Hello Ad Hunters, HAPPY HALLOWEEN! And what better way to celebrate than a monster-filled update! Ad Wars v0.4.5 is here, packed with new content and improvements to the overall game. Trailer: [previewyoutube=3rZ66WphqUw;full][/previewyoutube]
Metro Town
Personally it's been a dream of mine of releasing Metro Town on Hallloween. For the past 3 years I've wanted to release Metro Town, but there were other priorities in the game. We're finally there and we're so happy for it!
RPG Interiors
FINALLY. Another much needed feature. Both Clickbait City and Metro Town feature house interiors. It opens up the possibility for new quests, hidden items and many other things. New to this update are the Clickbait Bar, the Clickbait Hotel, the Clickbait Shop, and of course it's Metro counterparts: Metro Hotel, Metro Potion Shop and the Metro Goblin Shop.
Platformer Graphics Upgrade Part 1
This has been on the works for a long time, but it was finally time to upgrade the platformer graphics, and integrate them to the overall aesthetic of the game (AKA outlines). Now it will look great whenever you wield a weapon that was originally designed for the shooter genre.
Maps / Minimaps
A Highly requested feature. Big levels will not be as confusing anymore! Also, completionists can now keep track of which things they collected thanks to map marks. And many many more features and improvements! The game is much more stable too. Changelog coming soon. Promise it won't take long this time. Have I said Happy Halloween already? Because HAPPY HALLOWEEN! Have a great one. aGlitch, Moon Snack Games
Hey Ad Hunters, we're finally back with another update! But this is not just your regular content update...
This one is a major re-engineering of the entire game. First, we migrated the entire project to Construct 3, which itself is miles ahead of the previous version, and that triggered mejor re-structuring of the project.
[previewyoutube=wmWa5watgxE;full][/previewyoutube]
We also wanted to leave behind the old first level, because it made players drop the game before actually discovering it's true nature. So we set up to re-create the intro in a much better fasion, with gameplay at it's core. The result is the new level called "The Adpocalypse" which is the starting point of the game.
I also attended my first ever event back in march from which I took a lot of great feedback. We decided to delay this update in order to implement those changes (it was supposed to be released in march).
The full changelist would be endless by the amount of things we re-did, but I'm going to post a changelog in the upcoming days with the most important changes and the process behind them.
Keypoints:
-New Engine migration (over 200% better performance, lots of re-ingeering)
-New Story Level (The Adpocalypse)
-Much better enemy AI (all genres)
-New Bosses
-Major project Cleanup
-Multi-Genre Weapons (all weapons in all genres)
-Fast Weapon Swap
-Universal Game Variables across all genres (HP / MP)
-Equipment
-New UI
We're really happy with how it turned out to be. Once again, I'll go deeper into explaining some of the changes in the next log.
For now, we hope you have fun blasting those nasty ads!
aGlitch
Hey Ad Hunters! We're back with another big content update. This time you'll get to explore the haunted kingdom of Metro. We also made big changes to the game overall, added new requested features, improved several maps and much more. Let's get started!
Trailer
[previewyoutube=HXTzMPGSOuY;full][/previewyoutube]
Features
New Game Areas
Metro Forest North
Clickbait Castle Entrance
Clickbait Fields North
New Intro Room
HP / MP System integration
One major problem with the game was the lack of integrations between the game genres. It made the experience feel like different games taped into a package because it didn't have many mechanics built across them. So, in order to unify the genres into a more cohesive experience, the first step is to unify all HP / MP values into just one parameter.
Ads
[previewyoutube=fBz5v4A7VqY;full][/previewyoutube]
Shooting in the RPG
You can now shoot enemies in the RPG overworld to temporarily stun them, giving you the chance to avoid some battles. We also added a bunch of destructable objects to shoot at.
Crowdies
A new type of "collectible" exclusive to Clickbait Kingdom (RPG). Finding a Crowdie will get you a Crescent Stone, which will be used in the future in exchange for something great!
