We're getting close! The DLC is just around the corner, just a few more days to go!
Take advantage of an 80% discount on CLOCKED until Friday 11th!
Here are the additions and improvements for the pre-Extension patch.
Update 1.3
MAIN Improvements
- Improved water rendering - Wells in the other world are removed as unnecessary - Some sounds and music were not referenced in the audio mix - DLC preparation
DEMO Improvements
- A note was not translated into English - Some sounds and music were not referenced in the audio mix
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If you've enjoyed Relic Hunters Legend and want to support our indie journey, we'd be incredibly grateful if you could take a moment to vote for us in the Community Vote categories of the DevGAMM Awards 2024! 🏆
Your support means the world to us, and every vote helps bring more attention to the hard work and passion we’ve put into the game.
It’s super easy to vote for us:
1️⃣ Head to the DevGAMM Awards form and log in with your email. 2️⃣ Search for Relic Hunters Legend in the list and submit your vote!
Feel free to share the link with your friends to spread the word!
Remember, it’s one vote per email, and the last day to vote is October 27.
Thank you for being part of this amazing adventure! ✨
The first music clips have been integrated into the Memory levels. Experience an enhanced gameplay with unique background music for each level from Memory1_1 to Memory5_5. Enjoy the new atmosphere and have fun playing!
Hey, hey! This week I did some game updates but mainly focused on spicing up the store page, getting ready for Steam Next Fest!
Store Updates
Art
I thought the cover didn't reflect the fun and silliness of Pool 2, so I added some characters to it! (Hopefully this will encourage more people to check the game out!)
Here are my initial sketches. I'm a beginner illustrator, but I'm happy with what I drew...
Trailer
I also made a new trailer showing off the game and the new tables! Check it out!
Game Updates
- You can now press Square (Playstation) or X (Xbox / Gamepad) to softly nudge the ball to set up a shot! (Some people before found it hard to hit the ball softly.) - The river table flows now slows down much faster. (It slows down roughly 25x quicker than before!)
Greetings from the Void! In our first update for our demo, we heard that those pesky babysharks were a little too much caffeinated... So we did something about it, while also reducing a little the number of babysharks that go after your buttocks:
Babyshark
• Move speed reduced by 10% • Damage reduced by 50% • Reduced quantity spawned by ~5%
Since we reduced damage on the babysharks, we also polished the edges of our neutral probe, hurting less when they touch you! We also stuffed them with more organic matter to facilitate your first upgrades while you're not eviscerating those pesky Babysharks later in the level!
Neutral Probe
• Damage (on touch) reduced by 50% • Organic resources drop ~60% more often • Inorganic resources drop ~20% less often
This should provide a less punishing experience in the beggining, and accelerate the rate which you upgrade your capabilities, smoothing the difficulty curve!
Thanks for playing our demo and feel free to leave any feedbacks!
- Adjusted camera smoothing to be more subtle - Increased look acceleration rate (controller only, mouse doesn't have acceleration) - Increased max controller sensitivity adjustment
Dear friends, I would like to share updates and plans with you.
What have we already added to the game
Improved task indicator: now it "sticks" to the edge of the screen and points towards the target.
Added indicators for the "grenade throw" and "healing point" abilities. If the target point is outside the screen, the indicator will also "stick" to the edge of the screen.
Fixed all hitboxes for cursor interactions: no more pixel-hunting to select cover, weapons, or enemies.
Improved HUD interaction: mouse clicks no longer pass through the minimap and unit cards.
Enhanced unit movement system: units now maintain formation and avoid getting stuck on level objects.
Improved cover system: all selected units will now move towards cover, even if there is no room for them.
Added a rank system for units: units gain combat experience and become more effective in battle.
Added animated event indication on the minimap.
Fixed several bugs and optimized game performance.
Our plans
New unit "Sapper"
Construction at bases (construction of defensive structures and installation of artillery guns at captured points)
Improvement of AI (vision and AI director for skirmish)