🎮 Chicken Run: Eggstraction – Game Stream
Join us as the publishers play Chicken Run: Eggstraction, taking you through the early parts of the game and giving you a first look at what it’s all about! 🐔✨
Sit back, enjoy the stream, and if you have any questions, come chat with us on our Discord:
https://discord.com/invite/OGClub
Want to try it yourself? You can play the demo here: 👉 https://store.steampowered.com/app/3419690/Chicken_Run_Eggstraction/
Don’t forget to wishlist the game on Steam and get ready for the full release on Friday, October 24th! 🥚🔥
Finding quality video game entertainment for an evening with someone close isn’t easy - the genre of local co-op games isn’t exactly the most popular one, and even among the titles proudly calling themselves co-op, it’s hard to find something that isn’t just another clone of an overused formula and meets our standards for original fun. So, we decided to dive deep into the murky waters of Steam in search of the best hidden gems of the genre. And some of those games we didn’t just want to play - we wanted to team up with their creators!
That’s why we’re thrilled to announce that Silicomrades is now available on Steam in a special bundle together with TwinCop by Finite Reflection Studios - a wonderfully wacky cooperative game with a retro vaporwave aesthetic, where two players control one cop. They released a while ago, but that is just another reason to check out this co-op extravaganza that you would otherwise probably completely miss.
We fell in love with the idea, I mean, check them out:
Or, of course, even better - check out the bundle. And if you already own one of the games, you can grab the other one at a discount!
https://store.steampowered.com/bundle/60755/TwinCop_x_Silicomrades_Wacky_Coop_Action/
Apologies for the delay in the release. I've been doing playtesting with the boardgame designer, Mark Miklos, and we've uncovered a couple of rules errors that I want to give myself plenty of time to address. I also want to take some more time on the AI opponent and develop a set of tutorials and in-game rules references so that players' first experience with the game is as good as possible.
Our first playtest for Living Dead House is live! Once you set that high score, leave us some feedback on what you think, or if you found any bugs.
Feel free to stream or upload a video. I'll leave it open for 2 weeks, so don't miss out! Enjoy!
Hi everyone, Steam Next Fest is almost over, but Demo is going to be around at least until after Halloween, probably with some extension? We'll see.
But for today with a small update with a couple of additions, take a look:
• 2 new items that resemble rooms for your ideas have been added to help you. What room shapes do you think we should add in the future?
• New scene come with predefined little room now, to prevent new scene to just been empty, specially for new users with no experience, later options to decide if you start with empty scene is going to be added.
• 2 new cone shapes are now part of the blocks
• Number of items per scene limit has been increased to 1000
• Number of scenes you can create in game has been increased to 16
Hope you are having a great time, and let us know what you think would be cool to have around for the Demo, could be some small feature or items. We will see what we can do about it 😉
We also want to invite you to let a review for the Demo on Steam, this could really do wonders for us.❤️
Thanks so much for playing and until next time!
— Aender Lara
Hey there!
Welcome to the October update for the development progress of Gamblers Table.
In this update post I'd like to go over some new cool features, new gameplay elements and more UI and QoL improvements,
I'd also like to use this platform to answer some frequently asked questions we have received over the past months, so lets start with that!
Question:Why has the game not released yet? || When are you going to release? || Is this ever coming out?
Answer:
We’ve been getting a lot of these messages lately, and we totally get why. The demo landed really well, and we’re super happy about that. From the outside, it might look like we just need to add a few skills and hit “release,” but there are two big reasons why it’s taking time.
First, Tim and I (Sven) are the only ones working on this game - in our free time. We both have full-time jobs, families, and everything else that comes with life, so the only real time we get to work on Gambler’s Table is on weekends. Summing up the hours that we effectively had the chance to work on the game and comparing it with our current progress, I am super proud of where we are. But I absolutely understand that it may not seem like that from the outside.
