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UPDATE 29.2

We just released a new hotfix for update 29. This patch addresses some issues with achievements and further enhances the changes to our game balance introduced with update 29.0 This also fixes some MAC versions not running with the latest minor patch. This is the list of things we changed:

Achievements:


You can now refresh the logic behind achievements by talking with Robo-Lalla (the robot dog) in the Poptarts Museum. This should fix any achievement that remained bugged during your run without the need of starting a new campaign to get them again. Some achievements related to defeating bosses might still require that you defeat that boss again using this last update. Most bosses respawn and can be defeated any time during your campaing. Bosses in random generared dungeons do not grant achievements, with the expection of the Potato King. The Achievement From The Grave should now be easier to obtain. We increased the window of opportunity for the achievement to happen and removed a hidden requirement that was making the achievement unnecessarily hard to obtain. Remember that damage-over-time effects do not trigger this achievement, you have to use direct damage. Koji the Ninja and his achievement should now be much easier to obtain. His room now always spawns at the end of the Random Crypt level. You still have to beat the timed challenge though. Bring some high-damage characters and gear.

Combat:


Enemy mass increased considerably. This increases the damage you inflict when you use enemies as thrown weapons. Improved the visuals of slam-weapon attacks. We also increased the size of the collision for such attacks. Slam melee weapons had their damage increased by roughly 15% and their cooldown increased by 20%. This should make them more interesting and powerful and make that "action speed" stat a little bit more useful. Stab weapon attacks now grant a forward dash when you strike. This adds mobility and further differentiates them from the rest of the melee items. Be careful, enemies also have this new lunge to their attacks. Stab weapons have now slightly longer cooldowns and stagger the enemies for a shorter timespan, so you have to be a little more careful when spamming attacks. Blocking was a little bit too easy to spam and provided no challenge and a forgettable reward. Resulting in continuous block-spamming without getting much benefit if a block was timed correctly. To fix this we added some commitment to the block action and increased the counterattack effect if the block is timed correctly. Specifically, we made these changes to the Block and Counterattack effects:
  • Block cooldown increased to 0.5s from 0.2 seconds.
  • Block mana cost has been increased
  • Block window of opportunity decreased from 1.2s to 1.0s
  • Counterattack critical damage increased by an extra 50%
We made a similar change to Dash actions increasing the mana cost and changing the cooldown from 0.35s to 0.6s. To balance this a little bit we increased the stagger effect from 0.9s to 1.0s. Items that grant Dash have now a more consistent damage output and mana usage.

Game Balance:


All enemies have had their health at max tier reduced by an extra 10% All enemies have had their damage at low tiers increased by 5% and decreased by 7% at max tier. This means enemies you encounter when you are low-level deal more damage and have the same health, while enemies you encounter at max level have less hp and deal less damage.

Belief Trees:


We tweaked a little bit better how some stats scale in your upgrade trees. We reduced the raw mana-regen, speed, and throw range upgrades and changed some of the "big" square perks so that they grant these stats as a multiplier based on your current stat value. This allows different classes to be more unique in their progression.

Moon Level:


We cleaned up a bit the Moon Level removing some clutter and optimizing game spaces. We also made enemies much more reactive.


[ 2023-04-21 09:48:14 CET ] [ Original post ]

Update 29.11


Update 29.11 is a small update that should help solve some issues with achievements. We fixed a few bugs and added an in-game trigger to unblock any bugged achievement. Talking with Robo-Lalla or Francelyne in the Poptarts Museum triggers a re-evaluation of all your achievement data and should fix any achievement that is failing to trigger but has already been saved by the game.


[ 2023-03-28 12:51:48 CET ] [ Original post ]

UPDATE 29


We are finally releasing update 29 on Steam! This is a large update that reworks several core mechanics, introduces tons of balance tweaks and fixes, and adds some new items and small areas. Our goal was to make the game more friendly to new players and to improve the overall pacing of the game. We changed several maps to make them smaller and more focused and worked hard to bring you a faster and more engaging combat. We also drastically increased the quantity and quality of loot available so that you can truly experiment with different character builds.

Update 29 Patch notes:


Additions



  • New Off-hand Weapons: Boxing Gloves, Lid, Blaster, Parrying Dagger, Flintlock Gun, Gnomish Shield, Shield Generator (some with attacks similar to main weapons for real dual wielding action!);
  • Candied Cavern: New mini-level connecting Minestronya to the Volcanic Wasteland area of WOTF;
  • Random Forest: Added four new rooms to increase variety;
  • Split damage: Some items now deal half physical and half elemental damage instead of 100% elemental damage. This should make the effectiveness of elemental weapons less situational against enemies with elemental resistances and immunities;
  • Ego Scaling: The damage of some items can now scale with the Ego stat instead of the Attack stat. This is displayed in the updated inventory UI and should allow more diverse player builds;
  • New visual effects for some weapons, enemies and throwable items;
  • The position of keys is now updated on your minimap in real-time. If you have discovered an area, you can see exactly where your available keys are.

Food System Changes


  • Health Gain: Eating food recovers a lot more health than before;
  • Food Perks: The effect of some of the perks gained by eating have changed, and effects of food are generally more powerful and consistent, so that you can plan combat tactics around them, but you can have only one major food perk active at a time;
  • Throwing Food: Throwing normally edible food against enemies of obstacles now destroys it, so choose carefully not to waste your resources;
  • Potions: Potion effects now last until you die or load another area, chests and containers spawn potions less frequently, but there are more potion vending machines lying around.

Loot/Equipment Changes



  • Shops: Every shop has an additional item on sale, and rare colored items, including unique ones, are more commonly available;
  • Loot Rarity: Green, blue, purple and yellow loot is more common, so instead of finding a lot of white boring stuff youll find tons of interesting equipment with all sort of additional perks and abilities;
  • Loot Regional Availability: All equipment has been better thematically organized in the different regions of WOTF, and a bigger percentage of loot is available anywhere;
  • Stat Bonuses: We re-evaluated stat bonuses of all equipment and tweaked their distribution;
  • Affixes: Additional prefixes and suffixes of green, blue, and purple equipment grant slightly higher bonuses;
  • Negative Affixes: The few negative affixes we had before dont spawn in the game anymore;
  • Shields: All shields now have the Block or Dash action and increase defensive stat;
  • Added a new type of expensive treasure chest that drops rare unique items needed to complete the Museum Collection.

Enemy Changes


  • Smarter Enemies: Many aspects of enemy behavior has been enhanced in order to have enemies spend less time idling still and instead actively chasing or attacking the player(s);
  • Rebalanced Enemies: Many enemies, including many bosses, had their damage, stats and life tweaked to improve the combat experience. Generally speaking, enemies deal less damage and have less HP;
  • Stun: Many enemy attacks deal less stun damage so it now takes more attacks before a player gets stunned;
  • Enemy Aggro: The range was drastically reduced to about half the screen horizontally (this was also necessary due to the camera now being closer to the player, see below);
  • Enemy Groups: The content of some enemy groups has been altered;
  • Enemy Spawners: They now spawn more often, but have a limited number of simultaneous enemies, providing a more interesting and fair challenge (this change also affects bosses that spawn minions).

Level Changes



  • Ease of Navigation: The layout of all the overworld areas and MANY other levels has been tweaked by removing some empty areas and making the main path more clear;
  • Rewards: More chest and piggy banks were added to many levels.
  • Pace: Many enemy spawn groups were removed or moved to a different location.
  • WOTF Jail: Overhaul of the entire level and its boss.
  • Poptarts Underground Archive: The final puzzle is functionally the same, but more clear, and theres enough light in the level to see your surroundings (it was too much to ask to explore in pitch-black darkness so early in the game).
  • Nevola Park: Overhaul of the entire level, now quite shorter, and its boss.
  • Poptarts: The layout of the courtyard has been tweaked to make the main path toward Minestronya more clear, and to make it easier to find the shops (and theres also a new shop inside the academy!);
  • WSS Orinoco: Overhaul of the entire level and its boss.
  • Ray Skeletrons Crypt: Some quality of life changes and a new shortcut within the dungeon;
  • A lot of other small tweaks to levels here and there.

Other Changes



  • Starting Health/Mana/Lives: Player characters start the game with less health and mana, but with more lives (respectively 8 / 6 / 4 at Challenging / Hard / Party Hard difficulty);
  • Elite Adventurers Guild: The requirement for joining the guild is now level 20 and level 30 respectively;
  • Gameplay UI: The main gameplay UI can now show many more active-perk icons;
  • Arena Mode: Various changes according to the other changes of the update, with the goal of keeping or improving the original balance of this game mode;
  • MANY other smaller changes.

Fixes


  • Fixed some typos;
  • Optimized the resolution of several textures to improve performances;
  • Various bug fixes (this post is already too long XD).


[ 2023-03-16 17:59:17 CET ] [ Original post ]

Update 29 Beta

Hello everybody! The BETA version of a BIG new release of SCMZ is available. Its a large update spanning the whole game balance and campaign, and we would really like to know what you think about it. What you can play if you op-in for the beta is stable, complete, and has been tested internally, but it might hide some troublesome bugs. So, back up your save data if you choose to join!

How To Back-up Your Save Data


[olist]
  • Go to your LIBRARY page, right-click on Super Cane Magic ZERO and select Manage, Browse local files;
  • Copy the SavesDir folder somewhere and keep it safe;
  • If needed, restore your old save data by copying the backed-up folder back to its original location. [/olist]

    How To Join The Open Beta


    [olist]
  • Go to your LIBRARY page, right-click on Super Cane Magic ZERO and select Properties;
  • Type or copy-paste the access code passwordbeta29 in the corresponding field and click CheckCode.
  • In the BETAS tab use the dropdown menu and choose beta29.
  • The game will then automatically download the patch content and update. [/olist]

    How To Give Us Feedback


    It has been a while since the last patch. During this whole time weve listened closely to your feedback and this update is the result. We value your opinion and your feedback would be invaluable once again! You can get in contact with us through Steams SCMZ Forum or Studio Evil Discord.

    Beta 29 Patch notes:


    Main goals:


    • Making the game more friendly to new players, by rethinking everything that happens in the first few hours of gameplay and how you learn the game;
    • Improving the overall pace of the game, with more compact and richer overworld areas, and quicker and more engaging combat (and slightly fewer enemies);
    • Providing the player with more and better loot and equipment so they can truly experiment with different character builds.

    Additions


    • New Off-hand Weapons: Boxing Gloves, Lid, Blaster, Parrying Dagger, Flintlock Gun, Gnomish Shield, Shield Generator (some with attacks similar to main weapons for real dual-wielding action!);
    • Candied Cavern: New mini-level connecting Minestronya to the Volcanic Wasteland area of WOTF;
    • Random Forest: Four new rooms for added variety;
    • Split damage: Some new and old weapons deal half physical and half elemental damage as displayed in the updated inventory UI;
    • Ego Scaling: The damage of some new and old weapons can now scale with the Ego stat instead of the Attack stat. This is displayed in the updated inventory UI, allowing for more diverse player builds;
    • New visual effects for some weapons, enemies, and throwable items.

    Food System Changes


    • Health Gain: Eating food recovers a lot more health than before;
    • Food Perks: The effect of some of the perks gained by eating have changed, and the effects of food are generally more powerful and consistent, so that you can plan combat tactics around them, but you can have only one major food perk active at a time;
    • Throwing Food: Throwing normally edible food against enemies of obstacles now destroys it, so choose carefully not to waste your resources;
    • Potions: Potions effects now last until you die or load another area, chests and containers spawn potions less frequently, but there are more potion vending machines lying around.
    • Loot/Equipment Changes
    • Shops: Every shop has an additional item on sale, and rare colored items, including unique ones, are more commonly available;
    • Loot Rarity: Green, blue, purple, and yellow loot is more common, so instead of finding a lot of white boring stuff youll find tons of interesting equipment with all sorts of additional perks and abilities;
    • Loot Regional Availability: All equipment has been better thematically organized in the different regions of WOTF, and a bigger percentage of loot is available anywhere;
    • Stat Bonuses: We re-evaluated stat bonuses of all equipment and tweaked their distribution;
    • Affixes: Additional prefixes and suffixes of green, blue, and purple equipment grant slightly higher bonuses;
    • Negative Affixes: The few negative affixes we had before dont exist in the game anymore!
    • Shields: All shields now have the Block or Dash action and increase defensive stats.
    • Enemy Changes
    • Smarter Enemies: Many aspects of enemy behavior have been enhanced in order to have enemies spend less time idling still and instead actively chasing or attacking the player(s);
    • Rebalanced Enemies: Many enemies, including many bosses, had their damage, stats and life tweaked to improve the combat experience;
    • Stun: Many enemy attacks deal less stun damage so it now takes more attacks before a player gets stunned;
    • Enemy Aggro Range: The range was drastically reduced to about half the screen horizontally;
    • Enemy Groups: The content of some enemy groups has been altered;
    • Enemy Spawners: They now spawn more often, but have a limited number of simultaneous enemies, providing a more interesting and fair challenge (this change also affects bosses that spawn minions).

    Level Changes


    • Ease of Navigation: The layout of all the overworld areas and MANY other levels has been tweaked by removing some empty areas and making the main path more clear;
    • Rewards: More chest and piggy banks were added to many levels.
    • Pace: Many enemy spawn groups were removed or moved to a different location.
    • WOTF Jail: Overhaul of the entire level and its boss.
    • Poptarts Underground Archive: The final puzzle is functionally the same, but more clear, and theres enough light in the level to see your surroundings (it was too much to ask to explore in pitch-black darkness so early in the game).
    • Nevola Park: Overhaul of the entire level, now quite shorter, and its boss.
    • Poptarts: The layout of the courtyard has been tweaked to make the main path toward Minestronya more clear, and to make it easier to find the shops (and theres also a new shop inside the academy!);
    • WSS Orinoco: Overhaul of the entire level and its boss.
    • Ray Skeletrons Crypt: Some quality of life changes and a new shortcut within the dungeon;
    • A lot of other small tweaks to levels here and there.

    Other Changes


    • Starting Health/Mana/Lives: Player characters start the game with less health and mana, but with more lives (respectively 8 / 6 / 4 at Challenging / Hard / Party Hard difficulty);
    • Elite Adventurers Guild: The requirement for joining the guild is now level 20 and level 30 respectively;
    • Gameplay UI: The main gameplay UI can now show many more active-perk icons;
    • Arena Mode: Various changes according to the other changes of the update, with the goal of keeping or improving the original balance of this game mode;
    • MANY other smaller changes.

