Name | Chess Survivors | ||
Developer | Aarimous Studios LLC | ||
Publisher | Aarimous Studios LLC | ||
Tags | |||
Release | 2022-10-27 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | [419.35 M] |
A quick bug fix and some small balance changes for endless mode.
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Hey there, |
Small patch aimed at adjusting the balance of Endless Mode. Please keep the feedback coming, I'm hoping I can get Endless Mode to be fun and challenging. If you do have feedback, please leave it over on the Steam discussions or over in my discord.
[h3]Endless Mode Balance:[/h3]
[h3]Bugs[/h3]
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Small little update to adjust Endless Mode difficulty. If it still sucks, please let me know and I will change it. :)
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Happy Holidays! Endless Mode is finally here!! This was a fun feature to add and was been one of the most requested features. I'm happy with where the game is at and I would love to hear your thoughts.
[h3]Balance Changes:[/h3]
[h3]Misc[/h3]
[h3]Bugs[/h3]
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tl;dr; 6 New Relics and Bug Fixes
[h2]Bug Fixes:[/h2]
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Found two other quick fixed right after I published hotfix #2.
Notes from #2
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tl;dr; New Turn Based Mode, Gambit Level Expansion, Game Polish, and Balance Changes
[h3]Gambit Challenge System Expansion/Rework[/h3]
[h3]Other New Things[/h3]
[h2]Balance Changes[/h2]
[h2]User Interface[/h2]
[h2]Bug Fixes and Mics Changes[/h2]
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tl;dr; Gambit level adjustments and few bug fixes
[h2]Notes #4[/h2]
[h2]Notes #3[/h2]
[h2]Notes #2[/h2]
[h2]Notes #1[/h2]
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tl;dr; Balance Changes, Game Speed Fixes, and Bugs
[h2]Notes #3[/h2]
[h2]Notes #2[/h2]
[h2]Notes #1[/h2]
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tl;dr; New Gambit Levels, Balance, QOL, Polish, and Bug Fixes
[h2]Notes #2[/h2]
[h2]Notes #1[/h2]
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tl;dr; Setting to disable the turn timer and changes to accommodate this setting
[h2]Notes #1[/h2]
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tl;dr; More game polish and bug fixes
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Another round of bugfixes and a few relics changes (mainly buffs) and fixed some values that were a tenth of the intended size.
[h3]Bugs and Miscellaneous Changes[/h3]
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Small hotfix patch based on player feedback. I am aware of an issue where the game sometimes crashes after a run. If you are seeing this bug please reach out to me on Discord as I could use some help figuring out what is causing the crash.
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# 1.0 Hotfix 1
Marble
Snow Day
Amulet of Slap Jack
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After nearly 10 months of early access, Chess Survivors 1.0 is now fully released!
[h2]General Changes and Balancing[/h2] [h3]Health and Damage Numbers[/h3]
[h3]Elites[/h3]
[h3]Enemy and Act Difficulty[/h3]
[h3]Abilities[/h3] Across the board the exact number have been adjusted with the goal of making each ability feel rewarding and fun to select and upgrade. I tried to list them below, but I am sure I missed some changes.
[h3]Character Health[/h3]
[h3]Miscellaneous:[/h3]
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tl;dr; Balance changes
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tl;dr; Polish and a few random changes
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tl;dr; Polish and a few random changes
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tl;dr; Balance Changes, Balance Changes, and More Balance Changes
[h3]Boomerang[/h3]
[h3]Blizzard[/h3]
[h3]Tic Tac Toe[/h3]
[h3]Yo-Yo[/h3]
[h3]Marble[/h3]
[h3]Old Smelly Cheese[/h3]
[h3]Firewall[/h3]
[h3]Enemy and Act Difficulty[/h3]
[h3]Bugs:[/h3]
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Hi All,
[h2]Changes[/h2] [h3]Health and Damage:[/h3]
[h3]Elites:[/h3]
[h3]Abilities[/h3]
[h3]Miscellaneous:[/h3]
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Hi All, |
tl;dr; 4 New Abilities, Balance Change, Bug Fixes
0.11.0 Patch Notes [h2]New Abilities:[/h2]
[h2]Balance Changes:[/h2]
[h2]Miscellaneous:[/h2]
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Just a hotfix patch to fix the random character button
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tl;dr; 4 New Abilities, Balance Change, Bug Fixes
[h2]Balance Changes:[/h2]
[h2]Miscellaneous:[/h2]
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Just a hotfix patch to fix a text based bug.
