We are excited to announce our Technical Playtest for Damned 2, which will take place from August 2nd to August 4th!
To ensure your access to the playtest, simply click the Request Access button on the game's Steam page. This is an incredible opportunity to experience the game firsthand and help us improve it!
In this playtest, you'll have access to two finished maps: Hotel Rose Crimson and Alba's Motel, as well as two of our currently finished monsters: Lurker and Mary (with more to come!)
Our goal with this playtest is to gather valuable feedback on the gameplay and identify any technical issues that may arise. Your input is crucial to us and will help shape the final version of the game.
Players who wish to record or live stream their experience are free to do so, and we encourage you to share your clips with us in the Damned Discord!
We appreciate your participation in advance and can't wait to hear your thoughts on Damned 2!
-There's a shiny new title screen so the first view of the game is less intimidating -Choose Manual energy will now only bring up the box if you have more than 1 type of energy -Hovering a wild critter will now show it and its signature skill big for easy viewing -Hovering a card when trading will show it bigger -The battle deck skill cards and stickers will now be ordered based on their binder number -Battle deck skills and stickers will show their energy and SP cost on the lil panel -Skills that affect everyone will now affect the users side first, then the opponents side (previously always hit players side first)
-All skill cards have their images done -All rare skill cards have a holo effect -Balance now affects all your critters instead of just the user -Dumbell + Scary Mask (common stickers) are now power up/down for 3 turns (instead of power +/-1) -Pan Helmet + Softener (common stickers) are now defence up/down for 3 turns (instead of defence +/-1) -Power Battery (uncommon sticker) is now Power +1 (instead of power up for 3 turns) -Shield Battery (uncommon sticker) is now Defence +1 (instead of defence up for 3 turns)
-Fixed a bug where manual energy would take away other energies than those selected -Fixed a bug where the last card someone had to swap wasnt visible -Removed swipe controls from swapping -Fixed a softlock when opening the battle deck for the first time from the swap menu -Clicking 'See Cards again' in a trade will preselect your previous choices -Special Characters/ Rockoons were set to appear 100% of the time instead of 30%. It's now 50% for a special, and a separate 20%/30%/40% for rockoon based on the level
Hello! We received the feedback about visuals, sounds and bugs. We are working on it. Here is the first patch for issues we could fix fast. Please leave Steam review and share your thoughts with us!
Changes:
- SkillTree Confirm Button now hidden if skill is already skilled - Added new VFX for SecretRoom Choosemachine - Orbiter is stronger now - Ringer and Pinger champs have slower bullets now - Joy Turret shoots slower - Some final touches in the base
Bugfixes:
- Grids at Boss "Skorm, Karrdis & Wreg" now dropping correctly - Sorrow Equipment now visible in Mechionary - Thunderhawk now invisible during Dialogs - Laser of Boss Valerie is doing damage again - Reset XP display on Restart - Reset player abilities on Restart - Ability Sprite in Hud now updates correctly - Collactables cant be skipped on room change - Glitcher Addin now got a max bullet count - Fixed Sorrow Chest possible hard stuck - Fixed stuck in EscapeMenu Playerpanel after kicking Playerpanel - Empty Revange Quest now hidden - Addin fixes for Sorrow Enemies - Fixed Sorrow Stage unlocking after collecting Anger Module - Fixed Lags with Mitron and Blackhole Addin - Teleporter and Meteorizer now works on Enemies - Thunderhawk now works on Enemies - Default Language now is Steam client Language - Fixed Urmog jumping into walls
We would like to thank everyone once again for their active feedback. If something from this list still causes problems - feel free to write, we will investigate further and fix it.
Elevator weight calculation now works correctly.
All items in the player's inventory now drop when the player dies.
Bottles now break with some probability when thrown.
Procedural generation has been expanded and works more reliably.
Fixed the sound of discarded items colliding with the environment.
Fixed sound of picking up discarded items.
Fixed the āpersistent voice chatā option.
We have added Unreal Crash Reporter to the game. It does not send us logs, so please send us a screenshot of what is written in the crash window.
The player's capsule now changes its size with the antigravity effect.
Mines, like other physical objects, lose gravity with the corresponding floor effect.
Iām happy to announce that Countless Army will appear on the Tower Defense festival from Steam. In this time Iāll be doing streams on Steam to show the game.
Besides, the Demo has been updated to be smaller, and the game has been updated to end some things and improve others.
Are you ready to get through enemy defenses and defeat those kingdoms of the light side in this reverse Tower Defense?.
Take advantage of the festival! The first three days it has a discount!
We are excited to announce that updates with new episodes will be released every 5-7 days! Get ready for new thrilling adventures and amazing stories. Stay tuned for updates and donāt miss a thing!
Hello Everyone, There is an awesome Event going on right now on Steam where you can discover a ton of pixelart games. Big thanks to BraveAtNight for having my game in this event. Check it out: https://store.steampowered.com/sale/pixelatedfestival