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Progress Update: August - September 2020
Since the airship HUB is essentially the core connective tissue of the entire game, its something Ive been wanting to improve and finish for a LONG time. My main goals over the past month or so have been to nail down exactly what it needs to contain in terms of game functionality, and also to flesh out how each room will look and feel. Im still in the process of cleaning up and implementing the new rooms, but so far we have:
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Mostly polish, and a proper representation of the central eye platform that will eventually unlock the final boss level once you complete all of the corresponding zones.
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Since this room acts as the spawn point at the start of each session and upon returning to the airship, I wanted to make it a bit more interesting and unique visually. I've also seen a few requests to have the option for different starting weapons in the forum, and I agree that it's a good idea, so the weapon platforms are the first step towards factoring them into the airship layout/design.
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I dont want to say too much about what I have in mind for this intriguing little room right now, but it will have a couple of uses down the line. Stay tuned for more info... <_<
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For the relic room, I wanted to lean more into the idea that the games relics are powerful artifacts that have largely been lost to the sands of time before being rediscovered by our heroes. Still a couple of rooms left to do, and bits of clean-up, but Im happy with how the airship is progressing.
Alongside working on the airship, Ive also been fleshing out the room variety for each of the main zones, utilizing the various new traps and elements I now have to play with. Not really a lot to show right now, but it feels good to finally start growing the room count to keep each run feeling more varied and fresh. Thats everything from the past couple of months. Definitely a challenge as I mentioned, but things are moving along. Take care, be safe, and we'll see you next time :) Craig
[ 2020-10-06 00:25:29 CET ] [ Original post ]
Hi everyone. With the kids starting full distance learning over the summer, this past couple of months have been quite challenging (and a bit of a blur to be honest!) but were trying our best to make progress as we settle into a new routine. Here's a rundown of what weve been working on:
The Airship
Since the airship HUB is essentially the core connective tissue of the entire game, its something Ive been wanting to improve and finish for a LONG time. My main goals over the past month or so have been to nail down exactly what it needs to contain in terms of game functionality, and also to flesh out how each room will look and feel. Im still in the process of cleaning up and implementing the new rooms, but so far we have:
The control/zone select map room
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Mostly polish, and a proper representation of the central eye platform that will eventually unlock the final boss level once you complete all of the corresponding zones.
Central Lobby/Start Room
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Since this room acts as the spawn point at the start of each session and upon returning to the airship, I wanted to make it a bit more interesting and unique visually. I've also seen a few requests to have the option for different starting weapons in the forum, and I agree that it's a good idea, so the weapon platforms are the first step towards factoring them into the airship layout/design.
The Engine Room
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I dont want to say too much about what I have in mind for this intriguing little room right now, but it will have a couple of uses down the line. Stay tuned for more info... <_<
The Relic Room

For the relic room, I wanted to lean more into the idea that the games relics are powerful artifacts that have largely been lost to the sands of time before being rediscovered by our heroes. Still a couple of rooms left to do, and bits of clean-up, but Im happy with how the airship is progressing.
Greater Zone Room Variety
Alongside working on the airship, Ive also been fleshing out the room variety for each of the main zones, utilizing the various new traps and elements I now have to play with. Not really a lot to show right now, but it feels good to finally start growing the room count to keep each run feeling more varied and fresh. Thats everything from the past couple of months. Definitely a challenge as I mentioned, but things are moving along. Take care, be safe, and we'll see you next time :) Craig
[ 2020-10-06 00:25:29 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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