Hey everyone, hope you are doing well, patch version 0.9.1 is here with a bunch of new features and improvements.
Patch notes:
Character customization
Added mountains as a landscape around the city
Added "continue" / "new game" buttons in the main menu.
Improved visual effects
Game optimizations
Character customization
You can now change the emission color of the player's skin in the General settings. From blue-green-red-white to dark (off)
Added mountains as a landscape around the city
Now there are mountains and ridges all around the city.
Added "continue" / "new game" buttons in the main menu.
Now there are two new buttons in the main menu. If no save file exist only the "new game" button will work, if there is, "continue" will take you to the last checkpoint you have reached. "New game" button will pop out a warning that the save will be deleted to start a new game.
Improved visual effects
New post processing effects, improved visual effects and lighting.
Horizon's Mirage is getting closer to release, make sure to Wishlist and follow to be notified of future news and updates
Hello everyone, Iām the producer of Exo Wanderers, known as Wandering String.
Finally, I can share the making-of and game story of Exo Wanderers with everyone.
Many ancient games generally had one characteristic: you could play alone or with two players. When I was young, some of the happiest times were playing games with friends and family during school holidays.
But nowadays, games with this mode are rare. The number of players is usually one of two extremes: either solo or an infinite number.
That's why I've always wanted a game that fits my imagination: a game where playing solo doesnāt affect the experience, but playing with two people doubles the fun.
The prototype of Exo Wanderers was born, and I gradually filled in more flesh and bones.
The first to be filled in was the story.
Exo Wanderers has a sci-fi storyline: Earthās civilization is facing dual depletion of energy and resources. So humanity, which had never ventured beyond the solar system, came up with an idea: find potentially habitable star systems within 50 light-years of Earth and send wanderers to these targets. Once confirmed, they would figure out a way to migrate toward them. Due to technological limitations, each target would only have one wanderer.
For these wanderers, itās a one-way ticket. Once they go, thereās no coming back, destined to be lonely on an alien star.
Du Hao is one of these wanderers, and his journey takes him to Gliese 667C.
But interestingly, after arriving at Gliese 667C, he unexpectedly meets another wanderer, Zoey.
Through communication and information sharing between them, they slowly uncover the mysteries of Gliese 667C and the truth about Earth's civilization crisis.
Therefore, most of the story of Exo Wanderers takes place on Gliese 667Ce (a planet in the Gliese 667C system).
On this alien planet, you can play as either Du Hao or Zoey, or play with your friends and family as both characters, driving tanks and engaging in combat.
The main controls are dual-stick: the left stick controls the vehicle's movement, and the right stick controls the turret rotation.
The tank body and turret each have independent levels, ranging from level 0 to level 3. Upgrades can be obtained through supplies in battle stages, but if attacked, the levels can drop.
The tank itself also has a level system starting from level 1. It can level up by gaining experience points from defeating enemies. Levels will not drop, and leveling up only increases maximum health. Attack and defense are determined by the body, turret levels, and equipment.
Basic combat is divided into normal and special attacks. Normal attack ammo is unlimited, while special attacks are acquired through supplies and have limited quantities. Picking up the same supply can increase the number of special attack rounds.
Both normal and special ammo are influenced by turret levels.
In addition to basic combat, Exo Wanderers has several special combat systems which I will introduce one by one:
Skill System
Each tank has its own exclusive skill, but it can also equip skills from other tanks. However, if the skill doesnāt belong to the current tank, its effect will be greatly reduced. The greater the difference between the tanks, the larger the reduction in effect. All skills consume parts, particle energy fragments, etc. These are primarily dropped by enemies and objects in the levels.
Turret System
Tanks can deploy turrets and obstacles to block enemies or assist in attacks. Turrets also consume parts and particle energy fragments to be manufactured.
Turrets themselves can also be equipped directly on the tank.
Galactic Blessing System
On Gliese 667Ce, strange hieroglyphs appear. You need to determine the positivity of these glyphs. If you choose the positive ones, Galactic Blessings will activate. Otherwise, a meteor shower will be summoned.
Quantum State
If two players are playing together, the level will only fail if both players are destroyed simultaneously. If only one player is destroyed, their tank enters a Quantum State. In this state, movement speed slows down, and only quantum bullets can be fired. Objects hit by quantum bullets will regain health, whether it's the other player, an enemy, or a scene object.
Besides the combat system, let me also share the item and equipment system in Exo Wanderers.
Items range from basic to advanced. The most basic are elements, starting from hydrogen and helium to element 118, Oganesson. Mid-tier items are parts and particle energy fragments, and high-tier items include equipment, turrets, obstacles, particle energy, and atomic energy.
In the universe, besides hydrogen and helium, everything else is called āmetal elements.ā In Exo Wanderers, non-metals can be captured via stellar winds, while all metals can only be obtained through nuclear fusion.
Elements can be synthesized into parts, but parts and particle energy fragments can also be directly obtained from defeated enemies and items dropped in battle stages.
Finally, elements and particle energy fragments can be synthesized into advanced items.
Alright, now that weāve covered combat and the item system, letās talk about the gameās scenery. There are approximately 1000 types of regular enemy tanks, which will appear as the storyline progresses. You can roughly judge whether an enemy tank is weaker by its color.
There are also difficult boss fights in the game. To balance the co-op experience, all boss fights are non-mainline missions. If you just want to enjoy the story and complete the game, you donāt have to challenge these strange steel beasts. However, if you play with two people, itāll be easier to defeat them.
