Hello everyone. This is not a political management spinoff game with Bears (although..), but it is an update about Bear and Breakfast and the team of people behind it.
I’d like to start by apologizing for the radio silence. We’ve been focusing on health related things that have left us kind of physically and mentally exhausted. It’s been a while since we’ve told you what’s been happening with the team and Bear and Breakfast, so it’s time to rectify that.
TL;DR about the team:
We’re doing okay. Our Art Director, Ioana’s been undergoing treatment for breast cancer for the past 8 months and will soon go through surgery, followed by radiation therapy. We are currently cautious, but hopeful.
TL;DR about the game:
Work on the free update we announced some time ago is still ongoing and we’re doing our best to have it ready to ship this year. We have a couple of smaller, but special announcements (not update related) coming up sooner, in probably less than a month.
That’s the quick summary. If you’d like to know more about the situation, here’s a few more details:
The Team
In case you missed it, a few months ago we announced that our Art Director Ioana has been diagnosed with Stage 4 Metastatic Breast Cancer. Stage 4 means that the cancer is not isolated to just its point of origin, but it has also spread to other parts of her body. In her case, it spread to two of her bones. It was devastating news, especially for Ioana, but also for myself and the rest of our team.
Since our last update, she has been steadily following the treatment provided by her oncologist and is feeling okay. Early signs are positive and indicate the treatment is at least partially effective, which has recently prompted her doctor to recommend surgery and radiation therapy. Ioana is now preparing to go through that surgery in a couple of weeks and her recovery will inform our next steps. In short, we are cautious but hopeful that things are going in the right direction.
The Game
Work on Bear and Breakfast has been slow, but relatively steady. Our support team (thank you Tass) and Andu have been keeping tabs on bug reports, as well as tinkering away at the update. In general, working on the game has been a good excuse to not think about health stuff. Our plan is to release it for free once we’re happy with the amount of content and testing we can get done. Here’s a sneak peak at some of the new content as well as the new more sandbox-y game mode:
And here’s a list of frequent questions we’ve gotten:
FAQ
When’s the game update coming?
Later this year.
What’s gonna be in it?
New Story Content, picking up where the original game left off New Areas, New Hotels, New Furniture and New Characters A new and more flexible sandbox style Game Mode It will be available for free on all platforms where you can currently find the game
Why is it taking so long?
Small team dealing with major health issues, causing slower development.
Why not just hire more people?
That was the plan until we got the bad news. When the game launched, our core team consisted of me (game/studio director), Ioana (art director) and Andu (lead programmer) as the three full-time employees (plus a handful of contracted members, which are invaluable to us and the game, but were not permanent team members). We were looking to expand the core team, keep updating Bear and Breakfast as well as start working on our next game in tandem. Ioana’s diagnosis meant that both her and myself, two leads, were suddenly unavailable, or at best, unreliable. Hiring new people in this environment would be irresponsible, as well as unfair to any new team members, who would need to be onboarded and who deserve a proper manager and team to work with.
What’s next for the team?
Step 1: Kick cancer’s ass. Step 2: Make more bear stuff. Step 3: ??? Step 4: Profit and make many more games for years to come.
Anything Else?
Well, yes, since you asked. We have two small non-update related announcements coming soon, possibly of the merchandise variety. More on that real soon.
One last thing
Before I go, I wanted to give a short but very sincere Thank You for the frankly inconceivable amount of support you’ve given us since the day we announced our little bear game. We are now able to take this time and care for ourselves and our loved ones because of your support. It means the world to us. We want to keep making more and better games, and it’s because of you that we’re able to even entertain that possibility in our future, even under these circumstances. We keep pushing forward.
Steam Summer Sale has started! During this gamers’ holiday you can get Diplomacy is Not an Option at a 40% discount.
However, we thought this wasn't enough to celebrate the event, so we’ve prepared an update! This time its main focus is Endless Mode. Without further ado, what has been changed?
Two New Endless Mode Layouts
Two new maps have been added to Endless Mode to fill the difficulty gap between Born to Chill and other maps.
Undead Coast, as the name suggests, allows you to fight against the Undead. Here you have a decent chance to survive for a long time. It’s also the biggest map in Endless Mode.
And Labyrinth of Pleasure is an easier version of Labyrinth of Pain.
New Endless Mode Menu
Endless Mode Menu has got a new style and now fits with Sandbox Mode and Challenges Menus. You can filter maps by size, enemy factions or enemy numbers in waves.
Poll Results and the New Enemy
Remember voting for which enemy makes an appearance in the game next? Magister of Necromancy took the first place, and with this update will start appearing in maps featuring the Undead, in particular, on the new Undead Coast map.
Another Map for Sandbox
Under Pressure is coming to Sandbox. Now you can put enemies under pressure!
Additional Improvement to Formation Box
Now you can stretch not only rows of your formation, but the whole formation!
Other Changes
In the Attacking Waves Settings Window it’s now easier to switch between Quick and Advanced Setups. The game doesn’t reset changes you’ve made to attacking waves. Instead switching between Setups converts settings from one Setup to another Setup.
Enemy health doesn’t increase as fast as before with Skilled Survivor on. Now you can survive for longer before enemies become too tough.
In Troublesome Valley some especially dangerous attacking waves became slightly easier than before. Should we rename it to Not-so-Troublesome Valley now?
