Let's admit it, it was really weird to have an Argentina game only in English.
Now, from the settings menu, you can choose between "Spanish" or "English." By default, the language will be English, but your selection will be saved for future sessions.
And the surprise is...
A new song! For fans of Bullet Hell composed by Guidosk, we have a new one: Cell Siege by Mr. Dorian, to make your body thump while you wreak havoc!
Whats next?
Soon, we’ll be ready to talk about a new map and other surprises!
Add our game to your wishlist if you haven’t already and follow it to stay updated.
Hi all, we hope you're enjoying the recently added Teams mode and the new cosmetics!
This is a regular update focused on quality-of-life improvements. It mostly includes technical changes to allow players to reconnect to online games after disconnecting, along with faster mod installation and loading.
It also brings improved game saving and loading for 'Boardgame' games, the ability to save/load 'Minigame Only' games, and more granularity to keybinds and input remapping.
Added
Rejoining Online Games
You can rejoin the last online game you were in if you are disconnected.
When you disconnect from an online game, you will still be replaced by a bot as usual. If you reconnect to the game, you will take over from the bot at the start of the next turn to continue playing.
A prompt will appear on the main menu asking if you'd like to rejoin.
A button will also appear in the multiplayer menu to reconnect if the prompt on the main menu expires.
You can only rejoin a game within 20 minutes of disconnecting.
You will still be offered to reconnect even after closing the game and re-opening it.
Improved Game Save/Load
'Minigame Only' games are now saved and can be loaded from the Load Save menu.
Improved saving/loading of games played on modded boards.
If objects on the board are moved, rotated, scaled, destroyed, enabled/disabled, or colored, this will be remembered when re-loading a saved game.
Any board spaces or board space connections that were enabled/disabled will also be remembered and restored after loading a save.
Improved saving/loading of built-in boards.
More data about the PummelTown Killer is saved/loaded.
The layout of the maze in Winterglow is now saved/loaded.
The direction of the board connections in The Rift are now saved/loaded.
The state of the walls that appear on Overgrowth are saved/loaded.
Faster Mod Loading
Faster mod discovery at startup
The process of reading and loading basic data about which mods are installed when the game is first opened has been greatly sped up.
A new popup has been added at the bottom of the screen to show mod data being loaded, rather than the list that would appear on the right side of the screen.
Additionally, this new popup shows how many mods need to be loaded and the progress towards loading them.
Improved load time when entering a game
A new system to cache texture data from mods has been added. This results in much faster mod loads for any mods that have been played before.
When loading a mod for the first time, it will take about as long as before.
When loading a mod that has been played before, expect a reduction in load times.
We've seen about a 50% reduction in load times on average for previously played mods, however, this will vary based on your hardware.
Let us know if you see a difference! (Remember, the time to load a mod for the first time after this update will still take about as long as before, but subsequent plays should be faster to load)
Reduced unnecessary memory usage of some mod loading steps. Some mods may see significant reductions in loading times.
Other minor improvements have been made so mods should load slightly faster on some systems.
Added a new 'Workshop' tab to the options menu.
Here you can disable the new mod cache system if you don't want extra disk space to be used by mods. Mod loading times will be about as long as before this update with the cache disabled, so it's recommended to keep it enabled.
You can also delete the cache manually from this new screen.
Controls
Input binding has been overhauled, separating the existing bindable inputs into several more granular options. You may need to re-map some of your controls from the 'Options -> Controls' menu if you have made changes from the default settings.
Previously most of the game's controls were bound to "Accept", "Cancel", "Action1" and "Action2". These have been replaced with more specific controls like "Hit Dice", "Jump", "Accelerate", etc. that can all be bound independently.
The inputs have been split into the following categories:
Boardgame
User Interface
General Minigames
Driving Minigames
Airplane Minigames
Specific Minigames (Controls for Rockin Rhythm, Fractured Faces, Spooky Spikes and Mod minigames)
The appearance of the controls screen in the options menu has been updated.
This screen should be easier to navigate with a controller.
This screen is now localized (excluding button and controller names).
There are now controls to rotate pieces both clockwise and counterclockwise in Fractured Faces.
When this update is released to the Nintendo Switch, it will be possible to play using a single Joy-Con held horizontally per player.
Cosmetics
Added five new cosmetics.
Hats
Ninja Hood: Unlocked by the 'Dodge this' achievement.
Star Crown: Unlocked by the 'Seeing Stars' achievement.
Capes
Magma: Unlocked by the 'Floor is Lava' achievement.
Fog: Unlocked with crowns.
Obsidian: Unlocked with goblets.
Changed
Opening the pause menu while in a local/offline game now pauses the game, rather than allowing the game to continue playing in the background.
When starting a game with mod minigames enabled in the ruleset, only the mod minigames that will be played during that game will be loaded.
For example if you're playing a 10-turn game, only up to 10 mod minigames will be loaded (previously it would load all available mod minigames enabled in the ruleset).
This reduces the time spent loading mods when entering a game with many mod minigames enabled in the ruleset.
Updated the appearance and design of the in-game chat for online games.
You can now see past messages by scrolling the in-game chat.
Board item descriptions have been updated to be more useful (English only).
Some minigame instructions have been reworded for clarity (English only).
Minigame improvements:
Footstep particles now play correctly on all relevant minigames.
Improved car and plane sounds so they fade in/out instead of starting abruptly.
