NEW: -A new weather type has been added: sunny -When you finish clearing a room, an arrow will now spawn to point you to the next area transit, this should help in not getting lost -Your choice of fullscreen and borderless is now remembered when loading your savefile -Borderless fullscreen was added
CHANGES: -Clicking the slayer pillar and boss pillars was possible in building mode, this has been disabled -Clicking the resource generators was possible in building mode, this has been disabled -The night time has been made less dark to provide a better mood -Placing down multiple generators of each type was possible - this has been fixed and they will be removed on your next login -There can now be a maximum of 5 fishing crates at any one time -Fishing speed and radius powerups are now limited to a maximum stack of 2 -Using a fish bomb while the bomb was too far on the left of the fishing area, would despawn a bunch of fish - these now spawn more to the right -The foresight ultimate description was updated to reflect that it does not work on bosses -The amount of money you have available now renders in the top left when you use the potion rack or potion shop -It's no longer possible to consume a potion when you are dead -It's no longer possible to press your item ability when dead -IDE has been upgraded to the latest version - this means a lot of backend items have been updated as well -> Following items have had internal code tweaked: _The loading screen (splash screen) _The ultimate attack button _The shield button _The inventory button _Steam integration If you are running into any new issues since this build, please report them to me! -Ultimate attacks can now be cast while attacking -Usernames now must be between 3-20 characters, and only contain numbers and letters. If your name doesn't fit those requirements you will be prompted for a new name -Reduced the amount of reflects required in the tutorial down to 5 -Edmund will now take a break from slaying zombies when you've cleared a room
FIXES: -It was possible to crash the game by manipulating the codex into displaying a page that did not exist - this has been resolved -Exitting fishing while trapped by a water spout could crash the game, this has been resolved -The armor vial displayed +50 more armor than it actually provided, this has been fixed -Slayer was broken - kills were no longer counting due to a conditional line of code being wrong - this is fixed -A checkpoint was missing in the golem area, this has now been added -The wall spawned by the anomaly golem could be walked through - this has been fixed -Magic ground damage would not trigger the explosive barrel on boss 8 - this is fixed -The crit amount awarded from Slayer wasn't reflecting properly in the stat page, it now does -It was still possible to build out of bounds by placing your decorations with spacebar at your island - this behavior is corrected -It was possible to open multiple stat reward chests at once in the arena, this is no longer possible -Removed a permanent lightsource that illuminated the bottom right corner during nighttime -Removed the lightsource from guards that are inactive at night -Your melee attack could get stuck if not navigating away from Finley's tutorial chatbox in time, this has been fixed -The entry to the furniture store in the empire apparently had a black hole mechanic pulling people off the street - this radius was now reduced -Fixed an overlay issue in the tutorial telling you to press "Q" two times to swap combat style
Oli One: Sneak in - elena @ @ ALANDALA.LALEAGANE.RO
New Update Now Live!
We’re excited to announce our latest update packed with exciting new features and improvements!
15 New Trophies: Challenge yourself to unlock 15 new trophies in a single level, testing your skills in various ways! Joystick Controls: Enjoy a smoother gameplay experience with newly added joystick support. Improved Map: Explore a more dynamic and detailed map, with enhanced visuals and hidden surprises. More Diamonds to Collect: Discover a wealth of new diamonds scattered throughout the level! Enhanced NPCs: Experience more lifelike interactions with improved NPC behavior and reactions. Third-Person Camera Added: Switch perspectives and enjoy the game from a new third-person view! Jump back in and experience all these new features. Happy gaming!
We’ve shown parts of Dreadnought and Leviathan—two new storylines introduced in our upcoming EVERSPACE 2: Titans DLC, launching September 16. Both of these quest chains add new story, challenges, enemies, and most importantly, sweet new loot!
We’ve shown a selection of the new legendaries, gear, and consumables in our Dreadnought and Leviathan streams leading up to launch. Now, it’s time to reveal a short list of MOST of the new gear found by battling the Dreadnought and exploring Leviathans. The team is still tweaking some of these effects, so what you see on day one may differ slightly from what’s described below.
Live out your Trogdor fantasies in EVERSPACE 2: Titans! Be the best dragon you can be.
New Legendaries
Judgment Day - Mine Launcher Launches weaponized mines that fire a deadly autocannon barrage in all directions, dealing heavy damage in a radius for a short period of time. When triggered by an enemy, the mines hold their position.
Force Forge - Energy Core Activates all modes for the Magnetic Repulsor device. Additionally deals energy damage and kinetic damage to all affected enemies..
