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Status Update: 9/16
That said we had an amazing time demoing at PAX. We had a full 10 foot by 10 foot booth in the Indie MEGABOOTH and we were crowded for four days straight. It's a lot of work to run a show but we had a great time showing the game to new players, and even got to do some co-op runs with folks who already owned the game. If you came out to say hello, thanks! It was incredibly rewarding to meet people who have bought and are enjoying the game.
We're actively working on two different updates to get out the door as soon as possible. As always if you're curious you can see detailed status on our trello board, but I'll talk briefly about what to expect here:
The first update you'll get is a 'technical update' - this is focused on adding any new tech needed for future content, as well as rebalancing existing content and fixing bugs. Right now this update has about 25 changes in the changelog, and I'm hoping to get a few more in before we ship it to you. Technical Update 1 should go live sometime next week. Some highlights of this update are a first pass at rebalancing guns that are clearly problematic (tea gun, auto stake launcher, more) and adding some tech that we should be able to use in content updates to make game loops more interesting (modifying enemy generation systems based on loop count, improving loot quality based on loop count). This update will also be the start of enabling localization in the game, so we can start to add languages other than English.
After the technical update ships we'll be focusing on getting the first content update out the door. Craig is creating all of the necessary art right now while I wrap the technical update, and then we'll both work on getting the content update finished. We don't yet have a date for releasing the content update but we're hoping it will be two to three weeks after the tech update ships. If there are any major bugs/issues in the tech update that may delay things. The focus of this content update will be adding new elements that will make the existing zones more entertaining and varied to play - new objectives, an event system that can change enemy generation for a given floor, and some new enemies. Also the very start of secrets, but I can't tell you about that because they're secret. We're also working on the first new zone but it will not be ready in content update 1. Zones are a massive undertaking that consist of level generation, new enemies, new boss, props, etc. If you dig around in the mod files you'll likely be able to get a sneak preview of it - but it'll be a couple more updates before it's in the main game proper. I think that's everything for now - back to work on this technical update for me. Have a great weekend!
[ 2016-09-16 23:33:53 CET ] [ Original post ]
First off an apology for being pretty quiet in the forums and news lately - Craig and I both got sick demoing at PAX and have just been trying to get healthy.
PAX West
That said we had an amazing time demoing at PAX. We had a full 10 foot by 10 foot booth in the Indie MEGABOOTH and we were crowded for four days straight. It's a lot of work to run a show but we had a great time showing the game to new players, and even got to do some co-op runs with folks who already owned the game. If you came out to say hello, thanks! It was incredibly rewarding to meet people who have bought and are enjoying the game.
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Game Updates
We're actively working on two different updates to get out the door as soon as possible. As always if you're curious you can see detailed status on our trello board, but I'll talk briefly about what to expect here:
Technical Update 1
The first update you'll get is a 'technical update' - this is focused on adding any new tech needed for future content, as well as rebalancing existing content and fixing bugs. Right now this update has about 25 changes in the changelog, and I'm hoping to get a few more in before we ship it to you. Technical Update 1 should go live sometime next week. Some highlights of this update are a first pass at rebalancing guns that are clearly problematic (tea gun, auto stake launcher, more) and adding some tech that we should be able to use in content updates to make game loops more interesting (modifying enemy generation systems based on loop count, improving loot quality based on loop count). This update will also be the start of enabling localization in the game, so we can start to add languages other than English.
Content Update 1
After the technical update ships we'll be focusing on getting the first content update out the door. Craig is creating all of the necessary art right now while I wrap the technical update, and then we'll both work on getting the content update finished. We don't yet have a date for releasing the content update but we're hoping it will be two to three weeks after the tech update ships. If there are any major bugs/issues in the tech update that may delay things. The focus of this content update will be adding new elements that will make the existing zones more entertaining and varied to play - new objectives, an event system that can change enemy generation for a given floor, and some new enemies. Also the very start of secrets, but I can't tell you about that because they're secret. We're also working on the first new zone but it will not be ready in content update 1. Zones are a massive undertaking that consist of level generation, new enemies, new boss, props, etc. If you dig around in the mod files you'll likely be able to get a sneak preview of it - but it'll be a couple more updates before it's in the main game proper. I think that's everything for now - back to work on this technical update for me. Have a great weekend!
[ 2016-09-16 23:33:53 CET ] [ Original post ]
Monsters & Monocles
Retro Dreamer
Developer
Retro Dreamer
Publisher
2016-08-16
Release
Game News Posts:
44
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mixed
(59 reviews)
The Game includes VR Support
Public Linux Depots:
- Monsters and Monocles [Linux] [188 M]
Monsters & Monocles is a frantic, Victorian steampunk themed twin-stick shooter all about using teamwork and heavy weaponry to battle the hordes of evil. A naive occult collector has unknowingly unleashed a great evil that is spreading across the globe, and it’s up to you and a team of quirky paranormal investigators to find the source of this dark energy and blast it back to where it came from.
Take on the challenge solo, or play with up to 4 players online or locally. Your team shares a single pool of lives so you need to stick together, revive fallen comrades, and watch each other’s backs.
Search out and use powerful weapons to aid you in battle like the blunderbuss, stake launcher and the crumpet cannon - a steampunk toaster that fires weaponized crumpets.
Find and equip relics to customize your weapons and add new abilities to match your play style, and upgrade them by looting chests and destroying enemies.
Each level is procedural so you and your comrades will be faced with unique enemy placement, traps, secrets and objectives each time you play. Your trusty airship the HMS Scone acts as your hub and lets you gear up before taking on challenging levels like the haunted mansion, snowy Victorian streets and a cursed Pharaoh’s tomb. Each area ends with a fearsome boss encounter, such as a demonic chimney sweep or a giant cyclops skull.
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Online and Local Multiplayer
Take on the challenge solo, or play with up to 4 players online or locally. Your team shares a single pool of lives so you need to stick together, revive fallen comrades, and watch each other’s backs.
Customize Your Play Style
Search out and use powerful weapons to aid you in battle like the blunderbuss, stake launcher and the crumpet cannon - a steampunk toaster that fires weaponized crumpets.
Find and equip relics to customize your weapons and add new abilities to match your play style, and upgrade them by looting chests and destroying enemies.
Procedurally Generated World
Each level is procedural so you and your comrades will be faced with unique enemy placement, traps, secrets and objectives each time you play. Your trusty airship the HMS Scone acts as your hub and lets you gear up before taking on challenging levels like the haunted mansion, snowy Victorian streets and a cursed Pharaoh’s tomb. Each area ends with a fearsome boss encounter, such as a demonic chimney sweep or a giant cyclops skull.
Features
Features
Features
- 4 player co-op - both locally and online
- Co-op centric gameplay - Revive teammates and shared pool of lives across all players
- Challenging single player
- Every game is different - Procedural levels, enemies, relics, objectives, and secrets
- Customizable abilities - Collect relics that can be upgraded across play sessions to match your play style
- Full Controller support
- Huge bosses
- Sound design & Music by Hyperduck Soundworks
- Dogs wearing smoking jackets
MINIMAL SETUP
- OS: Ubuntu 14.04 or SteamOS
- Processor: Core i5 or Core i7Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Discrete GPU. Nvidia GTX 400 Series or betterNetwork: Broadband Internet connection
- Storage: 500 MB available spaceAdditional Notes: Additional space required for any mods downloaded
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