Hey drivers! Today marks the 2 year anniversary of Trail Out's release! ːMihalychː
Thanks for keeping in touch with us! Even though we said that support was over last year, we are preparing our second major update this year, our biggest and most unexpected one yet.
The screenshot from the upcoming DLC with motorcycles. Porting to PlayStation 5 is going hard so far, but we're trying to get it done as soon as possible.
+ Fixed some plants growing beyond their maximum size. + Fixed backpack stacks not appearing on continue. + Fixed a bug causing date to extend beyond 28 in some cases. + Fixed some pickables appearing above the plant. + Fixed Unidentified seeds stock rate being lower than intended. + Fixed Unidentified seeds not always returning correct plant based on soil type + Fixed a bug that allowed multiple constellations to be activated.
Tweaks
+ Restored footprints and sprint dust. + Enter can now be used as E by default.
Heroes of Epic of Brave, a new era dawns on the battlefield! We are thrilled to introduce five incredible new heroes, each with unique skills and lore to enrich your gameplay experience:
Special Agent Blake: The Phantom of the Illuminati, Blake operates unseen and unheard, striking from the shadows with unparalleled precision. Master of espionage and subterfuge, he leaves no trace but a trail of defeated enemies.
Viking Soldier Thorin: Stormborn warrior of the northern clans, Thorin charges into battle with the fury of a thousand storms. A living legend among warriors, he is a force to be reckoned with, feared by all who dare to face him.
Orc Warlock Rag'Nar: As the Dark Seer of the Orcish tribes, Rag'Nar commands the shadows, sowing chaos and despair on the battlefield. With her dark powers, she is a fearsome presence, turning the tide of battle with every spell.
Elf Summoner Elysia: Keeper of the ancient Elven rituals, Elysia calls upon spirits and creatures from realms unseen. A master of summoning arts, she shapes the battlefield to her will, turning every skirmish into a magical spectacle.
Human Blaster Kane: Artillery expert of the Illuminati forces, Kane wields devastating firepower with unmatched precision. A master of explosives, he brings ruin to enemy fortifications and ranks, leaving nothing but destruction in his wake.
Join the fray and master these new heroes to discover fresh strategies and dominate the battlefield. Which path will you choose to lead your team to victory?
Stay tuned, update your game, and prepare for battle — the Epic of Brave has never been more thrilling!
It has been a while since last devlog! I took some time off this summer, and it was great to rest and replenish both my motivation and energy levels. But I am now back, and today I am releasing a significant Playtest update for Comet Force! Let's dive into the details!
Build Turrets within the Arena
So far, players could only place buildings in the camp, around the arena. These only play a role in-between waves, and are not accessible during combat. I am happy to introduce a new game mechanic: turrets! These are built within the arena and assist the troop during fights by applying diverse effects when enemies or troop members are in their range area.
For instance, the Mine generator will throw a mine to all enemies entering the area. And the Accelerator will make all troop members standing in the area reload and shoot faster.
I implemented 6 different turrets for now, but I will add a lot more for the full game, including upgraded turrets.
The question is now: how to build turrets? There are two steps:
To acquire new turret blueprints, players need to use the Research lab. It now has a prettier interface to allow different types of research: classes, turrets and buildings (which is locked for now since I need to implement more buildings). Similarly to researching a new class, you will get to choose between three turret blueprints
To set up turret building sites in the arena, you need to build and use the Military Architect (unlocked by building the Research lab). This allows to buy a site, and you get to choose between three random positions. Once the site exists, you can go there and build the turret of your choice among your existing blueprints
I hope you will enjoy this new mechanic! I think it will make the fighting more interesting. In particular, it will incite to stop looping repetitively around the arena but instead leverage the range area of your turrets. Also, it adds more depth to refining your strategy and building your own play style. Let me know in the comments what you think about this new mechanic, or any ideas you may have!
Meet the Samurai Class!
This update also adds a new class to recruit: the Samurai! It has a sort of melee attack and has a few upgrades that can make it very powerful. It is only available for troop members for now, but I plan to add a third leader that starts as a Samurai in the near future.
What is Next?
My primary goal is to come up with a complete demo version and I hope to do that in the upcoming months. The current Playtest is getting closer to what I want in terms of quantity of content, but I still have a few more things to add. Also, I need to take decisions on some mechanics that are still missing, such as the exact scope of a run (how many waves in total? difficulty modifiers?) and which meta-progression to implement. If you have any suggestions, feel free to share them!
