Big news! We have just announced the 1.0 release date for TerraScape. We're launching the full version of the game on July 17th with a 30% launch discount.
Alongside the launch, we're releasing a massive new content update. Legendary building cards, new biomes, and three entirely new decks will be added to the game alongside an updated ingame user interface, varying map designs and an brand new advanced tech tree menu. Thirteen new buildings and three additional structures created through fusion will increase the total number of cards to 52 and 21, respectively and a ton of improvements.
This one year of Early Access seems to have passed in no time. We're super grateful for all your feedback and suggestions. TerraScape has come a long way thanks to your help. We greatly appreciate your support and hope to see you back on the board on July 17th.
Improved - selecting units - throwing away items in the inventory - marking the area - unit panel - hint content - smoke animation - camera movement - covering the map
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Changes:
The player's base funding now passively increases by roughly ~$120,000 per month, split across the six funding regions. This should help ease the mid-to-late game funding issues (unfortunately this change may only take effect in new campaigns).
Guardian armour now offers 15 Armour, and +15 more with heavy armour (previously it was 12, with +12).
Exosuit armour now offers 25 Armour and +25 with heavy armour (previously 25, and +18).
Colossus armour now offers 40 Armour (previously 30), and when upgraded it has 70 Armour (previously 60).
Stun Gun now gets +6 hit chance for each tile closer than max range (previously +4.5%)
Electroshock Pistol now does 40 EMP damge (up from 35), and Electroshock Rifle does 50 EMP damge (up from 40).
Electoshock Grenade EMP damage reduced to 45 (from 50)
Updated Electroshock Pistol / Rifle so they have broadly the same accuracy and fire modes as a standard Pistol or Rifle (this is a slight buff), but their range remains as before (i.e. shorter than a standard pistol / rifle).
Cleaner SMG range reduced to 16 tiles (previously 20).
Increased Armour Destruction on Reaper melee attacks to 15 (from 5).
The crosshair / crosshair text now always draws on top of any text displaying the stopping chance of intervening objects along a shot path.
Reinforced Shield now unlocks properly from Ultradense Alloys.
Bugfixes:
Fixed a crash that could occur on completion of a tactical mission.
Fixed a crash that could occur when trying to load an older campaign into version 4.14.0.
Fixed being unable to reload weapons in the tactical inventory if you were playing a campaign that was started prior to version 4.14.0.
Fixed an issue where units could move diagonally through multi-tile doors without opening them.
Fixed a number of gameplay issues in the Tropical maps - e.g. there were a number of vegetation items in our newer maps that wouldn't remove properly if destroyed, and it was also possible for units to walk on the swamp water tiles if they were damage.
Fixed aircraft not regenerating inbuilt armour.
Help Us Improve The Game!
Thank you so much for your continued support of Xenonauts 2! We genuinely appreciate all the feedback you’ve provided. Your thoughts are incredibly valuable to us, so we invite you to share a Steam review to help us keep improving the game.
Sometimes, any developer (and if we look more broadly, not just developer) is sooner or later stricken with an idea to create something on his own. It may be something "calm and cozy", or "educational". Or at least the tritest "something I can make money on". But more often than not, it's likely to be a little bit of everything. Of course, it's not easy to embark upon the project. Because whatever your level of determination is, or whether you have years of development experience or not, lots of questions will always arise, thus making you doubt.
What will the project be about?
Isn't it too complicated? After all, it could take ages to implement it.
Or, perhaps, it is too straightforward…
Has nobody done such a project before?
When will I work on it?
Where will I find like-minded people to help me with this project?
Or should I go it alone?
And so on and so forth. And many of these questions are indeed important.
But at some point, tired of brainstorming perfect projects on paper (or, to be more accurate, I did it mostly mentally), I decided to stop dreaming and take an action instead!
The first thing to do was to temper my enthusiasm and look at things more realistically:
firstly, there was no point in tackling the "dream project"; after all, I wanted to see it through to the end;
secondly, knowing myself and my communication skills, there was no point in gathering a team of pro bono volunteers right away;
and, as follows from the above, the project had to be small.
Next came the stage of searching for an idea. All those projects that had been conceived many years ago flashed before my eyes… I looked through everything... literally everything...even if it was described by a single sentence... It was necessary to pick up something suitable. Finally, I have chosen to combine a word game with a tile-matching one. What a strange idea!
Such word-forming video games as Bookworm Adventures and Letter Quest: Grimm’s Journey came to my mind as references. But they support only one language, and the rules of these games do not prohibit using:
plural nouns,
repeating words with different endings,
adjectives,
verbs, etc.
In my opinion, word games should be more like board games, where only common nouns in their singular nominative case are allowed.
Balda is a word game in which one should add one new letter in a turn to form a new word. The words are formed by connecting adjacent letters in any direction, except the diagonal one, and the word length determines the number of points scored. And this is where something similar to tile-matching mechanics is beginning to be traced.