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tl;dr; New Laser Map Hazard, Reroll Rewards, New Relics, Balance Changes
[h3] Balance Changes [/h3] My goal with these changes was to add power to melee stats and bring some of the more extreme values in line with other relics of the same rarity. My goal isn't for all relics to have the same power level, but I don't want certain relics to be automatic picks. Ideally each time you get presented relics you get to make a decision, or there is a clear best pick for your current build.
[h3] Bugs and Mics Changes[/h3]
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tl;dr; Reroll Relics and Level Up Rewards, 3 New Relics
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tl;dr; A bunch of changes based on player feedback
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Quick patch to nerf the fire walls as they felt a bit to overwhelming after getting some great feedback from bholz in the steam discussion (thanks bholz!). I'll likely adjust the fire walls again in the next patch, but for now this should make them feel a bit fairer.
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tl;dr; New Meteor Fire Wall Hazard plus German, French, and Portuguese Translations
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tl;dr; German, French, and Portuguese Support, New Map Hazard "Fire Wall", Misc Changes
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Small patch to fix some bugs with text translations.
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tl;dr; New Meteor Shower Map Hazard, Text Warnings, Localization Support, Spanish Translations
[h3]Map Hazard: Meteor Shower[/h3]
[h3]Text Warnings[/h3]
[h3]Localization Support[/h3]
[h3]Balance Changes[/h3]
[h3]Bug Fixes and Misc[/h3]
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tl;dr; localization support and random bug fixes/changes
[h2]Other[/h2]
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tl;dr; New Meteor Shower Map Hazard, Text Warnings, Pawn Balance
[h3]Map Hazard: Meteor Shower[/h3]
[h3]Text Warnings[/h3]
[h2]Balance Changes[/h2]
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tl;dr; New Minion Ability, New Minion Focused Character, Touch Support
[h2]0.9.1 Patch Notes #1[/h2]
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tl;dr; New Alien Minion, touch input changes
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tl;dr; New Features, Minion Abilities, Freeze, QOL changes, and Bug Fixes
[h2]New Content[/h2]
[h2]Balance Changes[/h2]
[h2]Bug Fixes and Miscellaneous[/h2]
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Added some new relics for minions and some other changes to UI and bugs.
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tl;dr; New Features, Minion Abilities, Freeze, QOL changes, and bug fixes
[h2]New Content[/h2]
[h2]Balance Changes[/h2]
[h2]Bug Fixes and Miscellaneous[/h2]
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A few small hot fixes based on player feedback. Let me know if you find any other bugs!
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tl;dr; New character, ability, relics, plus a ton of small balance and QOL changes
[h3]Relic Rarity[/h3]
[h3]Max Health Increases[/h3]
[h3]Floating Text Numbers[/h3]
[h3]Player Progression XP[/h3]
[h3]Bug Fixes and Misc[/h3]
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tl;dr; New character, ability, relics, and a ton of small balance/QOL changes
[h2]Changes[/h2]
[h2]Bug Fixes[/h2]
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Fixed a bug where ability bonus damage and ability damage multiplier stats were being applied twice when calculating ability damage.
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Fixed a bug where I had not turned the Steam integration back on... I turned it off during development and completely forgot! |
This is a small patch for some changes I was working on last night after work. In general, this should make the dice ability feel better to use, looks cooler, and be more performant.
