Devlog #3 - New skill trait, improved ascensions and more concepts!
In the next update, a lot of summon skills, especially the ones more focused on dealing damage, will have the new Cunning trait. The units summoned by these skills will prioritize high value targets, such as Lords of the Void and Elite enemies, making them excellent at bringing down threats. You can notice in the video below that our wolves, tigers and queen spiders immediately switch targets to the Lord of the Void as soon as it spawns, and then go back to their usual massacre afterwards. The moose which are tanks without the Cunning trait, continue as they were. [previewyoutube=E5HFkuc4vqw;full][/previewyoutube] A few words from Allan: We have received requests since the beginning of time to make summons easier to manage, but we don't want to add any sort of direct control or make a more complicated control scheme. This trait which we can sprinkle onto specific summons felt like a good middle ground, where you probably still want a few regular summons to deal with the hordes and a few specialized at eliminating bosses.
Another big change coming in the next update in terms of gameplay are much needed ascension improvements. We know that across all characters some ascensions feel a lot better than others, and we think you will enjoy the changes coming. Here are a few examples, with a few others being worked on.
Now, in addition to being excellent tanks for the Necromancer and spreading a ton of poison all around, each abomination active also grants multiplicative stats to the Necromancer and all of its followers, including other summons, drastically increasing their effect. [previewyoutube=la0X3FFVyfE;full][/previewyoutube]
Now the Pyromancer generates twice as much concentration passively and loses less concentration when hit, making her power available much more often, but that's not all! You can now aim the Draconic Flames, making it exceptional at killing Lords of the Void and highly resistant targets. [previewyoutube=3XlzodqZZjw;full][/previewyoutube]
Possibly the one where the difference will be most felt, the Beastmaster now requires 8 footprints down from 10, they spawn closer to each other making the path a lot easier to follow, and they have trackers visible even while on screen, making them much easier to find. The footprints now also avoid spawning too close to walls to avoid being hidden behind the scenario, and the Exotic Beasts now also have the new Cunning trait, making them extremely efficient. [previewyoutube=WMGTz7-gMX4;full][/previewyoutube] Few words from Allan (again): We want ascensions to feel different to interact with. They are all meant to bring that rush of power that you actually feel during gameplay, but it is intentional that some of them require more involvement from the player and strategy, while others work almost automatically. We are also fine with the fact that certain ascensions might be better than others overall, but they all should feel rewarding to activate, and with the changes coming next update, I think we are getting closer to that goal.
Alex has been working on some pretty amazing scenes, which include interesting camerawork, some unique character animations and a lot more! Check out a little bit of the behind the scenes and maybe a bit of an exclusive sneak peek on whats coming soon: [previewyoutube=aGLHQVrW2Ig;full][/previewyoutube]
In our previous update, Alex also made some incredible concepts for our newest character, the Myrmidon. Check them out!
There is a bunch of exciting stuff we are working on right now but this is what we can show in todays Devlog! We are super excited to see what everyone will think of the upcoming update and for the future of Soulstone Survivors! Let us know in the comments which of these excites you the most and, if there is anything else you are curious about and would like us to showcase! We hope you all have a lovely day or night,
-Soulstone Team
[ 2024-08-02 23:30:08 CET ] [ Original post ]
Its now already our third Soulstone Survivors devlog (which feels crazy how fast time goes by!), and everyone at the studio continues to work hard to deliver our next upcoming update! There is a lot going on in preparation for the next update and today we want to share some of the cool stuff coming soon, but without spoiling too much!
As we get closer and closer to the next update, we also invite you to sign up to our new mailing list and be among the first to find out when its released!
New Summon Trait: Cunning
In the next update, a lot of summon skills, especially the ones more focused on dealing damage, will have the new Cunning trait. The units summoned by these skills will prioritize high value targets, such as Lords of the Void and Elite enemies, making them excellent at bringing down threats. You can notice in the video below that our wolves, tigers and queen spiders immediately switch targets to the Lord of the Void as soon as it spawns, and then go back to their usual massacre afterwards. The moose which are tanks without the Cunning trait, continue as they were. [previewyoutube=E5HFkuc4vqw;full][/previewyoutube] A few words from Allan: We have received requests since the beginning of time to make summons easier to manage, but we don't want to add any sort of direct control or make a more complicated control scheme. This trait which we can sprinkle onto specific summons felt like a good middle ground, where you probably still want a few regular summons to deal with the hordes and a few specialized at eliminating bosses.
