Stardiver released today! It is a very big and important moment for Green Planet Games. Our first game is out there, waiting for you to play.
Just a quick reminder of what you should expect: Stardiver is a sci-fi game where you pilot a ship and battle enemies. Dive into the depths of an underwater world filled with wonder, mysteries, and peril. Uncover the story behind the abandoned base, explore the unknown planet, and unravel its history.
Thanks for everyone willing to buy the game and play it <3
The metagame has largely been settling into a time of peace. Arishem's play rate has steadily trended downward since our last change to Loki, and hasn't appeared to hit bottom yet as of these notes. Symbiote Spider-Man has shaken things up, but no decks new or old are presenting as outliers on win rate and cube rate at this time. As such, we're taking a light touch on the competitive changes and mostly pushing up a few older cards.
Sandman
[Old] 5/6 - On Reveal: Players can only play 1 card next turn.
[New] 5/7 - On Reveal: Next turn, cards cost 1 more. (maximum 6)
We've relied on Sandman to be a negative pressure against strong decks that can threaten several cards at the end of the game. However, we've seen over time that when the metagame provides Sandman with that kind of an opening, those decks tend to become a frustration unto themselves. In some ways it's reminiscent of Leech, and we're pursuing a similar adjustment. Softening the penalty on Sandman will make it less effective at locking down the game, while still meaningfully impacting enemy plans to play tons of cards.
Mockingbird
[Old] 6/10 - Costs 1 less for each of your cards in play that didn't start in your deck.
[Change] 6/10 -> 6/9
Mockingbird has been one of the strongest cards in a couple dominant decks lately, so we're taking away a Power here. It's not uncommon for some players to assume that a 6/9 may be stronger than a 6/10, due to the vulnerability to Shang-Chi, but this has never been the case in the past. If, by some chance, it proves true for Mockingbird, we'll cross that bridge when we come to it.
Aero
[Old] 5/9 - On Reveal: Move the last enemy card played anywhere to this location.
[Change] 5/9 -> 5/10
We're aware one of Mockingbird's roles of late has been providing some amount of support for Skaar, so we looked for a few candidates near 10 Power that felt ripe to receive a buff. Aero was just such a card, and an ideal candidate among 5-Costs given the ability isn't strictly beneficial.
Black Cat
[Old] 4/9 - If this is in your hand after the turn, discard it.
[Change] 4/9 -> 4/10
Likewise, Black Cat's seen a big dip following adjustments to Hela and Black Knight, so we're adding a Power here as well to see how it impacts the play rate.
Ghost Rider
[Old] 4/3 - On Reveal: Bring back one of your discarded cards to this location.
[Change] 4/3 -> 4/4
Ghost Rider's an exciting card, and we'd like to find the right spot for it to feel like a fun miniature combo for decks to play. We know from the early days of the beta how strong 3-Cost Ghost Rider was, so we decided not to risk such a drastic change. We'll see how some Power goes and evaluate from there.
Moon Girl
[Old] 4/4 - On Reveal: Duplicate your hand.
[Change] 4/4 -> 4/5
Another card capable of fueling some unique combos, Moon Girl's time in the sun faded pretty fast once Loki hit the timeline. We'd like to explore pushing this card back toward some of that former glory, and in fact we started by trying a 3-Cost version internally… but it was totally cracked, so don't expect to see that change anytime soon. We might have considered more Power here, but given how strong decks with Mockingbird have been lately we erred more cautiously.
War Machine
[Old] 4/7 - On Reveal: Until the end of next turn, nothing can stop you from playing cards anywhere.
[New] 4/7 - Ongoing: Nothing can stop you from playing cards anywhere.
Many players noted that the new activate keyword had the potential to benefit War Machine. We also thought that might be true, but it turned out that even at 3/5 War Machine wasn't quite as effective as one would hope–a card that packs most of its punch leading into turn 6 just isn't an ideal home for activate. So we're going with the backup plan here, changing the On Reveal to an Ongoing.
Agatha Harkness
[Old] 6/14 - Agatha starts in your hand and plays your cards for you.
[New] 6/14 - Agatha starts in your hand. She plays your cards for you on even turns.