    Fixes


    • Fixed some typos;
    • Various bug fixes (this post is already too long XD).


    [ 2022-04-22 09:49:17 CET ] [ Original post ]

  • 28.01 Mac Hotfix + Camera Tweaks

    We just released an important update that should solve a critical issue that prevented some macOS users from playing. This patch also includes an improvement to the game camera to make combat and exploration more focused. We increased the overall zoom of the camera to enhance the readability of our combat encounters and make the explorations of new areas more interesting. We hope you will enjoy the new visual settings and apologize to the macOS users affected by the problems of the previous release.


    [ 2021-10-26 15:32:31 CET ] [ Original post ]

    Update 28

    Super Cane Magic ZERO is getting a technical renovation with this patch. We updated SCMZ to a more recent version of Unity (We were using a release from 2017!). This was a tricky task, but were happy with the result. SCMZ will play, look and feel exactly as you remember it, but loading times should be up to 30% shorter on old hardware, and overall performance and stability will be better too. This also makes the project a little more future-proof and will help us a lot with any future updates. We also took this opportunity to address many miscellaneous bugs. This new build of SCMZ should fix all the ugly crashes you have reported during the last few months. The support (and patience) we received from the community was invaluable and helped us greatly in identifying and fixing those issues, so thank you again for helping us make SCMZ a better game! Check out below a complete log of all the changes:

    • Improved loadings, now up to 30% faster on older computers
    • No more crashing during loadings in long game sessions
    • Full support for 4k resolution, with various tweaks on all game UIs
    • Improved the collision detection of thrown items, beam-type attacks, and dashes against destructible elemental blocks and destructible enemy spawners
    • Improved the AI of evader-type enemies (e.g. golden slimes) with new behaviors that better match their intended design
    • Addition of social network links on the main and the pause menus - Join our discord! :D
    • Fixed a couple of bugs that sometimes made the player character or the door hinges disappear after the final boss fight
    • Fixed a bug that sometimes caused the sushi cannons on the moon to be displaced from their intended position;
    • Fixed a rare item that was missing its image and appeared as no image
    • Fixed the Salami Counter on the UI so that it always displays correctly
    • Fixed the graphics on the retry screen that sometimes showed glitched background graphics
    • Tweaked the positions of the perk icons (effects of skills, equipment, and food)
    • Various optimizations and minor bug fixes
    Enjoy this new patch right now on Steam and let us know how you feel about these new changes. This update will roll out to Nintendo Switch and Playstation 4 in the near future.


    [ 2021-07-08 09:24:28 CET ] [ Original post ]

    Patch 27 - Missy Talia joins the team!

    Hello adventurers! We are proud to present you a brand new content update for Super Cane magic ZERO! This update introduces a new playable character, a new arena, a bunch of new monsters and treasures and re-balances unique items rarity. We also added a couple of important combat and gameplay tweaks. We know some of our players around the world are facing difficult times at the moment, we really hope this update can keep you company for a little while. Let's see what's new:

    NEW CHARACTER: Missy Talia


    From the pages of Sios Scottecs Magazine, super-heroine Missy Talia joins your team, ready to unleash the power of PIZZA! Missy has high survivability and can recover health and mana by collecting Salami. Her Mozzarella Beam special power doesn't inflict much damage but can quickly stun many enemies from a distance. To unlock Missy Talia talk to her in Nevola Park after rescuing Biscuit the Wizard!

    NEW ARENA: Pizzinapple


    This freshly baked arena is designed for intense, close-quarters brawls. The play-field is surrounded by lava and the only available weapon is a large pineapple! What secrets does the pineapple hold? None.

    Angry Fungi


    We added two new enemy types to the Minestronya area

    Angry Chests


    A monster chest can now appear instead of any regular treasure chest. When opened, these chests drop no treasure and spawn a deadly Skeleton Mini-boss. Kill it for a greater reward!

    Revised Rage


    Enemy rage was rethought entirely. When enemies recover from stun or get enraged by other effects they are now faster and unstoppable. This means that their actions will not be interrupted when they get damaged. On the other hand, they don't get a damage and critical boost anymore so if you act carefully, you'll surely manage their more predictable attacks.

    Revised Shield Counter


    We tweaked the effect of shield counters for both players and enemies. When a counterattack effect is triggered by using a shield, the character now gets a damage reduction and the unstoppable bonus, while the critical chance of each hit rises from 50% to 100%. Also, a counterattack doesn't grant a 10% damage boost as before, but the duration of the other bonuses is increased. These changes allow for some new interesting character builds that focus on critical damage!

    More and Re-balanced Unique Items


    We re-balanced several old unique items and added 3 new ones to the list. Acquiring unique items should be easier than before. We increased the chance for a unique item to be sold in a shop. We also added 4 more unique chests scattered around the game world, for a total of 7. Explore the most remote and dangerous places of WOTF to find them!

    Other Fixes and Tweaks


    Most shops now sell items of green rarity or better; Fixed a bug that was still preventing Refrigerators from attacking properly; Fixed a bug that prevented the unlock of the Unpleasant potion in the Museum; Fixed a bug that prevented a custom character name to be saved correctly if you quit a game before completing the first level; Fixed a bug that granted more lives then intended at the start of a new campaign; Fixed a bug that under certain conditions displayed a message when you entered the Spooky Dank Crypt; Sopheyes default equipment now includes a Water Gun; Fixed a bug that prevented the player from talking to Master Photon and Master Phase just after defeating them in the Laser Monastery; Fixed a bug that generated an impassable spot around an elevating platform in "Crypt, West Wing" Ice Cream enemies were changed from pink to light blue to have their appearance suggesting they inflict ice damage.


    [ 2020-03-10 15:54:29 CET ] [ Original post ]

    UPDATE 26!

    The focus of this update is to make the game more accessible to new players and to reward exploration rather than repetitive enemy grinding. Let's see what we changed: PUNCHES! Players can now attack and dash even without weapons or items equipped. The basic actions are much weaker compared to having a real weapon in hand, but the game should feel much more responsive and fun now. Being able to punch and dash in every arena should also make matches much more interesting! Levels: We tweaked a few levels in the early hours of the game campaign and optimized several areas. We also added extra loot and new connections between early levels to allow multiple exploration paths. If you look carefully, you should also find a new challenging "mini-dungeon" in the Poptarts area.

    • Tweaked and redesigned the first part of the WPD Jail tutorial
    • Added a generous amount of loot after you defeat the Wise Tree
    • Improved the design of a secondary area in the Lava Bakery
    • Removed a lot of empty space in the Poptarts Academy and added new connections to other levels
    • In Poptarts, the location of a "certain item" required to complete the game should be much easier to identify now.
    • Minimum rarity level of items available in most shops has been set to green instead of white
    • Added a new "low quality" shop in Poptarts, available from the beginning. Players can buy and sell items there
    • Nevola park, Poptarts Underground Archive, and the Secret Cave should now be much more interesting... and dangerous.
    Economy Rebalance:
    • Kibbles and Salami spawn have been rebalanced. On average, you should earn more resources, and earn them more steadily.
    • Supply crates now also drop Salami and Kibbles
    • Salami stacks drop more Salami and no Kibbles
    • Piggybanks now drop only Kibbles
    • Kibbles' amount is now displayed in the game UI outside of the inventory
    Bug Fixes and other tweaks:
    • Fixed some dialogues in Spanish, Brazilian Portuguese and Simplified Chinese that caused the game to freeze
    • Fixed a bug that could cause a reset of the rarity of the item in the inventory
    • Fixed a bug that could cause enemy health bars to show an incorrect status when the enemy was healed
    • Dash and warp skills now follow the direction of the character movement instead of the direction of the aim.
    • Fixed a minor bug with the "pizza quests" that prevented the secondary subquests to complete, even if the "Main Pizza Quest" was resolved.
    • The number of throwables random dungeons first room has been increased
    • Tomatomen now move faster
    • Minor dialogues changes


    [ 2019-11-22 17:10:25 CET ] [ Original post ]

    Join the world of WOTF online with Steam Remote Play Together beta!

    Awesome news! The world of WOTF can now be explored in online multiplayer with friends on Steam. Valve launched Steams Remote Play Together into public beta today, and we are excited to hear about your first experiences with this new incredible system! In order to play Super Cane Magic ZERO online remember to follow this procedure:

    • Launch Super Cane Magic ZERO
    • Open the Steam Overlay (default shortcut is shift+tab)
    • Click on the friend you want to invite from your list
    • Select Remote Play Together."
    • Ensure your friend accepts the invite
    • Save the Dog, Save the World!
    Enjoy this new feature and don't forget to share with us screenshots and videos of your adventure!


    [ 2019-10-23 14:32:00 CET ] [ Original post ]

    Update 25.10

    Welcome back, Adventurers! During the last few weeks we have collected feedback from all of you users and put together some fixes and improvements. Loading times are now improved and many game elements had been rebalanced. After all this work, Patch 25.10 here is now available! Let's see the detailed changelog:

    • Re-worked level loading to improved loading times. The game will take slightly longer to load at launch, but levels should be load much faster
    • You will now have a visual feedback when you have the perk that allows you to walk on lava
    • Killing grass no longer grants experience points
    • Elemental blocks now drop resources
    • Koji special attack has been now rebalanced, raising its mana cost
    • Potato King and explosive potatoes attack has been rebalanced
    • Lasers in the Laser Duel Arena had been rebalanced
    • Carrot Gun and Pirate Gun now cost more mana and have a reduced range
    • Custom names are not used in the arena mode character selection anymore
    • Asian languages translations have been updated to fix a few missing lines
    • GUI now resizes correctly when in 4k resolution
    • Fixed a bug that caused the player name to be lost when restarting in some rare cases
    • Fixed a bug that made impossible to pass through some narrow passages of tutorial level
    • Fixed a bug that allowed you to walk on some stands
    • Fixed a bug that was preventing refrigerator enemies from jumping.
    • Fixed a few tile and item placement errors in the Poptarts Academy.
    • Fixed a rare issue that was preventing NPCs to properly choose their targets.
    This patch has already been released on PlayStation 4 and will soon reach Nintendo Switch as well! Don't forget to follow us on Facebook, Twitter or Instagram to receive all our updates! And, if you haven't already, leave us a review and share with us your favorite game screenshot!


    [ 2019-09-05 15:44:45 CET ] [ Original post ]

    Update 25.04 Bakery "Re-Factory"


    Friends! Adventurers of WOTF! One week-ish after the official game release we bring you the first post-launch patch (and a small mini stealth patch that we released a few days ago). This patch fixes a few issues you pointed out and tweaks the balance of one of the main dungeons, the Lava Bakery. Let's see what's new:

    Update 25.02


    Fixed a bug that caused the name of throwable items spawned from stands to be displayed in the wrong position Improved the timing of first dialogue with Sopheye Fixed a bug that allowed the achievement "you are a legend" to be unlocked from picking up an arena-unique orange item. Now this achievement can be correctly acquired only playing story mode. Fixed a bug that broke the dialog system when talking to Biscuit the Wizard in the Portuguese version of the game Fixed a typo in the Italian version of the dialogue with the Chef in the WPD Jail You can now see the "universal" content version of the game in the main menu, under options > gameplay. This is not the specific system version, it's a cross-platform update label.

    Update 25.04


    Biciandalf in Poptarts was asking for 400 kibbles instead of 500 to rebuild the Bank. We fixed the error in the dialog, and now it correctly asks you for 500. Ice blocks that are weak to energy damage (in addition to the standard (fire damage weakness) have now a visual clue that sets them apart from regular ice blocks Fixed several errors and typos in the English and Italian translations. Fixed a bug that displayed a wrong line of dialog when completing a quest in the WPD offices. Fixed a bug that in some cases caused "summon meteor" type of items to target grass instead of enemies Added visual feedback to the belief trees interface. The GUI now shows the confirm and reset buttons only when there are available skill points Fixed a bug that in rare occasions locked the cursor during name selection Lava Bakery: We re-worked several areas of the Lava Bakery to make it more interesting. We felt the level was an interesting challenge, but a little bit too repetitive. We added new areas to the dungeon and reduced the areas that were too large and out of focus. We added return and alternate routes to reach key areas of the level to avoid u-interesting back-tracking. We also re-positioned some secrets and added a little bit of extra loot. In addition to changing the shape of the level, we tweaked the placement and composition of enemy groups. Encounters should feel now more varied and fair. We also added a new enemy type, the "Fire Slime", and reduced damage for all fire-people enemies by roughly 10%.
    Even after these tweaks, the Lava Bakery remains a challenging level, especially at harder difficulties. Remember to pack fire-resistance gear and bring characters and weapons that deal ice-damage. Also, remember you can change the game difficulty at any time from the gameplay options in the WOTF map screen. Lava Bakery Laboratory: You now need the Thermodigestivde Reaction perk (lava-walk) to reach the Lava Bakery Laboratory. Fixed the signal lights in the room in which Mary Jane J J is. Now they turn on when you activate the plate. Added fences in the central vertically-elongated room. --------------- We are working to bring these updates on Nintendo Switch and PlayStation 4 soon. In the meantime, let us know what you think!


    [ 2019-06-12 09:41:25 CET ] [ Original post ]

    Super Cane Magic ZERO is now complete!


    Are you ready to throw/eat/fight/talk your way through this unbelievable adventure? Super Cane Magic ZERO has been released! The game now has full content, story, characters, items, and arenas! We are proud to share with you Update 25 of Super Cane Magic ZERO that marks the end of the Early Access and brings the game to full release! To celebrate this day, after the long years of development, we will have a [strike]lunch[/strike] launch discount of 10%! If you like our chip-tune soundtrack you can purchase the Soundtrack Bundle, or just the Soundtrack alone if you already own full the game! Will you play alone? With friends? Whats your favorite character? Whats your least favorite enemy? We are super excited! Let us know what you think! To find out more about whats changed in this final update, take a look here.


    [ 2019-05-30 13:08:48 CET ] [ Original post ]

    Full Release is coming soon, did you get that new couch?


