





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Don't forget to finish your purchase, the sale ends soon and you're still able to grab the Basement with 50% off!
Hey all, feeding | ear, (a composer who did basement soundtrack) recently created a nice video with a full basement soundtrack and visualizer, go check it out. [previewyoutube=_DGWpxqZNaM;full][/previewyoutube]
It's time for big sales, Steam Summer Sale is taking place NOW till July 9, enjoy summer, green and purple!
Today is the last day of The Indie MEGABOOTH Going Away (for now) Sale! Go grab Basement with 40% off for yourself and/or your friend as a gift, cook green, we need more of it by the end of the week!
The Indie MEGABOOTH Going Away (for now) Sale! is featuring over 100 games of both old and new favorite IMB titles, including Basement. The sale will take place from May 5th through 12th. Thats an entire week of deals on prime social distancing entertainment. So don't delay and go check them all but play Basement first!
We're happy to announce that our friends at Boss Battle Records released the Basement Original Soundtrack! Thanks to them and Matt McLean ( feeding | ear ) personally we have that deep and groovy music in our game. Go check it: DLC includes MP3, WAV and FLAC files.
https://store.steampowered.com/app/1201030/Basement__Original_Soundtrack/
Maybe you'll have spare time to take a moment to nominate Basement for a Steam Award? I think it won't be harder than Level 4 basementcop
Today is the day!
The time has finally come to open doors of your old uncle's garage and start your career in a world of illegal business.
I'm happy to tell, that Basement is leaving Early Access and we're ready to let everyone see what we've been working on these last 5 years!
Basement is a strategy game, where you start doing illegal business to fund the development of your dream video game. It won't be easy, so get ready to deal with other gangs, cops, crazy junkies, mysterious investor and even ghosts from the past.
We started with a game that had little more than a few mechanics, almost no levels, just a very simple sandbox mode. Since then weve added large story mode, wholesale, random events, weapons, researches and much much more.
We took a long journey and we couldn't have gotten here without the support of all of you from this awesome community. Thank you!
I'm happy we've managed to finish the game.
This is not over yet and we'll continue fixing bugs, so please keep sending your feedback, reports and lovely fun art!
Have fun!
420
Final content update:
Features
What's in this update:
New level
New Character management window with items in it
Refreshed encounter dialog window
Fixed sandbox end level tracking
Fixed level 3 random events
Fixed sandbox random events stop
SFX updates
Fixed character auto-assignment
Decor rooms now can be removed by double-click
Disabled confirmation on delete.
Raid notification now shows how many people would come
Notifications on unavailable actions
Level 7 with retro VFX
Some sprites refined
Faster delivery on bikes
and smaller cosmetic fixes...
How could that not be a good thing?
A new level, a couple of refinements and bug fixes.
Changelog:
In this chapter, you'll explore a new creative way of doing business. Big deals are coming, so make sure you have a calculator somewhere nearby, cause for sure you've already forgotten how to do long divisions.
Now I know who killed my brother! I swear - I swear on this pack of Green - I will avenge Justin!
New level!
This would be a retro-psychedelic-not-so-obvious-story about Kenny's brother Justin Cash and Bank robbery.
This time our little brother Kenny gets in trouble, you need to get Kenny out of jail before it's too late! I brought you the guns, so use them wisely.
Grabbed some business - now try to hold on it!
It's chapter 5 and this time everything goes wrong, it might seem that the whole city is against you. Prepare to deal with Cops, Greens, and Reds that are trying to push you out of business.
After compromising The Sensitive Squid selling network Gunther and Kenny need to find new way to distribute the product. In a meanwhile they need to deal with a growing danger coming from several fronts. If there only was a way to distract gangs or make to them busy with something else...
Here is a chapter 4. It is tough. So, good luck and have fun!
Ok, here is a level 3 -- Hui Xiao story. Its a bit buggy, a little too hard and contains tons of inappropriate lexicon. Give us know if you can beat it on discord or steam forum!
Oh well, hi there everyone, I'm glad to tell you that we're not dead yet.
It's been almost year since the previous update, oh wow. During this year we've done numerous changes to a game, and the largest amount of work was devoted to the game scenario, including the editor, translations, videos, and lots of scripting. So now we have a complete story, which would be released in portions toward the full game release. We'll start with two absolutely new levels and will wait for your feedback. After some period of bug fixes, expect new levels to come (I hope this time it won't take another year).
