Release the Kraken! Your greatest adventure is about to begin! The most eagerly awaited Brazilian metroidvania, MARS 2120, will be available for PC and all consoles on August 1st.
As mentioned in a previous announcement, the game price has been adjusted to match its final version.
Thank you for your support, and see you on the Red Planet!
Hello, today we added some new things to The One, here they are: -Added audio dialogues [ENG/PL]. -Changed starting location. -New location: shopping center -New background music -Added radio in the bunker -Hunter and mining side missions have been added (They unlock after doing the "backpack" mission) -Preliminarily added winter biome, it will be unlocked in the next update
I did what I stated in the previous post about this update, which you can find here.
I added a few instances of some tts voice acting, but its (hopefully) distorted enough to be creepy and not sound like a game penguinz0 would play. I hope to add more of this later but its a long, tedious and joyless activity.
I had it mention that Georgie is east of where you start since it seems more direction was needed.
Hi everyone! The demo period has come to an end, and the demo is now closed (see a note about what that means & how to backup save files here). We’ve received over 12k in-game feedback reports, on top of comments in Steam and Discord. So many of them were super heartwarming, and had great suggestions and points to consider (and someone even got our Monty Python reference about a castle on a swamp, tee-hee). Once again, a huge thank you for the incredible reception and support. We are the happiest devs ^ω^
Over the past two weeks we’ve been reading your feedback, and doing initial rounds of prioritization. Our plan is to finish the features we’d already planned, add & tweak some things based on your feedback, and do a ton of optimization (we’ve measured the full game area, and it is 23.9x of the demo - I’m totally not sweating having seen some crazy builds y’all have squeezed into the demo area!).
While the upcoming months are going to be intense, we want to continue posting dev diaries to give you a sense of how things are progressing. Soooo, let me show you what we’ve been up to recently (◕‿◕✿)
During the demo, we saw some very inventive approaches to creating chimneys 😄 They looked so good that we’ve decided to add a chimney tool right away. You can place them on walls and roofs, and if there isn’t enough space, they turn into small vent pipes 👀
Many of you were asking for the ability to build smaller shapes. The previous minimum sizes were calculated so that you could always make a gate, but the narrowest gates were still rather chonky. We’ve rejigged the geometry, making gate widths adaptive, so you can build slightly slimmer turrets and towers now.
We also saw that freehand walls could use a bit more control, so now when you right-click them, you can move them around, and edit individual control points.
Aaand last but not the least, we’ve wrapped up the fence tool. Fences have the same controls as freehand walls, and leading a path through them will make a wooden arch.
That’s all the visuals :D There's also been some optimizations and engine plumbing work… and we’re wrapping up other features that we can’t wait to show you ┗(^0^)┓
Oh, and we are still figuring out the release schedule: while the exact release date is still up in the air, Q3 2024 is still our target.
Welcome to the twenty-first development update for Haunted: Attack of the Dead Men. As I said in a previous update, I was expecting to have a busy June this time around, but as it turned out I had an even busier one than I anticipated back then. This means I didn't have as much time to work on the game this month and this update will therefore be a bit smaller than usual, but despite that I still managed to finish Map 15 and implement a few features and bugfixes, so I'm still happy with how the game is progressing. Let's get started with that most elusive of levels...
Dungeons and Draugr
This level is an interesting one. Early on in development I knew it would be nice to have an extra level somewhere, something for returning players to try and find. But, being so far removed from the rest of the game, it was a bit of a challenge trying to figure out what Map 15 should look like, and really just what the general theme of the level would be. Eventually I settled on a theme of resurrection, not of Russians or anything like that, but of the game itself.
Wait, what does that even mean? Well, before Haunted: Attack of the Dead Men became Haunted: Attack of the Dead Men, it was going to be something completely different. To give an idea of what I mean by that, here is a screenshot from a very old build - over five years old in fact.
This build of the game is so old it actually predates my initial "boomer shooter" prototype. Back then the game was intended to be a more realistic psychological horror game of some kind, but it never really went anywhere. When the project morphed into the early boomer shooter prototype, these "dungeon" graphics were ditched in favour of something that was intended to look more like a First World War-style bunker (which itself would get ditched even later). However, I decided to resurrect these assets to use them for the secret level, as I figured it would make for a fun Easter-egg.
Not only were these assets resurrected, but I also brought back the same layout as the initial prototype level I made. This level was far from finished, but it was enough to serve as the opening of Map 15. But that wasn't all I brought back from the dead here. You may have noticed that something looks a bit off about the enemy in this screenshot. Here's a side-by-side comparison of him and the basic Dead Man encountered throughout most of the game...
That's right, this is yet another thing that I resurrected from the prototype. Five years ago, when the idea for this game popped into my head after listening to a certain Swedish power metal band's latest album (at the time), I got to work making the first enemy sprite for the game just to see if the idea would work. Naturally, on my first attempt I made countless mistakes with the model. Like, is he wearing mittens or something? And don't even ask about the strange way he reloads his (anachronistic) rifle...