    On May 30th the Early Access of Super Cane Magic ZERO will come to an end and our game will be officially released! SCMZ is by far the largest project we have ever undertaken as a small indie studio. It took us a lot of time and effort to make and we are very proud to be finally able to present you the final release of our crazy-cute Action RPG. But all of this would have been impossible without your continued support that motivated us to always keep working even when we had been silent for a little bit too long. On behalf of the whole team at Studio Evil, let me thank you one more time for supporting us over all these long years of development! While you wait for these last handful of days until May 30th, this is what you can expect from SCMZ release 25!

    New Localizations: Now Playable in 10 Languages


    One of the things we are more excited about is the possibility to deliver our weird story to many more people around the world thanks to the new localizations. At launch, the game will be available in the following languages: English, Italian, French, German, Spanish, Brazilian Portuguese, Japanese, Korean, Traditional Chinese, and Simplified Chinese.

    A Smooth Kickstart: Updated Tutorial Level


    With all the new features and improvements of this final release, the first campaign level felt a bit outdated. Using all your feedbacks from the Early Access and the numerous events we attended, we redesigned the tutorial. It should be now more engaging, and also a lot more easy to follow.

    Bite-Size Crunchy Portions: Smaller, Better Levels



    Some levels were a bit overwhelming for their sheer size and the time-commitment required to complete them. They also felt out of focus and were hard to navigate. Once we understood this we decided to modify several game areas. We split the overworld levels and the largest of the dungeons into smaller and more interesting spaces. We meticulously populated these new areas with new characters, items, and secrets and we also placed some landmarks to help your exploration. We also included a new type of treasure chest that spawns unique items! There is so much new stuff that even if you have completed the game already, you might want to start another run :D

    Turbo Combat: Fewer Enemies but Smarter and Angrier


    Another aspect of SCMZ we wanted to improve on for our final release was combat pace and clarity. Especially when playing co-op with a couple of friends, enemy groups could become large and chaotic very quickly, leading to messy and sometimes boring combats. Our goal has always been to create engaging combat encounters, so we re-balanced several of the existing game mechanics to provide a more interesting confrontation with your opponents with fights that are visually clearer, shorter, faster-pace, but also equally dangerous. It took quite some time, but we are very happy with how the combat plays now.

    Combat Rebalance:


    • Enemy groups are now between 30% and 50% smaller
    • Enemies have less health
    • Enemies deal more damage
    • Enemies recover from stun faster, especially melee enemies
    • The Enrage buff also provides +35% Dodge (this is the buff temporarily granted to enemies when they recover from being stunned)
    • Enemies have new special abilities and attack patterns
    • Enemies announce their special abilities and stronger attacks with dialogue balloons
    • Both Player and enemy attacks have a shorter range
    • Enemies benefit from improved AI and Pathfinding

    Better Adventuring: Quest Log and Minimap Icons


    The inhabitants of the planetoid WOTF can have some weird requests. To help you keep track of them we added a Quest Log to the game. Opening the Inventory/Map/Belief Trees screen will also get you access to the Quest Log screen that will keep track of all your main- and side-quests. The Quest Log only reminds you what you have already discovered and wont spoil anything. You still need to be watchful, curious and resourceful. We feel exploration is a very important and rewarding part of Super Cane Magic ZERO and wanted to keep it like that! Also, to aid your adventuring in previously-visited areas we renewed and expanded the minimap icons to make them more informative and discernible from one another.

    Eat Like Theres No Tomorrow: Stronger Edible Effects


    Eating was fun, but we wanted it to be more useful and interesting as an in-game mechanic. To make diet perks more relevant to gameplay, and to different playstyles, we increased their effectiveness. Also, the new perks are re-distribuited on a wider range of items to give you more options to choose from. Potions represent an important part of the effects obtainable by eating stuff, but were underutilized. We increased the duration of their buffs and also created new art to make them more recognizable.

    A More Varied Fauna: New Characters and Enemies



    As we expanded the planetoid of WOTF, we knew that these new places needed more bad guys and old places could use some extra variety. So we created a few new enemies, like a giant Tomato that pelts you with bombs, a cute vomiting skeleton, a terrible Wizard Mummy, a bunch of additional ninja-pirates and also a ninja blob. With all these new opponents we had to bolster the ranks of our heroes too. SCMZ only had unlockable characters late in the game campaign, so we decided to add some help close to the beginning of the adventure. Where will you find this new heroine? Well, you don't. Shell find you when the time is right. Shes a detective after all.

    Other Than Story Mode: Refurbished and Brand-New PVP Arenas



    After all the enhancements to the Story Mode, we felt the need to give some love to the Arena Mode too. We improved the design our many of our arenas and added a few more to the list. To integrate turbo combat even in arena matches, we re-balanced the special arena rules with: Reduced player health on all classes, giving a needed slight advantage to Baker and other tanky classes Increased weapon damage, throwing damage and special ability effectiveness on all classes Greatly Increased Special Abilities mana cost on all classes Greatly Increased mana regeneration per second on all classes These changes make matches more deadly, and tune down some characters like Flascio or Laser Grandpa who could spam powerful ability too quickly. On the other hand, with the increased mana regeneration, characters that rely heavily on abilities will not be completely useless after depleting their mana. Hot Shower We decreased the overall size of the arena and improved placements of throwables. We also removed some obstacles to make the area easier to navigate Insta-Friends This arena was completely re-designed. It is now slightly smaller and has only one item stand located at its center that spawns Insta-Gib Staffs for all players. Removing the four different item stands - one for each player - allowed us to improve obstacles and trap positioning to achieve a faster gameplay. And that isnt the only change. We replaced all the throwables in the arena with bombs and explosive slimes. And we also added a shield potion that will make you immune to the staff - but not to bombs - for a short amount of time. Brainfreeze We decreased the size of the arena slightly and removed some obstacles and covers. NEW ARENA! Shrine of The fists This is a brand new arena based on melee fighting using both main and off-hand items. Each player has a heavy weapon and an explosive-parry shield. This is the Dark Souls of Super Cane Magic ZERO arenas. NEW ARENA! Lava-Donut Factory This small arena is about throwing explosive donuts at long range using a special range extender potion. Also, be mindful about stepping on the elevators, they can drop you into the lava pool! NEW ARENA! Laser Duel Laser Duel is a melee arena similar to the Shrine of the Fists. The difference here is that the rotating laser traps await the ones that fall off of the main platform.

    Interface Upgrade: Now With 5% More Animations




    The in-game interface went through a round of improvement. We beautified and simplified many interface elements to improve their readability and remove visual clutter. Fonts are bigger and at higher resolution, GUI elements have better placement and everything should be looking better than before. We also added a few animations to cursors and selectors.

    Under the Hood: Performance Improvements


    As you might know, we have been working on console ports for Super Cane Magic ZERO. Usually, as a STEAM user, you would not care much about this matter but all these months of work on consoles had an interesting side effect: the game runs much faster. You should experience a drastic improvement in in-game performance and loading times.

    Under the Sun: Visual Improvements


    The game shaders now render lights and surfaces in a different way. This new solution is much faster also looks better, with in game objects reacting to cell-shaded lights in a more realistic way.

    The Bad News: Bad News



    We made so many changes to the game that was impossible to preserve full compatibility with previous versions. Old save game files have now become obsolete, and by obsolete we mean most likely broken in campaign mode. Even if they are broken, we decided to avoid a forced save game wipe to preserve your character unlocks that will still work in arena mode. Even if the game might work properly for arenas without starting a new save, we STRONGLY ADVISE you to start a new campaign from a clear save slot to be able to experience all the new story features. The quest log and the new playable character will not work if you are using an old early access save game. We are super excited to share all these improvements with you and we can't wait for May 30th to arrive!


    [ 2019-05-20 16:40:44 CET ] [ Original post ]

    CAKE THE WIZARD HOROSCOPE


    All signs (including Watermelon): Remember to check out the digital stores on May 30th


    [ 2019-05-09 16:31:48 CET ] [ Original post ]

    Upcoming Events and New Localizations


    Hello adventurers! Also hello normal random people reading this post! We have some interesting news to share! We joined forces with Intragames to bring our game to Asia and the rest of the world! Thanks to their help we are bringing SuperCane Magic ZERO on console and localizing our big, weird adventure into new languages. At release the game will be available in Chinese (traditional and simplified), French, German, Korean, Japanese, Portughese and Spanish ... And of course English and Italian. We are also showcasing the game around the world. Meet us in person and try fresly baked, super-unstable new builds with us!

    This is where you will find us:


    • Right now and until september 23rd at the Tokyo Game Show! Come play at Exhibition Area Hall 3 C15!
    • In Paris 19th and 20th October Super Cane Magic ZERO has been selected for the Indiecade Europe showcase along with other awesome videogames!
    • From october 31st to november 4th at Lucca Comics and Games. More info are coming about our presence in Lucca, but we are working on new gadgets!
    I know what you are thinking "Yeah, but when the game is coming out? Is there gonna be new content?" Well the answers are "We dont' know exactly yet..." and "Yes!" No seriously, there is a lot of stuff to talk about, we have a lot of big and small new things that we are adding to the game, but this is going to be the topic for future posts. The final Steam release is going to be at the same time with Switch and PS4 and it's gonna take some more time. This is the final stretch of our (long) development cycle, we are working hard to optimize, convert, make compatible, and translate the hell out of 4 years worth of code and content. It's simply not going to be possible for us to deliver a big patch before release while we are doing all these things. We'll be posting more about what's coming in 1.0 in the next weeks, but while you wait, here is a WIP screen of one of the news arenas we call it "Lava Donut"


    [ 2018-09-21 16:37:01 CET ] [ Original post ]

    Patches 23.3 and 23.4


    We released a couple of patches to fix some bugs in the latest update:

    Patch 23.3


    • We fixed the achievement notification to Steam. Some achievements should unlock automatically as you play this new patch, others could require you to perform the proper action again.
    • Fixed an issue with the phase 2 dialogue of Mariso in Poptarts for the italian version of the Game.
    • We added support for non-standard screen resolutions. You should now be able to play at native res with ultra wide monitors and other uncommon aspect ratios. In some rare cases this could cause issues with the game interface. If you find the game unplayable, we suggest you to switch the game to some standard aspect ratios like 16:9 or 16:10

    Patch 23.4


    • Solved a rare bug with the game AI system that caused the game to crash
    • Fixed a few typos
    • Melee enemies equipped with shields sometimes will try to parry.


    [ 2018-06-27 13:05:20 CET ] [ Original post ]

    Early Access Update 23


    Finally! After months of hard work we are pleased to present you all UPDATE 23! This is going to be the last big update before the end of the EARLY ACCESS and the final release of Super Cane Magic ZERO. Let’s have a look at the most relevant things in this new patch: Complete Game Campaign You will be able to play the full version of all the 20+ game levels included in the Super Cane Magic Zero Campaign. Some of them are yet not 100% tested, but all the main content, characters and treasures have been placed in the game levels for you to discover! The campaign should last more than 10 hours of play, not including all the secret areas and optional levels. Have fun! New Levels and Content This patch includes 2 brand new levels and a few secret areas. During the last few months of development we also tested, reviewed and improved many of the existing levels, finalized missing or incomplete areas and added additional challenges, secrets and characters.
    Horse-Dimension Portals We added many more horse-portals for you to discover. This should make the experience of exploring the world of WOTF more pleasant and interesting. Performance Optimization Super Cane Magic ZERO update 23 has much better performances than the previous versions. We optimized rendering, level management and enemy AIs in order to make the game experience smoother, faster and much more fun. Further optimizations are coming in with future releases. You should be able to see a visible boost in frame rate and game responsiveness on both old and new computers. Fixes and Balance This latest patch took a while to complete, but includes many big and small fixes to the game balance, characters abilities, items and enemies. Our main goal was to make the combat more interesting, readable and challenging in a way that feels fair. To achieve this we reduced the amount of enemies on screen, and diversified their attacks and abilities to create interesting combinations. The improvements on the enemy behaviour patterns is an ongoing task, so expect further improvements in future releases. No More Large Throwables On our task to make combat less confusing, we decided to remove empty containers from the game once they are smashed open. Before this update, emptied containers (like chests and food boxes) would remain in-game as large, cumbersome throwable items. They added very little to the game experience but at the same time could end up occluding a large portion of the play-area, hiding bullets and useful items. New Minimap
    We finalized our minimap, It's now glitch-free and shows the terrain altitudes as shades of grey. It also highlights point of interest with clear icons, that can be recognized by their shape and color. Changes to the Life System We changed a few things in order to make the mechanics related to extra lives more fun. We wanted them to be an interesting resource: relatively scarce, but useful in different ways, we also wanted to give the player more ways to obtain them.
    We reduced the minimum amount of lives available at the start of the game or after you are defeated. Then, to compensate this, we significantly reduced the cost for extra lives at vending machines and sprinkled a few extra lives on top of secret or hard-to-reach areas. We also made extra lives drop kibbles if smashed. This way you have a use for them even at the minimum game difficulty where you have unlimited lives. As a finishing touch, if you happen to talk with all the weird people in the WOTF Jail, the first level of the game, you might find someone willing to gift you some extra lives, just once. Changes to Kibble Economy We noticed that the game-time required to obtain the amount of kibbles that is necessary to rebuild vital elements of the Poptarts village was extremely long. To fix this we increased the drop rate of kibbles by roughly 50% and added more treasures containing them. Changes to “Shield” Type Equipment Blocking with a shield is now slightly more difficult. We reduced the actual parry duration from 1.5 seconds to 1.2 seconds. Shield with explosive retaliation now inflict 20% less damage with their explosion.
    The Blocking ability granted by standard shields now absorbs roughly 10% more damage and the Counterattack effect activated by blocking an attack, now last 25% more time and grants 50% extra critical chance instead of an extra 100% damage. This way you can use counterattack in combination with other perks that grant you on-crit effects. In addition, the counterattack buff has now a visual clue that is visible on the character. Monastery Lasers Laser traps in the Monastery now deal 400% more damage. Be careful!
    Improved Perk Descriptions We changed many perk descriptions to explain what each perk actually does. New Items We added several new throwable/edible items based on mana regeneration and unconventional diet buffs. We also added new equipment items, both standard and unique, and re-balanced several of the existing ones. Character Ability: Dudette We wanted to make Dudette’s special more fun to play. To achieve that we changed her ability from an in-your-face, heavy damage aoe to a shockwave that stuns small enemies and knocks medium and bigger ones away. Enemies that are not stunned suffer a brief daze that slows down their movement speed significantly. Character Ability: Yogurt
    When Yogurt activates her special ability, in addition to the standard life regeneration and damage reduction, she also gains 20% extra damage. Arena Mode We widened some narrow areas and passages in the arena levels to make sure combat was always fun and the game space readable. We also re-designed the terrain in the Bouncy Bombers arena so that most of the arena space can be reached even without using a spring to jump. Final Notes After more than 3 years of development we are finally in the last stages. It has been a big adventure for us, and we’ve gotten to a point where only testing and refining are missing. But we are not going to stop there, the final release will have a few more extra levels and arenas and will be even more fun and optimized! Keep following us, we have big news coming in about console ports and localizations!


