I hope everyone has an amazing Christmas, I will be working over the period doing some more testing and fixing any issues I find.
Watch out for Santa with a Breeze Block, he can be leathal!
Let me know if you run into any problems, next up on the road map is a few new play modes, which are really fun for a quick play around, or just to challenge yourself.
This update brings some new features to Dino Trauma while also laying the ground work for future updates. From new game mode and enemies, to many improvements and fixes.
Expedition Mode
Expeditions are optional activities during which you go to Abandoned Area and face incredibly strong opponents. These expeditions can be compared to raids - Agent Grant moves to a location with strong enemies and has to complete all the objectives within a time limit.
Crisis Monitor
Crisis Monitor unlocks expedtion and makes story levels more unpredictable. Some content will be locked for you until you increase your Crisis Level (higher expedition tiers).
Inventory
From now In Dino Trauma you have several items that can be bought, found or aquired. Those items serve different purposes from opening chests, doors, increasing crisis etc. Also we added Agent Grant avatar with visualisation of currently used gear.
Is the game dead?
Nope! Honestly, it's not surprising that many people thought Dino Trauma was inactive given how little we've posted here. But I want to reassure everyone that it's very much still alive. Progress on the game has been slow, though, especially until recently. It's a two-person project (just me and my wife—who I married a few months ago, yay! ❤️). Since I'm working full-time as a Unity Developer for another studio, the only time we can focus on Dino Trauma is during my off-hours or when life gives us a break.
However, Episode 2 is about 70% complete! There's still some work left to get it to a point we're happy with, but... fingers crossed guys. I think it won't be too long 😊.
Added Crisis Monitor feature.
Added Expedition Mode (3 Tiers based on Crisis Level).
Added Inventory Screen with Grant's model (look depends of active armory item).
Added AIDirector (dynamic system for game dramatics, pacing, and difficulty available from Crisis Level 1).
Added Challenges on E1M1-E1M8 (available from Crisis Level 1).
Added new dinosaur species (expedition mode).
Added possibility to spawn First Aid Kit on Endless map when player is near death.
Added shadows in video options (enabled by default).
Fixed issue on E1M1 when laser can kill player in room above (while crouching).
Fixed rocks colliders on E1M3.
Fixed some overlapping level decorations & decals.
Improved Animation State Machine logic (better transtion between anim states).
Improved item costs balance.
Changed Special Items logic (there is no need to activate them in Gear Section). From now Crests and ShootingRangePass are removed from inventory when player used them.
Changed Weapons Models & Textures.
Changed Hands Textures.
Changed icons for enemy and supply objects in Endless Mode.
Changed icon of Shooting Range Pass.
Removed legacy/unsupported intruder mode.
Postprocess effects tweaks.
Game stability improvements.
Texture memory optimization.
Updated localisation with new text entries, options etc.
If you have a question about the game, you can find the FAQ here on the Steam forums. And if your question is not answered there, make sure to ask us in our Discord server (where you can interact directly with us!).
Fixed a bug where the game would call an unloaded Foe and grant you a large amount of score for no reason. Fixed a bug where a hitbox for the outer screen was visible during the cornelius boss fight Fixed a bug where you could fly over the UI in some stages. Added New logo on game boot-up Changed How to play text to tell the player that they can hold down the shoot button.
Hello Renovators, we have a big update for both display and graphics settings that will allow you to tweak performance and visual quality to a much greater degree.
Updates for Display settings: -Added NVIDIA DLSS features: NIS, Frame Generation, Dynamic Vibrance, Ray Reconstruction and DLSS Sharpness for supported RTX cards. -Updated AMD FSR. -Added XeSS support for anyone who has an Intel graphics card. -Added NVIDIA Reflex support. -Added gamma settings. -Added color blindness settings. For anyone who may have color blindness, this will allow you to tweak the settings to a fine degree to match your needs. Includes support for: Deuteranope, Protanope, Tritanope and a severity setting. -Added Field Of View setting. -Updated Frame Rate Limit to a slider instead of a switcher and increased the max value to 580.
Updates for Graphics settings: -Moved FSR and DLSS settings to Display settings. -Moved Antialiasing Type to Display settings. -Removed Dynamic Resolution as it's not properly supported on desktop systems yet. -Moved Anti-Aliasing quality to Graphics settings. -Updated Motion Blur. -Added Bloom. -Added Lens Flair. -Added Sharpness. -Added Amibent Occlusion. -Added Global Illumination Quality switcher. -Added Reflection Method switcher. -Added Lumen quality settings. -Added Reflection Quality settings. -Added option for Hardware Ray Tracing. -Added quality options for Hardware Ray Tracing.
