Before we get into it, here's a huge thank you to the community for all your insight, feedback, and suggestions. We're a very small team of devs, but we try to roll out updates and improvements as fast as we can, so keep your suggestions and feedback coming :- )
We're also super excited to announce the launch of our Kickstarter campaign! This is a huge step for us, one we couldn't take without you. It's chock full of exclusive digital and physical rewards (that ship worldwide), with loads of content-rich stretch goals including localization, expansion areas, additional dialog options, and much much more.
The campaign runs from July 9th (today) until August 8th, but the early bird specials are limited (and already running low) so if you're interested in saving 30-40% on the game, better get over there quick!
Okay, but what about the update?
When we say this is a major update, we mean if you've played 1,000 Cuts: Jomaku any time in the last year, you played a different game. So different that if you had a save file before, we recommend you fire off a new game (you can skip the tutorial with the new Instant Action button). In addition to the huge changes we've made based on your feedback, this also covers a number of hotfixes we've quietly rolled out since Update #3.
Big Picture Changes
Total Player Artwork Rework, with New Animations
Massive Enemy Overhaul: New Art, New Behaviors.
Full Controller Support and Remapping w/ Accurate Icons + Gamepad Rumble (toggle-able)
Total Camera System Redesign
Combat QoL, Faster Respawning, Optimized Tea Distribution
Over 20 bugfixes reported by the community via survey and reviews
New Art
Implemented new art for Hiro, Jiro, Michiko, Dojo NPCs, and nearly all enemies across the board. New enemy art drastically improves readability of attack type, as well as aligns enemy attack styles with actual Kendo stances and kata.
Enemy colors are also consistent with their attack style (and as a fun note to any history or Kendo aficionados among you, each color represents its associated kendo stance, from which the different attack patterns are inspired).
Added more juice to make successful attacks and blocks read more clearly, dust particles kicked up by running, more environmental particles, atmosphere, etc.
Combat Overhaul
Player Changes:
Extended the dodge i-frames to last the duration of the dodge
Forward dodging now automatically turns the player around while in the prepared stance
While in the prepared stance, press the "Flip" button (default W on keyboard) to turn around. No more quick-tapping the back button to turn around. This allows players to turn around mid-combo, drastically increasing variety and player freedom in combat.
Missing the riposte timing after a successful parry no longer results in a cancelled attack input, it just fires the attack as soon as the block recovery is complete
The window for banking attack inputs is much larger. So long as the sword / bokken is not sheathed, the second attack will fire as soon as the current animation loop allows.
Upon death, press any input to instantly respawn
All non-combat cooldowns and transitions are now interruptible
Enemy Changes:
Bosses no longer have artificial i-frames before their attacks. If you land a hit on them, they'll go into their damaged state as soon as their current animation loop allows. NOTE: For One-Eye, the first window is still after his opening attack combo, so you can't cheese him.
Fire and other damage hazards now appear above all enemy sprites so players can always see
All non-boss enemy attack preparations, cooldowns, recoveries, and combo transitions have the same timing for each weapon type. (ei: the low-cut attack preparation is no longer slightly faster than the hi-cut).
UI Rework
All references to keyboard and controller inputs are now case-accurate icons, dramatically improving readability. Full support for Steamdeck, Xbox and Dualshock controllers. NOTE: We do offer partial support for Switch ProControllers. Inputs will work, though their icons may be inconsistent at times, especially when switching between Controller and Keyboard. Your mileage may vary.
Streamlined "Interact" prompts now include the accurate key or controller button, with a kanji translation subtitle.
Selected buttons in menus now increase in size, change in color, and glow slightly to better communicate exactly which button you have selected, which is especially useful for players on Controller or Steamdeck.
Settings Menu Changes;
The Keyboard Input button automatically locks when playing on a controller, ditto the Gamepad Input button on keyboard and mouse.
Screen shake is now automatically enabled for new players
Each sound level is now automatically set to 100% for new players
Camera System Rebuild
Added more consistent camera movement to hallway areas. Camera motion is smoother across the board, especially when entering a combat zone. In addition, camera shake is now a toggleable option in the settings menu.
Bugfixes & QoL:
Fixed bug causing "black screen" upon entering or exiting certain rooms
Fixed bug preventing banked player attack input from firing after the completion of a block or jump
Fixed bug preventing remapped controls to change in-game, though all text references correctly displayed remapped input.
Fixed bug causing game crash upon entering certain rooms
Fixed bug causing offscreen enemies to respawn in cleared rooms
Fixed bug causing offscreen enemies to completely disappear in cleared rooms
Fixed bug causing some menus and screen overlays from "clipping" off the screen on lower resolution monitors
Fixed bug preventing certain enemies from entering the "staggered" state upon a successful perfect parry.
Fixed bug preventing players from interacting with buttons in the Pause and Settings menu while playing on a controller
Fixed bug causing oven hazards to aggro to player even in cleared rooms
Fixed bug causing players to remain in "dead" animation upon respawn
Fixed bug causing multiple UI windows to display at once upon awaking from resting with tea
Fixed bug preventing players from unlocking special abilities if they died having unlocked those abilities previously but not saved.
Fixed bug preventing the player from investigating defeated enemies
Fixed bug causing "death" screen to appear upon leaving a room
Fixed bug preventing destroyed lanterns from respawning upon player death
Fixed bug causing player to die even when jumping over low-cut attacks
Fixed bug causing some enemies to respawn in kitchen area when they should be dead
Fixed bug preventing some enemies from respawning in kitchen area when they should be alive
Fixed bug causing excess tea to remain in inventory after death
Fixed bug preventing custodians from respawning accurately
Fixed bug preventing players from executing or sparing defeated bosses in the Honor route
Fixed bug causing enemies and NPCs to run in place upon player death
Fixed bug preventing players from investigating the Dragon's Fang as Uncle Jiro at the end of the Honor route.
Numerous enemy behavior bugfixes
Many, many other bugs
Have you followed and wishlisted the full game on Steam?
Got questions or bugs to report? Want to learn more about indie game development? Are you a Content Creator looking for our press kit? Stop by our socials:
We are releasing our game at 11 Jule 2024 8:00 PM GTM+3. On release we will be giving everyone unique item for just logging in a game, this offer will be available for only 1 day after release!
Drops:
We also want to let you know that our game will contain common drop for every 3 hours, and rare drop for every 18 hours, this can be collected without any action and also do not require you to spend that much time in the game.
Beta Access with unique drop:
From this moment we starting to take requests for beta access to our game, with special item for our beta testers. If you want to take a part you should join our developer group: And message me on steam: https://steamcommunity.com/id/IWannaSeeYourCry/
Or in our discord channel in special text channel called "beta-requests": If you message me on discord please include your steam profile link.
Item for beta testers:
Special item drop for beta testers will be available only before release.
Contacts:
If you have any suggestions or questions feel free message me on steam discussions, discord channel, or on email: gosdevproduction@gmail.com
Hi guys! After a long time we are bringing this small update to Rampage Knights! It's mainly a technical update containing bugfixes and performance improvements along with better support for various game controllers.
This update keeps save files compatibility with the previous version so no need to worry about losing any progress.
Changes:
A bit faster detection of jump attack, mostly noticeable on game controllers.
Performance optimizations from Nintendo Switch release.
Support for more variety of game controllers.
Updated libraries used by the game for better compatibility with modern systems.
We have now officially dropped support for Windows XP and Mac OS X. You can still play the older versions of the game on these system.
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/