Viscous Intent - Bio Weapon Ejects blobs of goo that stick to surfaces and enemies and explode after a short time. Enemies are slowed and receive increased damage for each blob stuck to them, stacking up to 10 times.
Inferno - Bio Weapon Emits a stream of super-heated plasma that sticks to surfaces and enemies, dealing additional damage for a short time.
XM-426 - Bio Weapon Discharges acrid projectiles that apply a stack of “Corrosive Slime”, dealing additional kinetic damage as Corrosion over time. Each stack reduces the target’s movement and fire rate. Stacks up to 6-10 times.
Hollow - Armor Plating Has no capacity itself but grants repair per kill directly to the hull instead. Increased hull damage reduction.
New item sets? Gotta collect ‘em all!
New Item Sets
Power Oscillator Set The set is all about balancing the energy between weapons and thrusters. Set items: Munition Motor (Booster), Coulomb Collector (Cargo Unit), Dualcore Alternator (Energy Core) Set Bonus 1: Collecting energy orbs overcharges the weapon and boost energy capacity which then slowly deflates back to normal. Set Bonus 2: While boost energy is overcharged, gain increased handling. While weapon energy is overcharged, gain decreased weapon spread.
Symbiosis Set Spores are great. Nothing wrong ever comes from spores. Set items: Exoskeleton (Plating), Suffusion Field (Shield), Impulse Modulator (Energy Core), Transfusion Missiles (Homing Missiles) Set Bonus 1: Destroyed debuffed targets will leave behind a mending spores field for a short time that restores some hull and armor over time when flying through it. Set Bonus 2: Mending spores will provide 2 random buffs and remove previous ones. Set Bonus 3: Destroying an enemy will refresh active timers on buffs granted by mending spores.
Together We Stand Set Inspired by wingmates from the Dreadnought storyline. Set items: Cardéna’s Support (Pulse Laser), Yuen’s Escape (Booster), XR’s Ingenuity (Cargo Unit), Rakhima’s Foresight (Sensor) Set Bonus 1: While under target lock, the ship can deploy a grabbable decoy that redirects the incoming missile. Set Bonus 2: While in combat, an armed holographic ship will materialize nearby and obliterate smaller targets. Set Bonus 3: Destroying an enemy will create a panzer bomb which can either be shot to detonate, or can be grabbed and thrown. Deals heavy area damage.
Brood Mines swarm and shred enemy ships. Fun to watch, not so fun to have happen to you.
New Non-Legendary Weapons Cardéna’s Support - Pulse Laser Part of the Together We Stand Set Energy arsenal with an engagement detection system calibrated to increase the fire rate as more friendies are detected nearby. Increases fire-rate for every friendly unit within range up to a certain point.
Brood Mines - Mine Launcher Packed with eggs of metal-eating annelid spaceworms that hatch on impact and attack in swarms. Upon detonation, the mine releases a creature swarm that seeks out and attacks nearby enemies.
Spore Missiles - Homing Missiles Warheads with heavily compressed chambers of neuroinfectious chemicals that flood into life support systems. Applies the Confused condition for a short time.
Cluster Mines - Mine Launcher Inspired by an old design by Dr. Vohs, these proximity mines are packed in loosened racks that spread after launch. Upon detonation, the mine scatters into many smaller proximity mines.
EMP Mines - Mine Launcher Miniaturized EMP devices packed with proximity sensors that arc toward and short out nearby power sources. Mines deal their damage over 8s and apply EMP to affected enemies.
Multi-Coil - Coil Gun Multi-chamber mass driver with understandable spread, downsized to fit on the wings of a spacecraft. Additional projectiles per shot.
High Fire-Rate (HFR) Flak - Flak Cannon with shorter launch tubes and smaller rounds that sacrifice attack range, spread and radius for a healthy fire rate increase.
Siege Cannon - Gauss Cannon Destructive ordnance that dumps generated energy into inertial dampening systems to avoid overheating while locking movement. Decreased ship speed while firing.
Tail Mines - Mine Launcher Drops mine behind the player instead of launching in front.
Transfusion Missiles - Homing Missiles Part of the Symbiosis Set Parasite-like missile that intrusively binds itself to defense systems and feeds energy back to the launcher. 'Missiles deal their damage over time and restore your ship for the respective amount.
Endo Pulsator - Pulse Laser Altered pulse weaponry that launches endothermic particles, capable of converting disabled target systems into pure energy. Fully restore weapon energy if the target's shield or armor has been depleted with this weapon.
Initiator - Rail Gun Controversial yet effective long range ambush weaponry known for a wide variety of petty and efficient tactics. Unaware targets receive increased damage and reduced speed for a short period of time.