Major Ascension Improvements
Another big change coming in the next update in terms of gameplay are much needed ascension improvements. We know that across all characters some ascensions feel a lot better than others, and we think you will enjoy the changes coming. Here are a few examples, with a few others being worked on.
Necromancer:
Now, in addition to being excellent tanks for the Necromancer and spreading a ton of poison all around, each abomination active also grants multiplicative stats to the Necromancer and all of its followers, including other summons, drastically increasing their effect. [previewyoutube=la0X3FFVyfE;full][/previewyoutube]
Pyromancer
Now the Pyromancer generates twice as much concentration passively and loses less concentration when hit, making her power available much more often, but that's not all! You can now aim the Draconic Flames, making it exceptional at killing Lords of the Void and highly resistant targets. [previewyoutube=3XlzodqZZjw;full][/previewyoutube]
Beastmaster
Possibly the one where the difference will be most felt, the Beastmaster now requires 8 footprints down from 10, they spawn closer to each other making the path a lot easier to follow, and they have trackers visible even while on screen, making them much easier to find. The footprints now also avoid spawning too close to walls to avoid being hidden behind the scenario, and the Exotic Beasts now also have the new Cunning trait, making them extremely efficient. [previewyoutube=WMGTz7-gMX4;full][/previewyoutube] Few words from Allan (again): We want ascensions to feel different to interact with. They are all meant to bring that rush of power that you actually feel during gameplay, but it is intentional that some of them require more involvement from the player and strategy, while others work almost automatically. We are also fine with the fact that certain ascensions might be better than others overall, but they all should feel rewarding to activate, and with the changes coming next update, I think we are getting closer to that goal.
Update Trailer: Behind The Scenes
Alex has been working on some pretty amazing scenes, which include interesting camerawork, some unique character animations and a lot more! Check out a little bit of the behind the scenes and maybe a bit of an exclusive sneak peek on whats coming soon: [previewyoutube=aGLHQVrW2Ig;full][/previewyoutube]
Myrmidon Concept Art
In our previous update, Alex also made some incredible concepts for our newest character, the Myrmidon. Check them out!
There is a bunch of exciting stuff we are working on right now but this is what we can show in todays Devlog! We are super excited to see what everyone will think of the upcoming update and for the future of Soulstone Survivors! Let us know in the comments which of these excites you the most and, if there is anything else you are curious about and would like us to showcase! We hope you all have a lovely day or night,
-Soulstone Team
Soulstone Survivors
Game Smithing Limited
Game Smithing Limited
2022-11-07
Indie RPG Singleplayer EA
Game News Posts 84
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(18898 reviews)
http://www.soulstonesurvivors.com
https://store.steampowered.com/app/2066020 
[1.61 G]
Soulstone Survivors is an action roguelite where you slay hordes of foes and face titanic bosses while learning powerful skills to enhance your character. Play as a Void Hunter, and with the spoils of every match craft weapons, unlock new characters, upgrade your skill tree and equip new runes, all in your quest for godlike powers.
With deep RPG mechanics intertwined with Roguelite elements, Soulstone Survivors offers a condensed, yet deep Action RPG experience:
We have prepared the roadmap below which outlines what to expect as the game evolves:
We are a tiny team that chose to stay independent and continue developing a game we love and would like to thank you very much for your attention and interest, and to all our existing community for all the help so far, we wouldn't be here without you!
With deep RPG mechanics intertwined with Roguelite elements, Soulstone Survivors offers a condensed, yet deep Action RPG experience:
- Explore almost 150 unique Active Skills (and growing!);
- Unlock and play with 14 Characters, with many more to come;
- Experiment with hundreds of Passive Skills and Runes to customize your characters;
- Progress through the Skill Tree with your Soulstones;
- Face and defeat powerful Bosses;
- Choose Curses that increase your challenge in interesting ways;
- Overcome extreme challenges to craft legendary weapons;
- Complete dozens of achievements and unlock new powers;
We have prepared the roadmap below which outlines what to expect as the game evolves:
We are a tiny team that chose to stay independent and continue developing a game we love and would like to thank you very much for your attention and interest, and to all our existing community for all the help so far, we wouldn't be here without you!
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