RPG
RPG fast travel
RPG Checkpoints have been completely changed in this update: they now feature Fast Travel between the different checkpoints inside a map, and an option to access the Upgrade (Rank Points) Menu. You can also drop down from the overworld to any Checkpoint (same as it was in the Platformer)
- You can now run in the RPG overworld to explore the world as a faster pace
- Metro region OW
- RPG exit from any point
- RPG OW indicators
- New RPG Enemy Pathfinding
- RPG Breakable objects (boxes, crates and skulls)
- Breakable objects in Clickbait Castle, Clickbait Town, Clickbait Fields South and AdBlue RPG
Ship
- We redesigned Alt's sprite from scratch, with new animations
- You can now run in the Ship (same as the RPG)
- We also redesigned Alt's ship chair with special animations
- You can now find the Upgrade Menu (Rank Points) on the top left PC
General
Controller Consistency
One of the main criticisms about the game was the lack of consistency of inputs between genres. We now changed some of the default inputs so they are consistent.
- In the roguelike genre you couldn't shoot with a button, so now you can shoot in the same direction Alt is shooting by pressing the shoot button
- Running in the RPG / Ship now uses the same button
- All genres use the same button to swap between weapons
- All other genre-specific actions use the same button (Bomwat in the platformer, dashing in the Roguelike)
Steam Overlay Fix
We finally fixed the Steam Overlay! It had some issues regarding the game engine that we're using.
Roguelike
- Shooting with the shoot button (Controller consistency)
- Alt now blinks when you get low health
Platformer
- Added a new sprite on top of the Air currents that makes it look much better
- Hero Village now features a complete new song by Yemmie
- Explosions now create a light object (you can see it by exploding a bomb in a cave)
- Alt now blink's when you're on low health
AdBlue
- Rank Points Explanation
- Upgrade (Rank Points) PC
- AdBlue Roguelike Ads
- AdBlue Rpg Ads
- AdBlue Platformer ads
Patch 1 Bugfixes
- Hp values
- Magna not updating HP / MP
- Upgrade menu fix
- Checkpoint Menu fix (it was aligned to the left)
- Quacky cream fix
- RPG enemy stun particles
Hey Ad-Hunters! It's time for a new content update! This time for some new content for the RPG episode. Alt and Magna venture into the haunted region of Metro! Without further ado, here's the new trailer: [previewyoutube=HXTzMPGSOuY;full][/previewyoutube] With roughly 1 hour of new content, tons of new features, new enemies, new collectibles, ultrawide scaling and many improvements, it's a big step towards the open genre / open world experience we're aiming for! As usual, we're posting a full changelog when the new update launches. So get your controllers ready, see you on thursday! Moon Snack Games
Hey everyone! aGlitch here with a list of fixes / changes we've done to the game after we recently released update v0.4.2. Let's get started.
Patch 1
This mostly fixed critical issues that prevented players from completing parts of the new levels.
UI
- All new styled menus have a shadow backdrop now
Platformer General
- Cave shadows fix
- Keyblocks have a new effect when you use a key on them
- Big rocks destroy animation fix
- Issue with warps that went back (ie Hero Village to Perfect Practice)
Convenience Store
- CS had an issue when starting the level again after getting inside the store for the first time, as there was a cave to return to the starting area, but it wasn't accessible from the start. You can now access this cave (which we call the Return Cave) to access the store exterior area
- Kill Cotton with Water Gun Health UI Update fix
- Return cave gem is now a timed gem
- Return cave fog fix
- Store camera problem fix
- End cave tokens
- End cave tiles ultrawide
- Puzzle pieces room in the air duct fix
- CS while going back to the air ducts
- Bomwat movement controls not working on gamepad
- Bomwat button not working
- Scan boxes while facing the other direction
- Exit door immediately fix
- Plant gum break had an rock destroy effect when it hit acid blocks
Burger Boulevard
- Spikes animation time
- Spikes on ice cave borders fix
- Death blocks fix
- BB spike respawns fix
- Condiment cave tiles fix
- Condiment cave camera problem with rightmost spikes
- Condiment cave left tiles black
- Condiment right respawn wrong id
- Condiment pre bacon temple tiles missing
- Condiment pre bacon spikes not working
