Heya adventurers! Are you making progress in your Lithia 4th Path Events and Community Events? You don't have much time left if you want to complete it! For this week though, a fun new event is popping up randomly at dungeons. Go on and check it out when it comes out! And as always, don't forget to check out the new things we have at the Item Mall!
Catch the Thief Phoru Event
07/03/2024 - 07/16/2024 (23:59 PDT) We've seen reports of Thieving Phorus wreaking havoc inside dungeons and we need your help to stop this menace!
Stop that thieving Phoru and take his [Cobo] Thief Phoru's Stolen Bundle of Essentials! inside you'll find [Cobo] Fighter Potions, [Cobo] Giant Stone Apples, and [Cobo] Thief Phoru Emergency Rations! That'll delay their pesky tactics!
Defeat 3 Thief Phorus once a day to get [Cobo] Thief Phoru Extermination Exchange Tickets. Exchange them through Ariel for epic rewards such as [Luriel] Floaty Mascot Seal Stickers or [Luriel] Floaty Doodle Shape Seal Stickers and a bunch of high value adventuring essentials!
Item Mall Goodies
This new costume is serving up styles of cuteness and functionality! Don't choose between becoming a maid or a cat; you can be both! Don the Nyan Maid and Servant Costume Set coming this week!
Ghostland Yard update 1.2 is now available! Today, we're pushing one of the biggest update yet, and you may not notice anything new! Yeah!
As we prepare the console version of the game, we have made a lot of changes to the way data is handled in the game. The overall build size will unfortunately be larger, from 600Mb to 900Mb, but the individual scenes will load much faster. You may have to re-download the whole game as we have drastically changed the way we handle assets, sorry about that.
The main menu was entirely reworked, as the leaderboard panel and the stats info panel at the end of each stages.
If you experienced small stuttering before, rejoice, they should be gone now!
Also, we added a small modification on how the game handles resolution:
The game now supports ultra wide resolution! In a future update, we will add additional features to change your resolution, and change between fullscreen / windowed!
Here's the patchnote:
Main menu was reworked: going from 14.000 game objects to 2.000, making the scene loading way faster
Leaderboard panel was reworked and visually slightly improved
Stage endpanel was reworked and visually slightly improved
Background visual of every scenes was improved, expect some minor difference with the previous version
Changed time display separator from a xx : yy : zz format to a better format (thx Tara)
Changed how music variation was picked: music is now pick randomly between the different variation when you start a world
Chinese translations were improved
And a lot of other small improvements
Known issues:
The navigation in the scene selection menu is not as smooth as it used to be, but we will fix it in the next patch
The xenomorph and asteroids in the 6th world took some time off, they will be back shortly
The loading spinning wheel in the bottom right of the game sometime doesnt spin to win, and we dont know why and it's a minor issue, it might stay like that forever
We encountered a very rare bug: in speedrun mode after navigating in the options and trying to go back to the main menu, the game crashed. We were not able to replicate this bug, but if you encounter it, please let us know
As said previously, you may not see any differences between the previous version and this one, but we can guarantee you that we made a lot of modifications in the backend. We will write a devlog about this optimization update and the console version of the game in the future, so you will be able to see exactly how we made the optimization and why we made it!
This update has been very important for us, as it has laid the foundations for the version that will be on the console of our best plumber before the end of the year.
As always, if you see any issues in the game or if you have any feedback, do not hesitate to communicate them on our discord or steam forum. In the coming days we will hotfixes some remaining bugs and continue to polish the game.
Hey hey everyone, happy Monday. You already know it is time for another Dev update! Check it out!
In case you missed it there was another behind-the-scenes video on Friday, this time with 2 of our shy boys Dave and Brane (and kudos to Darius for getting them to be in front of the camera). Get a snippet of what is going on in video format here:
Starting off with our lovely programmers. They've been some busy bees. Work continues on getting systems in place for the new BB elements from your feedback. Hopefully, we will have some shareable results soon. Work has resumed on movement rework as well. Showing them right now would just be lines of code and I've been told I will get in trouble with the legal if I showed it. We have virtualization of the favorite subject, the encounter manager. Giving us more options with it and it is crucial with the implementation of the dropship system. We are also looking into some new player experience improvements, so we are experimenting with new player protection. Now we want new players to have a chance but we are wary of some bad actors and are keeping watch on it. To top it all off we have tons of bugfixing, code review, and also working on persistent collisions. What this will hopefully give us is a reduction if not complete removal of situations when vehicles fall through terrain. And ofc the vehicle radio part.