As always, thanks for reading this post, and see you next time!
-Radiant Sloth
Full Changelog - Playtest v0.3
Added
Possibility to build turrets within the arena through Turret building sites
New building: Military architect
6 new turrets
New troop class: Samurai
8 upgrade effects for the Samurai class
New music track that plays after wave 11: Around The Breach
Changed
Some enemies now spawn at edges of the arena instead of all in the middle
A short post but with big news: The demo of Ronny's Climb is almost ready and will be released on September 30th! Ronny's Climb will also be participating in Steam Next Fest in October, so keep an eye out for it and be sure to tell your friends!
To help shorten the wait, I’ve prepared a surprise: On
you can join the fan club (aka mailing list). By subscribing, you'll receive a handwritten digital developer diary and get access to a sneak preview of the Ronny's Climb Soundtrack. This mailing list is also the best way to stay up-to-date with Ronny's Climb (and potential future releases!). I’ll be sharing updates there first, and I have other freebies planned for the future, which I will also distribute through the mailing list.
Last but not least, I’ve decided to shift the planned release of the full game by a month to January 2025. This change will give me enough time to finish the game and support it after the release without the interference of Christmas and New Year's celebrations. I’ll provide a more precise release date towards the end of the year.
Thanks for reading, and I hope you have a wonderful day!
New Content: Added 1 new achievements. New Content: Players will cheer after winning battles. New Content: Added more sound effects for a more comprehensive audio experience. New Feature: Added controller support. New Feature: Added support for more resolutions. New Feature: Block and other defensive actions now consist of multiple animations and play randomly. New Feature: Added a frame rate limit toggle to remove the 60 FPS cap (recommended to turn off V-Sync). New Feature: Added a game double-size rendering toggle, significantly improving visual quality. New Feature: Pre-attack actions can now be other actions, such as thrust attacks, with the pre-attack phase being movement and the attack phase being the strike, allowing for accurate counter-attacks and smoother animations. New Feature: Card selection in-game has changed to a windowed selection method. New Feature: Removed random event feature, added event preview feature. New Feature: Added Traditional Chinese (with proofreading). New Feature: Added languages generated by GPT: Polish, Turkish, French, German, Spanish, Latin American Spanish, Korean, which will be gradually optimized by localization staff. Performance Optimization: Loading speed optimized, reduced loading at game startup. Performance Optimization: Redundant memory cleaning to solve high memory usage over long play sessions. Content Adjustment: Added AI card play precondition judgments; AI card play continuity is now better and more logical. Content Adjustment: Enemy generation rules optimized; now divided into conservative and aggressive routes instead of the original long and short routes. Content Adjustment: Weapon upgrades will no longer enhance base attributes but will improve passive abilities, which have been newly adjusted. Content Adjustment: Campfires now have an upgrade card feature. Content Adjustment: Fixed campfires added before bosses. Content Adjustment: The black market has been redone; its main function is to randomly obtain equipment, cards, etc. Content Adjustment: Changed drop method; will not drop unusable magical inscriptions. Content Adjustment: New adjustments to weapon defense skills and appearance frequency. Content Adjustment: Elite enemies are now in a hidden state. Content Adjustment: Buffalo animation speed increased. Content Adjustment: Adjusted the effect of weight drop charges. Content Adjustment: Unlock interface UI optimized. Content Adjustment: Boss inscription drops changed to a three-choice system. Visual Optimization: Sky material texture redone. Visual Optimization: Ultimate skill lighting effects optimized. Visual Optimization: Rain ground material optimized. Visual Optimization: Duel effects adjusted; only perfect duels have obvious effects, while regular duel effects are weakened to increase battle fluidity. UI Optimization: Store has added a categorization feature. UI Optimization: Start battle prompts UI resolution optimized. UI Optimization: Some card icon resolutions optimized. UI Optimization: Buff UI is now clearer. UI Optimization: New base color icons for cards, equipment, weapons, etc. UI Optimization: Full potion prompt changed. Sound Optimization: Most hit sound effects redone.
The Conundrum: Helix is the remake of Conundrum. And for all people who are a little disappointed, don’t worry, it’s not just a rework of the graphics. You’ll find way more content and improvements, but if you know the first game, I can’t tell very much here!
I also want to apologize for the long time without news. I had a lot of work, school, etc., life. Also, working on this is quite a challenge, working with a small team, managing people is sometimes quite hard, but I’ll tell more in a future dev log.
So thank you for your wait, and I hope you'll like the game when it releases!