- Condiment cave end death block
- Condiment cave end door camera problem
- Checkpoint travel from condiment cave to outside has no environment effect
- Enemy positions
- Condiment cave level end camera fix
- Level end (condiment cave) shady dev box fix
- Level end (condiment cave) camera gems 12 -> 14
- Tiles optimization -> 2000 less tiles per layer
- Leaves inside bacon temple recipe room
- SFL end of content dialog fix
- Getting crushed by a Crusher block while running on a platform above it (happened in Meat Temple)
Hero Village
- Signs on top of Alt fix
- Shrinked Hero Shop collision
Sellout Bridge
- Bridge not unlocking
- Ultrawide fix
- Out of bounds respawn point fix
- Bridge restore camera fix
- Save data wipe after going to Convenience Store
Patch 2
New Features
- Added a new track for all caves in Premium Plains! (Happy Caves)
- New UI icon for Energy tokens
- Plant Gum enemies can now shoot / attack in any direction! [previewyoutube=HA5z2b6-g1Q;full][/previewyoutube]
- You can now hit color switches with the sword
Plaformer General
- Bombs overlap bomb bases
- Shoot a non-solid platform fix
- Crouch below destructable block bug (alt collision height -> 9px)
- Plat alt cutscene frames align
- Bullet destroy vs enemy wrong side not mirroring
- Plat timer switch unpressable retry fix
- Rock vs spikes has no effect
- Sword dont show amount
Convenience Store
- End room storage Ultrawide fix
- End room storage air current fixes + spikes
- Falling box problem
- Trees bg bottom of store
- Air collision made it impossible to get the fuse in the Cleaning section bottom left room
- Polished most Acid tiles (fixes weird purple lines that poped out of the tileset sometimes)
- Plant floor shoot more angle / speed
- Plant gum projectiles recolor
- Plant gum projectiles interactions
- Blocks cleaning path get up
- Cleaning Path on level start destroy already usted fuses + set socket fuse to on
- Cleaning path respawn points
- Screw Wasp attack wait fix
- Screw Wasp Attack angle fix
- Storage path switch right switch
- Storage path camera focus switch system
- Robots what walk on Acid fix
- Timed switch end of cleaning path
- Cleaning exit restart disable door + led lights
- Middle cloud layer had a weird line
- Switch room before Scanner gun spike fix
- Switch room before Scanner gun tiles fix
- Switch room before Scanner air currents fix
- Sign at rooftops BB was a plat door
Burger Boulevard
- Mantis AI -> less time after attack
- Mantis AI -> destroy enemy weapon when dead
- Bullet vs Balloon collision
- Cheese temple crouch under blocks fix
Overworld SFL
- UI scale
- Level Scale
- Start resolution fix
- Water tiles fix
General UI
- Inventory bottom line stretch issue
Hero Gym
- Can't retry the Crouch Tournament
Ship
- Ship top floor UW FIX
AdBlue RPG
- Fixed the stuck Stlylin' Goblin
Sellout Bridge
- Flower quest start broken cutscene
- Store mountains background
Cafe Bombino
- Door SFX on the warp back to Hero Gym
Overworld Intro
- Black borders fix
- Scaling issue
- Garbage Bin interior ultrawide issue
Bullet Hell General
- Missing MP sometimes
- Inventory item switch out of box
- Item inventory fix
- Level 1 tutorial text missing ultrawide + remove unique function
- Unpause Level 1 music
Intro Room
- Intro repeat cutscene bug
Today is the day! The new update is finally out, and it's PACKED with new content. This new update focuses mostly in the platformer episode. We added 2 brand new levels that take place in new areas: Merch Mountains and Fast Food Forest. We also added new mechanics such as Platformer weapons, items, puzzles and more! Let's get started:
Trailer
[previewyoutube=X1qrc6yfulg;full][/previewyoutube]
Features
New Game Areas
Convenience Store - Merch Mountains
Burger Boulevard - Fast Food Forest
Platformer Weapons
-Platformer Sword -Bombs -Throwable Knives -Scanner Gun
Energy tokens
Previously the game featured a currency called Energy Cores, which were confusing, so we left them as a powerup for Roguelike / Bullet Hell and added a new curreny called Energy Tokens! Now it's much cleaner, and we even added different values color coded: -Gold = 1 ET -Blue = 5ET -Red = 10 ET -Green = 50ET This is a big step towards a more streamlined experience across all genres. Next updates will also focus on integrating all current systems, such as HP / MP and equipment.
Bomwat's new ability
You can now explore hidden paths with Bomwat's free roaming ability! It's crucial to get all the secrets from Convenience Store.
