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Name

 Gods of Sand 

 

Developer

 Achenar Studios 

 

Publisher

 Odd Giant 

 

Tags

 Strategy 

 

RPG 

 

Simulation 

 

Singleplayer 

 

 Early Access 

Release

 2022-02-07 

 

Steam

News

 25 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1431230 

 
Public Linux depots

 \"The Outbreak\"-Depot [703.65 M] 



Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.


LINUX STREAMERS (0)




Gods of Sand v0.5.7 - Patch Notes

Changed the Gladiator Training UI icon/text and removed the max stat indicator (x/30).
- Fixed a bug where contracts wouldn't save properly after changing scenes, allowing the same contract to be undertaken with multiple gladiators.
- Fixed a bug that occurred after finishing a game, causing the player to start with high-tier gladiators and unlocked arenas.
- Fixed the "Two Headed Snake" quest, which was heading to the wrong arena during the fight, leading to an infinite loop.


[ 2024-01-13 23:18:21 CET ] [ Original post ]

Gods of Sand v0.5.6 - Patch Notes

Added improved descriptions for select items.
- Added 2 new items as possible rewards for completing the "Teban's Search" quest.
- Added effects display in battle scenes for clearer understanding of entity current effects.
- Added 5 new quests: "Avenger," "Decorator," "Trail of Tragedy," "Blacksmith," and "Teban's Search."
- Changed the trophy icon on the world map.
- Changed Ludus decorative plants; their availability now depends on the completion of the "Decorator" quest.
- Changed Amenities; now reduces 10% of weekly costs instead of 6%.
- Changed the weather system; it now saves the current day's weather and persists across scenes.
- Changed quests button sounds; completing a quest that awards gold will now trigger a "money sound."
- Changed City scene; item prices will vary based on the "Blacksmith Quest" status.
- Changed notifications; added red/green color to certain texts.
- Fixed battle stats passives' incorrect column count.
- Fixed the blacksmith shop being stuck on low-tier items.
- Fixed "Silence" text not showing up when the player is stunned.
- Fixed a bug where a gladiator's consumable items would not save properly, causing them to disappear.
- Fixed items' icon orientation; they are now all flipped to the same side.
- Fixed the "Travelling Gladiator" notification panel button sound.


[ 2023-12-19 18:47:03 CET ] [ Original post ]

Gods of Sand v0.5.2 - Patch Notes

Added "Antidote" item -> Removes any Poison.
- Added "Stone" item -> Stuns the enemy for 1 turn; cannot be defended.
- Added "Magic Bomb" item -> Silences the enemy for 1 turn and deals 7 damage; cannot be defended.
- Added "Hatchet" item -> Adds +5 bleeding to the opponent; cannot be defended.
- Added the correct game version to the "Alpha End" panel.
- Added the "Crystal" item as a reward for defeating the aberration boss (visual only).
- Added new contracts that will appear after defeating "Herakles."
- Added new gladiator archetypes.
- Fixed "Dungeon" arena animations not playing properly.
- Fixed an issue where sending multiple gladiators to the same fight would result in a 1-day delay between fights.
- Fixed gladiator auto-battle percentage displaying as 0/0.
- Fixed "Send Gladiator" notification translation when you don't have any weapon equipped.
- Fixed "Contracts" panel title translation.
- Fixed fight scrolling text translation.
- Fixed "Alpha End" panel button translation.
- Changed many enemy gladiator archetypes to use new items.
- Changed "Reverse Punch" -> Nerfed damage.
- Removed a debug option where pressing the space key would refresh the blacksmith items.


[ 2023-10-09 20:01:52 CET ] [ Original post ]

Join Our Discord Community!

[h3]Hello, fellow gladiators![/h3]
Were excited to announce that weve launched a new Discord server for our game community.
This is a place where you can share your experiences, discuss strategies, and make new friends who share your passion for gaming. We believe that gaming is more fun when we play together, so come join us and lets build a vibrant community together.

[h3]Click HERE to join our Discord.[/h3]

We cant wait to welcome you!


[ 2023-09-26 23:00:28 CET ] [ Original post ]

Version 0.5.0 is here! New bosses, arenas, weapons, quests...

Greetings, gladiators!

Finally, after a long time, we got to release v0.5.0 for Gods of Sand!