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tl;dr; New character, new ability, more Gambit levels, new relics, particles, and keyboard key bindings
[h3]Balance Changes:[/h3]
[h3]Bug Fixes and Misc:[/h3]
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tl;dr; New character, particles, and keyboard key bindings
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tl;dr; Reworked setting screen, new abilities, new relics, bug fixes, and performance improvements
[h2]Patch Notes 0.6.5.1[/h2] Along with all the changes from 0.6.5.0, I have also included some accessibility settings, a rework of the settings screen, performance fixes, and bug fixes. I will also be removing the Enemy Killed and Elite Enemy Killed achievements so those will no long work on 0.6.5.1. [h3]Setting[/h3]
[h3]Process Improvements and Bug Fixes[/h3]
[h2]0.6.5.0 Patch Notes[/h2] tl;dr; New ability called Nightmare, combined the Tic ability and the Tac ability to be Tic-Tac-Toe [h2]New Ability[/h2] Added a new ability called Nightmare. This was another great idea from one of you players. This ability is themed around dealing damage to specific nearby tiles. My hope is that this will reward careful movement to deal large burst of damage to a targeted location.
[h2]Reworked Ability[/h2] The Tic ability and Tac ability are boring. I had originally created these hoping to add a hidden interaction Toe which would trigger if you got both abilities (get it Tic-Tac-Toe). I think this is still a great idea, but that doesnt solve the core issue here, Tic and Tac are just too close to the same ability. My design goal for abilities is for them to feel unique or at provide meaningful tradeoffs for early power vs risky late game scaling. So my solution is to combine Tic and Tac to be one new ability called Tic-Tac-Toe. The feels way more thematic and makes the ability stand out on its own. Previously Tic and Tac felt like nice to haves but never part of the core build.
New Relics In a future patch I plan to do a massive update to the relics system. But I had a nice request from one of you beautiful players to add these two relics and it wasnt to hard so here you go. Go find out what they do. :)
[h2]Bug fixes:[/h2] Im sure there were some bugs fixed, but I cant remember them. |
tl;dr; You can now test the newest Chess Survivors builds using Steam's beta branch (more info below)
[h3]Process Improvements and Bug Fixes[/h3]
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I am reverting the live build back to the previous version. I've had a few reports of a game crashing bug after dying or wining a run. I will push the patch back out once I feel comfortable with the stability. |
[h2]TEMPORARY DISABLED DUE TO GAME CRASHING BUG
[h2]Reworked Ability[/h2] The Tic ability and Tac ability are boring. I had originally created these hoping to add a hidden interaction Toe which would trigger if you got both abilities (get it Tic-Tac-Toe). I think this is still a great idea, but that doesnt solve the core issue here, Tic and Tac are just too close to the same ability. My design goal for abilities is for them to feel unique or at provide meaningful tradeoffs for early power vs risky late game scaling. So my solution is to combine Tic and Tac to be one new ability called Tic-Tac-Toe. The feels way more thematic and makes the ability stand out on its own. Previously Tic and Tac felt like nice to haves but never part of the core build.
New Relics In a future patch I plan to do a massive update to the relics system. But I had a nice request from one of you beautiful players to add these two relics and it wasnt to hard so here you go. Go find out what they do. :)
[h2]Bug fixes:[/h2] Im sure there were some bugs fixed, but I cant remember them. |
Hi All, [h2]When will the next major patch drop?[/h2] To be honest, Ive been playing a bunch of the new World of Warcraft Dragon Flight expansion and am planning on becoming a degenerate Path of Exile player for the new 3.20 league (let's goooo). As I said above, I burnt myself out on programming, playing these games is helping me relax and just have some fun playing games instead of making them. That being said, Ill try and get the next major patch out by the end of the year. |
tl;dr; Nerfs to Yo-Yo and Marble, setting to turn off the Gambit Challenge Mode
[h3]Marble[/h3] Marble simple scaled too well and was basically an auto pickup. As such I've pull away a lot of early game power. Most notably the pierce now starts at 1. To compensate for this large nerf, I've increase the base number of projectiles to 2.