Thatās a basic overview of Exo Wanderers. If you like it, click here to be transported to the store page to add it to your wishlist:
As some of you from Discord might know, I havenāt been able to work for the last 10 days because of a flood that hit my country. Luckily, I didnāt suffer any major damageājust a few things to replace, lots of cleaning and drying out, but thankfully, my family is safe. Today weāre finally getting back to normal, with electricity and water restored (though itās only cold water for now, but itās progress!). We've cleaned up the rest, so I can finally start focusing on the game again. I also want to thank you all for your supportāit really helped me stay calm and handle everything, so thank you!
As for the update, unfortunately, I have to delay it a bit for the first timeā instead of the end of the month, weāll release it at the start of October. New update will be released:
Steps of Debauchery - Episode 3.2 - 7th October
Aside from that, everything is going according to plan. Even though itās a small update, I think itāll still be worth checking out. We've also improved some models and graphics, but youāll only notice that in the next 4.0 episode. The delay wonāt affect the 4.0 update, which is still set to release in Decemberāand trust me, itāll be worth it.
Iāve been wondering why it now takes me 1.5-2 months to make a small update, when I used to be able to do it in just one month. The answer is pretty simple ā translations take a lot of time, and the animations are much more time-consuming (but they also look way better) compared to the early days. We still keep the same number of quests in each small update, around 7, but before, the scenes were much smaller ā each had 70-100 renders, and now each scene has over 100, with some having more than 200.
Not that it really matters, just a thought I had.
Thatās all for now! The change log will be out closer to the release. As usual, Iām leaving a few teasers for you, this time SFW (mostly)!
Please note that many things are still deactivated or unfinished. These will be added bit by bit with regular updates.
Localization
ā Added more localization "german"
ā Fixed localization error in loading screens
Level Design
ā Fixed some reported map issues
Voxel
ā Improved voxel loading speed while driving
Multiplayer
ā Fixed error if client join and start flying on begin ā Fixed error with sync door sounds ā Fixed error with enter vehicle as client ā Fixed error with not toggle character names while toggle hud ā Fixed error with rotation of character name ā Fixed error for client has no camera for item "metaldetector01"
Reworked
ā Reworked frontlights for all vehicles ā Reworked glass material for all vehicles
Changed
ā Changed max speed for vehicle "buggy01" ā Changed max speed for vehicle "buggy02"
ā Changed wrong weight values for all items ā Changed wrong weight values for all vehicles
Audio
ā Added footstep sounds for bridges
ā Fixed error with override last sound for items
Troubleshooting
ā Fixed error with start transfer while transfer still active ā Fixed error while drive much faster as max speed with vehicles ā Fixed error with water animation for item "washingplant01" ā Fixed error with not show dirty value for item "minersmoss" ā Fixed error with still physic active for vehicle "trailer01" while attached and no player in range ā Fixed error with still physic active for vehicle "lowloader01" while attached and no player in range ā Fixed error with show skid marks while vehicle "trailer01" attached to vehicle "lowloader01" if moving
Removed
ā Removed white dots around the character head
We look forward to your bug reports, you can create them directly in the game with "F8". Thank you for your continued support of Gold Hunter ĖsteamhappyĖ The team wishes you all a nice weekend.
First off, we want to thank you for all the amazing feedback you've shared since the game launched in Early Access. We've heard your thoughts, and weāve taken note of the issues you've reportedāespecially when it comes to optimization. Rest assured, weāre working hard behind the scenes to address these concerns and improve your experience.
š§ Changes Are on the Way š§
We are hard at work on a patch to address optimization, bugs and general fixes. We'll have more to share soon on when to expect this patch!
š We Need Your Feedback! š
While we're working hard to bring these improvements, we'd really appreciate your feedback on REKA.
Whether you have bought and played the game at Early Access or are waiting to purchase! Your feedback is crucial in helping us shape the game. Please take a moment to fill out our FEEDBACK FORM and let us know about your experienceāyour input helps us continue improving the world of REKA!
Thank you for your patience and support as we continue this Early Access journey together.
It's devlog time again and we're stuffing this one full of new Talent reveals for Bandit and Alchemist.
I can't help but be sad to say those are the final Talent Packages planned for Talented. Though, of course, you can still expect these to be balanced, tweaked and even reworked as we continue to tune the game.
Bandit
We'll be finalising the Bandit loadout with two Talent Packages, let's start with [Investment] - a Package focussed on improving your Spree Talents.
Now you're able to activate Sprees multiple times per Shop (as long as you're prepared to pay the reroll cost). Additionally Bandit finally has access to some Bonus Experience, remember that scales multiplicatively with the bonus from Combo Levels!
Next up we have the [Charming] Package that focusses on accessing more Luck than ever before, along side some payoffs for being a lucky guy!
Alchemist
We're broadening the tools Alchemist has access to, expanding a number of the builds that are always available to him including Loot, Status Effects and Throwing Weapons.
[Special Delivery], for example, is focussed on expanding the loot options Alchemist has and introducing a special synergy with Runes
[Curve Ball] introduces additional upgrades for throwing weapons, including our most frequently activating Throwing Weapon Talent yet.
He will also be getting access to the new economy Talent Package [Mind Over Matter] that will seriously boost your leveling.
As usual there's more Talents coming than we've shown here. We always hold back some of the reveals so you'll have plenty to discover when the update drops!
Next time we'll be talking about new System that we'll be adding to all standard runs. It will help ensure you get the endless supply of Talents you'll be needing for the upcoming Endless Mode. Until then...
This limited preview offers a glimpse of the software, helping you decide if it meets your needs.
To ensure the demo is used as intended, Iāve applied restrictions, added watermarks, and disabled achievements.
The full version is available in Early Access, but thereās still much more to come. If you try the demo and see potential in Card Engine, consider adding it to your Wishlist!