The key point of this update is obviously the continued progression for the game. We've added the final 2 bosses. I say final, but this is still not the endgame, as we'll be adding the tower, which will give the player a final challenge.

Together with the bosses we've added everything around it, like new weapons and armor, arenas, music, etc... Also, we've added the last two passive skills that were missing.

Also, we've added a questline to the game, trying to tie everything around a main lore, which won't give choices to the player, but will try to give more sense to everything you're doing.



For the next patch, we'll be focusing on adding more content around what already exists instead of moving further with the storyline, so expect to see new usable items, new quests and changes to existing skills.

Here are the full patch notes:

- Added 2 new arenas/2 new bosses.
- Added main story events/changes to the game's story.
- Added a new item that you get from one of the new bosses (the other one will still be added soon as it's only a quest item that can't be used).
- Added new items that will be available at the blacksmith if you're on the latest arenas.
- Added the two last passives that were to be implemented.
- Added a start animation to the main menu and fixed some issues.
- Added an offset to some bosses to prevent the text from hiding their sprites.
- Added 2 new Steam achievements (one for each of the new bosses defeated).
- Added damage types to scrolling texts; bleeding, burning, and poison will now show icons and proper colors.
- Added Steam Rich Presence; now it will show where you're at in your game to your friends.
- Added 3 new boss music.
- Added a new common battle music.
- Changed some SFX volumes and pitches.
- Changed Golden Apple price from 103 to 468.
- Changed Pirate Bomb price from 128 to 241.
- Changed Enemy AI; now it will only use the skill Eviscerate if the player has some bleeding stacks.
- Changed Gladiator's price calculation.
- Changed the Blacksmith; now it won't sell repeated items.
- Changed Suspicious Merchant's Quest; now the possible item list will include items 2 ranks above yours (based on the current arena you're in).
- Changed Pirate boss skill; now bombs will explode earlier.
- Changed a few bosses; they are now better balanced.
- Changed Secret Admirer's Quest; now it will give you 180 coins instead of 130.
- Changed Traveling Trainer's Quest; now it will give you +3 stat instead of +1.
- Changed the formula for "Fight Power" (used for the auto-battle percentage).
- Changed Untamed Beast Quest; now it will only appear if your best gladiator is available.
- Changed Contracts to avoid spamming; if you win, your gladiator will have minor injuries, and major injuries if they lost without dying.
- Changed Dog Quest; now it will only appear if your best gladiator is available.
- Changed Enemy AI; now it will consume a Tonic only if they are 2 or 3 grids apart from the player.
- Changed Enemy AI; now it will use the skill Concentration only if they are 2 or 3 grids apart from the player.
- Changed "Amenities" icons placeholders; now they all have a nice image.
- Changed Odd Giant intro scene to a new Sad Socket intro scene.
- Changed some enemy gladiator archetypes for balancing.
- Changed dog quest; it now has a 5% chance of happening every day if you lost the battle or canceled it.
- Changed quest placeholders; now they all have a nice image.
- Changed Steamworks API to have the possibility of having more Steam features in the future (Leaderboards and so on).
- Changed save-game directory.
- Changed the number of skills/passives of enemy gladiators (increased).
- Changed Blood Lust passive to heal 10% of your damage instead of 20%.
- Fixed error while changing item slots in inventory without having gladiators.
- Fixed particles spawning at the wrong position.
- Fixed some rare cases where you had a 100% chance of winning and still lost the auto-battle.
- Fixed Challenger Quest prize (it was giving 666 coins).
- Fixed SFX with random pitches causing other playing SFX to be pitched as well.
- Fixed a bug on the fight's victory panel coin counter that was displaying the wrong prize.
- Fixed fight's victory panel displaying 0 on Challenger Quest/Alpha Arena Quest.
- Fixed some misspelled words in texts.
- Fixed Herakles walk SFX not playing properly.
- Fixed music SFX starting before clicking on the fight button on the boss scene.
- Fixed scrolling texts (damages, skill uses, and so on) sizes.
- Fixed a bug in the Caravan Quest.
- Fixed battle's scrolling texts/sprites being overlapped.
- Fixed overlapping texts when renaming a gladiator.
- Fixed some item spritesheets jumping/missing frames.
- Fixed Fahkir death animation transitioning to itself depending on how you killed him.
- Fixed Spiculus unlocked passives; it had a bug where you couldn't select a few passives to buy.
- Fixed Contracts list not being populated properly.
- Fixed an error when your gladiator was training and had major injuries.
- Fixed Side Bash skill; it was not invoking an event and preventing the player from breaking the Minotaur charge with it.
- Fixed poison effect duration on enemies.
- Fixed Trial of Balance skill; it was not working properly at all.
- Fixed Heavy Sabre spritesheet; it had some bad frames.
- Fixed Herakles death animation; now it won't fall towards the player.
- Updated the game engine/third-party packages.