    [ 2018-06-18 14:03:51 CET ] [ Original post ]

    Bugfix and Arenas Patch - See you at PAX South!

    Hello everybody! We have just released a brand new patch. With the help of your feedback, we have found and solved many bugs, improved the game performances and made a new, amazing final UI for the arena mode!
    At the end of this week we are going to attend PAX South, so if you plan to visit the event make sure to visit us at the PAX Rising booth! Keep sending us your comments and reviews!


    [ 2018-01-09 18:20:05 CET ] [ Original post ]

    Bugfix and Arenas Patch - See you at PAX South!

    Hello everybody! We have just released a brand new patch. With the help of your feedback, we have found and solved many bugs, improved the game performances and made a new, amazing final UI for the arena mode!
    At the end of this week we are going to attend PAX South, so if you plan to visit the event make sure to visit us at the PAX Rising booth! Keep sending us your comments and reviews!


    [ 2018-01-09 18:20:05 CET ] [ Original post ]

    Patch 22 - Enter the LASEEEEER!


    The world of WOTF has no more secrets! Patch 22 is now available on Steam, with a huge update of story mode. We have unlocked many previously inaccessible game areas. You can now experience all the side quests, unlock all the abilities, find all the wizards and play the whole story except the grand finale! Let's check together a small preview of some of the new game areas.

    WPD



    WPD is actually much bigger than what you have already seen in the tutorial level! Prepare to explore the Mothership and solve the mystery that surrounds the Internet outage!

    Laser Mountain and the Spooky Dank Crypt



    Two of the most dangerous game areas can be now explored. Arm yourself before embarking on this quest!

    Lava-safe respawn



    Following your feedback, we have made respawning outside lava and other dangerous liquids possible. This will avoid multiple deaths when you get killed far away from the stairs to get out.

    Dr. Buttdog is back!



    Dr.Buttdog has returned and he's ready to join your team! Go visit him in the Poptarts Village and find out what he has prepared for you. This Patch also adds many new features:
    • There are tons of new different enemies. Also, there are many more enemies roaming the levels now!
    • We made some changes in the central part of the Lava Bakery to avoid some gameplay issues.
    • Enemies elemental vulnerabilities have been rebalanced
    • We added new items to eat an throw!
    • The enemies attack warnings are now more clear and easier to read
    • Some dialogues have been re-written to be more interesting
    • Some areas of the Academy have been improved with useful information and hints
    • Effects over time (poison and fire) are now less powerful, in order to keep boss fights balanced
    • We moved the pizzas to make them more accessible. The ones in Lava Bakery and Rey Skeletron's Crypt have been moved to other levels. If you need help finding them, check out the new Pizzeria in the Lavillage!
    • We updated Rewired to the latest version, in order to improve supported controllers compatibility
    • New in-game menu button colors
    • Many, many minor fixes


      [ 2018-01-02 14:28:18 CET ] [ Original post ]

    Patch 22 - Enter the LASEEEEER!


    The world of WOTF has no more secrets! Patch 22 is now available on Steam, with a huge update of story mode. We have unlocked many previously inaccessible game areas. You can now experience all the side quests, unlock all the abilities, find all the wizards and play the whole story except the grand finale! Let's check together a small preview of some of the new game areas.

    WPD



    WPD is actually much bigger than what you have already seen in the tutorial level! Prepare to explore the Mothership and solve the mystery that surrounds the Internet outage!

    Laser Mountain and the Spooky Dank Crypt



    Two of the most dangerous game areas can be now explored. Arm yourself before embarking on this quest!

    Lava-safe respawn



    Following your feedback, we have made respawning outside lava and other dangerous liquids possible. This will avoid multiple deaths when you get killed far away from the stairs to get out.

    Dr. Buttdog is back!



    Dr.Buttdog has returned and he's ready to join your team! Go visit him in the Poptarts Village and find out what he has prepared for you. This Patch also adds many new features:
    • There are tons of new different enemies. Also, there are many more enemies roaming the levels now!
    • We made some changes in the central part of the Lava Bakery to avoid some gameplay issues.
    • Enemies elemental vulnerabilities have been rebalanced
    • We added new items to eat an throw!
    • The enemies attack warnings are now more clear and easier to read
    • Some dialogues have been re-written to be more interesting
    • Some areas of the Academy have been improved with useful information and hints
    • Effects over time (poison and fire) are now less powerful, in order to keep boss fights balanced
    • We moved the pizzas to make them more accessible. The ones in Lava Bakery and Rey Skeletron's Crypt have been moved to other levels. If you need help finding them, check out the new Pizzeria in the Lavillage!
    • We updated Rewired to the latest version, in order to improve supported controllers compatibility
    • New in-game menu button colors
    • Many, many minor fixes


      [ 2018-01-02 14:28:18 CET ] [ Original post ]

    macOS Patch

    Thanks to your feedback we found and fixed a bug that caused launch issues on macOS. The new 21.02 version also includes other minor fixes. Keep sending your screenshots and comments and enjoy Super Cane Magic ZERO!


    [ 2017-11-22 09:40:47 CET ] [ Original post ]

    macOS Patch

    Thanks to your feedback we found and fixed a bug that caused launch issues on macOS. The new 21.02 version also includes other minor fixes. Keep sending your screenshots and comments and enjoy Super Cane Magic ZERO!


    [ 2017-11-22 09:40:47 CET ] [ Original post ]

    Patch 21 - Enjoy your adventure in the world of Super Cane Magic ZERO!


    Patch 21 has arrived and with it our adventure in the story mode begins! As we anticipated a few days ago, Patch 21 includes a huge part of story mode, new levels, NPC, achievements, enemies, dialogues, loot and much more! This means your saved games won’t work anymore, because the new game structure includes many features not included in the previous versions. In the upcoming weeks we’ll collect your feedback, as we’ll gradually release the remaining parts of the story, making it completely available before the end of 2017. This means that if you find mistakes, bugs or things too weird you can help us leaving a comment in the official Community Hub This patch and the ones that will complete the story includes, among the other things, all the items suggested by our backes. If you are a backer and you can’t find your in game reward don’t worry! You can contact us using the email address contacts[at]studioevil[dot]com We can’t wait to see the screenshot of your characters! Enjoy the game and watch out for the LASEEEERS!!!


    [ 2017-11-17 22:11:05 CET ] [ Original post ]

    Patch 21 - Enjoy your adventure in the world of Super Cane Magic ZERO!


    Patch 21 has arrived and with it our adventure in the story mode begins! As we anticipated a few days ago, Patch 21 includes a huge part of story mode, new levels, NPC, achievements, enemies, dialogues, loot and much more! This means your saved games wont work anymore, because the new game structure includes many features not included in the previous versions. In the upcoming weeks well collect your feedback, as well gradually release the remaining parts of the story, making it completely available before the end of 2017. This means that if you find mistakes, bugs or things too weird you can help us leaving a comment in the official Community Hub This patch and the ones that will complete the story includes, among the other things, all the items suggested by our backes. If you are a backer and you cant find your in game reward dont worry! You can contact us using the email address contacts[at]studioevil[dot]com We cant wait to see the screenshot of your characters! Enjoy the game and watch out for the LASEEEERS!!!


    [ 2017-11-17 19:52:47 CET ] [ Original post ]

    Patch 21 Preview - Story Mode Incoming!

    Explorers of virtual worlds, we salute you! We are here to make a huge announcement: the story mode is coming soon! On Friday 17th you will be able to start exploring the world of WOTF in Early Access!
    Get ready to secrets, traps, dialogues and huge levels to explore, alone or in local co-op up to four players. You will meet dozens of new NPCs and monsters, including the characters suggested by our backers and a bunch of new and wild bosses!
    The three procedural levels you already met will return in the story mode, improved and expanded. You will also find WPD spaceships and the flaming corridors of the lava bakery. But this is only a taste, because tons of new levels and environments will arrive soon, and we can’t wait for you to play them all!
    New levels and new environments means new treasures to find! Prepare to wear weird and absurd armors and to brandish powerful fruit baskets! Last but not least, one of the main features will be the new game hub: the Poptarts Village, place of the prestigious Academy of Magic and Bakery. At the beginning of the adventure you will find it ruined, destroyed by the cataclysm caused by the magic dog AAAAH! You will be the hero who will rebuild the village, unlocking characters, stores and items that will help you through your journey!
    Patch 21, that will arrive on November 17th, includes more than half of the story contents, and will be followed in short time by a series of smaller updates that will complete the whole story mode before the end of 2017. In this way you will be able to enjoy story mode without big interruptions, and will allow us to do more granular patches, making the management of all the new stuff easier for us.
    With your help and your feedbacks, once the story will be released we will focus on polish and debug, so we will be able to leave Early Access in the first half of 2018. The game will also be released for all the main latest generation consoles. Prepare your wooden pants and alert your friends, because the adventure is about to begin!


    [ 2017-11-15 15:34:16 CET ] [ Original post ]

    Patch 21 Preview - Story Mode Incoming!

    Explorers of virtual worlds, we salute you! We are here to make a huge announcement: the story mode is coming soon! On Friday 17th you will be able to start exploring the world of WOTF in Early Access!
    Get ready to secrets, traps, dialogues and huge levels to explore, alone or in local co-op up to four players. You will meet dozens of new NPCs and monsters, including the characters suggested by our backers and a bunch of new and wild bosses!
    The three procedural levels you already met will return in the story mode, improved and expanded. You will also find WPD spaceships and the flaming corridors of the lava bakery. But this is only a taste, because tons of new levels and environments will arrive soon, and we cant wait for you to play them all!
    New levels and new environments means new treasures to find! Prepare to wear weird and absurd armors and to brandish powerful fruit baskets! Last but not least, one of the main features will be the new game hub: the Poptarts Village, place of the prestigious Academy of Magic and Bakery. At the beginning of the adventure you will find it ruined, destroyed by the cataclysm caused by the magic dog AAAAH! You will be the hero who will rebuild the village, unlocking characters, stores and items that will help you through your journey!
    Patch 21, that will arrive on November 17th, includes more than half of the story contents, and will be followed in short time by a series of smaller updates that will complete the whole story mode before the end of 2017. In this way you will be able to enjoy story mode without big interruptions, and will allow us to do more granular patches, making the management of all the new stuff easier for us.
    With your help and your feedbacks, once the story will be released we will focus on polish and debug, so we will be able to leave Early Access in the first half of 2018. The game will also be released for all the main latest generation consoles. Prepare your wooden pants and alert your friends, because the adventure is about to begin!


    [ 2017-11-15 15:33:35 CET ] [ Original post ]

    Early Access Update 19


    Salutations, creatures of planet earth! We are proud to present you the new features of Super Cane Magic ZERO Update 19! In this patch we wanted to make the game more dynamic and more responsive, and we also introduced dozens of new items and gameplay options. We optimized the RPG system, making the core stats stand out.

    What about the story mode?


    In addition to all the improvements that you’ll read below, we also moved forward on the story mode. We created the tiles and elements that will compose the new areas as well as the items that you will find inside them. We built the internal tools that allow us to easily and quickly make game levels, and crafted some missing gameplay mechanics. Almost all enemies and most levels have also already been designed and drawn. Most of this progress will not be shown in this patch. This is because we have chosen to release the story only when it will be complete. Our plans are to release the story in the next big update. There will only be in-between patches if necessary (bugs, balance issues, etc...) or if some of our work will be easily implemented in a release (e.g. upgrades to AI made while we build new enemies)

    Let’s see what’s new in patch 19.00:


    Dynamic and Reactive Game



    • Sprint, brake, dash and knock back your enemies with new mechanics, effects and animations.
    • We significantly increased the amount of mana available to characters. More mana means more choice, more combinations of attacks and abilities.
    • Respawn, cooldown and pickup times have been reduced, while attack and throw animations have been sped up. This makes the character far more responsive.
    • You can now control even the smallest movements with increased precision at low speeds (curse you lava!)
    • Enemies and players are more fragile: every attack counts and every dodge can save your life.

    New Items, Unique Traits and Off-Hand Actions



    • Off-Hand items now have actions just like Main Hand items. They can also be swapped using the quick slot belt. Off-Hand abilities are different from main hand actions: they are indirect attacks, power ups, mobility actions, etc...
    • We introduced about 30 new item traits, some of which are only found in unique items. This makes unique items really special as they offer combinations of traits and stats that cannot be obtained in other ways!
    • New stats for all items and their affixes: now it’s easier to obtain core stats.
    • We added more than 100 new equipment items of all types: Standard, Uniques and Set Items.

    RPG system upgrade



    • We made big changes in our RPG rules to achieve a smoother progression and to remove uninteresting or obscure stats. This upgrade was necessary to include the large number of new items we added in update 19 and the upcoming story mode.
    • To create more interesting progression choices, we introduced character Classes. Classes define the strengths and weaknesses of your chosen characters. Will you make an extreme build exploiting your strong stats or will you try to compensate the weaknesses?
    • Power Level now increases your stats based on your character’s Class. All informations about your character’s Class can be found in the character sheet within the inventory or during character selection.
    • Beliefs have been updated to follow the RPG changes. Now the Power Level is gained by spending points in the belief page. Don’t forget to spend your points when you level up, it will make a difference!