Secondly, we just don't want to add a few filler skills and then be done with it. We want every new skill to feel meaningful, with visual feedback and strategic gameplay. The demo had 9 skill nodes, but the current planned release version has 22 - and they all have depth or even cool visual feedback that comes with it. (See the “missile sprite update” for an example.)
Gamblers Table will most likely not release in 2025, but you can expect some news regarding the release in the upcoming weeks! While it may be frustrating to not have an exact date, we can only ask you to stay patient and believe us when we say that we are aiming to create a game that is worth waiting on.
Question:Will I be able to keep my progress from the demo?
Answer: Yes, you will be able to take the progress you have in the demo into the full release version. We strongly encourage everyone to reset their savefile instead, as to play the final game as we intended. Especially if you have left the demo open for weeks and amassed unimaginable amounts of currency (looking at some people on our discord right now), then it may feel like the release version is short, when in reality you just skipped over all the progress needed. But we won't force you and its totally up to you how you want to play the game. But keep in mind that you will have to re-spec your skill tree when you load from one into the other and that the skill point requirements may change between the two, meaning you could have 9 skill points in the demo, but 7 in the release version.
If you have any more questions you'd like to be answered in the next post, let us know either in the comments, our discord or contact us via mail. Now off to the new content updates with you!
So the game is called "Gamblers Table", but until now we haven't had many features that related to that topic. To change that, we have added capsule machines to the game! Of course, these don't cost any real money, but instead every time that you flip a coin in Gamblers Table and it lands on SKULL (heads) ... you get a skull token! You can use these skull tokens to operate the capsule machines, which in turn gives you hats for your helpers.
But not only that! Some hats now also have the chance to come in new variations like GOLDEN and RAINBOW. Those look so cool! But are much, much rarer to obtain.
This change also means that hats are no longer tied to achievements. The achievements tab has therefore been restructured and looks a little different now.
So now you have unlocked a new cool hat, but you don't have the funds to buy a new helper.
Previously this meant you couldn't see your new hat, as hats are only equipped when you buy a new helper. Now, we have committed a whole new section in your sidebar to your hat collection.
Select the ones you like, deselect the ones you don't and then fire away at the "Randomize Hats" button to see your gang rock the new fashion style you chose.
Via the discord, the steam discussion forums and mails we have gotten a lot of great feedback from the demo. Some of the changes that are rather simple, but still impactful, I'd like to showcase them to you.
Some people would always click "Close Game" instead of "Back" when trying to close the options menu. That was due to the fact that they were literally right next to each other (oops) and not really distinguishable at all. Now the "Back"-Button is either the X in the top-right corner or literally clicking anywhere outside of the options menu. The "Close Game" button is also coloured in red now, making it seem more impactful and harder to accidentally click.
Why many words when no words do the trick? Previously every tab in the sidebar was completely written out. This got really overwhelming really fast. We have replaced some text with icons to reduce the text pollution, but also improved upon already existing icons.
This has been requested a lot. The non-plus ultra for the min-maxer.
In the release version there will be a lot of features that can interact with each other. But what if you don't want that? What if you want something to specifically NOT interact so it can be triggered way more often by something else? "Helper Focus" was our first step into that direction, but we are introducing way more fine-granular control over other aspects of the game aswell. These let you decided, whether e.g shockwaves should trigger copper coins or whether your cursor can or can not flip gold coins, ... and so on.
Tooltips now use icons whenever possible. In this screenshot we can see that "Muscular Helper" now gets a visual representation of what we can expect from that skill and purchasable.
You might have already seen some new tables in the screenshots above. Tables can be selected after you sacrificed and they change up your gameplay. With a little strategizing, you can utilize these table effects to dramatically increase your money gain.
[carousel autoadvance="true"]Make old to new! We are always improving the game where we can, this being just an example. It looks so much better.
Missile is one of my favorite skills in the skill tree. When skilled, it unlocks it as an purchasable in the shop. Having tons of missiles blasting the table looks so cool!
Alrighty. This is all for this months progress update.
Honestly, a big thank you to everyone that sticks around, reads these posts and is excited for Gamblers Table as much as we are!
Cheers!