We plan to make a full game release, so just ignore those "game is dead" comments because it is not. Instead, please come to our discord channel and share your thoughts on new levels, mechanics and found issues.
Don't skip those trippy videos between levels. Hope you'll make something special in your Basement.
It’s been a while since the last update (yeah we know, seven months in a row it’s not “a while” it’s more like “eternity”). There are a lots of questions and lots of comments like “the game is dead”. There is no excuse to not giving you any information on current status of development. So, to fix that somehow and give you a clue about Basement we want to invite you to our Discord channel were we can answer your questions in real-time. We can’t promise to answer to all of the questions and give response immediately, but we will try. Also, please notice that we are in UTC+3 time zone, which means minus 7 hours difference to NY and minus 10 hours to LA. And finally, if you won’t touch Discord just know, currently we are working on a whole new campaign mode, which includes 12 levels of hardcore drug-dealing business. We’re going to release it immediately after finishing localization (and yes, we hired a really cool American guy to do that, so you may stop worrying about English texts quality. At least for in-game text ;)
Some time ago few players posted their ideas in our “Suggestions” sub forum about workers, who can “use” produced stuff to get some buffs. We really liked this idea and implemented it. With current update you can try it.
If you remember these “stimpacks” from “Item” window:
Now all of these are real products from your storages. So if you are going to fight some bad guy, you can produce several packs of Brown and give them to your fighters (click on “Item” in character context menu of specific character, then select Brown and click “Use”) to get “Rage” buff which increases damage for a while. Or if you want to increase production speed try give your worker a pack of Purple.
As always, this update contains lots of bugfixes and small improvements.
p.s. As for your posts on Suggestions, Bug Reports and General Discussions. We are carefully reading each post. Unfortunately in this Universe, it is not physically possible to implement every idea or even answer each question. But you should know, that we aware of you suggestions.
Some time ago few players posted their ideas in our Suggestions sub forum about workers, who can use produced stuff to get some buffs. We really liked this idea and implemented it. With current update you can try it.
If you remember these stimpacks from Item window:
Now all of these are real products from your storages. So if you are going to fight some bad guy, you can produce several packs of Brown and give them to your fighters (click on Item in character context menu of specific character, then select Brown and click Use) to get Rage buff which increases damage for a while. Or if you want to increase production speed try give your worker a pack of Purple.
As always, this update contains lots of bugfixes and small improvements.
p.s. As for your posts on Suggestions, Bug Reports and General Discussions. We are carefully reading each post. Unfortunately in this Universe, it is not physically possible to implement every idea or even answer each question. But you should know, that we aware of you suggestions.
Next iteration of fixes and improvements is here. This update contains more than hundred of fixes, ui enhancements and game balance changes.
The most noticeable change is how you pay salaries to your staff. Now it's no longer possible to overdue payments for more than a few days, otherwise your best workers will leave the facility.
At the moment we’re working on story mode. Which will contains up to 15 brand new levels. Each with it’s own unique feature. We’re planning to introduce these new levels closer to the full game release. For the next few weeks we will continue polishing game and creating new content. After a few “patch, polishing and new content” updates we are planning to start working on integrating Steam services (achievements, cloud saves, workshop, tradings cards etc.) And, then hopefully we'll finish all story mode levels and deliver them to you. Stay tuned!
--
Halfbus team
This time we’ve implemented two big features all at once - difficulty levels and random encounters for the sandbox.
Four months passed since the last update. All that time we’ve been working on an easy to use level editor. We had to rewrite a bunch of game "core" code because level editor was not in our plans from start. It's the main reason of updates delay.
But look at this!
The editor will be an internal instrument for a while as we need to fix lots of issues and polish it to be ready for public use. When we’re done, we’ll make the editor available for everyone.
Besides level editor we have started working on dialogues. Those are essential tools for storyline exposure.
While moving old levels to a new editor, we also redesigned appearance of rooms, characters and decorations, added bunch of room upgrades and added weather effects.
So, we need a few more weeks to put everything in order. Then we will be ready to deliver an update.
Thanks to everyone who still support us!
