It’s time to showcase your dedication to the realm! We’re happy to announce that we’ve just dropped a range of Fahrul-themed items in the Point Shop for you to spend your hard-earned points on. In addition, we’ve also added a handful of awesome looking Trading Cards you can earn just by playing!
From Animated Avatars and Frames to Profile Background and Stickers, you can now bring the world of Fahrul to your Steam profile. Take a quick look at the drop below...
In other news, we hope you’re enjoying our latest content drop Water, Water Everywhere! If you haven’t checked out the update yet, you can find the patch notes here. Otherwise, you can expect further updates from us soon - keep an eye out as we head into April. Good luck on your quests, Adventurers!
Thank you for all the support you continue to show us. We thrive off such an enthusiastic community and value all the feedback you provide.
⚔️IronOak Games
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Today, we’ve completed the development of the Health Restoration Potion.
In the video, you can see the Overlord taking -2 HP damage, then drinking a red potion and restoring +1 HP. 🧪 Potions come in three levels—the higher the level, the stronger the effect! 💪 You can get these potions from 🧙♂️ Alchemist Vemund in the Laboratory between levels. Be sure to stock up before battle! ⚔️
Cellular automata have fascinated me from the moment I learned about them. How can simple rules and constraints can produce astounding complexity and unpredictability? Or even a simple recurring equation like the logistic map producing random noise, when tuned to the right value. It feels clipping through a wall in a game and seeing the underside of reality. A decade ago these ideas lodged in my brain and fused with the overwhelming desire to move from the suburbs and to a city, and I've been thinking about the two together ever since.
Cities of Life
So over the years I’d try experimenting with cellular automata to create a city builder, somewhere between a game, toy, and visualizer. I tried to hold on to a powerful idea that would eventually prove impossible, that the player could adjust the rules of the automata system to change how the city would grow. If a player wants more farms, they can tweak the conditions under which farms grow, or denser/sparser street networks, and so on. It's easy enough to experiment with how this might work (1) using Conway's Game of Life (GoL), adjusting the thresholds for a cell's birth and death.
If you experiment with GoL you'll start to notice an issue: frequently a ruleset will set every cell in the system to alive or dead. Some rulesets won't do that, but after a few generations will stabilize in a random but completely static pattern, no longer exhibiting the intriguing fluctuations of Conway's specific rules.
From the point of view of making a game that someone can play, the variants on Life’s ruleset are not qualitatively equal. Conway’s ruleset is the optimal one that produces interesting results. What took me a long time was realizing how common this problem was across many types of cellular automata.
The Big Problem
The appeal of a cellular automata system is its downfall when trying to put it into a game like how I imagined. That appeal - that a small set of deterministic rules can unexpectedly produce anywhere from structure, chaos, nothing or everything - is distinctly unappealing when applied to traditional game design and structure. This is the shared unsolvable problem (2) that I found, at least for me, my style of design, and my goals.
Generally speaking, players want the outcomes of their actions to be predictable, with some margin for uncertainty. Maybe the uncertainty is large but its effects are limited (a to-hit dice roll) or a small uncertainty not realized for a long time (several moves in Chess).
Broadly, types of cellular automata systems might be more or less predictable. I was exploring and designing various systems, trying to find one that allowed the player to adjust rulesets within them to be variously interesting and function as a game. While each ruleset had benefits and drawbacks, it was very hard to find one with a wide variety of qualitatively interesting rulesets. Many would respond like GoL does, just shutting down entirely.
If the player is fiddling with the rules, they might create something that has too much immediate uncertainty, or not enough. Or something that only starts producing random results after 1000 steps of iteration. Effectively, the result of adjusting rulesets in itself becomes too randomized. The outcomes don't fall within that narrow band of uncertainty that makes games interesting.
The appeal of decision spaces in games is that players can slowly grow to understand most if not all of the possibilities within it; the appeal of cellular automata is that a system can sometimes produce nothing, gibberish, or structure.
Moving On
Now, you might be thinking, hey I can name a fewgames that use CA, so learn from them! And you’re right! Everything above is a historical realization I had maybe five years ago now, and only really applicable to me and a very specific goal of a certain kind of city builder. At some point I just had to set this idea down and move on.