[ 2023-09-23 02:44:12 CET ] [ Original post ]

Alpha v0.4 is here, with a lot of new things

Greetings, gladiators!

As promised, alpha 0.4 is finally here! Its been 6 months of works, rethinking some of the systems, creating new assets, new stories and more content. We think that releasing all new content at once is a better way to tackle updates, for some reasons: 1. it's easier to correct bugs when you already have all systems in place and you know you won't be changing the moving parts all the time. 2. Its a better experience for the returning player to get a couple more hours of gameplay, than every week getting a few minutes worth of new content.

We intend on keeping this type of work, releasing fewer but better updates for the game. When you boot the game on this new version, you'll see a roadmap telling you what to expect for the next updates down the line.

Now, let's talk about the new stuff! Some of the highlights of this new version are:

A new "pre-battle" UI. Now you'll know everything about your opponent before getting down to the actual fighting. You can access these panels at any time just by hovering your mouse over the HP bar of any fighter. This is also great to know how you're affected by buffs and debuffs. Also, we added an "Auto-Battle" button, that auto-resolves the fighting based on the metrics of how strong each gladiator is, taking into account the base stats, armor equiped, number of skills/passive, items etc...



We added 2 new full sets of armor (Lamellar and Imperial) and 8 new weapons (2 of each type):



Two new bosses were added! One is this pirate fella with a huge sword that will fight you on a boat. The other one is a surprise, you'll see when you get to him.



Besides that, we revamped A LOT of the skill tree, and added some missing skills and passives. Its not final, we still have some skills to change, but we're getting closer to what we want: More agressive fights.



One important change we've made to the battles is that opponents now derive from gladiators "archetypes", so they won't have crazy builds that make no sense. For this reason, the AI got a little bit harder to deal with.

There are also some new "events" that will have a random chance of appearing when you're chilling at your ludus.

If you're still curious, here are all the patch notes for this new version:

Gods of Sand 0.4.0 Patch Notes

Game Engine:
- Updated Game Engine to a more stable/recent version.
- Updated backend from Mono to IL2CPP for better support accross platforms, faster code.
- Updated Steamworks plugin to the newest version.
- Updated all game engine modules/packages to a newer/faster/better version.

Ludus:
- Fixed a bug causing the gladiator UI icon not updating equipped items correctly on the map panel.
- Fixed a bug causing the tween (up/down animation) of the world map events to get slow/stop.
- Changed background to a more detailed one to fit better with the other graphical elements.

UI:
- Added a panel to the fight where you can see your gladiator's/enemies stats, skills, passives and items.
- Added a "Start Fight" button, now the battle will only start if you wan't.
- Added a "Auto-Battle" button, that resolves the battle automatically when clicked, based on a calculation of all elements of both gladiators.
- Fixed a bug in the gladiator slot outline causing them to not update properly.
- Fixed a bug where the player could click through UI's if the game was not focused due to a bad raycast system.
- Fixed a bug related to mouse clicking detection on the Ludus Skills/Passives panel.
- Fixed a bug related to mouse clicking detection on the Battle SKills/Items panel.
- Fixed "Armor/Weapon/Item" tabs alignment to be properly centered.
- Changed "Armor/Weapon/Item" tabs on the inventory panel, now it will pop to the front to better indicate what tab are you currently on.
- Added a "Tiers" system to the description of armor and weapons.