New gear means new builds to tackle those 2000 lunacy rifts!
New Gear
Scrap Screen - Plating Meticulously crafted plating that utilizes technology from outdated drone disassembler devices, automatically. 'Slowly dismantle enemy drones in range into armor hitpoints.
Twin Surge - Booster Multipurposed engine module coupled to a second capacitor which force-feeds energy once a threshold is reached. After boosting a short time, gain additional boost speed.
Impulse Modulator - Energy Core Part of Symbiosis Set Brain-like core that treats the ship as a living organism and produces mechanical adrenaline when under stress. A percentage of incoming damage also restores weapon and boost energy for the respective amount.
Coulomb Collector - Cargo Unit Part of Power Oscillator Set Thoughtfully designed cargo containment system that detects and collects expended energy charges. Attacks that break a target's shield will drop an energy orb.
Dualcore Alternator - Energy Core Part of the Power Oscillator Set Dual capacitor design that feeds energy into itself through a complex assortment of alternating channels. While firing, gain increased boost output. While boosting, gain increased weapon output.
Exoskeleton - Plating Part of the Symbiosis Set Tendon-like armor that stretches across and binds itself so tightly that armor restoration also applies to the ship hull. Repair per kill applies to the hull so long as armor is full.
Munition Motor - Booster Part of the Power Oscillator Set Augmented engine paired with a power controller that attunes weapon systems the longer it runs. Boosting increases weapon range, increases weapon velocity, and reduces weapon spread by a percentage every second, to a maximum.
Rakhima’s Foresight - Sensor Part of the Together We Stand Set Scanning unit hardwired directly with primary weapons to subvert charge requirements by making weapons "see" a full charge before they actually do. 'Chargeable weapons gain increased charge speed.
Suffusion Field (Shield) Part of the Symbiosis Set Organic-based fast-flowing recompensation shield which allows bypassing delays via excessive force. Repair percentage of all hull damage dealt as shield hitpoints with each hit.
XR’s Ingenuity - Cargo Unit Part of the Together We Stand Set Heavily repurposed shipping container using mine launcher salvage that further weaponize any launched mines. Mines deal increased damage.
Yuen’s Escape - Booster Part of the Together We Stand Set Compact thrust design inspired by the Striker that triggers an emergency injection system when target locked. Increased boost speed while under missile lock.
New Catalysts
Attribute Amplification Increases a module's attribute bonuses.
Auto-Collector (Cargo Unit-only) Resource nodes within range will be automatically mined over a short time.
Auto-Dismantler (Cargo Unit-only) Collected weapons and modules up to rare rarity are dismantled and provide credits.
Evolution After 100 kills, increase the weapon’s damage. Adds an additional increase after 300 kills. After 1000 kills, this weapon will receive an additional bonus attribute.
Homing (Scatter Guns & Blasters-only) Only for scatter guns and blasters. Adds homing to projectiles
Overpenetration Adds significant shield and armor piercing, but target hull cannot be damaged beyond 1%.
Shield Strike Firing weapons will drain your ship's shield but increase your weapon's energy and kinetic damage.
Solo Increases the weapon's kinetic and energy damage and fire rate so long as it is the only installed primary weapon.
Symbiosis Counts as part of the "Symbiosis" item set.
Together We Stand Counts as part of the "Together We Stand" item set.
You can’t see me, but I can see you! Smokescreens are great for close combat.
New Consumables
Armor Repair Fully repair armor, superior rarity.
Musk Ejector Used to get the "attractant condition" so the Leviathan can be lured out quicker.
Secondaries Resupply Restock a large portion of max secondary ammo, superior rarity.
Smokescreen Creates a smoke cloud field with a large radius. Enemies inside will lose their target and have a decreased detection range. All ships inside are invisible to the ships outside. Player sees ships inside the field with a holographic effect. Lasts a moderate period of time.
Radial Repulsor Releases a shockwave outward from the ship that forcibly pushes surrounding medium and smaller enemies within range.
ULT Recharge Fully recharge Ultimate, Superior rarity.
That’s a titanic list of new gear for a titanic DLC! All of these items and the new resources needed to craft many of them will only be found by battling the Dreadnought and exploring inside Leviathans.
The patch fixes a few problems caused by the skill indicators. We want to further improve playability. We have also revised the settings so that you can now adjust the volume in the game and find all settings under one menu item.