What's funny is I do still think about games as non-linear systems and frequently try to analyze and design games with this method. Chess (or Go, etc) as a system is almost purely deterministic (the random elements are the players themselves) and produce highly random outputs. Solved games like tic-tac-toe do not interest people – we're interested in games (3) where we don't know the outcome.
This provides some key background to my thinking as I approach Amberspire. Cellular automata, chaos, and nonlinear systems have influenced me tremendously, and there are ideas in the game that are downstream of these. They are not quite true cellular automata, but there is chaos arising from order and player input. In future design diaries I'll be talking about the population and terrain tiles where these ideas are strongly represented.
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1 An online tool for experimenting with Game of Life (this can produce flashing images, increase the round delay value to mitigate this).
1) Separation of building scale and game difficulty: In the upcoming update, when creating a lobby, you will be able to separately select the scale of the generated map: small, medium, large, very large. For example, if you are playing for the first time, but entered the lobby with a large company - you will be able to play on a large map with easy difficulty. Or if you want to play on high difficulties, but you do not have much time - you will be able to start the game on high difficulty with a small map.
2) Key cards at the guards: Key cards that spawn in random places will also have a chance to appear on the guard's belt, be careful to pick them up carefully.
3) Perk system: You will be able to choose one passive skill that will give you an advantage in some aspects of the game, diversifying the gameplay.
4) Building security: In each room, the number of guards will change depending on the difficulty, which will greatly affect the gameplay. This will help beginners get used to it easier, and those who already know the game well - to test themselves.
5) New tasks: Of course - the update will have several new interesting tasks, which will also be randomly selected when generating the map, like the rest.
6) Updating old tasks: The tasks that are already in the game will be added new variants of rooms and guards in them, which will increase the variety of the passage.
7) Voice visualization: If the player speaks in the voice chat, then his model's mouth will move.
8) New costumes and emotes: New costumes and emotes will be added.
This list may be updated until the update is released. If you have any ideas or you have noticed a bug, you can write to us: Discord: https://discord.gg/Jkp5KTA44P Email: xdicesup@gmail.com
We know that it has been a long and bumpy road and we want to thank you so very much for your incredible support and patience. This final major milestone has been our top priority and we are so excited to to finally have the game available on console!
What consoles are launching? Nintendo Switch, Xbox X/S, Xbox One, and PS5
Why is PS4 not listed? Unfortunately, we won't be releasing on the PS4.
Does this mean PC is in 1.0? Yes! With the conclusion of the story and the game's arrival on console, the PC version has also officially launched into 1.0 and is no longer an Early Access title. If you haven't played yet - now is a great time to dive in and get the full experience?
With it's release into 1.0 and console, you can find these additional changes to to the game!
Added 4 new artifacts to Sydney's shop
Fixed an issue that could cause screen to shake while catching insects
Fixed an issue that could cause dialogues to be cut off on some non-standard resolutions
Fixed an issue that could cause mining laser to become blocked
Fixed a duplicate artifact description
Fixed an issue with receiving beetroot seeds from Linny and Dirk after reaching 60 relationship
Fixed an issue that could prevent the player from receiving a reward from one of Dirk's mails
Talking to OLO after reaching 60 relations now works correctly
Implemented a safety mechanism that prevents any quests that require talking to NPCs to become blocked; reloading the game now always allows talking
Quitting game after ordering goods will no longer cause them to never arrive
Fixed an issue that could prevent animal names to be displayed in Omniniac before restarting the game
Fixed Wooden Gate and Wooden Fence animations
Fixed an issue that could cause "wait for tomorrow" type quests to be blocked if next day starts a new year
Fixed an issue that could cause popup window to be blocked after opening a new blueprint/recipe prompt
Fixed "On the Fritz" quest activation
Further improvements to object placements on map edges
Fixed moonflower description
Fixes to "Path to the Basin" quest
Added Robo-Dog, Earth Crop (pineapple seed x5), alien crop (purpleberry x5) to delivery pad (available from day 2)
Pineaple Seed and Purpleberry Seed can now be purchased from a store
Added a functional CB radio to all cars in online matches
A total of 5 car-to-car communication channels with a default muted channel
Ability to adjust channels in the driver and copilot seats
Added an official community guidelines agreement to foster a safe and welcoming environment
Every update going forward will prompt this agreement
Enforceable by new moderation features to ensure compliance
Added functional anti-aliasing
Available in FXAA & SMAA
CHANGES
Updated the scenario pool to incorporate 15 brand new scenarios
Updated the F9 menu to support reporting players and removed feedback category to remove noise from the reports. Keep sending feedback via Discord and Steam!