New enemies!
-Recyclawble -Shaving Mantis -Cotton Candy -Screw Wasp
Ultrawide Mode
New Collectibles
Puzzle Pieces
Balloons
You can throw knives to pop these types of crates! We added some in Cafe Bombino as well as the new levels.
Overworld tunes!
Our composer Yemmie made some amazing new tunes for each overworld! Be sure to check 'em out!
Other changes
- UI Cleanup
- Sleep RPG Status
- Sleep RPG Status
- Debug Mode
- Tons of code cleanup + Optimization (platformer)
Hey Ad-Hunters! It's been a long time, but it's finally happening: the new update, version 0.4.2 is finally coming out this friday (April 14th). Check out the trailer here: [previewyoutube=X1qrc6yfulg;full][/previewyoutube] With 1.5hours of new content, tons of new features, new enemies, collectibles, ultrawide scaling and many improvements, it's the huge update you've been waiting for! Will have a fully featured changelog on friday when we launch the update. So get your controllers ready, see you on friday! aGlitch
Changelog
New Features
- Platformer Bombs + Breakable walls (Check Hero shop!)
- Platformer interior shadows
- Debug mode (Press ~ while on the Title Screen)
- Purple Gengens now wont fall off ledges (they're now in many new places)
- Improved Rest in Pizza (Ship / Main Menu) music
- New Tree Tileset (used in Caf Bombino and the wip new levels!)
- There's now a new Weapon Switch Rebind setting on the controller setup screen
- Episode content end signs (requested by players)
Fixes
AdBlue
- Door explanation cutscene repeats after going out of a vortex
- Vortexes would sometimes place Alt in the wrong location if it's a new savefile
Ship
- Ship BG was dark while on episode SFL
Access Point
- Fixed a bug where players got locked out of the story
- Elevators are now closed while the power is out
- Locked door at the bottom of Floor -1
- Spider surprise jumps out of nowhere
- Floor 1 encounter would sometimes lock players
- Bad guy wont leave floor 1 after seeing him for the first time
Platformer
- Improved Cracker AI
- Cafe bombino Coffee Delivery quest
- Hero Gym Key meditation room fix
- Hero Village spawn cutscene bug
- Hero Village enter shop bug
- Weird bug after viewing DC id in plat (cafe bombino) and moving after closing the menu
- Fix pickables in air bug
- Hero Village platforms z index
- Fixed some Alt animation issues
What I'm working on
I'm currently working on 2 things:
- A patch (F3) that will add more places to use bombs and will add more secrets to the current platformer levels
- Content Update 0.4.2
After a long time in the making, I'm happy to say that Ad Wars: Early Access is now available on Steam! This is not only a dream come true for the team, but a big accomplishment for all of us as well.
Release Trailer
[previewyoutube=i-8oFzgiOAE;full][/previewyoutube]
New Features!
-Story contents for all three Episodes (2.5 hours of NEW content!)
-Multi-genre Inventory System
-Quests System
-AdBlue: a brand new Introductory level to a multi-genre adventure!
-Platformer Alt complete redesign and new animations!
-RPG Trend / Antitrend system -New RPG Status -Tons of new enemies! -Lots of new items (for all genres) -On the fly options menu -New gameplay options -Clearer tutorials -Bullet Hell Improvements -Music Improvements -Dialogue Improvements -Many, many feedback related fixes / polishes
Early Access?
Yes, Ad Wars is planned to be an incredibly long game. With 4 game genres, tons of quests, npcs, enemies and obviously, ads, we want to have the freedom to express all of our ideas, and to do them properly! So the best way to approach is to release the game as Early Access, and release batches of content updates, until the project is done!
What's Next?
Getting this release took a long time to get ready, so we already made some progress on the next update! Starting from now on, we'll be releasing smaller content updates every couple of months plus your random, but necesary patch. Check our social media for new announcements and game improvements!
Lastly
If you encounter any issues, please post them on our Steam Forums so we can patch them asap! That's it for today! If you like the game and want to help us, please consider leaving a review. It helps us a lot! And most importantly, HAVE FUN!
Hey everyone! After a long time in the making, we're finally releasing both the Ad Wars Version 0.4 and the Early Access on Steam! And what better way to celebrate it than a brand new trailer! Our team grew and not only in size, but we learn a lot new things since the Demo was released. We're super happy and proud of this version, as it's a complete overhaul of the entire game! Without further ado, it's trailer time!