General Updates: -Changed default interaction key to 'E' from 'F'. -Changed default flashlight key to 'F' from 'L'. -Added a settings detail panel for graphics and display settings. Most settings will have a description and metrics on how it affects your system. Just click on a setting to get it's details in the panel. -Changed layout of Settings to support the settings details panel on the right for graphics and display pages. -Turn the time to 9PM (2100 hours) for a surprise! Event goes from 9-10PM every night until January 10th . Happy New Year!
Fixes: -Escape (Pause Menu, default), Tab (Game Menu, default) and Q (Inventory, default) will now open and close their respective menues without haveing to click the 'Continue' or 'Close' buttons. Unless of course you really, really want to.
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Important: We highly reccomend people reset their display, graphics and audio settings. They won't reflect the correct settings initially. This will ensure the settings displayed are correct. You can then update them to your liking. This only needs to be done once.
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We are currently working on the much anticipated Career Mode and expect an early version out by late February or early March.
Happy holidays to all and which ever holidays you may celebrate, have a safe and fun holiday season. As always, if you have any questions, comments, thoughts or requests please let us know in the discussion forums on Steam or on our discord; https://discord.gg/M9bt6avmjC
Christmas is finally upon us – a time to pause, find peace, and appreciate what truly matters in life. It’s a season for family, friends, and togetherness, where we gather to share joy, love, and cherished memories. Every smile, every gift, and every hug reminds us of the warmth and kindness that Christmas embodies.
This special holiday is also an opportunity to reflect on the year that has passed and all that we’ve accomplished and experienced together. Christmas isn’t just about traditions like decorating the tree, lighting candles, and enjoying delicious festive meals – it’s also about spreading joy, helping one another, and giving a little extra to those in need.
To those of you celebrating Christmas, we wish you days filled with joy and moments shared with loved ones. May your homes be filled with laughter, and may the small, magical moments create memories that last long after the Christmas lights have dimmed.
And to those who do not celebrate Christmas, we send our warmest wishes for a joyful holiday that reflects your traditions and culture. However you choose to spend this time, we hope it brings you peace, happiness, and moments of connection with those who mean the most to you.
Let’s step into the new year with renewed energy, unity, and plenty of optimism. Thank you for your support, collaboration, and positive spirit – it means more than words can express.
Warm Christmas greetings and wishes for a wonderful holiday season, Briobob | Game Dev Lead
Hello, hope everyone's having a great holiday (or day in general). The promised progress update is here, to showcase some things you can look forward to! (no game update - will still take a while).
New Area
Rotational Mechanics
Continuing with the physics-based inspiration, the key idea and theme behind this area is a Rube Goldberg machine that has the enemy demonstrate various rotation-based phenomena. If you remember the spin area from the NextFest demo version, the spinning blocks are also planned to be brought back as platforming challenges.
As with typical game development, the design you see will undergo even more changes: not because of the incomplete parts, but because of how unstable the enemy path is - the second enemy already fails the loop-elevator jump (not to mention the number of invisible forces in place to move enemies along).
Other Areas
The designs are being implemented at various speeds, but will definitely not make this update.
The area near the windy area will be a significant platforming challenge compared to current areas - the general layout is implemented, with finer details tuned for difficulty.
The remaining major area still has implementation challenges to solve, with a possibility of redesigning the area gimmick. (Spoiler: Really hoping we can get planetary gearsets as a controllable gimmick)
New Upgrades & Icons
New progression upgrades have already been implemented and mostly tested, just waiting for the respective level designs to implemented for highlighting their capabilities. New icons have been added along with the upgrades, and the existing icons have been redone to better fit the game's style. NOTE: the existing rope icon has been repurposed to a later upgrade.
That's all for this devlog, and thanks for reading!
Just wanted to get this modest update out in time for the holidays. Thank you for all of your well wishes, our daughter was born healthy and happy on Nov. 19th. We've been adjusting to having another one around really well and I'm starting to get back into the swing of work. Wanted to get a small item update out for Christmas and it go a little out of hand. Excited to get back into the full swing of things in the new year. Lots of content planned for next year!
With this update I had three goals: #1 Add some new items to the game (we haven't had a good item update in a long time). #2 Smooth out the reward curve so that the player is still getting good upgrades right up to the end of the last branch. Previously I think it often felt like you'd get most of your gear worked out by the mid game and then it was mostly just junk that dropped after that so completing the branches didn't feel quite so rewarding. #3 A bit of class balancing. I still need to setup some official feedback threads to get some more opinions on where to make changes and of course I'm not really concerned with getting it perfect at this stage in development. Just some changes based on my own gameplay.
