Rejoice! Good news!
Even though I've been focusing on a completely new game project, I've decided not to let a good year's effort go to waste. Despite the odds, I will complete and release Dragon Riddler too.
Based on feedback I received, it seems to me that the Journey act, in which the adventurer searches for the dragon's lair, was either way too easy or frustratingly hard.
Over the couple of months I had the development of Dragon Riddler on hold, I kept thinking about it a lot. I believe I have figured out how to make the game better in every regard.
The concept changes a bit. Don't worry: it's still very much about seeking treasure and fighting dragons of various breeds and age categories, so let me explain what's coming.
The word-duel system will dominate the game, and your adventurer will fight the kinds of enemies you'd expect in heroic fantasy. You've already faced some during Journeys, but now you'll be able to fight them individually.
But that's not all! I'm not the kind of designer-developer who just hacks something together and moves on. Let me introduce you to the Regions (or Realms) system. (I haven't decided the final term yet.)
In a typical adventure there are 5 Regions. You start at Region 1, facing the easiest challenges, and your goal is to reach the final Region where the dragon's lair is.
Each Region is protected by a few monsters and a boss, a stronger opponent. For example, the boss of the first Region is a Hatchling dragon who doesn't yet have any breath weapon but is already a formidable foe. Not all bosses are dragons.
The Region boss guards a Gate or Portal (again, terminology not yet decided). To open it, you'll need to break a magical seal by playing a quick, refreshingly challenging new type of word puzzle aimed at building a stronger word than the one sealing your progress (no, this is not a puzzle you might have seen in my previous game, Words of Yendor, it's completely new idea). If you fail here, the magical ward throws you back at the start of the Region, and you must fight your way back past respawned guardians to try again.
Once you break the seal, your adventurer gets their reward and a clue about the nature of the final dragon breed. As you collect these clues moving forward through Regions, you'll have more information to prepare for the final confrontation, since each dragon breed is very different. Oh, and lest I forget to mention, each time you fail a Gate challenge, the dragon becomes older and tougher. Use this advice both as a warning and to your advantage!
I don't yet have a date to announce for the demo update, but I'm making good progress, and can't wait to share my work with you -- you happy few, you band of fearless adventurers.
Thank you for remaining on guard and not giving up hope when I, the creator of Dragon Riddler, had to make that dark decision a few months back. But now I am back, and so is Dragon Riddler!
See you soon!
Sandor
Hey everyone! I hope you are all doing well!Β
Rocket Engineer development had a bit of a hiatus these recent months, but we are back, closer than ever.
Over the last few weeks, we have been focusing on quality of life improvements and fixing bugs. The goal was to make the learning curve much lower than how it was currently. To achieve that, we added a lot of automations and removed build timers to help players iterate much quicker on their rockets. This proved very efficient as many players and veterans enjoyed the game much more than its previous versions. Some players were able to create their first Moon colony too!
Weβve also added the option to request access to a Steam playtest. We will start accepting players in the coming weeks. If that interests you, make sure to click that button!
Thanks a lot for your continuous support, and make sure to join our Discord if you want to follow the game more closely!
Discord: https://discord.gg/BkNjccBwDX
Hello chaos makers!
Optimization. Such a big issue with so many modern games.π Unfortunately, we aren't an exception with Chaos on Wheels. That's why in v.1.1. update we have worked hard on optimizing Chaos on Wheels to run better, more efficiently, and to run stable.
β This is the first update of many in the series of optimizations and quality-of-life updates. β
We improved global lightning performance (it might cost some quality, but one issue at a time π), changed bullet projectiles, and focused on two particular maps; Valley and Desert. We feel those maps are the most popular, and we decided to start with them. In the next updates, we'll make sure to cover all other maps as well.
Before, we had every and each bullet being a projectile with its own velocity, gravity, speed, ... All that computing with so many bullets in the scene wasn't optimized, so we reworked it to be linetraced like it's in most shooter games. It's much more performant and, honestly, I'd dare to say it even looks better. We'd love to hear your thoughts, do bullets now look better, worse, or is it the same for you? π€
Some of the other recent findings that we find extraordinarily interesting is the issue with the audio lag on the gun firing... Turns out it's a bug within the Unreal Engine. Since the audio asset is short (<0.2s), the engine has an issue with it, hence the lag. Now that we know the issue, we will fix it by redesigning the logic behind it. You can expect it to be included in the next update. ππ
Here are also some updates on Chaos on Wheels 2. The next playtest is scheduled for the beginning of December. For those who missed the last playtest, Chaos on Wheels 2 is an online multiplayer car combat game where players fight in an arena and manage their own garage.
Sign up via Google form π Google Form or find out more on the website https://chaosonwheels.com/
We're looking for talented 3D artists who are creative and would like to create an inspiring, combat-ready car designs. Join our Discord and talk to us there.
It hasn't even been a month since QUADRICEPS, but there's another massive update coming soon, RETINA! More features will be coming, mostly in the form of tweaks, another set of reworks to Bow and Arrow, and new Gameplay Modes.
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
The console is also turned on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out.
Added Isabelle, the Paladin. Smite away!
Ending Dialogue added for Isabelle
Added Time Stop character, work in progress, it will get new art and a retheme
Added Defective, an eldritch horror multi-splitting character
Added Bank, Marshland, Viaduct locations
Added Siege version of Viaduct location
You can type the following commands into the console to check out the different locations:
[c]to_the_marshes[/c]
[c]to_the_viaduct[/c]
[c]to_the_treasury[/c]
[c]road{ siege2-viaduct }[/c]
Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon
Added pike
Added kukri
Added buff banner support weapon
Added Barret 50 cal (named "M.O.A.R")
Made new weapons sellable
Made new weapons findable
Fencer perk added
Big Shot perk added
Car Boat with turret added as a reward to the Marshland location
Improved the DNK16 "burst" feeling and very marginally buffed it
Hektatrius event updated for one of the new characters
Adjusted Anime Girl store timer setting
Made it easier for AI to get into the car during floods, in Severe Weather Mode
Gourmand now provides morale to the team at meals
Kensai Perk reworked according to community discussion
Phoenix now gets a bottle of hot sauce on start
Hero Type now has an aura of protection
Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.
Regular Van: Spawns furniture
Dog Van: Spawns a friendly dog
Ice Cream Van: Spawns delicious flavors
Fixed bug for gun racks sometimes losing rifles
Bugfix for lightning bolts being pushed inward from map edge
Fixed a bug where bow&arrow arrows were invincible
Fixed a bug where not enough zombies spawned in the warehouse location
Fixed a bug where too much loot spawned in the warehouse loc
Fixed a weapon seller list bug
Fixed some bugs in events pertaining to Friend of Dog
More fixes I'm forgetting about
Preparing for Closed Beta
Closed beta release is planned for November which will feature voice acting and an original soundtrack.
Chapter 1 and Chapter 2 Release
The first two chapters of the game will be released between December 2025 and the Spring of 2026, so please wishlist the game to get the release announcements.
Showcasing at TORG Gaming Expo in Nov 2026!
If you stop by our booth you'll have access to game swag and you can meet the entire team in person.