The full list of changes is, as usual, under the cut. [expand type=details] Update 0.9.144
Features
Added two new maps to Endless Mode: Undead Coast and Labyrinth of Pleasure;
General
Added a new enemy: Magister of Necromancy. Its ability allows it to resurrect your fallen troops as their undead copies and turn them against you. Appears in two Endless Mode maps - Undead Coast and Under Pressure - and in Sandbox Mode;
Added Under Pressure to the list of map presets in Sandbox Mode;
Improvements
Changed Endless Mode Menu to unify its style with Sandbox Mode and Challenges Menus;
While placing buildings that apply buffs in a certain area, areas of other buffs are shown now;
Changed switching between Quick and Advanced Setups in Wave Setting Tool in Sandbox Mode. Now when switching from one Setup into the other your settings will be converted to some extent;
Multiple UI and UX improvements;
Some visual improvements. In particular, it’s now easier to tell the front of Wooden Gates from the rear;
Balance
Axe Warrior:
Cost: 1 food, 1 iron -> 1 food, 1 stone;
HP: 75 -> 80;
Enemies’ HP now increases slower in late game on Endless Mode maps with Skilled Survivor on;
Difficulty of some attacking waves and number of simultaneous attacks from multiple directions in Troublesome Valley map of Endless Mode has been lowered;
Added slightly more rocks in the Under Pressure map in Endless Mode;
Bugs
Fixed a bug when diseased moving to hospital would instantly die if the hospital was destroyed. Their bodies would also teleport to the place where the hospital previously was;
Fixed a bug when units would stop moving if all the possible paths to their destination were blocked. Now they move to the closest point to their initial destination;
Fixed a bug with player’s ranged units ignoring enemies in their attack range if both the units and the enemies are close to rocks;
Fixed a rare bug with siege machines shooting farther than they are supposed to (when received Attack Point order). It’s a different bug from the one we’ve fixed in the previous update, though a similar one;
Fixed a bug with units not leaving Townhall and Barracks if ordered by pressing RMB on their icon;
Fixed various small bugs with queued Hold, Stop and changing attack priority orders;
Fixed a bug with the repeating attacking wave in Sandbox Mode continuing to appear even though the player deleted it;
Fixed a rare bug with HP bars disappearing for enemies with increased HP in Endless Mode with Skilled Survivor option on;
Fixed a rare bug with the game interpreting loading a save during an active game as an attempt to rewrite the save, which could happen on systems with low performance;
I feel the time is right to discuss what's upcoming for Hellcard. The recent streak of mostly quality-of-life and bug-fixing updates doesn't mean we are done with content. Quite the opposite, it means that we are working on something bigger ːArchduckː
Cards for Warrior, Mage, and Tinkerer
Following the Rogue's footsteps, other classes will also receive new cards. We are talking about 10 to 15 new cards per class. Either featuring new mechanics or supplementing existing class mechanics in new ways.
New Monsters
The exact number is up in the air as we test concepts and ideas. We don't want to go for quantity over quality, adding filler enemies that don't bring anything interesting to the game.
If time allows we might add a new boss or miniboss.
New class DLC
Last but not least, the biggest update to come over the next couple of months is Bruja.
We tested many designs and while some were cool, the Blood Witch playing with terrible and vengeful powers felt the best. She also meshes great with the other classes.
Here you can see a concept of her default look...
... and a work-in-progress in-game look.
It will be paid DLC, although we aim at a reasonably low price. Bringing a whole fully voiced 5th class along with a hundred cards, AI companions, outfits, and more was something we didn't plan for in the original scope of the game. Still, we loved the concept and this was the only way we could bring her to the game.
We have been working on her for some time now and she is almost ready for closed beta - I will post a form for volunteers sometime soon. She will have unique mechanics, so there will be plenty to test and balance! Just as a sneak peek before I write a larger post focusing on her, here are two of her cards:
As always, Stay Safe in Paper Dungeons ːarchduckː Konstanty
This is a small update for our recent Milestone 4 Stable release, which fixes a few small bugs that were mostly caused by an export error in our translation files.
Fixes & Changes:
Fixed non-English languages suffering from any text longer than a couple of paragraphs being abruptly cut short.
Fixed a crash when trying to access the Soldier Equip screen when playing in French.
The Reaper Alpha now drops normal Reaper corpses that can be used in the Reaper Corpse Analysis proejcts.
Fixed the "soldier done" green tick in the UI to use filtering, so it looks less pixelated if you're not playing on a 1080p screen.
If you were thinking about getting the game, now is a great time to do so, as we are part of the Steam Summer Sale! From June 27th until July 11th, the game will be on sale for 50% off!
Also, make sure to check out the Freedom Games' Steam Summer Sale page to pick up some great games to play.
(and yes, I just quickly copied this text over from the Steam Spring Sale as I forgot to write an announcement and I'm late already ahhh)
Lost and found - What if I come and find it - Gadir Team
In this new Chapter 3 The Showroom you will discover new areas of SilverCup, diving deep into the company and without any help, like the good employee that you are. Do you think you will survive without asking for help using your SilverPhone? Discover it in the new update of the game.
In addition the patch includes the following changes:
Added 3 new achievements from Chapter 3.
Reworked the inventory system: now it is needed to solve some puzzles.
Interactions and visual guidances improved in Chapters 1&2.
New in-game cinematic system. Added some in Chapters 1&2.
Original music added for Chapter 2.
Added new lost items for the Arcade mode, one from the survival horror game Shadows of Duat.
Added new footsteps system that works with the material of the floor.
Added new ways to unlock mails. Some of them are protected by password that you need to discover or by using a floppy disk hidden in the level.
Dangeresque: The Roomisode Triungulate - cardgagefan73
Finally play the oft-mentioned Videlectrix classic RigRug!
Help Handyman Jorge RigRugs in old houses, restoring their original hardwood floors!
If you've completed Roomiside 2 (or if you've figured out the Cheatway to access it and Roomisode X) you can now play the home console version of RigRug at your leisure!