Changed controller bindings of Probe to DPad up and Camera to Dpad right to accommodate Car Radio being on Dpad Up.
Removed some actions being replicated on the server to boost performance
Removed voice chat icon displaying in offline mode to prevent confusion
Removed the option to view game credits while in a match
Removed all preexisting anti-aliasing options
FIXES
Fixed multiple issues causing the players screen to freeze after exiting vehicle
Fixed an issue causing some servers to crash
Fixed an issue causing a scenario to crash half way through
Fixed an issue with a tornado appearing out of nowhere in a single scenario
Fixed an issue with solstice wiper blades not clearing rain
Fixed an issue causing players to get stuck in vehicles if opening camera while entering
Fixed an issue causing terrain to not unload after driving long distances resulting in flying grass
Fixed an issue causing the credits menu to not open while on title screen
The wait is over! The free Drive-In Cinema DLC for Gas Station Simulator is officially out! This brand-new expansion lets you restore and run your very own drive-in cinema in the middle of nowhere. Fire up the projector, roll out the popcorn, and give your customers an unforgettable movie night under the stars! 🤩
As always, to celebrate the release of new DLC, our team has managed to prepare their own mov… I mean a trailer that perfectly showcases the magic of drive-in cinema. Check this one out now 👇
Along with the DLC release, we've managed to fix some of the issues that were reported by you. Check the full patch notes below. Rest assured, we're still working on some additional fixes that haven't found their way in today's patch.
Changes
Removed old Banners from the intro
Added various localization improvements
Added collision avoidance system for cars leaving parking spots
Spark Plugs are easier to pick up
Moved the canister to fit the environment properly
Corrected the position of Junkyard Photo Spot
Bugfixes
Base game
Fixed a bug that caused a loss of input if the “Party Time is Over” pop-up was shown at the moment of pressing the “Reset” button
Fixed crash/freeze that occurred when using the “Reset” button after Save/Load
Fixed a bug where the player couldn’t close “Warning” pop-up if “Party Time is Over” overlayed it
Fixed a bug with several employees doing the same task
Fixed a bug that reset the Airbrush color picker to 0 instead of the default value
Fixed a bug that caused the player to lose input when pressing ‘Esc’ during the Employee Trailer cinematic
Fixed a bug with immovable decoration over the toilet doors
Fixed a traffic issue where a car driving to the Car Wash could block cars leaving the parking lot
Fixed a bug that caused NPC to get stuck in the corner of the Toilet
Fixed a bug that allowed players to put Tobacco shelves on the Toilet walls
Fixed a visual bug with an incorrect Upgrade Tree thumbnail for Gas Station lvl 1
Fixed a bug with missing standing-up animation for Employees
Fixed a bug that caused Employees to get stuck in one place during a cleaning task
Fixed visual bug with specific decorations clipping through the walls
Fixed a bug that caused Employees to miss something to clean
Fixed a traffic issue that prevented cars from leaving parking from giving way to the cars on the main road
Fixed a bug that caused Employees to drift from their chairs in certain conditions
Fixed a bug that caused the Party Evaluation pop-up to block the UI
Fixed a bug that caused Employees to get stuck between restocking and the Cash Register mini-game
Fixed a bug that blocked items that fell off the basket
Fixed a bug that caused Party Bus to block all the other cars leaving the station
Fixed a text alignment issues in Arabic
Tidal Wave
Fixed a bug that caused Employees to get stuck in the toilet during cleaning
Stay up-to-date 📰
As always, we’ll be keeping an eye on your feedback and comments. We’d love to hear your thoughts on the new DLC, so let us know what you think in the comment section down below! We’ve got way more updates in the works, so stay tuned for what’s coming next. Until the next devlog! 👋
Ever wondered, which is the best faction in ZERO Sievert? Which faction should I actually join?