Trailer
[previewyoutube=i-8oFzgiOAE;full][/previewyoutube]
0.4 Update Features!
-Story contents for all three Episodes (2.5 hours of NEW content!)
-Multi-genre Inventory System
-Quests System
-AdBlue
-Platformer Alt complete redesign and new animations!
-Bullet Hell Improvements -Music Improvements -Dialogue Improvements -Many, many feedback related fixes / polishes -Much, MUCH more things to show!
AD WARS 0.4 Update + Early Access Releases MAY 20!
Hello Steam! aGlitch here, main developer of Ad Wars. I'm super happy to be here on Steam, finally releasing the store page and the free demo for Ad Wars!
Demo Time!
Ad Wars is planned to be a really long game, which will be divided into different episodes (within the same game). So, to properly introduce all the main story and gameplay elements, we decided to launch the entire intro episode for free! As for today, we just released a the patch Demo F1, which has lots of changes and fixes! More on that below!
Our plans
We're planning on releasing more patches for this demo, featuring both fixes, polishes and also upgrades (like graphics and efects) based on your feedback! At the same time, we are also working on bringing in the full version of the game, which will work as an early access (more on that coming soon). This new version is also referred as "the big update" because it will feature close to 4 hours of gameplay! And lastly, there's the never ending lookout for new players, curators, reviewers and streamers. If you're looking for a different game, and to help that game grow into it's full potential, consider giving Ad Wars a shot! We take player feedback very seriously and want to make this the best we can! Wishlists are also more than welcome and certainly help us a lot!
Demo Patch F1 Changelog
- Quit / Exit game fixed
- You can now Save / Exit the game on the Ship
- A save Icon now shows while the game is saving
- The RPG Equip menu now shows empty items as "empty"
- The RPG Special Attack Blaster now has a dedicated animation and effects
- Sidewalls indicators (not totally fixed but it's something)
- The RPG XP System now has new effects and SFX
- The Level up dialog box had a repeated stat
- RPG Battle: introduced a wait between enemy death and level up
- Fixed RPG Chests
- Hidden chest in AdBlue RPG: changed its contents to a magic butterfly
- Added new SFX using rpg recovery items
- Tacos have been fixed
- Fixed the platformer Cutscene after defeating the 2 Crack Ups
- Temporarily disabled the RPG Menu PC on the Ship (until early access)
- Bullet Hell achievements: animations, descriptions and energy core rewards
- Steam Overlay works (Windows only)
Pending changes
- Improve AdBlue Dialogues
- Rebalance RPG Enemies / Xp
- Rebalance EC amounts
- Level 2 level design
- AdBlue Roguelike waypoints
- Polish Difficulty 2 / 3 for Bullet Hell levels
- Platformer Alt new sprites / effects
Ad Wars
Glitch
Glitch
TBA
Indie RPG Adventure Singleplayer EA
Game News Posts 11
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Positive
(13 reviews)
https://adwarsgame.com/
https://store.steampowered.com/app/1554050 
Content [669.9 M]
Tired of ads?
Ad Wars is a multi-genre adventure game where you travel all over the Internet to destroy ads, once and for all!
The game is divided into 3 episodes, where each one of them is a completely different adventure with it's own type of gameplay. You'll find yourself jumping and shooting the mischievous yet endearing Gengens in Super Freemium Lands, taking on all sorts of monsters RPG-style in Clickbait Kingdom and playing the role of a roguelike detective in Download Highways. Oh, and did we mention that it all starts with Bullet Hell mania?
Story
Fate dealt humanity a swift and merciless hand one day. In what came to be known as the Ad-Pocalypse, anti-ad forces fought relentlessly against Ad Corporations but were completely decimated. Now, overrun by ads, the world is far from what it used to be, and it's up to no other than Alt, the sole survivor of this cataclysm, to wage a last stand and free the world from the bane of ads once and for all.
- OS: Any 64bit Linux distribution
- Processor: Intel Core i3 3220Memory: 4 GB RAMStorage: 850 MB available space
- Memory: 4 GB RAMStorage: 850 MB available space
- Storage: 850 MB available space
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