Generic weapons felt arbitrary and lackluster. So we're introducing the concept of Elements to weapons. Elements are randomly assigned attributes to all weapons during a run. Once 3 weapons possessing the same element are acquired, that element effect becomes active. Our intent is to introduce more variety between runs and adds another layer of depth when deciding what generic weapons to grab along the way.
NEW! Character Sasha The Sharpshooter - "She never misses, they just dodged."
Salem rework
We're making a change to Salem's kit. While switching firing modes was a fun concept, it ended up being more efficient to stay in one mode for the entirety of a run. We've changed up her kit to feel more like a close ranged DPS.
General
NEW! Rogue Sasha skin.
Protein Powder equip bonus capped to 50%.
Various audio tweaks.
Various UI tweaks.
Let us hear your feedback and see teasers for upcoming content!
Hi everyone! Once again I want to thank everyone who played our demo game and shared feedback. You help to make the game better!
Based on your wishes and comments we have made the following updates: -We adapted UI for different screen resolutions. And added the ability to change its scale. -We added hotkeys for building buildings, recruiting units and giving commands. These keys can be reassigned in the settings. -Added a visual designation for the building radius. -Developed the behavior of wild animals. Now they are less aggressive and less likely to attack the player. Also combat units stopped attacking defenseless animals. And the bunny is not threatened by anything. -Fixed the camera controls. Thereby eliminating the bug with skipping right-click when giving orders. -Slightly adjusted the balance of prices for buildings. -Made more distinguishable boundaries of open and closed areas of the map for the fog of war. -Added more faction color choices. -Designated heroes with a star on the mini map. For better navigation. -Fixed the problems of passing the first level and much more.
Thank you again for your interest in the game. We will keep trying!
Since players really appreciated the addition of cosmetics, I've added support for 32 more, which will release over time. On that note, here's a few new ones to start:
Heart Pattern
Detector
Dish
Blower
Fuel
Finials
Rover
Moon
RESEARCH:
Since the number of things to buy with Research has grown (and will continue to do so), it now seems fit to take a look at how Research is obtained. There could definitely be more Research changes/increases in the future.
You always received bonus Research upon victory, but that amount will now scale with what Depth you won at, and there will be a pop-up informing you that you've received it. Here's a before-and-after for victory Research bonus (assuming you've maxed out "Research Rate" in INTRO RESEARCH):
Surface: 180 → 0
Depth 1: 180 → 100
Depth 2: 180 → 200
Depth 3: 180 → 300
Depth 4: 180 → 400
Depth 5: 180 → 500
The above values are doubled for Abyss Mode. if only you knew how to unlock it, eh?
You'll get +1000 Research instead of +500 when you complete a Turret Trial for the first time. This will also be the case for "Daily Dive" if/when that's implemented.
Note that these values are on top of the wave clear bonus you'd get at wave 30, which is +60.
BALANCE:
(perk) Pot: Size +25% → +30%. (this may still seem small, but consider that this is a multiplicative Size increase - if you have +200% Size from mods on a weapon and this perk equipped, for example, it would actually have +290% Size.)
FIXES:
(perk) Amaryllis: Icon would fade out when something came into contact with you even if you "ignored" the hit.
(perk) Capacitor, Taser: These would ALWAYS be active if you used these with a weapon that has Burst Fire. They will, however, apply to all 3 shots of the burst!
Hello Guardians! Today, We’d like to share some insights from our development process for the world and underworld of Sanctree. We hope you find it interesting! 🚀
【🌟About the Game's Worldview】
The worldview of this game originates from a project we created long ago, which includes four completely different worlds: the Prehistoric World, the Sci-Fi World, the Fantasy World, and the Mystical World. Each world operates under different physical, biological, and even magical rules, resulting in unique ecosystems. Players will embark on adventures across these four worlds. However, the scope of creating all four worlds was too vast, so we decided to start with the "Prehistoric World." The most distinctive feature of this world is that plants possess subjective consciousness. In this world, insects are rampant and highly aggressive, prompting plants and birds to form an alliance against them.
Different plants have evolved unique weapons based on their characteristics (for example, the Spitting Cucumber uses its seeds as shrapnel), but plants cannot move. Therefore, birds have evolved arms to wield plants as weapons against insects.🔫⚔️
【🌟Concepts for Exploring the Underworld】
Our envisioned underworld is composed of various ecosystems (such as spider caves, ⛵coral forests, and other confidential environments). Each ecosystem boasts distinct artistic styles, resources, monsters, dungeons, and a variety of treasures.
There are indestructible bedrock barriers and upper-level BOSS nests between different ecosystems. Thus, every stage of the counterattack offers a new experience (unlocking certain gameplay systems along the way).
Guardians, is there anything else you’d like to know about Sanctree? Please leave us a message! In the next devlog, we’ll share more insights into the development of Sanctree~
Guardians! Due to some configuration errors, we are preparing to relaunch a more comprehensive KS Campaign. You can now subscribe to the Sanctree KS launch notification through the following web page! KS Campaign
📍Also, please join our Discord channel to engage in deep discussions with us. And if you enjoy the game, don't forget to add it to your Steam wishlist!
Hello Guardians! Today, We’d like to share some insights from our development process for the world and underworld of Sanctree. We hope you find it interesting! 🚀
【🌟About the Game's Worldview】
The worldview of this game originates from a project we created long ago, which includes four completely different worlds: the Prehistoric World, the Sci-Fi World, the Fantasy World, and the Mystical World. Each world operates under different physical, biological, and even magical rules, resulting in unique ecosystems. Players will embark on adventures across these four worlds. However, the scope of creating all four worlds was too vast, so we decided to start with the "Prehistoric World." The most distinctive feature of this world is that plants possess subjective consciousness. In this world, insects are rampant and highly aggressive, prompting plants and birds to form an alliance against them.
Different plants have evolved unique weapons based on their characteristics (for example, the Spitting Cucumber uses its seeds as shrapnel), but plants cannot move. Therefore, birds have evolved arms to wield plants as weapons against insects.🔫⚔️
【🌟Concepts for Exploring the Underworld】
Our envisioned underworld is composed of various ecosystems (such as spider caves, ⛵coral forests, and other confidential environments). Each ecosystem boasts distinct artistic styles, resources, monsters, dungeons, and a variety of treasures.
There are indestructible bedrock barriers and upper-level BOSS nests between different ecosystems. Thus, every stage of the counterattack offers a new experience (unlocking certain gameplay systems along the way).
Guardians, is there anything else you’d like to know about Sanctree? Please leave us a message! In the next devlog, we’ll share more insights into the development of Sanctree~
Guardians! Due to some configuration errors, we are preparing to relaunch a more comprehensive KS Campaign. You can now subscribe to the Sanctree KS launch notification through the following web page! KS Campaign
📍Also, please join our Discord channel to engage in deep discussions with us. And if you enjoy the game, don't forget to add it to your Steam wishlist!