The year is soon coming to an end. The Award season has started. And you can also vote for the Steam Awards now. And yes, of course, we'd be happy if you would vote for Drova. We know, our chances are obviously limited with so many great games releasing this year but hey, we also don't know the Steam metrics for whom will win in the end.
However, we wanted to use this post in first place to thank you. Honestly, without this amazing community, without you, this journey wouldn't have been possible. As you know, we're not done with Drova just yet. There are two major Updates in the works. And also, this wouldn't be possible without all of you.
The games industry these days is in a horrible shape, ruined often by greedy CEOs on the backs of talented people which get fired in the end for not meeting unrealistic expectations. Those people would love to keep supporting their games, nearly all developers want to do that. We love games as much as you do, it is not just a job for us. But in a lot of cases the support can't be offered due to a game not doing well enough or because other things are deemed more profitable.
Luckily the indie game scene continues to grow and many studios can create games that don’t try to appeal to everyone, but offer unique experiences that take you and your time seriously - however niche they might be. That was our dream here at Just2D. Develop the kind of games that we think are missing in today's market and reach the people that feel similarly to create a community. A celtic village that stands strong against every storm. Drova would never have reached its full potential without you! Even in these troubling times, we are excited to keep working together with you. To create games that matter to all of us.
Just something we wanted to say. And now: Go. Support some amazing games here on Steam and vote for them in the Steam Awards and maybe do that for games which don't have a chance anyways cause they do need every support they can get.
Phew! This has been quite the workload. The longest update so far, and while I originally planned to end it sooner, I decided not to cut any content. This ended up being more than I initially anticipated—but it's done now!
With that said, Chapter III is officially wrapped up! I hope this update will give you more than the usual one-hour playthrough. The patch notes are listed below.
There's not much else to say for now. I'll see you again soon with the start of Chapter IV. On that note, we're getting closer to the end of Book 1 of Elleria—just Chapters 4 and 5 to go, and then it's a wrap!
More info on that, as well as what comes next, will be coming soon.
New update for Strife brings technical improvements, bug fixes and experimental gameplay changes.
Gameplay
Damage of each Crux's weapon reduced by 50%. We expect this change to make one-sided games end faster, while not affecting matches with evenly matched teams. This is our first experimental change, that is result of discussions on our Discord. Experimental balance and gameplay changes are expected to be tweaked or even reverted based on player feedback. Expect more experimental changes like this in future patches.
Quality of life
Windows: If either DirectX 9 or DirectX 11 renderer fails to start, game will try to launch the other renderer instead of crashing immediately. This should solve error "CreateDevice() failed" when trying to launch game on Windows for most players.
Button for opening item builds menu in-game was renamed to "Builds". This should make its purpose more obvious for new players.
Bug fixes:
Scoreboard:
Now available for Legacy UI.
Hero tooltips now shos correct information instead of Ace icon and question marks.
Player name no longer disappear when their hero is dead.
Fixed Claudessa's Scale Shield (W) not being displayed visually and giving no resistance to Claudessa or her allies in online games.
Titanslayer no longer deal extra damage to heroes equipped with Iceforged Plate with Command enchant. Redirected damage is calculated correctly now as well.
Trace's bombs from Bomb Toss (W) can no longer be triggered by enemy Trace's Boomerang (Q).
Trace's Boomerang (Q) now show correct base damage in tooltip.
Chester can now use Mimic (E) on himself by double-pressing key and "Self Cast Ability" bind.
Lady Tinder can no longer cast Tinder Touch (W) on PseudoPets like Bo's Tranquility Totem (E) and Zaku's Mending Pod (E).
Aemon no longer gain permanent damage reduction from Justice (R) after the first charge no matter what amount of charges he has.
Removed the broken visual effect on Rip preview in lobby.
Shoutout to everyone involved in developing or testing the changes for the patch:
Hi everyone, I’m happy to present the next update, which I believe brings the game closer to its final vision.
Bomb Drone movement model was reworked to give you an ability to fly in all three dimensions. However, be careful, because enemies now can spot you, open fire and damage your drone. That manual mode is now optional - by default bomb drone is using autopilot, to not distract you from controlling your squads.
You can activate manual control mode using [ Tab ] key while bomb drone is active. After the drop, drone will automatically return to Charlie (or Delta) for reloading.
That feature addresses community feedback and adds a missing depth into the drone dropping gameplay. It is still not a flying simulator, but I hope you will have some cool moments evading enemies bullets and aiming those grenades.
It’s been a month since the Halloween update, and I’m excited to share that another one is just around the corner—featuring a brand-new biome!
Right now, I’m running a beta test on our Discord server, tweaking and fine-tuning a few things.
No new cats in this update (I know, I know…), but I’ve added a reason to revisit the old ones you already love!
As a solo dev, there’s always more to do—like adding way more cats. 😊 But I’m also working on improving the challenge mode to make it more dynamic. Instead of just cranking up enemy damage, I want it to bring a bit of variety to each run.
Thank you all so much for your support and feedback—it really means the world to me and keeps me motivated to keep improving the game.