We're as excited as everyone else to see Kathryn Hahn back for Agatha All Along, so we decided to celebrate by letting our own Agatha out to play a little bit. You'll find Agatha more interested in an equal partnership these days, sharing turns with the player rather than keeping them all to herself. We haven't adjusted any other functionality–you'll still see her showing up in your hand as a bonus card, too! — That's all for this week. Until next time, happy snapping!
There is new version of Orb up on Steam, improvements are
We’ve had a word with the trainer and you can now skip the tutorial intro dialogue.
Using quick pickup (space), the last character who threw a dart/arrow will pick it up. Darts will be placed in hand if they are empty (the inventory otherwise). Arrows go straight to the quiver.
The dungeon inhabitants have been given new uniforms with pockets. This means they will now drop items when killed.
Due to the comfy uniforms being really popular, more monsters have taken up residence under Waterdeep.
Achievements have been added to the game.
Bug fixes (of course).
So what’s next? Well let’s just say there is a leafy future for you as you head deeper into the ground.
Ready to take on a thrilling challenge? To the Rescue Events offer an adrenaline-filled experience that will test your skills and endurance. Conquer five challenging levels and you'll be rewarded with an exclusive prize – but if you fail, you'll have to try again! Get ready for an unforgettable adventure – it's time to put your skills to the test!
The time of the event is based on the time on your PC, and the duration may vary slightly from the duration of this announcement.
Today, I am finally releasing version 0.8 to the stable branch, so I will walk you through some of the changes made since 0.7!
The first big change that comes to mind is about the maps and scouts. Having working maps and scouts in the game was a big goal even before the release of 0.7, and was originally my only goal for 0.8. Getting this right was going to be important for players to actually be able to understand what was going on with their settlements, as walking across the map can take quite a bit of time. The result of my efforts here were the strategy map, shown on various tables (Port and Scout’s hut) across your settlements, as well as the tactical map (shown in the book), which both allow selection and deployment of military units.
During the development of the maps, it also became apparent from player feedback (thank you very much), that most players did not want to play competitively. Most players wanted to play against AI, and a substantial percentage wanted to also play cooperatively. So I switched quite a bit of the development around, and focused on getting a coop working. Switching to co-op included creating a new game mode - artefact mode - which shifted away from economic competition between human players, and instead focused on human players fighting the AI controlled pirates militarily.
This switch also included creating a new island, which took me quite a while to create, and came with a substantial art upgrade over the old island. The new island is long and narrow, with both players starting on the same end, and fighting primarily against the pirates that are getting stronger the further along the island players progress. With the art upgrade also came performance upgrades as I was able to create the map with many of the lessons learnt from the previous PvP map in mind, and many of the FPS problems the game suffered from were reduced or removed.
Another big improvement was the addition of 6 new military units (including the scout), and the differentiation into melee and ranged units. With the co-op focus allowing me to slow down how quickly players progressed through the game, it became feasible to separate buildings into more distinct tiers, and each of the tiers got its own melee and ranged unit. This of course came with new buildings, so where 0.7 started with 26 buildings, there are now 42 buildings in the game, and that is ahead of the 0.9 update, which will focus more on base building.
Together with the new units (especially the ranged ones), I also introduced the new ammo-supply and healing mechanics, which are both meant to make supporting your armies a little more challenging, and make logistics and forward outposts more relevant.
Finally, I also revamped the tutorial island to bring it in line with the new map, and massively expanded on the tutorial to cover all of the new mechanics in detail. This included creating a quest system for the game (only used in the tutorial so far), and creating a 2 hour quest-line for the tutorial, broken into 6 individually selectable chapters, which I think help introduce new players to the game quite effectively.
Overall, I think that 0.8 is a huge update, which really takes Path to Prosperity much closer to the game I want it to be, and I thank all of you for sticking with it all this time!
✨🎮 It wasn’t easy 🔮 But now you can find spells just like weapons! ⚔️ Equip them to the right wing 🦢 🔥 — for now, it’s just a fire spell and telekinesis, but everything works! 💥🌀 Solid blocks in place for future development! #gaming #indiegames #indiedev #RPG #solodev
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