Settings have been combined and expanded
Forward roll no longer has an indicator and moves in the direction of the mouse position
Skill indicators now remain visible when moving and can be triggered
If there is not enough mana, no skill indicator can be displayed
If there is not enough mana, no skill can be reserved
Skill indicators can be deactivated in the settings and will trigger as before when the button is pressed
- 3 new levels - The original “Level 1” level has been renamed to Level 3 (no changes though) - The original “Tutorial” level has been modified slightly / repurposed as Level 4
Bug Fixes
- Fixed bug where lava particles were misaligned - Fixed bug where a direct hit to an enemy with an arrow sometimes didn’t kill them - Fixed bug where rocket jump didn’t work right if you were crouched / sliding - Fixed bug where you could shoot through a wall if you were hitting it point-blank - (I think) fixed bug where enemies sometimes got stuck after being knocked down. Hard to verify so let me know if this is fixed! - (I think) fixed bug where you sometimes were locked from swinging your sword. Let me know if you see this bug (also hard to verify!) - Fix bug where you couldn’t crouch and move at the same time at 120 tick rate
Mechanics changes
- Improved scenario where air dash could get stuck sometimes - now you’ll bounce if your air dash is blocked by a wall - Ground pound bounce no longer needs a perfectly timed jump right when you hit the ground - if you’re holding jump while ground pounding you will bounce
Other Improvements
- Doors that require a key or killing all the enemies now have a special texture - The end door of every level now has a special frame - Some doors will now open faster if you’re moving faster (not all doors work like this, just some particularly key ones) - Changed the look of the HUD a bit and added an extra bar that counts your wall jumps - Rocket jump should be slightly more consistent now - Added some more blood particle effects - Added a friend leaderboard - Pausing game now just dims the music instead of abruptly pausing it - Added a more convenient wishlist button (this one opens up the steam client instead of your web browser) - Increased parried arrow speed
Banner image is fan art courtesy of Johannes.C from the Discord
It's been a while, right? Today we've pushed an update with a lot of improvements to project building and more POI when on planets. We've also increased the amount of loot that can be found on each POI. If you've been using the Hover Bike or Grapling hook, you will notice that their physics have been improved. There are quite a few changes to planet generation, so there's a chance that upon loading an in planet save you'll be spawned inside the ground and will fall until there's nowhere left to fall. There are quite a few new models and assets to be found on planets, so keep exploring!
Hello! I'm back with news on the next update. This upcoming update will feature new enemies, new minor defense mechanics, defense QoL (Quality of Life) features, and potentially new traps and turrets!
What's done: So far I've managed to add a few highly requested defense QoL features/mechanics: destroying defenses, repairing walls, and cycling through the buildings on a tile.
With the new destroy action, you can destroy your defense buildings. Turrets will return to your inventory, allowing you to move them, but traps and walls will be permanently destroyed.
If you want to repair a wall that is partially damaged, you can build a new wall on top of it to repair it.
Now, you can cycle through the buildings on a tile that are displayed in 'Object information'.
Additionally, I've completed the artwork and most of the code for 4 new enemies! I don't want to spoil their designs, but their names are: Egg Layer, Little Devil, Tall Guy, and Flier. Of all of them, I think only Flier will be added to the demo, if even. The way new enemies will be introduced to gameplay, is that each new level will introduce more enemies. These enemies are designed with higher difficulties in mind, so they won't work in the levels available in the demo. Next week will be a big testing phase for them (and their respective levels!)
What hasn't been done yet: I have ideas in mind for some new turrets and traps, but I haven't added them to the game yet. Work on that, along with testing for the new enemies will happen next week.
Welcome back to another blogtastic… well, blog! We’re making a game and that game is called Animalkind. In case you missed our first blog post from earlier this month, we’ve got a closed Alpha playtest coming up that many of you signed up for over on Steam and we’re so close to getting some adorable corgis in mech suits into your hands. Before you venture out into the Wild and start getting your craft on, we wanted to share a little more detail to set some expectations regarding the upcoming Alpha and what will - and what will not - be available.
We show a lot of stuff we’re experimenting with for Animalkind on our socials with our videos, but we wanted to be clear that some of what you may have seen will not be seen in the upcoming Alpha. This first Alpha is about getting you familiar with your home island and the world of Animalkind for the first time. It’s also about giving a taste of the creative ways you can enjoy this experience solo or with friends and getting a general idea of the various town-building and world-editing tools within the game. But… more on that later. For now, here’s what you can expect from Alpha 1.
To read the FULL blog post, you can check that out right here!
Our servers have held up decently well (after some initial hiccups) so we're opening up the playtest to automatically grant access to anyone who clicks the "Request Access" button on our steam page.
Just remember, if you're playing from anywhere other than North America, you're gonna have input lag, jitter, etc. Just keep that in mind.