We just pushed out a massive update with a change that will wipe your save files!
Reworked Progression!
The upgrades button is finally unlocked and you can unlock upgrades that will make you better and stronger across runs!
Including a completely new upgrade, which lets you reroll the drops you get from pizza deliveries!
To unlock the upgrades you will need to get the TIPS you earn from pizza deliveries.
In addition, you might notice that enemies no longer drop anything except small nitro canisters. This is because drops now need to be unlocked by playing the game, so if you want to cheese a boss using the wingblades, you better plan ahead, and make sure to pickup a powerup that is placed on the map instead of relying on a lucky drop!
This is what the unlock screen might look like, where you can choose what unlock you want.
In a similar fashion you will notice that vehicles, weapons and even items need to be unlocked by playing the game and leveling up.
If you want to unlock the Norrlander, you will need to clear the second level! No more skipping the sludge for you! Master the sludge, become the sludge, embrace the sludge!
And finally, we added the Pesto-pedia, a handy list of everything you have unlocked, and where we will over time add some proper lore to enrich the Pest Apocalypse with narrative!
Please don't consider anything written here as cannon, it's mostly tech-guy nonsense!
We will be pushing out more updates to these features as we prepare for Next Fest, so check back often in the next few days!
Give it a spin and tell us what you think!
Thank you for supporting our indie dream ❤
We can't wait to hear what you think about these changes, we are looking forward to your feedback on the Steam forums or Discord!
Wow! The Top Gnome demo is now, finally, officially out! It's been a long journey to get Top Gnome where it is, and we are happy to say you can now play and put your gnomic angles to the test. Wishlist and share with your friends and family if you like it, or want to see them struggle too.
Wild Realms is now available in initial release phase. This phase will likely last a few weeks or months until the game is ensured to be stable and mostly bug free before I add any major new content.
We’re thrilled to announce that Passageway of the Ancients will be releasing next Wednesday, October 16th! We can’t thank you enough for all the support we’ve received over the years. Your feedback has been more than welcomed – we took it to heart while we polished the game for launch.
Make sure to also join our official Discord server and subreddit to connect with other members of the community :)
new startups ALL startup methods were removed in the update and changed into one instead of multiple and this boot method is the launcher let's see what's coming in the future updates
BOO! It’s spoooooky season. You know what that means?
It’s time to see what a Haunted Hometopia looks like.
This Hometopia’s Top Builders challenge is guaranteed to be ghostly. It’s your time to design the spookiest, most haunted house imaginable, combining eerie atmosphere, spooky decor, and clever architectural tricks to create a true haunted masterpiece.
We want to see houses that feel like they’re straight out of a Halloween horror story.
Multiple winners will be selected based on the following criteria:
Scare Factor Creativity Attention to Detail …and of course, we need to see some clever placement of grim and ghoulish gnomes!
During this special competition, we also invite you to screen record your building process. Select participants will be featured on Hometopia’s social media channels!
Enter if you dare.
Submit your submission on the Hometopia Discord by October 31, 2024.
-this update introduces a shotgun to the game! This new weapon was sponsored by our Patreon member @Fireprooftofu, who generously donated $100 and directed the contribution towards prioritizing the addition of a shotgun. A big shoutout to him for making this possible!
Fixes:
-fixed an issue where charms or tags could not be equipped on weapons since the last update
-fixed an issue in the Heist game mode where the Drill was non-functional, preventing the successful drilling of points A and B in the tunnel sections.
-fixed an issue where using a macro to click on the "move on rail" buttons could cause attachments to snap outside the intended boundaries
-fixed an issue where players had to double-tap "r" to initiate the procedural reload for weapons like the M40A3 and the new shotgun
-fixed an issue where the 4-pin mounts could collide with other attachments, leading to unintended overlapping
-fixed an issue in Zombies mode where the money display would incorrectly show the spectated player's balance after spectating, causing confusion when attempting to make purchases. The display now accurately reflects the player's own funds.
-fixed an issue where the offset rail mounts would not collide properly and couldn’t be placed too close to each other in some cases
-fixed an issue where the Eotech could go outside of the rail bounds
-found and addressed some increased memory usage issue, it is not final, the game does take slightly more memory than previous versions. The shader variant count and texture size has been increased due to added things and it is not at 4gb ram usage anymore. We’ve addressed slightly and will do further work on this for next update because we don’t want to stall this update further as it contains fixes to many other issues, the shotgun addition and the memory fix could take 2 more weeks.
-fixed an issue where if the hand was blocking the middle of the screen due to the “weapon up near wall” animation the player would not be able to interact with interactable objects.
-fixed an issue where in PvE if all players left and the master client would remain alone the game would be reset. That was not intended behaviour, the PvE games must go on.
-various other bug fixes and refactorization
Added/Changed:
-added a shotgun to the game along with new systems for 12 gauge fire modes and various ammo types, including birdshot, buckshot, and slugs. These ammo types affect the range and damage of the shotgun. Additional code was implemented to support the new shotgun logic, such as procedural empty reload inserts and other necessary mechanics to ensure the shotgun functions properly
-the camera shake system has been revised for firing, resulting in a more immersive and enhanced effect
-massive improvement to firing recoil when aiming restulting in a more immersing and enhanced effect
-reworked the minimap system for multiple levels to improve versatility and accommodate some additions.
-added minimap icons for ammo boxes in the Zombies game mode, addressing player confusion by making the ammo refill option more visible and reducing the likelihood of players mistakenly repurchasing wall weapons.
-added minimap icons for extraction drawers, lockers, and loot crates to guide players in locating loot efficiently
-major performance improvement for the minimap camera and minimap marker control
-various code cleanup, refactorization and improvements
-updated the multiplayer version to prevent mismatches. Players who haven't updated to the latest version will no longer see lobbies created by those who have, and vice versa