Passives:
- Added "Weaponlord" passive > Weapons give triple the extra stats it would give normally (even when weapons are changed during a fight).
- Added "Resourceful" passive > Double consumable items values (heal, damage, effects...)
- Added "Static Shock" passive > For each position your enemy moves, he has 50% chance of being hit by a lightning.
- Changed "Tease" passive > Every time you receive a damage, gains +1 STR (strength).
- Changed "Toxic Breath" passive > Damage given is now percentage (5 stacks = 5%) and max damage is limited to 5 stacks.
- Changed "Push" passive > If you have a lower RES than your opponent you give 5 damage, otherwise you give 50% of your res + 5.
- Changed "Weak Point" passive > Changed critical multiplier from 2.5x to 2.2x
- Changed "Deep Relaxation" passive > Now instead of healing it will recover 50% stamina instead of 30%.
- Changed "Blood Lust" passive > Decreased healing from 50% to 20%.

Skills:
- Added a brand new "Silence" effect, it prevents the entity from using skills.
- Fixed "Reverse Punch" skill not playing the SFX upon using it.
- Fixed "Mantra" skill showing negative values upon healing enemy and fixed its size.
- Changed "Crack Armor" skill> armor removal increased from 10% to 33% and cooldown increased from 5 to 10.
- Changed "Push" skill > cooldown increased from 6 to 8.
- Changed "Concentration" skill > cooldown increased from 8 to 15, changed AGI/DEX increase amount from 20% to 50%.
- Changed "Feint" skill > Now the damage you deal is half of your AGI + 10, and cooldown was decreased from 5 to 4.
- Changed "Unfair Exchange" skill > Now it removes only half of the INT that it was removing before.
- Changed "Mantra" skill > Enemies will only use it if less than 90% hp (previously it was 80%) and now it recovers 5% max HP during 4 turns (previously it recovered 20% instantly), increased cooldown from 8 to 12.
- Changed "Reinvigorate" skill > Now instead of healing the full stamina it will silence the opponent for 3 rounds.
- Changed Silence/Stun effects text size, now it's smaller.

Armor:
- Added 2 new full sets of armor to the game: Lamellar (Tier 5), Legionary (Tier 6).

Consumables:
- Added missing text emitter on Health/Stamina potions causing confusion on players about them not healing properly.
- Changed "Health Potion" > decreased healing from 15% to 10% max HP.
- CHanged "Strong Health Potion" > decreased healing from 30% to 20% max HP.
- Changed "Small Tonic" > now it gives a 10% buff to all stats except VIT and END for 5 turns instead of recovering stamina.
- Changed "Strong Tonic" > now it gives a 20% buff to all stats except VIT and END for 5 turns instead of recovering stamina.
- Added "Cannon Bomb" as the prize item from the 5th boss > Deals 20 damage and stuns the opponent for 1 turn.
- Added "Golden Apple" as the prize item from the 6th boss > Raises all stats by 100% for the next 3 turns.

Weapons:
- Added 2 new sets of weapons to the game (Tier 5 and Tier 6): Katar (Tier 5 Bare-Handed), Chakram (Tier 6 Bare-Handed), Kopis (Tier 5 One-Handed), Khopesh (Tier 6 One-Handed), Glaive (Tier 5 Polearm), Halberd (Tier 6 Polearm), Great Sword (Tier 5 Two-Handed), Morning Star (Tier 6 Two-Handed).
- Changed "Tonfa" > decreased damage from 8 to 7.
- Changed "Claws" > decreased damage from 11 to 9.
- Changed "Gauntlets" > decreased damage from 14 to 11.
- Changed "Katar" > decreased damage from 16 to 13.
- Changed "Chakram" > decreased damage from 19 to 15.
- Changed "Wooden Club" > decreased damage from 5 to 4.
- Changed "Short Sword" > decreased damage from 8 to 6.
- Changed "Sickle" > decreased damage from 10 to 7.
- Changed "Gladius" > decreased damage from 12 to 9.
- Changed "Kopis" > decreased damage from 14 to 10.
- Changed "Khopesh" > decreased damage from 16 to 12.
- Changed "Quarter Staff" > decreased damage from 6 to 5.
- Changed "Hunting Spear" > decreased damage from 8 to 6.
- Changed "Pitch Fork" > decreased damage from 10 to 6.
- Changed "Drill" > decreased damage from 12 to 10.
- Changed "Glaive" > decreased damage from 14 to 12.
- Changed "Halberd" > decreased damage from 17 to 14.
- Changed "Iron Axe" > decreased damage from 8 to 7.
- Changed "Heavy Sabre" > decreased damage from 11 to 9.
- Changed "Mining Hammer" > decreased damage from 13 to 12.
- Changed "Great Sword" > decreased damage from 15 to 14.
- Changed "Morning Star" > decreased damage from 18 to 16.
- Changed "Agnidanda" > increased price from 20 to 60.
- Changed "Scalpel" > increased price from 60 to 168.
- Changed "Butcher's Hook" > increased price from 43 to 120.
- Changed "Minotaur Mace" > decreased damage from 14 to 12, increased price from 124 to 250.