* Fix error on third research step * Fix stamina level showing in move/attack windows * Attempted to fix "long long description" issue in level selection menu
There was an issue with mouse input on touchscreen laptops, so it’s fixed now.
Hello, Now we’re ready to release two previous updates in public. If you’ve participated in early gamepad testing and used “Inception” branch, just select “NONE - Opt out of all beta programs” in BETAS tab in Basement Properties window to switch back to main. So, today you all will get an update with gamepad support and some bugfixes. We also did some changes to tutorial level to make it more easy to understand. Hire window now allows you to select from all available “types” of employees. As always, please, leave your comments on game forums. There is also a special thread for gamepad related issues. P.s. there might be an issue with screen resolution on start on Macs. Just select whatever you want in game options
Hello everyone! We’ve just pushed an update with a few minor fixes and improvements. This patch is again released only for "Inception" branch with gamepad support. To switch to "Inception" branch please follow instruction in a previous update. Changelog:
PAX WEST 2016 is coming up! We’re taking over part of the Indie Mega Booth! Come visit us to meet some amazing Basement community members, playtest, hangout with us devs. And, of course, there will be some super exclusive Basement SWAG!
Hello dealers, there were no news for ages, but now it's time to shed some light on what we've been doing for so long. It's not yet an update, but a special version with full controller support. To get this version you’ll need to do the following:
- Open Steam
- Open your Games Library
- Right click on Basement game
- Select Properties
- Select BETAS tab
- Select "Inception" beta from dropdown
- Wait for game to update (or install if it’s not)
- Plug in your gamepad
- Start the game
- Have fun
- Post feedback on our special Gamepad Feedback forums
This is it. Cheers!
Hello everyone it been so long since our last update and we're so happy to push it now. First of all, we'd like to thank everyone for your patience, hope you'll enjoy new features we've been working on.
The main feature for an upcoming update is *Character Items*. It opens door to lots of tactics in game as you can equip character with different weapons, use drugs as buffs, heal, read books and increase stats with special clothing. Basic items can be acquired directly in character context or item shop room. With upgraded shop you'll get more, and the most rare - drop from enemies. Weapons have different ranges, attack effects (like shocking or bleeding), hit cooldowns.
The next thing is combat system. It was completely rewritten, supporting character control and many-to-many fights.
It been asked and it's done: Sandbox configurator
New stuff:
We've fixed some annoying issues found in yesterday's update. We hope everything will go smooth after. * Fix issue when sales were not counted as income * Fix level restart on mission fail * Fix error after switching locale in main menu
An update with researches and AI Opponents is available now!
Detailed description of those features you can find in the previous announcement.
With researches there are now also lots of changes in product-related mechanics. Products have different effects, and you have to cope with all consequences. Going straight the way of rising prices may bring you to the situation, when every client is dead, or production is pretty dangerous. There are no more pressing from junkies patience, but the risk of a bad trip still exists.
There are now 2 levels to play with AI Opponent: 6th - Gang level and Sandbox. Researches are available in Sandbox.
Unfortunately we haven’t managed to bring full gamepad support, so we’ve decided to hold that feature till the next update.
As always we’re waiting for your feedback on new feature on our forums.
First of all, an upcoming update is going to be awesome! We're preparing 3 large features
Hello, it’s me and a bunch of new stuff from Halfbus. Look at what we are offering now:
We're slowly and steady raising game features. This time we've made some cool things you've requested. First and awaited - productivity and stamina leveling rooms. You can check out library and cross-training rooms in sandbox.
Second one is tips. We are aware of problems of newcomers. There some negative reviews related to lack of tutorial. There is a reason for us not to do it right now: the game is constantly changing and each change in core mechanic will affect tutorial and postpone feature release. They are planned for near-release time, but to help a bit right now, we've made contextual tips. To get them - select any object and click on [?] ('question mark') in context menu.
Also there is a new level, where you, with the help of only one fighter, should free up some workers, that been imprisoned.
Have a good game! And as always, waiting for your comments and suggestions.
There is an update with some bugfixes and small improvements now live. Go check it out!
Changelog:
This is it! We're finally pushing an update to Steam. Just to remind you, here is the most important feature you'll get - a city map with different levels. Those levels would be bound together into a single scenario with background story on full release. But currently they are just separate parts of future scenario, all unlocked at start. Don't be upset with the quantity, we plan to deliver more and more new levels with updates.