Improvements to Rotor Race and Daring Dogfight game-feel.
Added more boost rings to Rotor Race.
Added effects when completing the puzzle in Fractured Faces.
Minor visual changes to some other minigames.
(Mod Editor) If given a Transform component as a target, the 'Set Color' Action will now color any prop components on that object.
Fixed
Reduced unnecessary memory allocation when loading textures from mods.
Fixed many minor issues with mod loading and subscribing/unsubscribing to mods in-game.
Dropdowns in the options menu are now easier to use with a controller.
Fixed a lag spike when changing pages in the loadout and unlock screens.
Fixed a loss of input that required a game restart when changing the "Use XInput" toggle in the options menu.
Fixed a case that would cause a desync between the host and client when a random choice was encountered in a mod action (such as a Move To Space action with multiple target spaces).
Fixed players briefly teleporting before they respawned between rounds in some minigames.
Fixed pixelation of players in the lobby and minigame-only screen on high-resolution monitors.
Due to the changes to game saves in this update, your current 1.14.0 saved games will not be playable in 1.14.1.
Additionally, if you have any issues with keyboard or controller bindings after the update, try restoring the default bindings from the controls screen in the options menu.
As always if you have any issues please make a post on the discussion forums with as much information as you can give us.
This is mostly a patch for new players. The game IS meant to be challenging but not while navigating the in-game menu.
FIXES: - Ugly artifact behind company logo removed - Enemies could leap a bit forward after being unfrozen - Projectile collision fix (visual) - Bad rounding in screen refresh rates
CHANGES: - Slight animation change in intro - Tutorial screen now shows one help box at a time - Made level description text for a1e1 more clear - Be super clear about upgrades not available before first level - More clear headings in UI and item descriptions - If defeated and in normal difficulty, get a tip to try casual difficulty
Mysteria of the World: The forest of Death - jennyrat
Now we are in full swing preparing the sequel to the Apple Tree, the Forest of Death Masks. And for this game to be released on Steam, we need your help! Support the project and help us raise the required amount - 800 €. At the moment we have collected 50€.
After the scandalous case of serial murders in Cronford, Christian Tyler found herself in a difficult position. There is never one side of a coin—and the title of the local heroine was instantly mixed up with the dubious details of the solved crime. The police station was besieged by journalists.
That is why she is now standing under the scorching sun with a suitcase in her hands. The Corcante Embassy has requested an invited investigator to solve the case of the kidnapping of a well-known businessman, and who better than a local heroine is suitable for this role.
But the darkness that lives in the captain's head has not yet completely weakened. And in this strange, abandoned place, surrounded by miles of forest on the one hand, and the endless ocean on the other, it breaks out with renewed vigor. The predator is on her heels, and Christian will once again have to maneuver on the brink of life and death, trying to overcome her demons.
Now we are in full swing preparing the sequel to the Apple Tree, the Forest of Death Masks. And for this game to be released on Steam, we need your help! Support the project and help us raise the required amount - 800 €. At the moment we have collected 50€.
After the scandalous case of serial murders in Cronford, Christian Tyler found herself in a difficult position. There is never one side of a coin—and the title of the local heroine was instantly mixed up with the dubious details of the solved crime. The police station was besieged by journalists.
That is why she is now standing under the scorching sun with a suitcase in her hands. The Corcante Embassy has requested an invited investigator to solve the case of the kidnapping of a well-known businessman, and who better than a local heroine is suitable for this role.
But the darkness that lives in the captain's head has not yet completely weakened. And in this strange, abandoned place, surrounded by miles of forest on the one hand, and the endless ocean on the other, it breaks out with renewed vigor. The predator is on her heels, and Christian will once again have to maneuver on the brink of life and death, trying to overcome her demons.
First off, we have reset the leaderboards due to changes with the new random leveling affecting scores. Secondly, abilities are now capped at 3 per run
With launch week coming to a close, we wanted to talk about what went right, what went wrong, and what we're doing next.
What went right:
Almost 150 players completed 1,600 runs during the first week! We're thrilled with these numbers and really look forward to expanding and continuing to work on the game.
Here's a breakdown of the player's class choice for all runs in the game:
Wizard is the most popular, while Shaman is the least picked. This could be due to Shaman being the last class unlocked or just Wizard being too strong. Our goal is to try and have equal pick rates for all classes across the game.
Level Breakdown:
Desert seems too tough at a 42% win rate, balance adjustments are planned for an upcoming patch. We may modify the balance of Arctic and Garden to increase their difficulty as well.
When we make balance adjustments leaderboards will be reset to keep the competition fair.
What went wrong:
Halfway during the week we pushed an experimental change to the main branch to randomize upgrade tiers. This was in direct response to a negative review on Steam, and while I think the game is a lot more fun, the balance is now all over the place. Going forward I will not be as reactionary, and we will be using the weekly challenge as a playground to experiment with new ideas and mechanics. The goal is to deliver a patch every 1-2 weeks timed around the weekly reset (like this patch)
Checkout this weekly reset for a our first experiment 😉
What's Next:
We have a lot planned for the future. These may never make it into the game but here are some of the things we are currently planning:
An "abilities update" adding new abilities to all classes in the game
An "Endless" mode
Weekly Modifiers for the weekly challenge
A UI Expansion / Overhaul
Map obstacles / props
Elite enemies / new enemy AI
New Classes
New Maps
Thank you all for taking the time to play our game - Carina & Mark ❤️