    Contents:



    • Added LASEEEERS!
    • Added a tooltip that shows the stats for items on the ground or in a shop
    • Added all missing backer items (some of them cannot be obtained due to their spawn area not being accessible at the moment)
    • Added many items both Standard and Unique (some of them cannot be obtained due to their spawn area not being accessible at the moment)
    • New game mechanics, animations and effects for attacks, abilities, sprinting, braking, etc...
    • New effects for explosions, projectiles, status effects (poisoned, on fire, chilled, etc...)
    • Atmospheric effects like rain, snow and more
    • Improved inventory and map interfaces, and added a Fog of War system
    • Added new musics and fixed some old musics that were not playing due to an error
    • You can now buy surprise boxes in some shops
    • We added a “magnetic” effect that allows player to pick-up Salami in a small area around the character
    • Every game area has now specific loot that drops from thematic treasure chests

    Balance:



    • Due to big chances to our RPG ruleset, we re-evaluated all game calculations. Damage, armors, special abilities and other game stats may have now different values.
    • New lives system: lives are now persistent and are reset only when accessing the map or being defeated. The base number of lives is determined by game difficulty
    • Set items now have a green trait that identifies them
    • Foods that grants the “vitamins” buff will heal the “poisoned” status effect
    • Every level will have a boss now. The boss is randomly chosen from the area bosses (This is a temporary solution before the story gets released)
    • Random Traits will now spawn only on purple items (and no longer in green and blue items)
    • Many effects that are continuously applied will have a less invasive notification (e.g. walking in the mud)
    • Explosions and area effects can now hit stunned characters, inflicting 50% damage
    • Levers and pressure plates have been made more reactive and the interaction with them has been made quicker

    Fixes:


    • Fixed many bugs both major and minor on gameplay issues
    • Fixed some enemies attack AI. Now they’ll do rapid attack sequences alternated with pauses, instead of attacking slowly and continuously
    • Fixed some bugs with interface scaling (text disappearing)


    [ 2017-03-31 14:29:03 CET ] [ Original post ]

    Early Access Update 18


    Hello Friends, Cats, Dogs and a specific Chicken! We present you Super Cane Magic ZERO update 18.00 (and Hotfix 18.01)!

    Let’s see what’s new in Patch 18.00:


    New Arena: Brainfreeze



    This arena introduces the new Ice Environment! A Magic Frozen Jelly stands in the middle of this arena, eat it to gain incredible powers! Be quick, as there is only one jelly at a time for all the players!

    New Arena: Insta-Friends



    There are 4 Ultra-Powered-Insta-Kill in this arena, get them quick and be ready to dodge those bullets! You can slow down the most elusive opponents using sticky jelly drops. Watch out for the timed traps too, they can cripple you and make you an easy target.

    New Arena: Bouncy Bombers



    Bounce around using your spring and drop a vast array of explosive items on your frenemies! Keep your eyes open to spot yellow potions that can turn the tide of the game. Avoid falling into the lava pits though, there is no way out of those!

    Other Additions


    We revamped the old arena selection menu, and now it's atleast 3 times nicer! It also gives you informations on arenas old and new. We have renamed old arenas with cool names too:
    • Close Quarters: the WPD office arena for close combat brawls
    • Hot Shower: the volcanic arena with falling meteors and fiery rocks
    • Portugal: the mildest arena with grass, sun and water (ideal for a picnic!)

    Balance:


    • Magic staffs and wands now have faster bullets that travel further. We also added cool trails!
    • The Spring now creates a - literally - stunning explosion upon landing.

    Fixes:


    • Fixed a bug that kept controller vibration going when a level was over
    • Fixed the loot tables for some of the bosses
    • Fixed a bug that sometimes caused a black line to cut through the level and block passage (This bug was kinda rare, and for this reason we can’t be 100% sure that the fix is definitive. If this bug still happens to you, please tell us!)
    • Fixed a bug that caused explosion marks and decals to be shown as purple areas on Linux and OSX (actually due to an incompatibility between our shader and the OpenGL Library)

    Hotfix 18.01:


    Fixes:


    • Fixed a bug that caused shadows to be drawn on top of other stuff (e.g. salami)
    • Fixed a bug with the “Bad Digestion” perk that you get by eating some items. The perk wrongly caused all incoming healing to be inverted. Now it correctly inverts only the healing caused by items that you eat.
    • SFX volume now correctly fades with distance. We also reduced the volume of the most common sounds like impacts and shooting. Some minor eq has also been applied to SFX.
    • (ARENA ONLY) Reduced the invulnerability period when recovering from stun by half. A bug caused it to be double its value.
    • Mouse cursor is now confined to the game window

    Balance:


    • Base Ego values for all characters has been raised from 75 to 100. Now all special abilities will be more effective from the start.
    • Removed the brief invulnerability period when using a special ability. Be careful how you use them!
    • Dr.Buttdog special ability:
      • Duration reduced from 10 fixed seconds to 1 second + (Ego * 0.01)
      • Absorption bonus slightly reduced
      • Armor given to team members increased
      • Mana cost reduced from 50 to 30
      These changes are aimed at making the ability less “autowin” while still keeping it very effective if used at the right moment.
    • Flashio special ability:
      • The number of lighting bolts in the trail has been increased by 20% (Total damage remains the same)
      • Dodge bonus reduced: instead of setting the value to 500, now adds 100 points to the current value
      These changes are aimed at making the ability slightly less powerful and increasing the skill required to use it properly.
    • Evilio special ability:
      • Base duration increased from 12 to 15 seconds
      • Mana cost reduced from 40 to 30
      These changes are aimed at making the ability easier to use.
    • Yogurt special ability:
      • Base duration reduced from 6 to 5 seconds
      • Mana cost reduced from 40 to 30
      These changes are aimed at making the ability more effective if used at the right moment.
    • Laser Grampa special ability:
      • Base damage increased from 1 to 2 per bullet
      • Ego damage multiplier increased from 0.02 to 0.03
      These changes are aimed at making the ability stronger. Laser Grampa’s ability makes him an easy target, but now it also makes him dangerous!
    • Fishman special ability:
      • Mana cost reduced from 50 to 40
      These changes are aimed at making the ability use more frequent.


    [ 2016-11-04 17:05:12 CET ] [ Original post ]

    Early Access Update 17.51


    Hello dogmancers! We finally present you Super Cane Magic ZERO update 17.51 codename: いただきます! This update is about tech and localization but we added some some new content as well. Let’s see what’s new:

    Japanese Localization


    To celebrate our showcase at Tokyo game Show 2016 this update adds support for the japanese language! Please note that Super Cane Magic ZERO is still in early access, so as we move forward in the development of the game you might find some parts of the game are still in English even if you set the game in Japanese. We will try to limit these issues as much as possible, but we must wait for the new content to be “stable” before being able to translate everything properly.

    Improved Eating


    Eating plays a big part in Super Cane Magic ZERO, it creates ridiculous situations and it is useful for recovering health, but we felt it could be improved to deliver more fun. Eating different food now grants your character unique buffs in addition to the usual effects and health recovery. You can only have two “diet buffs” active at the same time. Eating a third diet-enhancing object will make your hero digest it’s meal loudly and resets all diet perks. Different food improves several aspects of your adventuring, from mana regeneration to damage resistance and movement speed. Experiment which combination better suits your characters and play-style and do not eat too many bombs!

    Visuals and interfaces:


    • Redesigned lava bakery items to be more visually unique and interesting
    • Added a warning message when you are leaving the belief interface with unconfirmed talent points
    • Improved tutorial and hub areas with the addition of interactive signposts that explain game controls
    • Improved item tooltip balloon visuals
    • Improved loading screen background art
    • Changed “retro” mode to be less gameplay breaking
    • Re-designed icon for “max mana”

    Optimizations and Fixes:


    • Updated the game to Unity 5.4
    • Improved game performances by reducing memory usage and lighting calculations
    • Improved off-screen culling system
    • Improved game elements caching system
    • Fixed a bug that caused some bullets to hit twice
    • Fixed some bugs with liquid interaction effects
    • Fixed a bug with camera auto-zoom


    [ 2016-09-16 14:16:47 CET ] [ Original post ]

    Early Access Update 17


    We’re happy to announce Super Cane Magic ZERO Early Access Update 17! Let’s see what’s new: https://youtu.be/TPgfmX4J-2o

    Sell items


    You can now sell items to vendors! We added vendor characters in every shop, so now you can convert the items you don't’ use in precious salami!

    Respec


    Some characters will be able to reset your belief points

    Level Cap +20


    We increased the level cap by 20 levels. You can now reach level 50 and gain access to 2 new belief trees!

    Game Hub


    After completing the tutorial, you will be able to access a new level with some interesting features:
    • Permanent Shop to buy and sell gear
    • The Belief Respec Specialist
    • Playable characters unlock
    • “Elite Dungeon” Level

    Balance and content


    • Enemy spawn groups reworked to be more varied and challenging
    • Enemy damage reduced roughly by 20% al lower levels
    • Ranged enemy movement speed increased by 30%
    • Small Enemy Stun Resistance increased by 50%
    • Medium Enemy Stun Resistance increased by 30%
    • Large Enemy health received a small buff
    • Stun inflicted by throwing enemies against other enemies reduced by 40%, it should now be harder to chain stun enemy groups
    • Spring mana cost on use has been reduced
    • Added new enemy: Lizard Man Axe Thrower
    • Added a new room to the “Hills” Tileset
    • Health and damage from eating items has been reduced approximately by 40%
    • Doubled warning time for enemy attacks
    • Mini-stuns on enemies after a successful weapon hit have been slightly increased
    • Reworked audio

    Changes and Bugfixes:


    • Story dialog status is now saved
    • Fixed a bug that caused unspent belief points warning being shown in the arena
    • Fixed collider on stairs borders that were causing glitchy movement
    • Changed the threshold for falling down from higher places to be more forgiving
    • Removed “Unlockables” menu. Playable characters can now be unlocked in the Hub
    • Solved a bug that made random generation sometimes fail at being random

    Backers’ Rewards


    • All characters have been completed. Some are coming with this patch and the others will be released in future updates
    • Backer Items and Credits will be coming in the next patches


    [ 2016-07-27 13:05:11 CET ] [ Original post ]

    Early Access Update 16


    We’re happy to announce Super Cane Magic Zero Early Acces Update 16! Let’s see what’s new: https://youtu.be/V94QrvnZPcU

    Leveling system and squad progression


    We have built a team progression system that allows you to gain levels defeating enemies. Each new level grants a point that can be used in the Belief system. Just like the inventory, the levels and the upgrades are shared among all the team members.

    Belief system and upgrade trees


    [quote]To access the Belief system, press “B” on the keyboard. If you are using a controller press Y (or Triangle) and browse the interfaces with RT/LT (R2/L2)[/quote] Much of the story will be based on what characters believe to be true, and the consequences of these silly delusions. To make the game a memorable experience, such an aspect could not have been kept apart from the game mechanics. For this reason we decided to integrate the Belief system with a core element such as the characters progression. Each different belief is connected to a unique upgrade tree. These beliefs are also divided in two subjects each, and those can be parallel or opposite to each other. If the subjects are parallel, you can acquire the upgrades of both, without limitations. If they are opposite you have to choose carefully which one to take, as unlocking the first point in one will block the other one.
    Currently, in challenge mode, beliefs are automatically unlocked when reaching specific level milestones. In the future, with the release of story mode, beliefs will have to be unlocked exploring the world of WOTF and completing missions. The complete Belief System includes dozens of different icons, 32 unique abilities, 7 upgrade trees for a total of over 90 perks and talents. In this update you will have access to the first two beliefs and 20 levels. More levels and trees will be released as we progress with the game development. We are trying to keep the whole thing spoiler free but the closer we get to the story release the harder it will become.

    Adaptive game world


    The game difficulty now is self adapting, as it grows by 1 Tier each 6 player levels. Difficulty tier influences enemy damage, health and abilities, as well as loot power. This will keep the game challenging and rewarding.

    Guests from the Internet and the Real World!


    We added several new treats to the current version of the game. From time to time you will encounter a giant version of the comic book artist Daw and his ninjas instead of the usual bosses. A smaller version of him can also be unlocked as a new playable character with unique passive and special abilities. Rumors have it that he also hid the Mysterious Japanese Duck somewhere.
    But it’s not over! If you are lucky you can also meet the dubber/youtuber Ludo Thorn around the world… watch out! He sure knows how to drop the mic!

    Map upgrade


    Working on environments for the story mode we understood that our map system was too simple. Big areas where really hard to navigate with no reference except external walls. Now the map and the minimap show ground height levels with grayscale and areas occupied by different liquids with specific colors. Keeping track of your position in the dungeon should be way easier now.

    Item sets


    In order to make treasures aven more interesting, we added item sets that grant unique abilities or powerups if a character is wearing all the pieces of one or more sets. For now there are 4 sets in the game, some more rare than the others, but more will be added in future patches. Sets are secret and have to be discovered, happy hunting!

    Item Traits system upgraded


    Traits assigned to usable items are now split into two categories: offensive and defensive. Items that affect only enemies will be granted offensive traits and items that affect only friends will be granted only defensive traits. Items that affect both, or some particular items, will have access to both types of Traits. Currently we have a very limited number of Traits in these categories, but more will come soon.

    Classes and Combat Power


    Playable characters are now divided into classes that define their starting stats. Moreover, class changes how combat power is converted to warriorness, rogueness and wizardness. Combat power is a new character stat. Currently the character’s class is shown in the inventory screen. For each 100 points of combat power
    • Warrior: 5 points of warriorness, 2,5 points of rogueness , 1 points of wizardness
    • Rogue: 2 points of warriorness, 5 points of rogueness , 1,5 points of wizardness
    • Wizard: 1,5 points of warriorness, 2 points of rogueness , 5 points of wizardness

    Balloons


    Characters and enemies can now express their ideas with funny balloons. Don’t get mad if enemies make fun of you!

    New visual effects


    We added many new visual effects for basic interactions, explosions, movement and abilities old and new.

    Other content and interfaces


    • Added more variety to weapons in the tutorial level to allow trying different playing styles from the beginning
    • All non-magic bullets have now a colored outline effect that makes them more visible
    • 9 new equippable items
    • 1 new trait for defensive items: “shielding”
    • Flying texts are now smaller and less oblique
    • Dialogs now show the names of the speakers
    • Character status screen has been upgraded
    • Using the controller is now possible to access all in game interfaces by pressing Y/Triangle. Navigating through all the interfaces can be done by using RT/LT (R2/L2).

    Balance and tweaks


    • DoT can no longer deal a critical hit
    • Reduced stun amount on players

    Optimization and bugfixes


    • Fixed a bug on dog biscuits calculation at the end of levels
    • Some fixes in the AI


    [ 2016-06-22 21:42:37 CET ] [ Original post ]

    Early Access Update 15


    Update 15 is a tecnical update that addresses important issues with controllers an game balace. We also added more items suggested by backers.