They all have unique objectives, so expect to use various strategies to reach the goal. All other major features were mentioned in previous announcement.
And as usual, we're landing tons of bugfixes, making game experience a bit smoother. Thank you all for supporting Basement, for your suggestions, bug reports and feedback!
After releasing 0.2.7 we've started making the largest feature in our game - city map. Probably some of you remember it from previous versions. That map transformed into a navigation bar at the bottom of the screen. Map was completely removed from game. A lot of improvements been made since that time and recently we started adding more content to a game. We faced a problem of how to visualise different levels, select them, and wrap everything up in a story. And map fits great for it. [img=http://i.imgur.com/t0rV6a4.png] In near future we plan to wire up all different levels with a story, each level with its own objective and sub-quests. Player's decisions would strongly affect availability of new levels. Sandbox mode will be still available. The next feature was frequently requested. It's time control. Now you can speed up or even pause gameplay, to make some decisions. [img=http://i.imgur.com/NG4s6DQ.png] One more feature that strongly affects gameplay is money storage. In illegal business you work with cash, and you need to store it somehow. Now you have a special room for it. [img=http://i.imgur.com/fQKSzMG.png] There are some changes in selling, you'll be able to set product selling priorities, junkies quantity is fixed, you will never get out of them, also each drug affects junkies for different time. We've spent lots of time implementing those features, it took us more than month to finish. Recently we've received lots of messages with questions like are we still developing game, is it abandoned and so on. That's the answer - no, we're still working and there is no reason for us to abandon it. We have enough resources to finish development and deliver great game. We'd like to thank again all early adopters that supported us. P.S Update is in testing right now and planned to be released by the end of week.
In this update we're finally ready to introduce the most anticipated feature - room upgrades. Currently we're testing upgrades functionality and you'll be able to choose from all upgrades currently available. In future releases we'll add more of them with an ability to unlock through researches and seizures.
In previous version we've removed strict class differentiation of characters and merged them in a single hire list. Any employee is able to do any work in game, but most of them are only good at one thing. To make it easier for you to distinguish their abilities we've made new character avatars and added their main speciality in description.
According to your feedback, we've figured out, that spread mechanic is redundant and way too complex. So we've removed it, from now, customers count is strictly bound to room characteristics.
Also we've added a new type of room. It's healing room, similar to restroom, but with more emphasis on heal speed. And it's important, cause stamina consumption is now differs from character activities.
A bit more notable little changes and improvements:
There was a game breaking bug in the previous version, that caused characters to halt while being moved to attack the other district. We fixed it and added a few additional improvements, that would make gaming experience a bit better. You can now use x2 scale in options, to make it comfortable to play on huge screens, especially 4k/5k. Also employees, assigned to production/sell rooms can now be sent to rest without losing assignment (they’ll come back to work after full rest) Below is a full list of improvements:
We've started working on room upgrades, but due to large amount of work, we've decided to split that update in two. Now, you'll be able to play around with some new rooms, including training room, that was so frequently mentioned by you. Characters assigned here, would be getting a real beasts. Those rooms, in the next update would be also upgradable, we’ve already made a huge amount of work to make it happen.
The largest change in current version is about characters, and upgrades of their abilities. Your employees now gain experience and improve their abilities separately, depending on their activities. Producer becomes a better cooker, doing his job faster with each level. Dealer - sells better and attracts more people with time.
The next thing is character unification. We've introduced an employee room with lockers for your workers. Each locker represents an employee slot. Also there is no more clear separation between security, dealer and scientist. As result, you'll need to carefully check character stats and choose those, who will fit your requirements. They look different now, too.
Next, we've added an ability to remove garages and trucks. And garage now is not a requirement for delivery.
We've made some improvements to UI. Now you have the most useful commands right under your cursor (but select room first).
Thanks for patience and attention, have a nice time playing Basement!
p.s Thanks for your feedback and bugreports. We're reading all your messages here on Steam. There are some rare bugs related to constant camera movement and immortal Steam process. We still can't reproduce those, but keep working and searching for solution, thanks for your patience.