Battle:
- Added "Beast" fights that are currently only used in "Dog Quest", but will be used more often in the future.
- Added text that shows how much stamina was recovered upon resting.
- Removed cooldown text on the consumable items tooltip.
- Fixed a bug where the walk buttons from the actions panel were not showing if the player got stunned.
- Fixed effects/texts spawning offsets to prevent texts from spawning in weird positions.
- Fixed a bug causing extra stats not to be removed from previous weapon while changing weapons in a fight.
- Fixed a bug causing the action buttons (attack, kick...) to be interactable even if player doesn't has enough stamina.
- Fixed wrong numbers being shown at the skill/passives cooldown on the tooltip.
- Fixed entities wrong position on battle scene start.
- Changed critical damage multiplier > from 1.5x to 1.6x.
- Changed the UI handling to be more efficient by not refreshing it all every time, now it only refreshes things that were meant to be refreshed.
- Changed "Kick" action > Fully reworked, now it can be defended (entity doesn't get pushed), 20% critical chance, physical damage (STR / 2), gets more powerful with "Powerful Legs", stamina costs 10 more than a basic attack.

Enemy AI:
- Changed enemy A.I. behaviour, now it's smarter while performing it's actions/skills (example: kicking when opponent is buffed, to use potions, etc..)
- Changed Enemy entities (such as beasts, gladiators and bosses) > They can now use consumables like potions,etc...

Bosses:
- Added 2 new bosses/arenas after the Minotaur (no spoilers, try it yourself).
- Fixed a game-breaking bug causing bosses not to appear at all.
- Fixed "Tease" passive not affecting bosses.
- Changed "Ixionus" (hook) boss > now you can break his charged attack by using any push/stun skill/action.

Quests:
- Added "Dog Quest", now you only get the dog after winning this quest.
- Added repeatable quests that happens depending on the climate/other conditions.
- Fixed "Alpha Arena Quest", now alpha arena will only be unlocked after the quest is done, it was being unlocked before that.
- Fixed "Untamed Beast" quest, not it will only be triggered if you have available gladiator slots.
- Changed "Untamed Beast" gladiator stats.

Other changes:
- Fixed "Steam Cloud Save" misconfiguration, now it works properly ( big thanks to LobaPSD https://www.twitch.tv/lobapsd ).
- Fixed a bug that allowed gold coins to be a negative amount.
- Changed some formulas of the game for better balancing, including hit formula, stamina formula, and others.

QoL improvements:
- Added a few verifications on the code to avoid errors / weird bugs that can be caused due to that.
- Created new developer testing tools, players can expect better balancing.


[ 2022-10-22 19:11:15 CET ] [ Original post ]

What we've being working on!

Greeting, gladiators!

It's been a while since our last update... After releasing the game we focused on balancing stuff and fixing bugs based on your feedbacks (and we did a lot of it), but a lot of the ideas you guys gave us were not that simple to implement, so we're taking our time building those systems, as they're not things that can be presented in a "halfway" state.

What we've been focusing on these last couple months is expanding the game experience, as one of the main critics a lot of players had was about how short the game was (its possible to beat it in about 2 to 3 hours at this point), so we're finishing the process of drawing 2 new bosses. Also, we're adding battles against beasts, as fighting the same human opponents over and over gets old quickly.

Here's the next arena's boss and a big dog (we're also implementing lions atm):



No, the boss and the wolf won't be fighting together, as it would be extremelly OP :)

The next boss is also almost done, and it will be the one you'll fight in the ships map. You've probably seen this map, as we use for all kinds of marketing screenshots, as it looks awesome to fight in a boat. This boss had to be a pirate, with his pet monkey (that will also attack you):



After those 2 bosses, we are still testing some concepts to complete our roster of 8 bosses, but here are some candidates:



A worm, like the one in the desert map, that has been tamed and is being used as a weapon to fight other gladiators.