Level designers finally have something new to tell. They started on optimizations on specific POIs these include Samobor city, trainyard, fish factory and many more. Optimization is a priority as well as you already know, we already pushed UE4 to the brink so we need to lighten the load. They are also working on the new BB elements for you lot.
Not much changed for the art department. Which shows the amount of work it takes for these.
Animators are still working on the new trailer and resolving issues with animations, both hard and soft surface are on optimizations. There is some new farming content on the way, and the quad modular parts are progressing nicely. The audio team is working on new audio mixing methods, to elevate the sound and resolve issues that can sometimes take you out of the game.
QA/CM/Marketing time. The QA guys are looking into issues as always and resolving issues with the master server over the pond. With that, they are constantly on the lookout for cheater reports and deal with them as soon as they can. They are also testing the new anti-cheat measures. CM has been communicating with you guys and also cooking some things you will see this week, so keep an eye out! And marketing is also cooking some materials and helping the CM team with the future things, big things.
Game designers are still on it with sorting the feedback out and converting it to future features., and also sorting everything out for the next update.
A bit shorter list this time as it's been hectic all around. But it was lovely to see all of your feedback on how you like the new format. I will try and run around to get you some visuals for the next week as well. Have a nice rest of the week everyone and talk to you soon!
Dreaming Door Studios is pleased to announce that the Chinese-language demo for Golden Treasure: The Great Green, a game about life as a dragon in the wild, has been released! The demo can be downloaded for free here on Steam, and once installed may be played in Spanish, English, or Chinese. The demo contains hours of gameplay and is a perfect introduction to life as a mighty Draak-Kin.
The full Chinese-language version is scheduled for release later this summer. An exclusive branch containing more of the game in Chinese will be made available to influencers; feel free to contact Dreaming Door for inquiries regarding it.
Additionally, Golden Treasure: The Great Green is now 50% off in the Steam summer sale! It's our biggest sale of the year, so feel free to take advantage of it and spend less shiny things.
In other news, development on Hierophant, the first sequel to Golden Treasure: The Great Green, continues apace! The Dreaming Door Patreon recently hosted an epic fan-created alien species contest, and four fan designs were chosen to be represented in the game! We thank our wonderful Patrons for their support of all kinds, especially creative. We could not exist without you! Any kindly Kin looking to help us continue production on the sequel (and in seeing lots of cool new artwork) are encouraged to investigate.
Look for the full Chinese language release later this summer, and may you be blessed.
English ############Content############### [The Underwater Tunnel]Added a guide in the Jaruka direction to fast-traverse this part of the tunnel. [Furniture]The Flag of the United States is now also a furniture item that you can deploy whenever and wherever you want. [Shopping]Bob's Grocery now sells the Flags of the United States. (If you sacrificed Bob at the end of the first chapter, you can still travel back in time to buy that in 1978.) [Shopping]Alternatively, random scavagers in Queensmouth may have a 50% chance to sell the Flags of the United States. [Queensmouth]Added a flag of the United States in the secret room of the Junkyard House. (The one you can enter during the quest: "The Wrong Side of the History.") 简体中文 ##########Content################# 【海底隧道】在加鲁卡方向加入了一个导游,用于快速通过这个部分的海底隧道。 【家具】美国国旗现在也是一种你可以在任何地方和任何地点部署的家具物品。 【购物】鲍勃的杂货店现在会出售美国国旗。(如果你在第一章最后献祭掉了鲍勃。你依然可以通过某本书回到1978年去进行购买。) 【购物】王后镇的随机拾荒者可能有50%的概率出售美国国旗。 【王后镇】在垃圾场小屋的秘密房间里加入了一面美国国旗。(就是那间在《历史的错误一边》任务中可以进入的房间。)
The public demo is almost here! Hostile Mars is excited to participate in the Steam Tower Defense Festival, featuring our latest demo! The festival kicks off on July 29th, but you can dive into the action early with the public demo going live on July 26th. Get ready to defend Home Base!
If you experienced our last public demo, prepare for a whole new adventure! This demo has been completely overhauled from top to bottom, with revamped game mechanics, enhanced enemy behaviors, and a host of new features. Get ready to dive into an even more thrilling and immersive Martian battlefield!
Let's take a look at the things we've been working on for the past month:
The Ripper
We've been crafting a weapon that truly captures the essence of Hostile Mars. With our focus on battling massive waves of enemies and physics-based interactions, we've created "The Ripper."
