost cost reduced from 4 metal to 3 + Scrap Beacon cost reduced from 4 metal to 3 and upkeep reduced from -4e to -3e + Energy Wall cost reduced from 2 metal to 1 + Repurposed Scanner augment no longer has an energy cost increase penalty. Simply converts your scan to a shielding ability at the same price
Bugs and miscellaneous
+ Wiki has been heavily expanded. There are now tags and categories on the left-hand side that you can use to filter your wiki for easier navigation + Some on-click effects like dynamite that were modified by augments were missing animations + Reactive lava now correctly "chains" explosions if an exploding lava hits another lava tile + Fixed bug with spore tumor not showing animation + Fixed bug with Warp Signal where it temporarily still shows the old Ruin counter at the top even though the augment deletes a ruin. + Your desolation level automatically increments when you unlock the next level.
Scion-based enemies (Scion, Sapientia, Iustitia, Temperantia, Fortitudo, Pudicitia, Spes, Caritas, Fides) can no longer become Invulnerable by closing their shells, instead taking reduced damage by doing so
Updated Eden’s hand model
Fixed issues with Eden’s AI
Fixed a really big mistake in Eden’s Codex entry
Added the ability to switch Slot 3 keybind
Fixed issues with the Rage Passive
Fixed Crucible display
Slightly reduced Cherubim bullet output
Probably fixed an issue with checkpoints causing a softlock
Fixed various issues with Challenges displaying on Title
Fixed various issues with tooltips
Added an unfinished Debug Menu, including invulnerability, an unfinished difficulty modifier (Must Style) and a basic enemy spawner
Touching water no longer teleports you up, now applying an upward force
Ok. So, I couldn't just look at all the new positive reviews, all the work Vokial had done in the #feedback channel, and do nothing. I've searched for a way forward that would allow Psilocybe Games to update already released titles and work on new stuff at the same time.
Here's my idea: I'm going to devote some of my time to updating Tamarak Trail (and potentially other games) on Steam only.
You'll get early access to the new title we're working on, be able to participate in shaping the new idea, and request changes to Tamarak Trail and other released games (reasonable requests only - I'm not adding fishing to Tamarak Trail!).
As a gift to the community, members of which have spent an enormous amount of time helping to make the game better, I'm presenting update 1.0.4 with community-requested bug fixes and implementing part of Vokial's feedback.
I hope you like this solution, and that this update is the first of many.
Here's the changelog:
Content Added damage symbol to Shattered Bone core description Added damage symbol to Pigeon Heart core description Added damage symbol to Dragon's Breath ability description Added damage symbol to High Voltage ability description Added damage symbol to Hit and Run ability description Added damage symbol to Murder of Crows ability description Added damage symbol to Thorn Wall ability description Added damage symbol to Exploit weakness infinite combo description Added damage symbol to Ricochet infinite combo description Added damage symbol to Bushwhack infinite combo description Added damage symbol to Just One More Thing infinite combo description Added damage symbol to Quickdraw infinite combo description Added damage symbol to Mark Prey infinite combo description Added defense symbol to Giant Thumb core description Added defense symbol to Suspiscious Mushroom core description Added defense symbol to Petrified Beetle core description Added defense symbol to Ice Mirror ability description Added defense symbol to Rock Smash ability description Added defense symbol to Stone Armor ability description Added defense symbol to Distraction infinite combo description Added defense symbol to Fake Evidence infinite combo description Added defense symbol to Campfire infinite combo description Added bounce symbol to Eye of Khog core description Added bounce symbol to Rabbit's Foot core description Added bounce symbol to Soul Candle core description Added bounce symbol to Knockout Gas ability description Added resolve symbol to Barnacle ability description Added resolve symbol to Fake Evidence infinite combo description Added resolve symbol to Refresh infinite combo description Added resolve symbol to Trailblaze infinite combo description Added resolve symbol to Wild Herbs infinite combo description Increased player token movement speed on map
Fixes:
Fixed snail trader carrot option to reflect the text (thanks to Psylisa) Murder of Crows now stacks (8 dmg per stack) (thanks to Psylisa) Fixed null reference when attacking The Source during transition phase (Thank you Vokial, Psylisa) Fixed Gravel Hound sounds not respecting sound volume (Thank you Ladybug) Fixed Reload dealing damage on top of infinite effect (Thanks Vokial) Fixed Wild Herbs dealing damage on top of infinite effect (Thanks Vokial) Fixed Dead Eye dealing damage on top of infinite effect (Thanks Vokial) Fixed Sentient Carrot not preventing exhaustion in some cases (Thanks RpgN) Fixed tracker getting too much gold (Thanks Vokial, Psylisa) Fixed visual glitch when both pause menu and victory menu is open (Thanks Games Detective) Fixed wrong poison value for poisoned horse event Fixed reactive skin description
I have added skills and collection menus in the tab-menu. Both of them will be available as achievements when the game has been released.