    Improved controller support


    • We redesigned and re-implemented how we handle control settings and controllers. Most of the controllers on the market are now working properly
    • Keyboard and Mouse control configuration interface has been redesigned
    • Character selection interface has been improved
    • [Windows Only] Added controller vibration to some in-game events. Vibration can be turned off in the game options menu

    Improved difficulty settings


    • Difficulty settings now also affect damage taken and loot dropped
    • Standard difficuly has not been modified, but you should now find a bigger difference between difficulty tiers. Hard mode should be much more challenging with improved loot drops, easy mode should be significantly easier, with slightly worse loot.
    • Difficulty settings can be changed at the creation of a new savagame, or any time in the world map
    • It's no longer possible to access the difficulty settings during a mission
    EASY Unlimited lives 80% Damage taken 70% Loot Quality NORMAL 2 lives per Active Player 100% Damage taken 100% Loot Quality HARD 2 lives per Active Player 110% Damage taken 110% Loot Quality PARTY HARD 0 lives per Active Player 120% Damage taken 130% Loot Quality

    Balance and Fixes


    • Character names have been transalted in English!
    • Friendly Fire damage has been reduced from 50% to 30%
    • Weapon attacks no longer hit your allies, throwable items and other effects still damage your friends
    • Game interfaces and tutorials should now suggest the correct buttons based on the actual controls you are using for Player 1
    • Fixed a bug that caused errors at the end of some arena matches
    • Minor optimizations

    New Items (Backer Rewards)


    We added some backer rewards! More coming in future updates!
    • RocketMole - Throwable
    • Crata - Throwable
    • Trook - Throwable
    • Firestand - Trinket
    • Marrowbone and Peas Popsicle - Weapon
    • Zumpronta - Throwable
    • Esso's Tomahawk - Weapon
    • Sonnet Snake - Weapon
    • The Astbyte - Weapon
    • Shishkebab - Weapon
    • Airgun Witout Risotto - Weapon
    • market Bread - Throwable
    • Not-nice Potion - Throwable
    • PicchiBummi - Weapon
    • Bouncing Ostrich Egg, with honey - Throwable
    • Mortadella Wheel - Throwable
    • Sgnopfunz - Throwable
    • Happy Little Ball - Throwable
    • Two Headed Strawberry - Throwable
    • Rainbow Rock - Throwable
    • Viglia Cake - Throwable
    • Camouflage Seal - Hat
    • Fire Boomerang - Throwable
    • Clambaloon - Throwable
    • Atomic Sandwitch - Throwable
    • Rollo - Throwable
    • Spietful Baloon - Throwable
    • Pozor - Throwable
    • Ludicomix - Throwable
    • Bomb-o-nniere - Throwable

    Early Access Update 14.02


    Balance


    • Chests properly spawn gear during arena matches.
    • Max lives per level is now 2x number of active players
    • Every in-game shop now has a special stand that spawns better quality items
    • Updated stats available to weapons and tools to have better Affix distribution. This could have made some items obsolete
    • Added one extra level to "Totemland" and "Two Rocks"
    • Mariangiongiangela's "Buon Appetito!" mana cost decreased from 40 to 35
    • Fixed a bug that caused the game to grant twice the health when eating items
    • Item cost rebalanced

    Interface / controls


    • Added a visual feedback displayed on the character when items or special abilities consume mana
    • The minimap now displays a blinking feedback when a new room becomes accessible in a dungeon
    • Tweaked arena user interface, score points now have dark background and should be more readable
    • Added "hide GUI" command (F11)
    • Added "Show FPS" command (F10)
    • Opening the inventory and map interfaces in co-op games now requires to hold the proper button for a fraction of a second. This avoids the unintentional distruption of the game flow that happened when players accidentally pressed the map/inventory commands
    • Changed inventory navigation controls. Follow on screen hints
    • Added a visual feedback when purchasing items from shops or dispensers
    • Added a visual feedback when it's impossible to purchase something because the player has not enough salami
    • Player health bars now display a different color based on the amount of health the character has left
    • Gear is now highligted in-game by a colored effect that displays it's rarity
    • Item description now displays stats and traits coming from Affixes in a different color
    • Added a 0.7s forced delay between the end of a dialog and any next interaction. This stops users from accidentally opening an endless chain of dialogs

    Fixes


    • Fixed a bug that prevented the item name tooltips from being displayed when interacting with an object on a pedestal
    • Fixed a bug that caused the game to crash if F12 was used to take a screenshot
    • Fixes few typos here and there
    • Fixed a bug that crashed some AIs if their target died
    • Fixed a bug that was preventing item pick-up if the inventory was full but a viable character slot was available
    • Fixed a bug that prevented to equip an item when inventory was full
    • Fixed a bug that caused enemy health bars to remain visible after a game ended
    • Fixed a bug that caused purchased items to require another purchase to be picked up again if dropeed to the ground
    • Several game code optimizations


    [ 2016-04-14 11:00:53 CET ] [ Original post ]

    Early Access Update 14


    We are super excited to present you update 14! This patch is the foundation of our RPG system, that will be "feature complete" with upcoming updates featuring the leveling/belief system. With this update we wanted to finalize the core of our RPG rules and make them more intuitive and interesting. This is why we redesigned our game stats, made our items modular, redesigned much of the in-game interface and made the inventory shared between players. So, without further ado, let's see what's new!

    Redesigned stat system


    Our previous system was convoluted, with a hierarchy where primary stats influenced both secondary stats and item damage/efficiency. This created a complicated balance that was mostly unecessary and did not add anything fun to our RPG layer. Understanding complex systems can be really fun in an RPG game, but the puzzle should be optional, based on the discovery of interesting synergies and not from hidden math and cryptic interfaces. So we went for a more straightforward approach and removed all stats dependencies, cryptic icons and changed our stats so that they have a very specific purpose and effect in game.

    New Stats overview


    PRIMARY STATS
    • Max Health Hit points represent the damage you can take before losing a life
    • Max Mana Mana is used for special abilities and the activation of some items
    • Warriorness The ability to be mean like a warrior. Influences the effectiveness of some items based on their damage ratings
    • Rogueness The ability to be sneaky as a rogue. Influences the effectiveness of some items based on their damage ratings
    • Wizardness The ability to act fabulous like a real wizard. Influences the effectiveness of some items based on their damage ratings
    • Ego The ability to be overly self-confident. Influences the effectiveness of your special power
    • Speed Defines your movement speed
    DEFENSES
    • Rainbow Armor Reduces all kind of damage
    • Physical Armor Reduces physical damage
    • Fire Armor Reduces fire damage
    • Ice Armor Reduces ice damage
    • Poison Armor Reduces poison damage
    • Energy Armor Reduces energy damage
    SECONDARY STATS
    • Throw Damage Influences the damage of thrown items.
    • Throw Range Influences your throwing range
    • Critical Influences your chance to land a critical strike
    • Critical Damage Influences your critical strikes damage
    • Dodge Influences your chance to dodge an attack
    • Hit Chance Your attacks ignore points of enemy dodge
    • Aim Influences your accuracy when throwing items
    • Recovery Defines your ability to recover from stun by button mashing
    • Detect Hidden Influences your ability to spot hidden things meters away
    • Extra Salami Influences how much lott you receive
    • Body Mass The mass of your character. Influences damage when you are thrown by other players
    • Attract Enemies Influences how much your actions attract enemies
    • Incoming Healing Influences the intensity of healing you receive
    • Mana Regeneration How much mana you regenerate per minute
    • Action Speed Influences your action speed (attacks,item use)

    Mana


    The new mana bar has replaced the old charge system we were using for characters special abilities. The old charge system was clumsy to explain with a GUI, allowed poor character progression and most importantly did not encourage players to use their special powers as having limited charges created a scarcity of "power" availability. The mana bar is easily recognized by many players and upgrading the mana pool works really well with our RPG system. In addition, characters Mana slowly replenish over time and allows us to balance special powers more precisely by changing the mana costs, mana regeneration an mana pools for every character.

    New modular items


    The previous game itemization was based on a large amount of items with pre-defined stats that scaled matematically based on their "tier level". As the player progressed trough the game each item had a pre-defined rarity and was basically always the same item with higher numbers. The scaling was matematically ok but the game was too predictable and it required us to create an huge amount of different items to generate enough combinations to make dungeon crawling interesting. So a couple of months ago we went back to the drawing board and studied some good ARPG classics to design a new itemization that would be both fun for you to play and manageable for us to maintain. What we created is our own take of the classic ARPG "modular items" in addition to our old item system. Modular items are now the standard items you find the the game, while 100% authored items are unique, powerful and usually come with some weird ability. Modular items are created by a fixed "root" item that can have up to 3 affixes: [prefix] ROOT [suffix] (trait)
    • The ROOT contains the basic function of an item (ability/damage for weapons and tools, defenses for shields and armors, etc.)
    • The Prefix usually contains primary and other very important stats
    • The Suffix contains mostly defenses and secondary stats
    • The Traits are rare, and usally bring a scripted special ability or a super rare stat like extra critical damage

    Every items becomes more rare with each additional affix. An item with just the ROOT is a "common" item, an item with 1 affix is an "uncommon" item, 2 affixes is "rare", 3 affixes is "epic". Unique items are considered like an item with 4 affixes, so they are very, very rare drop, or found in a very specific location of the game in the upcoming story mode. Each Affix scales in power with the item tier, so you can still get the same (or a very similar) item you have at tier 2, but more powerful, at tier 10.

    New Gear Slot "off hand"


    We added a new item slot for shield and utility gear. Off Hand gear usually adds extra defenses or mana.

    New Gear Slots "quick slots"


    We added 4 quick slots where you can store 4 extra "items" (weapons/tools). You can cycle between these items using the mouse wheel or the directional pad left/right buttons.

    Interface Improvements


    Our interface has always been very rough, so we improved it a bit. It's still not final, but you should find it much better than before. With all the improvements and upgrades on the RPG system, we needed a GUI that was able communicate all the new details in the game rules.
    • Health is now visualized with a numeric bar, this was an hard decision. Both you guys and us at Studio Evil really loved the old Zelda-like hearts we were using to display characters health. But as with all the other things we improved on this update, we needed a scalable interface that showed character status and progression more precisely. This is why we think the health bar, showing exactly how much health your character has, is a step in the right direction.
    • Stats are now displayed in plain text with colored highlights, we removed most of the icons.
    • Every enemy has now a small health bar, minibosses and bosses have their usual huge health bar. Displaying the remaining health of your opponents is an important information and allows a more interesting tactical combat.
    • We completely revamped our advanced stats sheet in the character status. Each stat has now a proper tooltip that explains function and effectiveness. We also finally added an in-depth description of each character special power. To access the advanced stat sheet just open your inventory (I) and press spacebar. To access the tooltip just mouse over or navigate the gamepad cursor over the stat name.

    Redesigned Inventory


    During several testing sessions we noticed a few issues with our previous inventory system. [olist]
  • It was impossible to share items between your unlocked characters by playing single player
  • It was very cumbersome to share items between players in co-op games
  • Accessing the inventory screen in co-op games stopped the action [/olist] We needed a solution that reduced the necessity to open the inventory and pausing the game and also allowed items to be shared easily both in single and local multiplayer games. So we removed the old system and added a new shared inventory. Now everything that you pick up and is not equipped by a character is accessible from every other characters, any time during the game.

    Inventory Wipe


    Unfortunately, with all the new stuff we introduced, it was impossible to keep your old items consistent and we had to reset all your inventories. We are getting very close to the point where this is not necessay, but please keep in mind that this will happen at least one more time before we get to 1.0. We hope you will enjoy this new update and forgive us for this small inconvenience!

    Balance and Tweaks


    • With a whole new stat system in place the game balance has been reworked. Damage and health values have been multiplied approximately x10 to have more readable numbers.
    • Wall slam damage has been decreased to: 70% max health on small enemies, 25% max health on standard humanoids, 10% max health on big enemies. Previously was 100% small, 50% standard, 15% big. This still makes wall slams a major damage output, but increases the relevance of other combat options, like throwing items and standard weapons.
    • We added some variety to enemy spawns and rebalanced miniboss encounters to make them more challenging


    [ 2016-04-04 18:36:38 CET ] [ Original post ]

  • Save 50% On Super Cane Magic ZERO!


    To celebrate Build 13, Super Cane Magic ZERO is 50% off until the end of the week! We also added Steam Trading Cards and deployed a small hotfix. Have fun and don't eat bombs! :canemagic::seven::bananarang::aifon::yourock:

    HotFix 13.02


    • Fixed a bug that caused the character to be stuck carrying an "invisible object" after eating some items
    • Improved some interfaces at low resolutions (Minimap, Stun Recovery Button, Inventory)
    • Fixed a bug that caused enemies and bosses to become stuck and stop fighting
    • Changed the 3D Glasses action that was bugged in Build 13. Now it has a brand new visual effect (The old effect is now a proper option in the game menu)
    • Fixed some wrong tiles in 1 room
    • Fixed the depth ordering of some interfaces (item baloons)
    • Fixed some minor bugs in the main menu
    • Fixed a bug that allowed levers and pressure plates to spawn in rooms without exits
    • Decreased Lantern direct damage, but it now inflicts the "On Fire" status
    • Fixed the last two levels of the "Really Big Pyramid" to be dark
    • Slightly increased the enemy aggro range


    [ 2016-03-09 09:25:05 CET ] [ Original post ]

    Save 50% On Super Cane Magic ZERO!