A giant from the south (a Sogardian), one of the last from its lineages. Which one do you think is cooler, the worm or the giant?

Other than that, we've already implemented 2 new tiers of armor and weapons, but we'll be throwing everything together in one big update instead of releasing small sutff. This will be better for us as we'll need to balance and rebalance fewer times if we have all elements put together at once.

I won't give an exact timeline till the next update, but I'd say maybe about two months from now.

Thank you guys for the awesome feedback!

Cheers!


[ 2022-04-25 20:10:05 CET ] [ Original post ]

0.3.9 - Patch Note

Passives:
- Fixed critical issue causing passive "Toxic Whiff" to bug the whole battle.


[ 2022-03-25 18:03:43 CET ] [ Original post ]

0.3.8 - Patch Notes

Inventory:
- You can now perform a single click to equip/unequip items instead of dragging (dragging is still available).

Boss Battles:
- Fixed Blood Lust passive not healing properly and causing bugs.
- Fixed Sharp Blade passive not applying bleeding properly and causing bugs.

Passives:
- Added missing sounds to the passives.

Introduction:
- Changed Odd Giant logo sound effects.


[ 2022-03-24 20:56:01 CET ] [ Original post ]

0.3.7 - Patch Notes

Boss fights:
- Decreased font size of the acquired weapon tooltip (upon victory).

Contracts:
- Fixed contract not being saved properly after being generated at the start of each week.

Passives/Skills:
- Added/changed sounds/particles in some skills.

Battle:
- Fixed game-breaking bug while sending 2 gladiators to the same arena causing both fights to be with the same gladiator and giving the opportunity to win infinite money.
- Fixed player buttons panel being shown after enemy gets killed by counter-attack.
- Fixed a exploit when quitting the game in middle of a boss-fight, making possible to the player to win the boss fight and farm gladiator stats without even defeating the boss.

Achievements:
- Added 5 new achievements (one for each boss, one for losing the game).

Ludus:
- Added a dog that you can pet (best feature).
- Fixed a bug where the "buy passive button" wasn't being disabled after closing the skills/passives panel, causing weird bugs.
- Fixed a bug where you couldn't buy the same skill for more than one gladiator.

Graphics:
- Fixed dead/missing pixels on character base spritesheet.
- Fixed dead/missing pixels on all the armors/helmets/shoulders/feets (still need to fix weapons in future patches).


[ 2022-03-17 03:40:15 CET ] [ Original post ]

0.3.6 - New achievements added

Achievements:
- Implemented "Cheapskate" achievement (keep 1000 gold coins)
- Implemented "I Don't Know, Rick" achievement (sell a boss weapon)


[ 2022-03-04 18:21:22 CET ] [ Original post ]

0.3.5 - Patch Notes

Boss fights:
- Fixed Blood Lust passive not showing heal amount on boss fights.
- Increased weapon tooltip font size.

Passives:
- Blood Lust: minimum healing amount is now 1 (previous: 0).
- Deep Relaxation: minimum healing amount is now (previous: 0)1

Achievements:
- Implemented "A.K.A." achievement (change the name of your gladiator).

Steam Store Page:
- Added "Achievements" to game resources.


[ 2022-03-03 21:41:33 CET ] [ Original post ]

0.3.3 - Patch Notes

Ludus Upgrades:
- Fixed bug on Training Upgrade Level 3, it was not changing the ludus ground visual correctly.

Battle:
- Fixed problem causing gladiator not being generated properly.

UI:
- Fixed button with wrong layering order in settings panel.


[ 2022-03-02 15:17:14 CET ] [ Original post ]

0.3.0 - Patch Notes

Skills:
- Fixed skill "Trial of Balance" causing delays to end entities turn.
- Fixed damage given not being shown on a few skills.
- Changed it's price formula, now it should be cheaper.

Passives:
- Added passives system, you can buy them on the skill-tree panel. New passives coming soon.

Ludus:
- Fixed bug causing weird artifacts to the gladiator name text upon changing it's name.
- Fixed a few objects on weird positions, now they're positioned to be pixel perfect.
- Fixed gladiator weekly cost text alignment on ludus inventory.
- Now you start with 2 gladiator slots instead of 5, and each carpenter upgrade gives you +2 slots instead of 1.

Menus:
- Added a button to return to main menu.
- Added a "Credits" button with our team members on the title screen.