[h3]Miscellaneous[/h3]
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Fixed small bug where the first time you unlocked Gambit Mode you would first see the level 5 mod. You should now see the 1st level, well first. |
tl;dr; New Gambit Levels which allow you to add more difficult modifiers to the game as you beat each level
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Hi there,
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tl;dr; Character stats are now relics you start with, balance changes to Bullseye, Dice, and Playing Card
[h2]Bullseye[/h2]
[h2]Dice[/h2]
[h2]Playing Card[/h2]
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Fixed a bug where the level up popup was granting a choice of 9 upgrades. Sorry about that, I was doing some testing for the popup's width and forgot to revert it. |
[h2]Controller Movement[/h2] |
Some additional Relic change in addition to the ones from 0.6.2.0 patch. |
tl;dr; Buff abilities, Lower Level Xp Amounts, Added New Setting, QOL Changes, Bug Fixes
Cheers, Aarimous Patch Notes [h2]General Balance:[/h2] The goal here was to push more power into the late game. I'm doing this by lowering the XP Per Level growth. In practice this means you will get to a higher level easier.
[h2]Ability Buffs:[/h2] In general I smoothed out many of the upgrade tiers. My hope here was to make it easier to max out the upgrades on a given ability, allowing builds to scale better.
[h2]Relic Changes:[/h2]
[h2]QOL:[/h2]
[h2]Bug Fixes:[/h2]
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Hi All,
[h2]Enemy Balance[/h2] In addition to the above character balances, I wanted to pull a little base damage out of the enemies. Don't fear the will be challenge levels in the near future which will allow you to make the game harder for those who want it.
[h2]General Balance[/h2] Some general changes to smooth out the early game and allow more player unlocks.
[h2]Bugs and Misc[/h2] Fixed a few random bugs, one of which was causing some crashes.
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Fixed an issue where the loot screen (Level Up & Relic) wasn't working correctly when using a controller. |
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Hi All, |
Hey there, |
.5.0.2 FPS and Physics Quality Options
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.5.0.1 Small patch to fix some bugs
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Tl;dr Reworked characters, new tutorial & controls screen, new run settings, updated game over, achievements test, stats test, new music, added player progression, pickup range added to movement coins, bugs, and misc polish
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[i]Tl;dr Longer turns, Turn timer colors, Acts feature/i]
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A quick little patch to make the demo slightly easier as the current demo is a little overturned. Hoping these small adjustments to enemy attack and health will make the horde of chess based enemies a little easier to manage.
Other
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Tl;dr Replaced music, added a new bullseye ability, more relics, polish, and bugs
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Tl;dr Small updates to add in better pathfinding for enemies as well as a turn order for enemy actions
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Tl;dr Small updates to the UI, tutorial, new animations for consumables, balance changes
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Join me Aarimous a solo indie dev as I celebrate the Steam Next Fest and play the demo for my upcoming game Chess Survivors. You can ask me anything, literally anything I am an open book. |
Join me Aarimous a solo indie dev as I celebrate the Steam Next Fest and play the demo for my upcoming game Chess Survivors. You can ask me anything, literally anything I am an open book. |
Tl;dr Elite enemies, controller support, more relics, chests, health potions, enemy spawn animations, level up animations, character info screen, and bug fixes
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Tl;dr New ability, character perks, updated enemy visuals + improved clarity, ability upgrade mini-rework, performance improvements, balance changes, bug fixes
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tl;dr You now get choice of starting ability and a choice of a random starting relic. Game has been slightly balanced around new relic power.
[h2]New Devlog[/h2] [previewyoutube=dfLSGkKC2ug;full][/previewyoutube] |
tl;dr QOL changes to the turns and player clicking, game is now number of turns to survive, number balancing, minor tweaks/bug fixes.
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tl;dr melee kills now also give +1 health, left-click or spacebar now undo movement selection, changed the game music, slightly adjusted the difficulty curve for first knight wave, updated the menus, added an about screen, and fixed some bugs.
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