    To celebrate Build 13, Super Cane Magic ZERO is 50% off until the and of the week! We also added Steam Trading Cards and deployed a small hotfix. Have fun and don't eat bombs! ːcanemagicːːsevenːːbananarangːːaifonːːyourockː

    HotFix 13.02


    • Fixed a bug that caused the character to be stuck carrying an "invisible object" after eating some items
    • Improved some interfaces at low resolutions (Minimap, Stun Recovery Button, Inventory)
    • Fixed a bug that caused enemies and bosses to become stuck and stop fighting
    • Changed the 3D Glasses action that was bugged in Build 13. Now it has a brand new visual effect (The old effect is now a proper option in the game menu)
    • Fixed some wrong tiles in 1 room
    • Fixed the depth ordering of some interfaces (item baloons)
    • Fixed some minor bugs in the main menu
    • Fixed a bug that allowed levers and pressure plates to spawn in rooms without exits
    • Decreased Lantern direct damage, but it now inflicts the "On Fire" status
    • Fixed the last two levels of the "Really Big Pyramid" to be dark
    • Slightly increased the enemy aggro range


    [ 2016-03-08 18:11:46 CET ] [ Original post ]

    Early Access Update 13

    [img=https://static1.squarespace.com/static/54180a86e4b0096c901a4968/54478dc9e4b055e45a0432d5/56d89c4ef699bb251f95b664/1457036369529/wiz1.gif] Update 13 has been an important step towards the production of the story mode. This patch introduces many fundamental features like the world map, the save game system and a prototype of the dialog system. Balance and interfaces have also been improved accordingly. What’s next? From now on we will focus on creating the story arc and the game world, while keeping an eye on characters, items and challenge progression.

    Major Elements


    [img=https://static1.squarespace.com/static/54180a86e4b0096c901a4968/54478dc9e4b055e45a0432d5/56d89c61c6fc089ac06224bf/1457036396950/dagger_1.gif] WORLD MAP Added the world map in challenge mode. From this map, players can change their selected characters and choose the level they want to play. New levels become accessible on the map as players progress through the game. PANIC BUTTON We added a new “Panic Button” that makes the characters scream in panic. 100% useless SAVEGAME SYSTEM (BETA) The game now saves unlocked levels and collected gear for each character (using Steam Cloud). At the moment we can’t rule out the possibility of a savegame wipe before the final release of the game. NEW AREAS New Area: Crypt. Includes new bosses, enemies, items and rooms New Area: Hills. Includes new bosses, enemies, items and rooms New content for Volcano Area: bosses, items and rooms DIFFICULTY SETTINGS It is now possible to select between 4 different difficulty settings when creating a new game. The game difficulty can be changed any time using the options menu. Each difficulty tier increases the number and strength of opponents. The game difficulty increases by 1 additional tier every 2 players in local co-op. DARKNESS Some levels are dark, the players will need to find some light sources to light their path. For this reason we added a new throwable item, the lantern, that works as portable light source. NEW RESPAWN SYSTEM Players no longer respawn at the nearest checkpoint. Respawn now happens immediately after being defeated, with player characters raining down from the sky in explosive meteors made of rainbows. Meteors explode causing damage and stunning nearby enemies. It’s also possible to purchase Extra Lives from Dispensers. Here you can find the complete patch notes


    [ 2016-03-03 21:04:30 CET ] [ Original post ]

    Early Access Update 11 - What's new


    Releasing this update took quite a while but is a very important milestone in our development cycle. We completed our AI and characters upgrade and can finally create more interesting mechanics for combat and puzzles in the upcoming game content. To reach this goal we worked very hard on improving visual feedbacks for many of the combat interactions, and you should find easier to understand what’s going on during your games. There is still much work to be done. We will now start focusing much more heavily on the creation of additional content. Our next milestone is to have a fun and varied “challenge mode” very soon, and this means more areas, more bosses and more enemies. Story mode is in development too, but you will have to wait a little bit longer for that.

    Special Powers and Playable characters revamp



    To add variety and more interesting choices to our characters, we added brand new passive abilities and special powers for each one of the playable heroes. A special power is a brand new ability that can be activated when the player has enough power charges. Every player starts with 0 charges and can collect a maximum number of charges defined by their “Power Charges” stat. Players can get more power charges by eating energy charges. Charges are multi colored “pills” that can often be found inside treasure chests. When a character has at least 1 charge, a fiery mane appears on its health bar portrait, and a number displays how many charges you have. If the number blinks red you cannot eat any more super charges, or you will explode and consume all your available charges. You can activate a Special Power with space bar or LB by default. You can change this from the controls setup interface. As these things go in early access games, this is the first implementation of this new feature, in the next updates we will improve the character selection and in-game status interface to better display how each special power and passive ability works.

    Stealth


    We added a simple stealth system to our game to hide traps and secrets. Things that are stealth are invisible until a player gets close enough to reveal or trigger them. The distance required to “reveal” stealth is your “see things” stat in meters (tiles). Hidden items sometimes display a small sparkle. Keep an eye out, it could be a trap! This is our first iteration on the stealth system, and will be improved in future updates.

    Chest interaction


    Interaction with chests was sometimes confusing and we changed it to be more straightforward and more in line with our “throw everything” design vision. You have now a single mean of interaction with chests: pick up and throw them. The only way to open a chest is to smash it against a wall. Chest are now powerful weapons, but be careful where you throw them, because they are full of loot!

    Arena mode


    With the addition of “superpowers” to the game we tweaked and rebalanced item positioning and spawning in our arena levels. In addition, now rainbow meteors fall on the playfield periodically to spawn superpower charges. For people preferring a more old school match without superpowers involved, we added a small new level called WPD Arena. You can also consider this level a small preview of one of the story mode areas we are working on.

    New Enemy AI


    For this update we rebuilt our AI system from the ground up. It is now much more streamlined and will allow us to tweak enemy behaviours to create more interesting and recognizable patterns. In addition, many relevant NPC actions are now emphasized using animations and other visual clues. We will keep updating our AI through the entirety of SCMZ development.

    New enemies


    We added a few extra bad guys, and moved some of the old ones to other unreleased game areas. Lizard People
    Lizard People are the inhabitants of the Great Volcano, and really want to eat you and your party. Female Lizard People are twice as big and are highly territorial. And wield giant rock maces. Fire People
    Someone calls these guys “elementals”, but I have a friend in the Lavillage who uses a different term... Truth is, these guys are annoying and not very polite, especially if you hit them, as they have the habit of EXPLODING to express their disappoint. Oh, yeah, and they cast fireballs and have a magic trick that makes everyone immune to fire. Not awesome. Undead
    Considered a scourge in every self respecting fake videogame world, those guys are not a new entry to the world of WOTF, but now come in several different flavours. Every one of them very harmful for your health. Watch out, they are usually more powerful than regular enemies.

    New friends


    Some superpowers and throwables can now spawn friendly creatures that will help you in combat!

    New and rebalanced items


    We added more loot for the Volcano environment and re balanced some of the old gear.

    Challenge mode


    As we work to complete our basic challenge mode vision, we added 7 more rooms to the Volcano tileset and greatly improved most of the old ones. A couple of the new rooms are exits, a new room category that contains extra loot and of course the door for the next level. Exit rooms are displayed in the minimap and are usually opened when you defeat the level boss.

    Reset Unlocks and temporary costs


    Due to changes in our whole in-game economy we were forced to reset all your unlocks and dog biscuit points. We gave everyone 1500 points, so you can unlock some of your favorite characters. As we are still in a very likey development phase, this kind of wipes are very likely to happen again. To soften the blow, we drastically decreased the unlock cost for every character. You can find an in depth description of balance and bug fixes here


    [ 2015-12-02 19:24:59 CET ] [ Original post ]

    Early Access Update 11 - patch notes


    Balance


    • Crossbow traps are now triggered when you hit them and not just when you pass in front of them;
    • All the parabolic, explosive items now detonate when they hit the ground. This should make bombs much more fun and useful during the game.
    • Balanced items drop rate. Now items within the same rarity level (common, uncommon,rare, etc...) have the same chance to be spawned. Their rarity is not affected by the differences in power rating. A green item has the same rarity of all other green items, even if they are less or more powerful within the “green items category.
    • Medium and Heavy Armor chest items now grant slightly less extra stats.
    • Improved activation speed of all game items, especially weapons.
    • Activating an item does not lock the character in place for the whole animation, but can be cancelled roughly at 80%. Using items should now feel much more responsive.
    • Removed grace period after taking standard damage. You now get the grace period (invulnerability) only when you respawn or you recover from being stunned.
    • Grace period duration duration increased from 1.2s to 1.5s
    • AOE attacks cannot be dodged anymore
    • Harmful liquids (i.e. lava) deal considerably more damage and the damage calculation is triggered much more frequently
    • Bosses gain 15% extra health for each player in co-op games
    • Small lava pools now re-activate after 3 minutes after they are exhausted
    • Spawners can now deploy a small team of enemies that scales when there are more players in a co-op game

    Visual upgrades and feedback


    • Improved the explosions graphics to better show their area of effect
    • Resilient enemies, like spawners and bruisers now display an health bar when taking damage
    • When a trap or a mechanism is activated, an onomatopoeia is shown
    • Added an animation of disgust for the times you eat something that hurts you. It is now easier to understand if the item you are carrying can be eaten safely by your character
    • Now the characters hearts blink when the remaining life is close to zero
    • A visible colorful pulse of the character puppet is now displayed when enemies get damage or recover life
    • Improved the flying numbers color to better display the type of damage
    • Improved blinking colors on hit: damage hit now distinctive orange, invulnerability white
    • Improved characters animations and facial expressions

    Fixes


    • Fixed a bug that made items and salami disappear when a new level started
    • Fixed a problem with how traps were spawned
    • Shurikens now work correctly
    • Fixed a bug that made enemies appear with the wrong animation in some situations
    • Fixed a bug that made mini-map show the active passages incorrectly
    • Now the items don't get stuck over the respawn area
    • Fixed bugs that affected the game while loading
    • Fixed a bug that made dark the character in some game areas
    • Fixed a bug that happened when Sio was thrown in the water
    • Fixed a bug that broke the GUI when trying the exit the arena mode
    • Fixed an error in the health bar interface
    • Fixed some issues that affected the interface fonts
    • Fixed a bug in the inventory that caused wrong information to be shown
    • Challenge mode Tutorial level now spawns a lever 100% of the times


    [ 2015-12-02 19:21:34 CET ] [ Original post ]

    Early Access Update 10


    Hello friends! Crazy busy times at Studio Evil! We are working super hard on the big update, AND we will be premiering the PS4 prototype of SCMZ at Milan’s Games Week this week-end. But we still love you very much! So here is Early Access update 10! It’s still a fix & tweak patch, but fear not, more content is coming!

    Fixes


    • Fixed the Level of The Day Challenge that was spawning only boring rock-fire-based items instead of fire and universal items. You should now find edible things in your path.
    • Grass tiles are are now just “green” instead of “eye-popping-green”.
    • Fixed a typo in Dr. Culocane description
    • Added a new locked playable character: Pesceman
    • Added a new playable character: Annacosa
    • Added a new playable character: Giancoso
    • Fixed a bug with enemy spawn in the tutorial level
    • Optimized texture size, should improve performances on less powerful computers
    • Fixed a crash when restarting the tutorial level
    • Fixed a problem with some navmeshes in survival mode that caused AI to be stuck
    • First cleanup of AI behaviors, they should be relentless and generally speaking less dumb.
    • Fixed a bug that caused different game state GUIs to overlap at the end of a level
    • Fixed some typos in the english translation
    • Really fixed enemy spawn on boss bullets, lava egg and monster bomb.

    Changes - WIP


    • Info balloons are no longer displayed for equipment on the ground. The Item will blink of a different color according to its rarity. We will improve this system by displaying more info only when items are for sale on a shop.
    • Changed loading screens. There are now 5,3% more Sio comics in the game.

    Balance


    • Increased damage and area of effect for Lava Bakery throwables and bombs
    • Slightly increased spawn chance for Fruit Baskets
    • Slightly decreased spawn chance for Lava Bakery Boxes
    • Increased the amount of health gain and loss by eating items by 1 point
    • Increased damage from arrow traps


    [ 2015-10-21 12:00:09 CET ] [ Original post ]

    Early Access Update 9

    KNOWN ISSUES


    • There is an issue with the latest Unity release that is causing crashes with video cards that are not DX11 enabled. We are actively looking for a workaround to fix this issue, and waiting for a Unity fix. In the meantime, we removed some visual features (like anti-aliasing) that should allow the game to work anyway. We are very sorry for this inconvenience, please, let us know if this solves the problem on your computer. We will keep you updated.
    • Some enemies are not acting very smart, we are working on a complete AI redesign.

    FIX


    • Fixed a bug that caused the destruction of throwable items when colliding with traps
    • Fixed a bug that was causing throwable items to sometimes ignore walls
    • Fixed a bug that was causing item damage interface to be displayed for other kind of equipment
    • Fixed a bug that that prevented unlockable icons to be displayed
    • Fixed a bug that prevented the Lava Lord from spawning its minions
    • Fixed a bug that prevented Eggs and MonsterBombs from spawning monsters.
    • Fixed an outline shader that was supposed to be black, but was grey
    • Fixed the description for some items


    [ 2015-10-14 09:55:17 CET ] [ Original post ]

    Early Access Update 8


    Features


    This is by far the most important update to the game since the Early Access release.The new features and functions we built during the last few weeks will allow us to design, implement and track better and more content for the game campaign in the next months. This is why “update 8” took so long: we re-built from the ground up several core elements of our project, and we are now ready for the challenges ahead. New scalable game system We implemented a new scalable system that allows every game element (from items to enemies) to scale up with campaign progression. This system allows the same elements to exist and be spawned at different “tiers”. Each tier increases how powerful that element is. Let’s use an hypothetical “armor of cool” item for example. This is how item stats change with different item tiers:
    • Tier 1 armor of cool: +5 Being Cool
    • Tier 2 armor of cool: +7 Being Cool
    • Tier n armor of cool: +n Being Cool
    Not every item will be available at every tier, so now we can have items that exist at earlier levels and items that exist only at the endgame. Game elements now also have “tags” that allow us to spawn them only in areas of the world where they are thematically appropriate. For instance, we can now decide to spawn fire-themed items and enemies only in the volcano area. In addition to tier and tags, each item has a rarity level, in a classic RPG fashion. Items can be common, uncommon, rare, epic and legendary. Items are more powerful when they are less common. Rare items contain more stats than their tier budget would normally allow. A rarity level equals roughly 0.5 tier budget.
    • Common Item: tier + 0
    • Uncommon Item: tier + tier*0.5
    • Rare item: tier + tier*1
    • Epic item: tier + tier*1.5
    • Legendary Item: tier + tier*2
    Updated perk/script system We can now build more advanced effects for weapons and game effects (like dots, and triggers) New item/weapon system We reworked the way we calculate damage and effectiveness from usable items (weapons and utilities) in a way that allows better scaling. Items effectiveness is a multiplier of a custom primary stat. Effectiveness is expressed with a “vote rank” going from “S to E”. A rank S item will scale very efficiently, while a rank E item will scale poorly. Item effectiveness can scale using multiple stats at once.
    New throwable damage calculation We reworked the way we calculate damage from thrown items, allowing better scaling. The damage calculation is actually pretty simple: Thrown item damage = (item damage * character bonus damage multiplier) GUI Added an interface to the inventory to display weapon/items effectiveness and damage Added a new “active perk list” tab to the inventory. Slightly Improved the Arena mode interface. Item spawners / altars We added a new type of item spawner. You will now find small pedestals with useful items on top of them. Some of those spawners will also regenerate the item if it is destroyed. New items Added new lava pastries and improved the older ones. Added more volcano-themed gear. Added more volcano themed throwable items. Added new items for the arena mode games. Improved Arena Mode Arena mode games are designed to be instant fun for multiple players, so we implemented some extra gameplay rules to temporarily remove the RPG complexity and allow a more arcadey gameplay. In arena mode games players start without items and are not allowed to open and manage their characters’ inventory. When players pick up a new item in arena mode, the old one is dropped on the ground and the new one is automatically equipped. In addition, throwable items now respawn when their number in the arena level gets too low.