No worries, we've got you covered because Oscar Mikey is back again this week to guide us through the treacherous wasteland once more. This week's video focuses on the Green Army and the Crimson Corporation. There have been quite a few new hunters lately, so this is the perfect video to dive into to learn more about these two factions in ZERO Sievert, how they differ and what they can offer you in exchange for your loyalty.
• New Skin: Sisyphus (Krampus) [780 TP] • New Skin: Pillarman (Lumberjack) [780 TP]
Ranked play for Season 4 has officially begun! We have made a variety of changes to the gamemode to make it more enjoyable for all, let us know what you think!
• Introducing 6 new permanent Ranked Rewards. These cosmetics will be unlockable in any future seasons as long as you reach the required rank: - Bronze: Leviathan's Lantern Lawn Decoration - Silver: Leviathan's Tail Pathway - Gold: Baby Dragon Pet - Platinum: Dragon's Rest House - Diamond: Drachen Character - Master: Leviathan Death Animation • ELO is now fully hidden, you will instead see your % progress through your rank - We have made this change to allow us to more easily tweak progression • Master Rank players will see their global leaderboard position in Ranked, instead of their ELO • The Ranked Requirements have been updated, you will now only need to play 50 games of TOS2 to access Ranked • Rank Protection has been added, for your first game with Rank Protection you will not lose any progress for a loss. Protection will be reapplied after 20 hours - Ranked Practice has been removed, this protection serves as a replacement for a warm up game • The Ranked Profile has been added to the main menu, this will allow you to track everything about your Ranked progress
• Doomsayer, Ritualist and Coven Leader have had their interfaces updated • Mayor's reveal popup has been adjusted on Mobile • The Lobby Customization Panel has been updated • The Friends Menu has had its performance improved • The Custom Lobby Deck Builder has improved instructions
• Fixed the Custom Lobby Deck Builder displaying grids incorrectly on Mobile • Fixed the Town Center loading twice on the home screen • Fixed the shop background being blue instead of black when viewing interior items
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Thank you so much for your support & feedback. After you've played a few games on this new patch, please let us know your new feedback.
The new update V0.3.7 is a comprehensive balancing of the dungeon defense and implements many suggestions for improvement from our Discord server.
The recently revised talents have created an imbalance that we need to balance accordingly. There were also loud voices and requests to strengthen bosses and make them a real challenge. Tormentis is not a Soulslike - but we also think that a boss should feel like a final boss in the dungeon. Therefore, both elite creatures and especially boss creatures have been made stronger so that they survive longer and also cause noticeably more damage.
A big problem with the mixed construction of creatures and traps was pulling out individual creatures and defeating them far enough away from the traps. With the update 0.3.7, monsters run back to their original location and heal from a certain distance.
In addition, some suggestions for improvement have been implemented in this update. Above all, visual improvements to make it easier to read larger numbers for gold amounts, but also confirmation dialogs if you want to remove a filled room, for example.
Overview of all changes in update V0.3.7
Increase in defense points per regular room by 32 points (max. 720)
Revision of creature values (life points, damage)
only a maximum of 1 boss can be placed in a boss room
Damage from weak traps adjusted
Creatures run back and heal
Faster meteor effect after spell
Placement in the dungeon editor improved
Simplified increase of dungeon elements by holding the button
Confirmation when removing full rooms
Improved display of gold with thousands separator
What's coming next?
For all players who like to see more bosses in dungeons... There will be a new room in the next update that can be added once and that allows the placement of a second boss in the dungeon.
Another important improvement will be the enemy AI, which we have also planned for the next update. This will mainly change the behavior of the creatures, so that melee and ranged fighters behave differently.