Steam:
- Added achievement system, we will be adding more in the near future.

Battle:
- Fixed Grid positions to be even across the map.
- Enemy gladiators are now generated based on pre-made gladiators archetypes (tanker,spearman,berserker,mage...) for better balancing.

Renown:
- The price of the renown is now halved, your gladiator's weekly cost will now be a lot cheaper.


[ 2022-02-27 17:00:01 CET ] [ Original post ]

Our Next Steps - Alpha Priorities

Greetings Gladiators!

We've been getting a lot of feedback on the game, and many ideas have crossed our minds by this time.

During the first week post-release we focused on clearing all types of bugs, and one week after we achieved a state where 95% of all bugs have been fixed, with no game-breaking bug that we know of. So we're now ready return to progress in development, tackling first the things we received most feedback on.

The biggest complaint: The combat system. Not complex enough, kinda boring (specially on low level fights) and sometimes too random. We do agree with all those claims, that's why over the next 1 or 2 weeks we'll be implementing a passive skills system, where instead of having 16 skills to choose from, the player will now have 32, making a lot more crazy builds possible. With this system, we'll also be able to revamp the gladiator generation system. The idea is to create possible "builds" or "archetypes" which all enemies gladiator will be assigned randomly upon being generated. This will make the opponent's power much more balanced than the totally random way we use now.

After that, we're still considering which system to focus. The calendar needs a good rework, and to make the management play a bigger role, sometimes the player should be forced to fight on certain dates dictated by the game.

Any feedback, bug report or ideas you can send us through the Steam's forum or through our email: godsofsandgame@gmail.com

Cheers!


[ 2022-02-15 17:05:27 CET ] [ Original post ]

0.2.10 - Patch Notes

Ludus:
- Fixed a bug preventing the player to open the world map when sending a gladiator to an event.

Notifications:
- Fixed contracts notification returning the wrong message, previously if you fail it was returning a death message.
- Changed travelling notification to a more decent one.

Battle:
- If you are using barehanded weapons and hit the enemy twice, the skill effect won't be applied twice (e.g: "Clear Cut" will apply only 4 bleading instead of 8).

Skills:
- Nerfed "Shove" skill.
- Fixed "Rage" skill, it was healing enemy instead of dealing damage.

Tutorial:
- Fixed missing title and wrong font on attack button tooltip.

Arenas:
- Fixed a problem causing arenas to be unlocked before fighting the bosses.


[ 2022-02-14 19:09:22 CET ] [ Original post ]

0.2.9 - Critical Error Fix

FIX:
- New players weren't able to start a game due to a bug on the Tutorial scene.


[ 2022-02-11 22:02:23 CET ] [ Original post ]

0.2.8 - Patch notes

Battle:
- Blocked attacks will now reflect the 25% of the damage to the attacker when wearing a one-handed weapon.
- Fixed attack percentage tooltip that was missing a title and was using the wrong font.
- Added text to health bars to show entities current HP/SP.
- Now entities won't get stunned/bleed from skills if the attack is missed.
- "Feint" skill was changed to "Lunge": moves 3 spaces forward, if touches the enemy, does (AGI / 2) as damage.

Contracts:
- Increased gold prize of all contracts.

Arenas:
- Increased gold prize of all arenas.

UI:
- Added some missing translations.

Known Issues:
- Arenas being unlocked without fighting the boss.
- Some texts are missing translations.


[ 2022-02-11 20:02:35 CET ] [ Original post ]

0.2.7 - Battle Scene/Ludus Scene/Contracts changes

Battle Scene:
- Fixed a problem that was making the tooltip stay on the screen even after clicking the buttons.

Ludus Scene:
- Fixed a tooltip missing translation on the gladiator skills panel.
- Fixed locked skills showing it's tooltip and revealing the skill in that slot when they shouldn't.
- Now you can change the name of your gladiator by clicking on it in your inventory.

Contracts:
- Fixed another problem causing the gladiator that died in contract not being killed at all.
- Changed some contracts data (prize, travelling days, percentages...).
- Contract's death percentage is now zero if less than 5.

Known Issues:
- Arenas being unlocked without fighting the boss.
- Some texts are missing translations.


[ 2022-02-10 20:50:34 CET ] [ Original post ]

0.2.6 - Climate System/Ludus Scene Changes/Bug Fixes

Game Changes:
- Added a climate system, it will have future uses on quests and other things, for now it's just visual.

