Visibility, difficulty and rudimentary VR support.
-Increased the overall visibility, raised the gamma, texture emissive maps and fade out distance. -Decreased the vignette when underwater. -Motion Blur is now off by default. -Increased the size of the Pull-Switches in the Furnace and Recycling Boss fights. -Grain Filter now scales with resolution, improves visibility for lower resolutions (Steam Decks etc.) -Added the ability to skip the intro by press the "jump" key. -Changed the HP of the shield from 100 to 150. -Base agility is now set to 2 from 1. -For VR compatibility you can now turn off the crosshair by pressing the "home" key you can also set the camera ratio to 16:9 by pressing the "end" key.
I've had a lot of feedback about not been able to skip the tutorial, there is already a tutorial skip in the game (there's actually 2) but It seems to be more obscure than I original thought and intended, There was some barrels you could jump onto to get onto the walkway that leads outside, I have changed the barrels for boxes as the barrels get knocked over quite easily.
Any issues/bugs please email me at contact@lesserfate.com, @lesserfate on X or on the Steam discussion board thanks.
Got some fixes and quality of life stuff in here for you.
The biggest ones: - Fix for the Story level 23 achievement not unlocking - Fix for the S-ranking all Story/Challenge levels achievements not unlocking
In both cases, these should unlock automatically for you if you've already met the criteria when opening the level selection menu.
Additional stuff: - Screenshake intensity can now be changed in settings - To help with motion sickness, weapon recoil can now be applied to the reticle instead of camera motion with a settings toggle - Equipment (bear traps, claymores, RPGs) can now be rebound in the settings menu - Throwing knife kills now count towards objectives if an enemy has been knocked down
good news: The servers are back online. Since the server provider was not able to help fixing the issue at hand we hired an external server specialist. Luckily, he was able to identify and fix the main problem so the servers are back online now. However, there may still be some minor problems and we plan to have him do further checks in the near future.
Hi everyone! I am a solo developer, and this is my pet project. You can call me QCDev :)
This update adds an alternative way to play the game for players who dislike the inverted ceiling controls. ---
v. 1.0.303 Patch notes:
Additions:
- Added Run Assist Mode to the gameplay settings menu *This is an alternative, contextual directional input system that does its best to guess which direction you probably want to run in. Please offer feedback, and I'll make adjustments in future patches!
Adjustments:
- Tutorial text adjustments
Known issues:
- Certain graphical issues such as flashing lights or excessive bloom may occur, depending on the player's graphics settings and hardware. - The UI is ugly. - Tutorials for ammo and reloading are not effective - On rare occasions, when the player dies, they are unable to respawn.
*Find a complete list of known issues on the subreddit:
Thanks to everyone who's checked the game out during SAGE 2024!
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Want to talk? The fastest way to reach me is through the community discord! https://discord.gg/qaRcDCEDDj Right now, there are only about 70 members-- the most active one being myself. If you're interested in sharing feedback, suggestions, or getting a sneak-peak at upcoming content, feel free to jump aboard!
Hello! We would like to preface this patch note with a huge THANKS to everyone who supported us, either by purchasing the game or also leaving a review. For a newborn game studio like ours, every bit of feedback fills us with determination to keep growing as developers.
Do NOT think this is everything we got to show, because Flob and the Shattered Dimension was just an experiment to see if we could pull through a Steam release with a rather simple, yet fun, little game.
Finally, after listening to feedback, we decided to add a level selection screen, which in hindsight was an obvious feature to have, but because of the length of the game we thought wouldn’t be necessary. Well, we were wrong.
So, here are the patch notes:
-Added level selection screen. -Added collectible icon. -Changed saving UI animation to show on every checkpoint. -Changed first checkpoint position in the forest so the game is saved right when entering the level.
IMPORTANT: Old save files are not 100% compatible with this version. Although you WILL be able to continue playing the game from where you left, and the final stats showed upon game completion ARE correct, the level selection screen will show previous levels as having no time, deaths or collectibles set. Unfortunately, you will need to replay those levels to set new stats. We are deeply sorry for this inconvenience.
Hello everyone! Today we're excited to share that Trading Cards are now available, including badge sets to craft, profile backgrounds to earn, and emoticons to share.
If you haven't already played, now is a wonderful time to jump in.
Thank you to everyone who has purchased a copy of Usurper, we hope you are having a great time with the game! We have some early balance changes and bug fixes we would like to share with you. Our next patch after this will likely target AI improvements to make the single player modes more fun at all player skill levels.
Balance Changes
Vizier buff: Vizier moveset changed to be more offensively powerful (fewer movement tiles, more attack tiles)
Lender's Gambit rework: New effect is "Your lowest cost card costs 1 less Power permanently" (old effect: "Your 1 cost cards cost 0 Power for one round.")
Quality of Life changes
Changed starting gambit to be based on reaching round 3 instead of beating round 3
Added text tooltip to gambit panel indicating that you need to reach the boss to receive different options before round 1
Added text tooltip to upgrade panel indicating that newly chosen upgrades overwrite previous tiles
Added grey cover behind deck panel when viewing deck at the end of a run
Deck Tutorials in Deck Selection screen can now be activated by preview button (right click or Y on xbox controller)
When using a controller, the cursor can no longer be moved outside the border of the screen
Added marker during "Reach opposite side of the board challenge" to show tiles
Bug Fixes
Fixed bug where player would not appear in check when attacked by Ronin jump tiles
Elite gambit and demoter's gambit no longer always promote lowest cost units
Fixed starting power and power-per-turn of Pharaoh Regent so that it now scales with Round
Fixed bug where history and pause buttons would be inactive after drawing cards
Added logic to make sure the same card can't be targeted by a special gambit (with a tag on the card) more than twice
Fixed UI bug where unlock panel for each card in Deck Creation would not fit to the size of the textbox
Fixed UI bug where Power and Reserves color in opponent panel would sometimes mismatch in local multiplayer
Cards can now be previewed in all deck selection screens, not just campaign
Fixed bug where board tiles were not getting cleared properly when doing a ranged capture with the Sacrifice deck
Fixed bug where Armorer's Gambit could give locked ranged units
Fixed bug where Jester's Gambit did not adjust reserves properly in Sacrifice Deck
Fixed bug where main soundtrack was not looping properly
Fixed bug where "win a run with X decks" achievements would not be immediately unlocked
Thanks again to everyone who has played the game! Please leave a review if you are enjoying the game, it helps us a lot, especially in the early days of our launch! If you would like to leave feedback or follow development more closely, please join the Rogue Brain discord: https://discord.gg/BPkQVMYQm3