MAJOR BALANCE:
Reverted the Talent-Reqs to the old system which I definitely preferred. So this is like Tier-1: 10/12, Tier-2: 12/14, Tier-3: 14/16.
Boosted Staff damage as they had an odd progression curve where they started stronger than bows and ended weaker. Mages have also been consistently weaker so this should help them. Tier-1: +1DMG, Tier-2: +2DMG, Tier-3: +2DMG.
Moved the spike in bow damage from Tier-2 to Tier-3 in order to make those end game drops more rewarding. (5DMG, 7DMG, 8DMG) => (5DMG, 6DMG, 8DMG).
Moved the spike in staff damage from Tier-2 to Tier-3 in order to make those end game drops more rewarding. (6DMG, 8DMG, 9DMG) => (6DMG, 7DMG, 9DMG).
Charms now only fit in the weapon slots in order to force a harder choice (you have to give up a weapon). Otherwise they are just a light shield. I plan on making charms (esp Tier-3 charms) quite a bit stronger to compensate.
Increased monster HP in Branch-1 and beyond by about 10% to somewhat offset a lot of the increased play power I'm pushing into the game at that point.
Yendor now agros immediately (and plays his dialog) upon entering his room. This is actually just an old bug that hadn't been fixed for a long time. Will adjust some of the rooms for difficulty if needed.
LOOT BALANCE:
Changed the item drop tiers for a smoother progression. You will no longer get Tier-3 drops before the branches but then you will ONLY get Tier-3 drops in the branches. This pretty much guarantees that you continue to get upgrades. Similarly in Fortress/Palace you will ONLY get Tier-2 drops instead of still having Tier-1 mixed in (which is almost always useless at that point).
Guaranteed Char-Dev Drops: 33%-Attribute, 33%-Talent, 33%-Enchantment => 25%-Attribute, 25%-Talent, 50%-Enchantment. Another part of this upgrade is pushing a bit more power into the equipment side of character development.
Acquirement Scrolls will not summon modded equipment (its already useful without summoning +2 Tier-3 Weapons).
Merchant will always stock equipment of the max loot tier for where he spawns (he will never stock Tier-1 items). This makes his stock much more useful.
Attribute and Talent Potions: 75GP => 100GP. These are pure stacking upgrades that don't take an equipment slot so I think they should really be the most expensive items in the game. This could be seen as also trying to push more power into the equipment system.
NEW WEAPONS:
Tier-1: Sharp-Shooters-Bow: +1 range, Perfect-Aim (suggested by Bright Shadow)
Tier-3: Boots-of-Grounding: +10%AP per turn standing still (50% max)
Tier-3: Festering-Boots: leaves a trail of 10DMG, 5DUR, Poison-Gas when sprinting, Gas Immune
Tier-3: Slippers-of-Swift-Thought: +2MP for each SP spent (sprinting or abilities)
WEAPON BALANCE: Mostly just moving stuff around to make room in the Tiers for the new weapons. Also there is a general theme of making Tier-3 weapons/equipment stronger.
Cross-Bow: Tier-2 => Tier-1
Heavy-Cross-Bow: Tier-3 => Tier-2
Force-Bow: Tier-3 => Tier-2
Assassins-Bow: Tier-2 => Tier-3 (+1 Stealth)
Arcane-Bolt-Staff Tier-3 => Tier-2, Changed from range charging to simple cool-down
Dragon-Scale-Armor 7Prot, 50%Resistance => 7Prot, 1STR, 30%Resistance (makes it more generally useful)
Ring-of-Spirit-Shielding: 3MP => 0MP (its already really strong for a Tier-II ring)
Frog-Boots: +1SP => 0SP (also quite strong for Tier-II esp. now with better Jump)
NEW TALENTS:
Added a generalized Rage mechanic for Berserker-Axe, Battle-Frenzy and War-Cry (see below). Rage is built up and adds a damage bonus for melee, bows and staves, making it a useful mechanic for all classes. Rage up to 5 decreases at 1 point a turn. Rage up to 10 decreases at 2 points a turn. Rage above 10 decreases at 3 points per turn. So its hard to sustain high rage. In order to balance this if its too strong I'd like to just keep increasing this decay so that the Rage mechanic is really encouraging you to play fast and reckless.
Talent: Battle-Frenzy: generates rage on kills. Upgrade for either more rage per kill or to have better sustain.