BUGFIXES
Fixed a bug in the demo map where the road at the harbor is not connected
ADDED
Added a "collection" menu with all vehicles
Added a "Skills" menu
Added the VGE settings (Virtual Gravity Enhancer) to the vehicle setup menu, which lets you change the gravity of the vehicle, to make them not jumping on hills (I have not changed the current vehicles)
Added a help for the vehicle setup menu
DISCORD
Don´t forget to join my discord server and post your bugfixes and suggestions there, to make this game even better ^^ https://discord.com/invite/A6X7qCH
SAVEGAME
If you want to reset your savegames, it´s located there: C:\Users\YourUsername\AppData\Local\Transporter\Saved\SaveGames
During his work on interdimensional portal research, scientist Yuri Markov was able to discover an entity existing within an uncharted space. With curiosity getting the better of him, Markov decided to bring the entity back to his lab at the Tycho Crater Base on the Moon.
While under the supervision of the Earth Counter Invasion Force, Markov conducted experiments on the entity he dubbed as "The Meat" to try and understand its functions, energy harvesting, and interdimensional capabilities. However, the scientist was also able to identify how The Meat could absorb inanimate objects and, to his shock, organic material--FLESH.
Knowing of the potential horrors that could be unleashed should The Meat ever come into contact with humans, Markov resolved to keep the entity contained at his lab as he continued to study it further.
However, what Markov did not account for was that The Meat was, in fact, sentient. Biding its time while watching Markov work oblivious to its intentions, The Meat prepared to break out of its feeble prison created by the scientist and his team.
Finally, upon learning of Markov’s true intentions for studying it, The Meat believed the time had come to free itself and begin its assimilation of the Moon Base and, subsequently, the invasion of Earth...
Battle against The Meat now by jumping into the Iron Meat demo!
Look forward to even more updates as we continue on with development!
Be sure to follow Retroware’s developer page to stay up-to-date on all our games, news, and more!
Our game Escape: Left to Die is at the finish line…
I wish I could say so, but there are bugs. There are many of them, and releasing a product of poor quality can have a very negative impact on the future of the studio. Here are some examples:
That's why we decided to conduct beta testing via Steam. This “blind check” will help us get a better picture of the game's condition, identify the weakest elements, and improve the overall quality. We need as much data as possible, so we hope you all will take part in it.
Why Beta Testing is Crucial
Beta testing is an essential phase in game development. It allows us to gather real-world data from players who will experience the game without any prior influence. This feedback is invaluable in identifying bugs that we might have missed during internal testing and understanding how different systems within the game interact under various conditions.
How You Can Help
Your participation is vital for the success of this beta testing phase. By playing the game and reporting any issues you encounter, you will help us pinpoint the exact areas that need improvement. The beta testing phase will last for two weeks.
Thank You!
We truly appreciate your support and dedication to making Escape: Left to Die the best it can be. Together, we can ensure that the final product is polished, engaging, and bug-free. Let's work together to create something amazing!
In this devlog we dive into the development of two new features intent on bringing more of the world to life around the player. With the introduction of time of day and our first form of wildlife, the realm of possibilities for what the player may encounter is expanding.
This update has one major QoL thing: you can now build upgrades without having to construct previous machines first. I hesitated a lot about this change but ultimately didn’t find any strong arguments against it. So if it is not a unique machine or a hollow flower/fruit, you can place it anywhere if you have resources.
Thanks to Hernán Marandino the game now has an amazing soundtrack. You may hear it in the background at certain moments. I personally love how it merges with the sound of machines, so sometimes you can't even tell if it's music or just the game itself.
Charonite and Qanetite surges are significantly buffed. They could be used to even make pumpless setups (if you don't have too many extractors). Red surges are buffed as well.
Other than that: + Surges now remember their stabilizers after relaunch + Fixed a bug when Neophobia didn't appear in the achievements list + Added Norwegian language + Stabilizer in hand now prevents accidental surge collection + You can see the refund amount when upgrading something + Upgrading counts as deletion for RBR achievement (just feels right) + Minor bug fixes
Per user request, Crosshair V2 no longer requires an installation of the .NET 8.0 Framework. All required files are now included.
Fix an edge case bug wherein the app would not close as expected due to a lingering prompt. The prompt will now be brought to the front of the screen during the app exit procedure.