The game kicks off with The Ripper as your primary utility weapon. Originally designed for repairing and debugging live robots, this versatile tool can disassemble bots into pieces for inspection. It also throws scraps too heavy to move manually into storage or recycling bins. But here's the twist: The Ripper can be easily modified to pull enemies in close, tear them apart, and hurl the pieces at other bots!
Upgrades allow The Ripper to pull in more enemies and shoot more scraps per shot. It's an incredibly satisfying weapon to wield, and we're continually refining it to ensure it feels fantastic and scales seamlessly with the increasing waves of enemies. Get ready to rip through the robotic hordes with style!
Attack Token Changes
We've enhanced the attack token system, which balances combat by limiting simultaneous enemy attacks. Previously, all enemies shared a global token budget, making it hard for all enemy types to get a chance to attack in large groups. Now, each enemy type has its own attack group with a private budget, ensuring more balanced and engaging combat. Enemies can still use the shared budget, but if depleted, they rely on their group's budget. This update allows for fine-tuning the number of attacks from each enemy type, making battles with mixed enemy groups more dynamic and exciting.
Aggro Changes
Up until recently, the enemies would aggro the player whenever they were in range, no matter what. This meant the player could easily stop the entire wave from progressing by standing in range of the path as enemies would try to reach the player instead of going for the core. And this worked even when hundreds of enemies were around.
We've changed the aggro behavior to limit how many enemies will take the aggro at once, using the attack token system described above. This resulted in much better interactions when getting too close to the swarm, most of it will continue going for the core as some enemies stay behind to take care of any pesky player bothering them !
Management Mode
We've revamped Build Mode, now called Management Mode, with a cleaner UI. The interface has moved from a vertical stack to a bottom row, freeing up screen space. Category tabs are smaller with clearer icons, and material costs are shown only when hovering over items. This is our first pass, with more improvements to come based on feedback.
Home Base Designs
We are building out home base to fit with the wave structure of the game and this is the central power generator!
More Art
Mahines, Turrets, and Crates.
Building Health
Health for structures has been implemented more robustly and now shows on the prompt when viewing an object's cursor prompt.
Refining the Machines and Crafting System
We've been hard at work tuning our machines and crafting system to seamlessly integrate with Hostile Mars' intense gameplay. Each type of enemy scrap can be used towards smelting two different metal types, giving you the freedom to choose which resource to extract from each enemy. Additionally, certain traps can yield both resources from each enemy type, emphasizing the importance of home base design and strategic resource collection. The better you design your base, the more resources you'll harvest from each wave, enabling you to build and upgrade with even higher efficiency. Get ready to optimize your base and turn enemy scraps into Martian treasures!
That's it for this dev log. If you want to keep up with development, join us on Discord: https://discord.gg/Xd88eF8Teg
Unfold the saga of the brave feral warriors in their relentless battle to save their world from the Evil Cosmic Invaders. Survive the harsh environment alone or alongside other warriors in an epic action RPG adventure. Survive the challenge and save the world of Feralia Terra.
CLASH : HEROES OF FERALIA TERRA.
Is a third-person survival action shooter/slasher set in a world attacked by cosmic alien creatures. As the last hope of your world, you’ll set out alone or alongside other players to face down hordes of deadly cosmic creatures and bosses, in a mission to survive and save your world.
A FERAL WARRIOR.
Feralia Terra has been thrown into chaos by a deadly cosmic evil from the deep dark space that seeking for resources. As feral warrior, you must travel through the mysterious and dangerous lands of Feralia Terra to uncover and eliminate the evil, stay alive by finding resources, and fight back.
THE WORLD OF FERALIA TERRA.
Explore the lands of Feralia Terra, survive the enemy encounters, embark on quests. The world is filled with cosmic alien abominations, corrupted by the alien magic creatures and mysterious environments that will challenge your skills and determination.
SCAVENGE FOR UPGRADES AND CRAFTING.
Survive the enemies and bosses throughout the hostile environments of Feralia Terra to earn experience, valuable loot and alien magical crystals that will help you to use and craft powerful weapons, armors, and modifications to use against the cosmic invaders.
THANK YOU, WARRIORS:
Your unwavering support has fueled the evolution of Clash: Heroes Of Feralia Terra. Join us on this cosmic journey, conquer new challenges, and shape the fate of Feralia Terra together!
Stay tuned for exclusive updates, sneak peeks, and content.