Talent: War-Cry: Replaces Blood-Lust. 20T Cooldown. Stuns all adjacent enemies for 1T and adds a bunch of rage based on how many are adjacent. Upgrade to build more rage, reset cool downs, or fear enemies for 2T instead of stunning.
TALENT BALANCE: Some nerfs to the overpowered ranger who is still overpowered compared to everyone else. I'm also generally trying to get Tier-3 talents to be much stronger to help with that whole upgrade curve thing. Especially the Tier-3 upgrades should be really strong so your still getting something good in the late game.
Range-Mastery (Damage): renamed to Point-Blank and removed the additional damage bonus as this is already a really massive upgrade.
Range-Mastery (Point-Blank): will not carry the initial crit through when Tunnel-Shotting (this was def a bug and is absurdly broken).
Tunnel-Shot (Damage) +4DMG => +2DMG (honestly it could probably be +0DMG and still be very strong).
Tunnel-Shot (Damage) the +50% damage per hit will not compound but instead increases linearly from the base damage ex. (28, 42, 63, 95) => (28, 42, 56, 70). This is still probably too strong.
Power-Shot (Fast): Fixed the tag from KB => F
Power-Shot (Fast): restores 2SP instead of 1SP on kill shots
Jump is no longer orthogonally restricted.
Charge (Cruncher) 300% => 250% crunch (it was almost always a 1-shot kill before)
Burst-of-Wind: if an enemy is blocked diagonally he will be pushed back orthogonally. This makes it much easier to knock enemies down hallways or along walls. Probably need some UI stuff with little arrows to show this better. Maybe this should be generalized to all knockback?
Summon-Skeleton (Base): No Cool-Down.
Summon-Skeleton (Instant): Does not end your turn
Shock: I want to rename this to Lightning-Strike once I get an animation made of a bolt coming down from the sky. Base range is now increased 2 => 5 and Extended is now increased 4 => 7. Cool-down also increased from 5 => 10. This should be the GOAT AoE type spell.
NEW ANIMATIONS: I eventually want to get unique animations for every ability and effect so this is a small start. Mostly just a WIP right now. Need to spend a lot more time figuring out how to do animation properly.
Tunnel-Shot
Power-Strike
Life-Spike
Fire-Ball
HOT FIX 1.20.1: Thanks for all the feedback everyone!
Fixed Staff-of-Madness not dealing damage.
Phantom-Bow nerfed 8DMG => 7DMG as Crab tells me it was already OP
Mirror-Robe nerfed back to 10%/10% as EVERYONE tells me this is OP :P
Whip-of-Discord 4DMG => 5DMG (Random) I really want to somehow make whips more useful as pure utility weapons so I'm hesitant to really jack up their damage as much as might be warranted in their current state.
Fixed Range-Mastery (Point-Blank) not actually working and also added description.
Core vault w/ 6 Fire Lizards reduced to 5 so as not to annoy BrightShadow quite so much (it is ridiculous I agree lol).
Burst-of-Wind does not damage the player and so can be used as a mobility tool as per suggestion by Vakvak1470. I wonder if this + the better knockback makes it useful enough that we can reduce damage a bit against enemies. I'd really love to see this as more of a pure utility ability if possible.
Hello I am happy to announce NEW Hollow Mine v.0.3.0.0 demo release! In this update my main goal was to make the gameplay more intuitive and help players better understand how to navigate Hollow Mine. I also included a bunch of changes based on feedback I recently received from players.
Changelog
NEW Swarm Room Type
NEW Amazon Character
INCREASE abilities numbers
NEW Character Picker UI
NEW Ability Picker UI
NEW Room Icons
NEW General settings options - vsync, screen shake and dynamic camera
NEW Rolling ores box in crafting rooms
Opening player inventory pauses the game
Include preferable abilities when playing for first time
New drop from standard chest preferable hero weapon when needed
Change bomb explosion from 3 to 2 seconds
Change forest first room, add mining vein and chest
NEW tutorial room about shooting bow, experience and level up
NEW tutorial room about
Changing rooms will be now possible only when ability was picked
NEW Gold Ability Picker Scroll - Level up reward with unique abilities to pick from
Upgrade player statistics, demo notification and finish windows
Make buttons adjustable to text
Reduce jitter of moving objects
Movement of objects in the game will be irrelevant to fps
Update forest gap tileset
Reduce ground fire to spread while enemy is already burning
Fix action popup information being visible when not needed
Change Worm Mother Boss room to 12x12 square
Make crafting table not break after single use in crafting room