[img=http://i.imgur.com/BvYBFR9.png] Hello, After previous update, that took almost month, we’ve decided to make them shorter, with less features, but more frequent. Interesting changes in 0.2.2:
[img=http://i.imgur.com/4Eoclf2.png] Whoops, it was our first broken update, thanks for your patience, we've just released a hotfix. Also, some people asked us to describe new mechanics in details, here is how it looks like now: You've got 3 types of employees: workers, security and dealers, they have same amount of characteristics, but differ in their quality. Workers and security are already known to you. Dealer is a new type with domination in sales skills. It also introduced new character characteristics: spreadability and sellability. Spread is an amount of progress for each district that raises each time dealer sells stuff there, when progress bar above district fills up a new junkie appears. Sellability is just a speed of selling stuff. Junkies and citizens are also of new type. Citizens become junkies, after being attracted by dealers. Junkies continuously want to get some stuff, and when they are not able to get it, they spend their patience. When they are going off their patience there is a chance that they'll become angry and will destroy your lab. Otherwise, they'll wait and suffer, and will finally die or become a usual citizen. Death of junkie automatically attracts police. To open up manage windows, just click on counters in the upper hud.
[img=http://i.imgur.com/wRPDpKM.png] Finally we're able to show you another update. This one was pretty big, so we passed through some minor versions and upgraded it to 0.2.0. This time we've improved and deepen sell mechanic and introduced 3 new types of characters: citizens, junkies and dealers. Do you remember those strange guys walking on backyard of your buildings? Now they are your potential customers. Set a dealer to a specific room and he will sell stuff engaging more junkies to your venue. Remember to supply your dealer with enough stuff - angry junkies can easily bust your lab. The second major feature is manual truck control. At the beginning, we wanted to make automatic only delivery that would keep balance of supplies among your districts. It worked for most situations, but sometimes you needed a direct control. Now you're able to choose specific product types to deliver, set pick up and drop locations. Additionally we've added 3 more management windows for employees, districts and trucks, that let you see and control everything you own. Also we've added fog of war, refreshed some interfaces, pushed up a bit of new content and visuals, fixed lots of bugs and brought some new. Hope you'll enjoy that update. Waiting for your feedback as usual. Thanks!
If you've been following the development process on trello, you are already aware of what we've prepared for you. But for those who don't, we prepared a short description below.
With the release on Steam we've received lots of feedback, thanks for it. It helps find the most important things to do and improve. Special thanks for those, who made videos and streamed gameplay, we've watched lots of it and found plenty of issues in previous version. From now, basement is recognizable by twitch, so, if you make streams there, don't forget to mention us.
We've processed lots of feedback and found that the most requested feature was game saving. During testing period, we've managed to finish sessions in 30-45 minutes and thought there was no need in it. But we were wrong and did our best to solve that issue. For now all game progress saves automatically, so you can continue playing from the last save clicking on "continue" button on title screen. And we've added a
title screen. You can notice another track there by Matt McLean, and one more during gameplay.
Next, we've added some features that'll increase variations of gameplay. For now each time you start a new game you'll get a random set of districts in the city with various layouts on start. Scientists and security has now different settings and there are a few new types of trucks. It was a bit dumb to deliver drugs only in ice vans.
The last thing, is that we've started rolling out localization mechanism. And we've added russian language as the first one to test on.
Russian-speaking gamers, you may notice some issues with "long words" not fitting in UI, just let us know. What concerns other languages, we'll provide more details later.
Full changelog:
Hello! In Basement’s description you might noticed that we’ve launched Early Access with an idea to develop game together with you. We’re constantly reading your feedback and reviews on Steam discussions, picking out the most interesting ideas, listing most critical issues and suggestions, that go close to our vision. Hope you understand that it’s only 3 of us making Basement and it’s physically impossible to answer all the reviews and feedbacks, but trust me, we’ve read them all.
And now just to keep everything in order, we’re opening our trello-board to public, so you can track what we’re doing now, what is planned and what is already done, or is going to be published. The most important list there is Backlog. It is a place for some ideas, suggestions that we picked from Steam discussions and also key features. You can leave votes on those cards. Features with most votes, will be a priority for us in development. To vote, you just need to login with google account, or register in an old fashioned way with login and password.
[ 6074 ]
[ 2113 ]
[ 2043 ]