Ludus Scene:
- Now you'll get a random climate effect on the scene every day (75% chance of being the default one).
- Added the missing english translation to a button on the contracts panel.

Bug Fixes:
- Fixed a bug where the gladiator was not dying in contracts.
- Fixed a bug where the contracts panel gladiators was not being refreshed properly.
- Fixed a bug where 2 or more gladiators couldn't arrive to the ludus back at the same day when they were doing a contract.


[ 2022-02-09 19:10:36 CET ] [ Original post ]

0.2.5 - City/Skills/Contracts/Backend changes

City:
- Due to some feedbacks, the blacksmith will have fresh items every day.
- Fixed a problem where the items were showing only on the first day of the week, if you have a save with empty items just advance a day and it will be fixed.

Skills:
- Concentration: Nerfed from +30% to +20% AGI and DEX. Now it lasts until the end of the fight.
- Mantra: No longer recovers STA.
- Exhaust: Removed. "Reinvigorate" will now take it's place.
- Reinvigorate: Recovers 100% STA.
- Rage: Buffed from +3 to +10 STR. Nerfed from -1 HP per turn to -4% HP per turn.

Contracts:
- Most of the contracts now have a bigger gold prize.

Backend (game code that players won't see):
- The blacksmith inventory system was upgraded to a newer one with less bugs.


[ 2022-02-08 19:03:45 CET ] [ Original post ]

0.2.4 - UI/Blacksmith fixes

UI:
- Fixed a problem where it was showing duplicated resolutions on the settings panel with no explanation, now it shows the refresh rate.
- Fixed a bug that was causing the Alpha End panel to show before the 4th arena.

City:
- Blacksmith items don't reset anymore when you buy all of them, now they reset on the first day of the week.


[ 2022-02-08 16:58:04 CET ] [ Original post ]

0.2.3 - Minor changes

Battle:
- Fixed a weird behavior due to the player starting position being different to the grid position.

Texts:
- Fixed some mispellings on English and Portuguese languages.


[ 2022-02-07 20:10:34 CET ] [ Original post ]

0.2.2 - Minor Bug Fixes and improvements

Contract Fixes:
- Some of the contracts/missions were misconfigured and is now fixed, they weren't giving you gold and the travelling time was instantaneous.

Battle improvements:
- Players/Enemies/Bosses now start the fight closer to each other, previously they were starting on the map bounds.


[ 2022-02-07 18:55:43 CET ] [ Original post ]

The Early Access is here! - We want your feedback

Greetings Gladiators!! The big day has finally arrived!

I could go on and on about how releasing a game was much harder than we previously thought, how it took us almost a whole year more than we planned in the beginning to get the game into a releasable state, but I don't think the player can really relate to these kinds of struggles (I certainly did not before), and it is totally fine not doing so, because in the end both the players and the devs are concerned about the final product. So, let's talk about the game!

This is an early version, but many of the features implemented are probably staying, so we're building over this foundation. If you've played the game by this point, you'll notice that some aspects are still lacking, and we want to use this opportunity pro improve over the current systems by listening to your feedback.

For me, personally, I think the combat is what is lacking the most at this moment, but I've been told the opposite by some early testers, so it's a matter of waiting for the oppinion of the majority to speak. We have a lot of ideas to improve this system, like: Adding "pokemon-style" battles where you take to combat a team of gladiators with different builds, instead of only one man; Or adding passive skills to the skill tree to take the game to a more "rogue-likish" combat, in a sense of getting extremely powerful and bad-ass on the later levels.

The management aspect of the game is another side to be improved, but it is not as obvious as the combat, in my view, as we want to stay in a line where you can play the game without having to study for 3 hours prior, but making the financial and logistical decisions of the player count. Until we find balance, I think it's fairer to make a too-easy game than a too-hard game, as to include more types of players, although sometimes I almost feel that the game is still too hard.

Well, we're excited to listen to your oppinions, and to work togheter with you guys to make this the go-to gladiator game experience. You can contact us through this steam forums, or at our email: godsofsandgame@gmail.com

If you find any BUGS, please report ASAP!

And thank you everyone for the support :)

Cheers!


[ 2022-02-07 13:11:48 CET ] [ Original post ]