So why would I want this guy in the final game? He's clearly not up to the task of being the main enemy in the game. However, for a very long time he was just that - in fact, I only replaced him about a month before I initially released the demo just shy of two years ago. That means for the majority of this game's lifespan, this early prototype sprite was the face of it (literally, his face was the icon at first). It was hard not to get attached to the guy in that time, and so I knew I couldn't just cast him out of the game forever. So when I was pondering what to do with the secret level, I decided it would be a great way of keeping this ancient sprite in without affecting the rest of the game. And so there he is, reborn as Easter Egg Man. The bastard's pretty tough too for surviving this long, so watch out if you happen to play through this level!
This stuff, on its own, was never going to cut it for a whole level though, so I had to come up with a few more interesting things to put in it. In the end I figured it would be nice to have a challenge level of sorts, a series of puzzles to solve rather than just straight-up shooting stuff. Here's what I mean...
How are you supposed to get across here? You'll have to take the hint when you get to it
You don't want to hang around in here for too long
And of course, it wouldn't be much of a dungeon without, well, a dungeon...
This is where you'll find most of the health and ammo in this level
Achievements
This is the other big feature I was able to implement this month. Not only are all the achievements implemented, the in-game menu and popups are also done! As Steam has its own system for achievements, the in-game popups will only appear in non-Steam builds of the game, however the menu will be present in both versions.
You'll have to excuse the programmer-art icons at the moment. And don't worry, these are not the icons that will end up in the initial release either, despite the fact that I mentioned previously that custom icons for each achievement would not be coming until a bit later. Before release I will update the game's icon again and use that as the temporary icon for all achievements.
If you've had the chance to play the beta and look at some of these descriptions, you'll probably have noticed that there are a lot of references here. Of course, the references may be difficult to spot until the custom icons are in place, but I took quite a bit of inspiration from the achievements in Paradox Interactive's grand strategy games, which are always fun to go for. In this screenshot you can see one of those references, Anti-Human Revolution. Can you guess the reference here? It's a bit of a double-pun, but I'll give you a clue - the icon planned for this one will show the main character wearing some nice sunglasses, at night of course.
Just One More Month
That is a scary heading to be typing. But it is true, there is just one more month left of development before I plan to finally release this game. As a quick recap from the end of the last update, here is what there is left to do.
Implement the "beastiary" (the screen that shows the descriptions of all the enemies)
Touch up the enemy sprites a bit (5 are left to do)
Implement a secret "bad" ending
Record some custom voice lines for the final boss
Add an ending cutscene that plays while the end-game text is displayed
This list is three (fairly big) items shorter than it was last month. I don't expect the rest of these things to take very long, but there is always the chance that things will go wrong at the last minute so we'll see. I will only make a concrete prediction of the game's release date in next month's development update, as at that point the game will either be only a few days from release or it will still need a bit more work which will require a delay. Hopefully though, next month everything will be finished (including fixing a few bugs that have been found in the beta)!
Stay tuned for the next update, and as always, thanks for reading!
Hello, friends! We have prepared a new huge update for you! We've added new adventure areas in the form of procedurally generated islands surrounded by water, filled with constructions, deadly creatures, challenges, and dangerous adventures. Besides, the update has a lot of new features, balance and AI improvements.
Improved enemy AI, taught them new tricks, now they act smarter and are harder to fool.
Improved card descriptions, making them easier to understand.
Improved the balance of the game and card effects.
Added a color saturation slider to the Drawing Editor.
In the Drawing Editor added a hot key to move the camera - X.
In the Drawing Editor added frame transfer between different cards. Signature of authorship is saved during such transfer.
In the Drawing Editor when we play an animation, it plays its sounds. It is convenient to understand whether its sound is suitable.
Added new endings of the game, designed for passing in New Game+ modes.
New Game+ modes are different in difficulty, bosses and game endings with unexpected twists and turns.
Improved necromancy cards for raising the dead. The dead now gain a random level from level one to necromancer level.
Added a variety of magic effects that apply when interacting with statues, magical objects, altars, and fountains.
Improved the level map, now it can be moved (mouse and keyboard) and zoomed (mouse wheel).
Now the level of generated traps changes and corresponds to the difficulty of the location.
When an ability or trigger on a creature is activated, it makes a sound.
Reduced the number of prototype cards falling out of the prototype deck. Now there will be 3 instead of 5.
Added an Enable or Disable All button to the skins.
Made equipment in slots play animation.
Made settings for the range of rendering objects in the game, useful for those who have low fps in game.
Added a lot of new quests.
Added a change in the size of creatures depending on their level.
In hard mod now cards are not removed from the collection when starting a new game, instead they are sent to the graveyard.
If kicking a lying creature, it now flies away from the kick an unlimited number of times. Helps make it easier to run away if you have somewhere to fly off to.
And also made a huge number of small improvements and fixes.
In the near future, we plan to improve the generation of islands, megamagic and the creation of your own cards, a level editor, and adding story quests and new mysteries.
Enjoy the game!
Write us your impressions of the update. You support us greatly and help us understand what works for you in the game and what doesn't.