Gunforged is nearing release and has undergone a whole host of changes in the past few months. This update now contains, more or less, everything that the final game will contain (except for the content that is specifically locked in the demo). In other words, this version is representative of what the full game is going to look, feel, and play like.
Gunforged will be releasing at the end of February, so make sure to wishlist it so you're notified when it goes live!
Gameplay Changes
Gun parts now have innate runes. These runes are like normal runes except they cannot be removed, sold, or replaced. This enables some interesting build choices with gun parts and gives each gun part a stronger identity. Note that you can still equip your own runes based on how many rune slots are available on the gun.
Overhauled gun part stat randomization, making each gun part much more variable. Gun parts should generally be more interesting as a result.
Guns now have a set bonus when you match 3 parts of the same type.
The set bonus is the same for all guns and grants double rune slots.
Gold and rune drops have been increased significantly.
This was done to address the common feedback that the Dungeon was easy to beat by circling around the level. Now if you do this, you will miss out on a lot of loot!
Additionally, this also makes it easier and more appealing to spend gold during the run.
Weapon ranges have been reduced across the board. This should make combat more engaging, as well as make weapons with long ranges feel more unique and powerful.
Added an unlock system for passives, runes, and gun parts.
Note that most of the unlocks are only available in the full game, not the demo.
A new hub table has been added to view unlocked passives.
Loot tables have been adjusted.
It is now easier to get gun parts of the same thematic type. For instance, if you have Bone parts then Bone parts are more likely to appear.
Added a new encounter type - the Prize Wheel.
Killing a boss now rewards a significant amount of gold.
Visual Changes
Updated art for rat enemies.
Update environment dungeon art.
Updated spider centaur art.
Updated Rat King art.
Updated gargoyle art.
Updated health globe art.
Gold and other pickups are now more visible.
UI Changes
Another highly requested feature - gun parts and runes can now be equipped using drag & drop. No more confusing hotkeys! (You can still use the hotkeys if you prefer, but I think you'll like drag & drop better.)
There's now a tutorial for gun forging.
Added a tooltip to gun overview that shows the combined effect of all runes in a nice summary.
Runes now show visually in the gun overview, rather than as a wall of text.
There's now a screen that alerts you when you've unlocked the next level. Again, only one level (the Dungeon) is available in the demo.
Miscellaneous Changes
Reduced the hit flash effect duration.
Added death particles and SFX to bosses.
Audio has been adjusted across the board.
There's now a calmer intermission music track that plays in-between waves.
The fire status now spreads to nearby enemies while active, rather than leaving burning ground.
Purchasing gun parts from the shop now sends your old gun parts to the gun parts table. No more losing parts inadvertently!
Various damage and stat adjustments for status effects like fire and poison.
Steam cloud saves have been added and enabled. Your save data from the demo will carry over to the full game, including your gold!
These are only the changes for the demo. A lot of extra content has been developed. You can get a tease of this content by viewing the locked content in the hub. And you can experience the extra content by purchasing the game on February 17! That's right, the full version of Gunforged releases in just over a month.
Thank you all for your support! I hope you enjoy the new demo.
Fallacy Quiz was released a month ago already, reviews and feedback were really heartwarming. Thanks to everyone who got the game and helped spreading it.
Among that feedback were good suggestions and mentions of some issues in the game. If you add to that the fact that there were some features I wanted to include but did not make the cut for 1.0, you'll understand why I'm so happy to announce the release of version 1.1 of Fallacy Quiz!
What's new in Fallacy Quiz ?
The achievement notebook
One of the most exciting addition is the achievement notebook!
On the title screen there is now a new button to access a 3D virtual notebook, similar to the glossary. You can flip its pages to check, in game, which achievements you've unlocked and which ones you still have to get.
I'm really happy with the final result and I think it adds a lot to the experience, you don't have to go back to Steam's UI to know what's left to unlock.
Question History
A new screen is now available at the end of each quiz, the question history screen. This is for players that want to up their game.
It works in all modes, solo or multiplayer, and it let's you check what were the questions, what were the correct answers and what everyone answered. It was suggested to me, and it was a really good idea, so I made it happen!
It's a great way to learn from your mistakes, or settle some disagreements you had with other players during the game.
Secret difficulty option
I don't want to talk too much about that one, it's a secret, but there's a third difficulty option in the game. However, you need to work hard to unlock it!
Settings
It might be smoother to run the game on lower end hardware now that there is an option to disable shadows.
Window option is now persistent, so the game will remember you preferred window option from session to session. On top of this, you don't have to use exclusive full-screen anymore, people who know what this is might appreciate it!
Fixes and improvements
The VSync setting was broken, thank you for letting me know, it should be fixed now.
