





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Early Access release is coming soon! I'm hard at work polishing the game leading up to the release happening this Thursday (April 20th). DINO MERCS is my very first game as a new game developer, so being so close to release has brought up a lot of emotions. Equal parts excitement and nervousness, mostly! You'll probably see one more release on here before v1.0.0 (EA) releases. I need to finish some art, add more Steam achievements, and, as always, do a ton of playtesting to continue ironing out balance and more. If you'd like to join in the discussions about the game and see some of the details of the playtesting taking place, join the DINO MERCS discord: https://discord.gg/sTKZgkjr , we'd love to have you there. Here are the v0.21.0 patch notes: - Add mastered soundtrack! - Add lots of card art Game Balance - More variety between enemies - some have high shields/low armor and vice versa - Switch Killing Machine to Operation duration - Nerf some exceptionally high damage types (warhead: 200% -> 120%, explosive++: 100% -> 75%, Armor Piercing++/EMP++/Necrotic++: 200% -> 120%) - Buff enemy sector bonuses (enemy base HP/Shield/Armored/Attack increase with each sector) UI Improvements - Clean up Attack card tooltips - Add View Legends button to combat/base defense header - General UI polish - Add more information about current supplies/money to operation nodes Bug Squashing - Temporary fix for overlapping ultra-status pills - Hide flashing "exfill" options when an enemy is defeated - Fix Ravaged status was using Burning icon/info text - Fix the wording of Scavenger operation node choices - Ensure that Base Defense ends at the set number of rounds, and it's the enemy's turn - Fixes for edge cases with completed sectors and challenges - Fix logic determining whether Base Repair options are available for selection or not - Ensure that if cards in discard pile + deck + "to drain" is less than or equal to 5, you don't end up with less than 5 cards after draining (discard instead as a temp solution) - Fix some issues with sector progression
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