Scrabble is somewhat similar to the previous game, but each turn one can add up to all tiles they have in their hand to form new words (and all words formed will be counted). The words are read left to right in rows or downward in columns. The greater the number of words and crosses is, the more points are scored (each letter is marked with a point value based on the letter's frequency). The way the words are formed makes this game similar to crossword puzzles. In fact, crossword is another word game that can be viewed as a reference, but it does not require separate presentation, as far as I can see. Anyway, all this suggests that in my game words should also be read left to right in rows and downward in columns.
Boggle is a word game in which players try to form as many words as possible using letters available on a square grid, within a set time limit. The letters used to form a word must connect horizontally, vertically, or diagonally. In terms of grid structure, Boggle is the closest variant to tile-matching games.
So, the idea was found, the references were studied, the mechanics were outlined, and it was time to get started! But brainstorming was on the go, and there was no way to stop it. At some point, I even had an idea to abandon the game board and tile-matching mechanics, and create something similar to Zuma, but with words.
However, that brought lots of questions regarding letters selection: it’s not enough to make a playground, you must be sure that there will be something to play with. In other words, the process of making new words must be manageable. In tile-matching mechanics the probability of possible outcome is greater, because the board incorporates greater number of letters and greater number of permutations.
There were some other ideas, but I made myself stop, closed my eyes and told: "I see nothing else", and that is how the search for ideas was officially finished!
In the end, I was to make a game taking place on a board with letters that incorporates tile-matching mechanics and simplified rules of reading – from left to right in rows and downward in columns. Somehow, it was an attempt to distract players from ordinary tile-matching by sophisticated mechanics, and provide them with a chance to wrack their brains.
Ultimately, this turned out to be a mistake in terms of attracting fans of tile-matching games, as the charm of such games lies in their simplicity: they provide relatively easy tasks and the ability to interrupt at any moment. In general, they are an easy way to increase the dopamine level... But easy ride is not for us! https://store.steampowered.com/app/676320/LetterSetter/
Thank you for your patience. This game is finally ready for release and will be officially launched on Friday, July 12th with a 10% discount on the first release *The current version includes four chapters, with hundreds of weapon and magic spells to choose from for battles *In addition to fighting, one can manage their own village, develop population economy, and arm villagers to fight against demons *A large number of bosses randomly appear in each adventure *Unlock the powerful weapon of the broken glass cup
I'm getting married this month!! So I'll do a special little event.
Now I always read the reviews and try to listen to you, the players, however now I'll let someone make a request (if they wish to do so, just getting the glory is also fine I'll somehow immortalize your gamer name in the game if you don't make a request). Who? Well, the winner of this contest ofcourse!!
It's easy, play the game, as well as you can, and get to the top of the leaderboard. I've reset it specifically for this occasion. I'll check who's on top at the 1st of august (if it's me -Atrixsanna- I'll allow second place to win ːsteamhappyː). Over the course of august, the winner can edit (or create a new) review with their suggestion, and I will reply and do everything in my power to implement the request in the game.
Summer is in full swing in the Northern Hemisphere and we have 18 new items for Plant Therapy. The items are divided between the base game and the Queens DLC.
NEW ITEMS
EVERLASTING MAGIC CANDLE--By special request we have a new candle that won't burn out.
ICE CREAM GARLANDS--These garlands add a new twist. You can buy multiples and line them up across the ceiling. This now applies to all of our previous garlands. Have fun!
NEW KIOSK--Right now it is full of summer items but it will be around all the time and rotate all seasonal items in it so they are easier to find!
SUNFLOWERS--Look for the giant sunflower as a sprout and the mini sunflowers as a full grown plant with no blooms in the plant shop.
BASE GAME GOODIES: QUEENS DLC GOODIES: FULL GAME IN ACTION:
Stay cool out there! XOXO// Jennevieve and the Short Leg Studio Team
Hey everyone! 🎮 Don't miss our next HUMANITY Hub Community Stream this Wednesday, July 10, at 4 pm Eastern / 1 pm Pacific! We'll be diving into some amazing new community-made stages. Want to see your stage featured? Share it on social media or our Discord. And be sure to follow our Twitch channel so you never miss a stream!
You will now regenerate health after winning an Arena battle.
You can now access Companions in the Arena when you are not actively fighting.
The Elixir overview panel in Alchemy now shows the total Elixir Potency of each Elixir, rather than just the bonus from leveling it up. It can be hovered to show a breakdown of an elixir's potency.
Balance:
Berry gain from the Lassterian plant has been increased.
The Gleaning Berry Investment has had its yield doubled.
Dispelling Elixir now removes buffs from the opponent.
Elixirs that have effects that depends on your own abilities' damage types have been buffed
. Fixes:
Unstoppable Fury and other similar abilities will no longer leave a monster alive at 2 or 3 HP due to rounding issues.
The Mychorrizae Berry Investment bonus should now work properly.
The Emerald Dragon's posion ability has been fixed, and its "Inferno" ability now deals fire damage as intended.
Fixed an issue where the active bonus display was not working properly when multiple Companions are equipped.
The Unguaardly plant has had its text set to properly round.
Fixed an issue where elixirs at high potency had too high of an effect.