    Balance


    • Game element spawns and drops have been completely rebalanced using our new system. More powerful items are now less likely to spawn, and some items can spawn only in specific game areas or from specific enemies.
    • Normal hits from standard enemies no longer stun the players. Bigger enemies will still be able to stun characters.
    • Characters can now take environmental damage while stunned (for instance after being thrown into a lava pit). Being damaged while stunned breaks the stun.
    • Characters now take different amounts of damage when they are smashed against walls. Smaller enemies take 100% of their HP as extra damage and they are instantly killed, while bigger enemies, like bosses, take up to 15% of their HP as extra damage. Playable characters take 25% of their max HP as damage when they are smashed against a wall or immovable object.

    Work in progress


    The following paragraphs contain features that are not 100% complete. Maybe they need more content, maybe an extra dose of polish, we decided to ship them anyway with this patch to understand how well they actually work, with your help. Ground Traps - WIP We added our first spike traps, so watch your steps! Traps are activated when you step on them, but if you move away really fast you can avoid damage. Trap activation also damages enemies. New resource visuals - WIP We have now different kinds of Salami and Mortadelle. With the scalable tier system controlling how items spawn, the price for the most powerful stuff can rise to very high numbers. We needed more resource tiers to adapt how they drop to this new scale.
    So now we have 6 different Salumi tiers, from +1 to +500.000 We are now testing the new visuals and how much the different salumi tiers are readable.

    Fixes:


    • Fixed a bug that sometimes caused throwable items to stun the launching character too;
    • Fixed a bug that was causing our throwing cursor to be displayed as magenta-colored quads with some graphic cards;
    • Removed a temporary fix that increased the character size while carrying objects that was causing locks and glitches to player movement.


    [ 2015-10-12 18:34:33 CET ] [ Original post ]

    Early Access Update Seven


    Hello early dwellers of WOTF! We proudly present you the build numero seven! There are still a few nasty bugs to be fixed (see known issues), but we are getting there. We are also working hard on the new AIs and the improved loot system, but this is a story for the future build 8. You can follow our development plans on Trello.

    NEW FEATURES / IMPROVEMENTS


    • You can now access audio and video options from the pause menu while playing.
    • Completely reworked "flying number" system. It's now easier to read and can display additional information about combat events. It also displays the name of newly acquired perks.
    • Improved pick-up auto equip. Now the character auto equips new gear only if that equipment slot is empty.
    • You can now mute music and sound effects with 2 separate options.
    • Signature beliefs perks are now innate character perks and no longer occupy a belief slot in your inventory. This way it's no longer possible to unequip signature abilities.
    • Improved advanced character stat sheet to display stat names and hint at primary-secondary stat relation.
    • The Lava Lord boss room now should look more interesting

    FIXES


    • Completely reworked camera system, this should fix all the camera related bugs that occurred at the death of a player
    • Fixed a bug that caused items to drop through the environment at the start of a new level
    • Fixed a bug that caused wrong character placement at the start of a new level
    • Fixed a bug that allowed enemies to dodge a "wall smash" when thrown against walls.
    • Fixed a bug that displayed the wrong animation of a player when picking up a thrown enemy in mid-air (e.g. after bouncing against a wall)
    • Fixed a bug that was preventing some usable items from actually being usable (i.e. coffee cup, megaphone)
    • Fixed a bug that caused helper in-game GUIs (like "press A") to remain visible after quitting the game. (This time for real)
    • Fixed a graphic glitch on trap arrows
    • Fixed a bug that caused enemies to have unwanted equipment and sometimes spawned "ghost pants" running around with no proper enemy attached
    • Fixed some bad tile placement in spawning rooms and tutorial level
    • Fixed some bad tile placement that was causing some enemies to fly/move through walls
    • Fixed a bug that was preventing enemy melee damage from scaling with stats
    • Fixed Lava Lord boss equipment and attack
    • Fixed a bug that destroyed bullets even when they were being dodged

    BALANCE


    • Rebalanced melee enemy damage to be about 50% higher
    • Increased resource (salami/biscuits) de-spawn time from 12 to 16 seconds
    • Resources and item now "explode" with less force during drop loot events, this should reduce the amount of resources that are lost to environmental dangers.
    • Fire based enemies are now healed by fire damage
    • Slightly increased the size of raised ground tiles colliders. Falling from higher places should now be a little more difficult.
    • Wall smash damage now decreased from 50% to 40% of the character full health (ignores armor)
    • Lava Lord aggro range increased
    • Fire Dudes should now be much more aggressive, and will pursue valid attack positions

    KNOWN ISSUES


    • On some MAC configurations the game crashes at launch. We are still investigating this issue.
    • "South" facing walls have issues with collisions
    • Sometimes enemies fall through the ground when killed/stunned


    [ 2015-09-09 17:10:32 CET ] [ Original post ]

    The Road Ahead

    Hello friends! Now that the early access version has been launched it’s time to share with you our plans about the future development of Super Cane Magic ZERO. Consider this thread a quick explanation of our Trello board for those of you who prefer the good old plain text. We have three short term goals, that include the changes and new features we’re going to develop in the next couple of months.

    Consolidation of the content


    To be completed in a few weeks
    • Fix major and minor bugs
    • Upgrade enemy AI system
    • Improve loot system and game progression (difficulty scaling with loot)
    • Volcano Tileset improvement (new tiles, improved visuals)

    More content


    Likely to be developed in a few months
    • More rooms for the challenge mode
    • Upgraded level generation (secret and locked doors)
    • Hidden/invisible items (chests, ground traps, enemies, doors)
    • Redesign/rebalance coherent enemies and item set
    • More bosses
    • New arena

    Story mode, Chapter I


    Late October, planned for Lucca Comics and Games 2015
    • Tileset 2
    • New enemies
    • New bosses (Story mode area 1, 2)
    • NPCS
    Remember that story mode chapters are going to be part of the early access process, no extra purchases will be required!


    [ 2015-09-03 16:25:00 CET ] [ Original post ]

    Early Access Build 6

    CONTENT


    • New Item: 3D Glasses

    FIX


    • Fixed a bug that reset unlocked items each game
    • Fixed a bug that caused enemies and other items to appear black or invisible
    • Fixed a bug with item hints remaining visible after quitting the game
    • Dodge action no longer plays an impact animation and sound
    • Fixed a bug that caused activated levers to appear yellow instead of green in the minimap
    • Fixed a bug that scrambled some bullet animations
    • Fixed a bug that occurred while dropping equipment in water
    • Fixed some visual bugs related to trap arrows
    • Fixed a monolith spawner not working properly

    KNOWN ISSUES


    • The game crashes after launch with some MAC configurations
    • Sometimes the game camera loses track of the players when the entire party dies
    • Enemies sometimes are stunned while standing


    [ 2015-08-28 17:47:14 CET ] [ Original post ]

    Early Access Build 5

    A new update for Super Cane Magic ZERO is available!

    CONTENT


    • Fixed visual and enemy placement in some rooms of the volcano tileset
    • Added a new room filled with traps to test ... traps
    • Fixed a "typo" in the tutorial level that displayed RT instead of RB as the attack button
    • Added a super secret achievement
    • Added correct destruction effect when items are destryed by liquids

    FEATURES


    • You can now use escape or the B button on the gamepad to exit menus
    • Other minor interface tweaks

    BALANCE


    • Increased item drowning time from 3 sec to 5 sec

    FIX


    • Fixed an issue that caused some players to spawn outside the map
    • Fixed various bugs that caused players and enemies to get stuck above map elements (braziers, pillars, etc.)
    • Fixed some translation labels that were missing
    • Fixed a bug with flying numbers while the game was paused
    • Fixed a bug that caused spash effect to remain visible after picking up an equipment item from liquids


    [ 2015-08-27 17:15:13 CET ] [ Original post ]

    Early Access Builds 3 / 4

    We are happy to present you our first patch since the game is live! If you want to know what we are working on, our dev-board/roadmap on trello is still WIP, but you can find it here.

    EARLY ACCESS BUILD 4 HOTFIX


    • Fixed a bug where sometimes controls stopped working
    • Fixed a bug that caused unlockables to show two times in the unlock menu

    EARLY ACCESS BUILD 3 PATCH NOTES


    NEW FEATURES / IMPROVEMENTS
    • Now a campfire room should always spawn before boss rooms in Challenge Mode
    • You can now pause the game using the back button using a supported controller
    • You can now exit a game using a supported controller
    • You can now partially configure keyboard controls
    • The Inventory GUI now displays suggestions and advanced info
    • When a character dies in a co-op game, a "go to campfire" suggestion is now displayed over his health bar
    • Improved challenge mode interface to display biscuits and lives
    • You can now configure the game volume and mute the game from the main menu
    CONTENT
    • Added a new internet favourite throwable item
    • Fixed few game rooms that were causing movement glitches
    • Improved some game rooms with more traps and more interesting enemy placement
    • Added a basic Tutorial Level
    • Fixed some translation issues and typos
    • Added content to non transalted interface labels
    • Added super secret 8 bit mode :D
    BALANCE
    • Unlockable characters now cost much more dog biscuits
    • Common melee enemies deal significantly more damage
    • "Eyeman" enemies now attack much more frequntly
    • Eating items now grants less health or deals less damage
    • Mariangiongiangela recovers less health when eating items
    • Flascio has now 2% more base dodge chance
    • Melee items stun duration increased slightly
    • Salame coins and dog biscuits now disappear after a while
    FIX
    • Fixed wrong sound effects when hitting stuff with melee weapons
    • Fixed a bug that made player characters unresponsive if they were stunned while eating an item
    • Fixed a bug that sometime disruped the spawn position of players at the beginning of a level
    • Fixed a bug that would remove tile strips from the level
    • Fixed the shadow for small "face" enemies
    • Fixed a bug that scrambled level tiles during subsequent games making levels unplayable


    [ 2015-08-26 14:54:58 CET ] [ Original post ]

    Super Cane Magic ZERO
    Studio Evil Developer
    Studio Evil Publisher
    2019-05-30 Release
    Game News Posts: 48
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
    Very Positive (349 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • Super Cane Magic ZERO LINUX [980.45 M]
    Available DLCs:
    • Super Cane Magic ZERO - Soundtrack
    Super Cane Magic ZERO is what happens when an action RPG takes place in the extraordinary world created by a witty comic book artist.
    Explore the world of WOTF as Coso, Cosa and many other wacky characters. Collect items, fight monsters and explore crazy, dangerous places, alone or with the help of three friends in local co-op!

    Sio is an Italian cartoonist, popular for his comic books and his hilarious videos on YouTube. If you wish to find out more about his works, visit his official website!



    Right now we are somewhere near 40% of the whole production. This means you can expect roughly 3 times more content and, exponentially, much more gameplay time coming from the combination of randomized scenarios, story mode levels and local pvp arena mode levels. The following list is what we already have in-game.

    Challenge Mode with procedurally generated dungeons

    Right now you can play a first iteration of our challenge mode levels as a standalone game mode with procedurally generated levels. Survive the deadly rooms and defeat all the enemies.

    RPG engine

    Primary and secondary stats, perks and a modular inventory system have been implemented to support your adventures in the world of WOTF.

    Combat System

    Pick up everything, throw everything, eat everything. Our arcade combat system is designed to create tons of different and hilarious gameplay possibilities.

    Local multiplayer

    Battle your friends in arena mode or play co-op up to 4 players in challenge mode!

    Campaign and World map

    The world map allows you to select what level you want to explore. It's going to be improved as we get closer to the final release.
    The game will save your campaing progress and you will be able to bring all the loot and characters you collected in any of the available game levels displayed on the map.



    This is a list of features we are developing right now or we plan to develop before we reach the complete 1.0 release.

    In game and meta-game balancing and progression

    We are impoving our loot system and enemy abilities. We are working to create better fights and more consistent rewards. We want different items to have distinctive play-styles.

    Exploration features

    We are working on new traps, secret passages, hidden items and a modular system for keys and locked doors. That’s what proper adventuring needs!

    Belief System

    Chartacters in Super cane Magic ZERO will be able to belive to lots of crazy stuff. Whatever they belive becomes ture in the game world.
    The belief system subverts combat and exploration rules and also works as character progression.

    Better GUI and Controls

    As we move towards 1.0, our game controls and GUI will get better, also thanks to your feedback!

    Story

    We are working hard with Sio to create a crazy story mode campaign.

    More content

    Just more game. As our mechanics and game creations tools get better, we are going to release and uptate our game content, so expect an increasing amount of bigger and better enemies, items, bosses, tilesets and levels.

    Want to find out more? Follow Super Cane Magic ZERO on:



    MINIMAL SETUP
    • OS: Ubuntu 12.04 LTS or SteamOS
    • Processor: Intel Core2Duo 2GHz or AMD equivalent (or better)Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Intel HD series 5000 (or better) or discreet video card
    • Storage: 2250 MB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 12.04 LTS or SteamOS
    • Processor: Intel Core i5 series or AMD equivalent (or better)Memory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: 512 MB DirectX 9.0c compatible graphics card (shader model 4)
    • Storage: 2250 MB available space
    GAMEBILLET

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