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Name

 Stories from the Outbreak 

 

Developer

 Coldwild Games 

 

Publisher

 Coldwild Games 

 

Tags

 Strategy 

 

Singleplayer 

 

 Early Access 

Release

 Wishlist and get notified! 

 

Steam

News

 23 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1968630 

 
Public Linux depots

  [209.78 M] 




LINUX STREAMERS (0)




Development notes #3

Hey all!

Alex here with another update on where were headed with the development of Stories from the Outbreak.

First things first - the games PRICE WILL BE INCREASED together with the next update. We feel that the original price no longer reflects the scope of the game and its planned updates. This wont be a large bump, well raise the price from 12.99 EUR to 14.99 EUR (or your regional equivalent), and this wont affect those who already own the game. There may be another price increase once we leave early access.

With that out of the way, were happy to announce that the next update is approaching completion, and the planned release date is the 15th of August! This will be the second major update for Stories from the Outbreak, and we certainly hope youll enjoy the new content and features it will bring.

But first, Id like you to meet the new survivor - Bete.



Whats a zombie apocalypse without a creative use of chainsaws? When used well, Bete can achieve a higher damage output than any other survivor. Unfortunately, shes prone to taking great risks, so to utilise her effectively, youll need a great setup of tank and support characters that make sure she doesnt take things too far. She also has great potential for synergising with other characters or trinkets (of which there will be many new ones, by the way).



Surely, if the players arsenal is receiving welcome additions, then the enemy must be getting stronger as well? For veteran players that have already reached the point of easily beating the game on every run, we bring a brand new type of punishment - challenge modes!

Challenge modes resemble ascension systems you might have seen in similar games, but we wanted to keep them in this games spirit - highly customisable and open to various weird system interactions. Its quite similar to the base game, but you have to choose a special challenge trinket - a nasty debuff that youll have to learn to live with. And, once youre done, you can try again, this time selecting two challenge trinkets, and so on. It gets quite ridiculous.



Challenge mode will be in a somewhat early state when were releasing it in the next update - were still planning on improving it in many ways in the upcoming updates, but we definitely want you to already get in on the joy of getting absolutely crushed. No promises that youll be able to make it very far - though we have slightly nerfed enemies at least. If this is all too grim and dangerous for you, perhaps youd like to try the custom mode, where you can increase your odds of survival instead.

Oh, and you know how the game locks in one of your characters in character selection? No more of that. The main goal of this feature was steering the player towards using sane team compositions, like tank + damage (whereas something like support + support would get destroyed easily in the early game, even if the characters are useful). Plus we want some variety in character selection, instead of having the player always pick their favourite two.

Well, were now using a carrot instead of a stick for that - when opening the character selection screen, the game picks three characters that start the game with a free inspiration point. Rerolling by going to the main menu no longer works for that either.

Another important addition will be many gorgeous backgrounds! The intricate Art Nouveau and the rich (although dilapidated) architecture of the city centre is staying in the first map, but, as your team makes their way to the outskirts of the city, they will discover the less tourist-friendly side of Rga. Our pixel artists have really outdone themselves in this update, from new backgrounds to images for events and perhaps an enemy or two - its all a feast for the eyes.



Balancing has also taken another leap forward. These have mostly been minor improvements, getting the ability upgrades a bit more even in power (huge thanks to players who left their feedback about this). Theres still work left to do, and there are quite a few abilities were planning on entirely reworking - though some of that will have to wait for future updates.

Not all our plans made it into this update - specifically, we want to add many new enemies and bosses that will have to wait until future updates. After this update, well be working on modding support and a rework to the games narrative - especially events. See you in 0.9!

Oh, and did I mention were adding full controller support - including tooltips?

May your Sprdtis be a productive member of society,

Alex and the rest of the Coldwild Games team


[ 2023-08-08 19:11:06 CET ] [ Original post ]