Also, there were some UI improvement, like the selection height in the glossary, the credits' UI and the icons resolution that have been increased.
I also reworked some definitions and questions wordings.
Everything is more polished than ever!
That's it!
Version 1.1 is now out. I'm working solo on this so I've been pretty focus on this update and I did not really have time to spread the word about my game, so that's what I'm going to do next. In the meantime, enjoy the new features and let me know what you think! If you liked it, please, leave a review, the next goal is 50 positive reviews, we are halfway there!
Illuminated by the Life Tree and brightstone crystal at its core, the town of Arden has been spared the chaos that envelops the surrounding Sunderlands. Its denizens have trusted the stone's protective glow to keep their paths lit and hearts warm for generations, but something now stirs in the looming dark...and their peace may not last forever.
Here is where your story begins, the story of the Guardians of the community of Arden.
The town of Arden, illuminated by the Life Tree, intertwined with the Brightshard.
The Basics
Upon starting Sunderfolk, you’ll be able to choose from one of six characters, all with unique playstyles that neatly fit into their own specialities. From the buff-granting, tune-slinging Bard to the kill-all-things-with-fire Pyromancer, your characters will be your connection to the world, so choose your preferred approach and get ready to help save your beloved home.
You’ll begin your new campaign as fresh-faced adventurers, recently back from an incursion and ready to sit down and unwind . . . but things never happen how you’d like them to, do they?
Behold, (some of) your heroes. More on all of them soon!
As you level up, you'll collect and even forge your own new equipment to stave off the shadow from your town." Utilizing trinkets, weapons, and your own arsenal of skills will help you face any challenge thrown at you . . . and sometimes even throw it back!
Using Fling increases your cool factor by 1000%. Yes, we checked.
You’ll also get to know the residents of Arden, how they’re connected with you and each other, and forge relationships that will help—or hinder—your time in the Sunderlands. The villagers of Arden are very personable, so don’t be afraid to talk to them while you’re in town in between missions to purchase items, upgrade your weapons and trinkets, or just get to know all of their lovely personalities.
All you need to know is Chirp is here, and Chirp is the best. Don’t @ us.
Playing Sunderfolk
Controlling this game is a bit different than your standard strategy-focused game! Sunderfolk utilizes mobile devices (phones and tablets) as a new way to play and display information. This covers everything from:
* Movement in combat * Using your ability cards* What your mission rules and objectives are* Hero information* Even what your enemies can whip up!
It’s like having your controller hold your character sheet and game guide, all in one convenient package.
Phone not included in Sunderfolk purchase.
Oh yeah, did we mention you can name some monsters?
New Difficulty Approaches
Need a little challenge in your life?
Well, once you’ve mastered the basics, or even right off the bat, you can set your preferred difficulty level in Sunderfolk to Challenging. This setting introduces Round Limits, which places a cap on how many total turns you and your fellow party members have to complete a specific mission before it fails. It also decreases your total number of available Life Seeds (pictured in the upper right hand corner of the screenshot below), reducing the number of times your characters can be automatically revived.
Yes, it DID feel good to get that lined up, thanks for asking. We did fail that mission, though.
Sunderfolk is designed to be played as an ongoing campaign, with an overarching story and the same characters chosen at select for the entire game. You and your friends can easily set the game down and return weekly to begin your new escapades into the Sunderlands, or create a new campaign with new characters with a different setup.
Be the talk of the town with your incredible barrel movement.
And that's just the tip of the Sunderberg.
We'll be digging into the details of our character classes, combat mechanics, town hub systems, music, art, NPCs, and so much more. So, stay tuned!
Fixes Changed drawing of candle fire Changed the position of sleeping pills Fixed a problem in which footsteps did not sound unless the body was more than half on the ground. The light of the search assist for the attic key has been widened so that it can be seen from the outside. Changed the contents of memo No.28 and memo No.45. Added new memo No. 46. Added playing cards and the accompanying puzzle-solving gimmick.
Good Pizza, Great Pizza - Cooking Simulator Game - yuni
Happily Ever After Event (2/6-2/19)
Kevin and Flora want you to cater their wedding extravaganza! Complete the v-day quests for new rewards and decorations!
Sneak Peek:
• 9 New and returning event characters! • New valentine levels and Star Rewards feature available during the event only! • 90+ Limited time decorations! • New Avatar items! • 12+ Premium items! • Limited time event quests and story for more rewards!
In order to participate, you need: • Game update version 5.22.0 or higher • Game data past Day 8 • Android, iOS, Amazon or Steam device above Android 5/ iOS 13 • Stable internet during gameplay • Patience until February 6th, 12AM local time to start the event!
Event ends on February 19th, 11:59PM in your local timezone!
Please press the 'Help/Support' button to inform our team of any bugs or issues!