I'm excited to announce that Everwarder is taking part in Steam October NEXT Fest!
The demo has been activated and you can play it right now! Thanks to everyone who's been supporting me and the game for the past few years of development. It's been quite a journey, but here we are, getting closer and closer to the release!
[ 2024-10-14 16:52:17 CET ] [ Original post ]
I have some exciting news! The game publisher indie.io is at Tokyo Game Show preparing for a weekend with a demo of Everwarder! Play the demo on the floor or download and play it on Steam until Sept 29th! We're hoping to gather lots of feedback as the game gets closer to the release. It evolved quite a bit since the last playtest, so be sure to give it a try! P. S. I've recently finished adding all the content to the game, and now it's time for final polishing, balancing and bugfixes.
[ 2024-09-25 19:47:54 CET ] [ Original post ]
I'm thrilled to announce that Everwarder is officially joining forces with indie.io! This partnership marks an exciting new chapter for the game.
About indie.io
For those of you who may not know, working with a game publishing platform like indie.io greatly helps indie developers focus on game development while they handle all the behind-the-scenes magic. From helping manage store pages to crafting marketing campaigns and even helping the game shine at both digital and live events, indie.io helps in all the aspects that indie developers often struggle with alone.
Why indie.io
I've received a few other publishing offers, but still decided to partner with indie.io because they have a great track record with helping other indie games become successful. I'm sure they have a great team. Their passion for indie games will undoubtedly help me bring Everwarder to more players and ensure that it gets the attention it deserves.
Check out indie.ios Other Titles
Be sure to check out indie.ios Steam Publisher Page to discover more amazing indie games!
Join Our Community
Also dont forget to wishlist Everwarder and join our Discord community to be notified of future announcements!
I'm incredibly excited about this partnership and what it means for the future of Everwarder. Thank you for your support and there will be more updates soon!
[ 2024-08-06 16:12:05 CET ] [ Original post ]
Hello Warders.
Thank yall for playing Everwarder and sharing your opinions at PGA2023. We gathered lots of amazing feedback which helped us in developing more features and polish existing ones. But what are new features if players cant test it? Thats why we want to announce playtests coming this weekend!
From 3.11.2023 to 10.11.2023 we decided to give you whole week to have some fun and share your feedback with us. Since last open demo Everwarder has changed a lot, thats why we listed the changes to the game below.
Gameplay changes
- CHANGED main currency from 1 to 4 types of shards: common, rare, epic and rainbow
- NEW Added ores containing shards. They work like normal darkness cell, but are undiggable until proper tier of skill tree is unlocked. Common requires T1 skill tree, rare T2 and so on.
- NEW Added unclearable darkness
- NEW Added biome system and one new biome. There will be biome specific enemies later on.
- NEW Added darkness to map (M key)
Skill tree its finally here!
- NEW Increasing Skill Tree tier unlocks new skills including new crystal level, raising already unlocked skills level cap and gives the ability to mine new ores.
- CHANGED - structures like shop, upgrade chamber and altar are unlockable by progressing in Skill Tree
Enemies
- CHANGED enemy spawn logic now enemies spawn from destroyed darkness cells, not from everywhere. This change will allow you to moderate enemies horde.
- PREVIOUSLY enemies were being spawned by "director" from random bordering darkness cell every X seconds. Every second "director" received X credits, which it used to spawn enemies. More credits = stronger enemies.
- CURRENTLY system works so that this "director" gets X credits only when darkness cell is cleared and can spawn enemies only where the cell was cleared. Thus handing to the player control over the enemy flow size.
Portal
- CHANGED only one portal spawns per level
- CHANGED portals are activatable on finding. Requirement to power energy relays has been removed
Crystals
We completely reworked whole system in a way, that you won't feel bored at any given moment of the run. Depending on generated level, there was possibility for stagnation. With current system when you feel safe on one side of your base, you can move crystals to the other and boost darkness destruction speed, but not in a game-breaking way
- NEW You can move them around like units, unless crystal is not connected to two other crystals at the same time
- NEW Crystal "power" system - Each crystal has certain amount of power, which affects how much damage it deals to darkness cells. Each subsequent crystal will be weaker.
- NEW Main crystals is a source of power. Each crystal that's connected to it will have max power.
- NEW Crystals with high power will highlight with particles and deal 1.5x damage to darkness cells. This should speed up early game.
- NEW Crystals with 0 power can't be connected to any further
Beacons new structures
- Beacons glow showing direction to the Portal
- Beacons reset crystals power to 9
Structures
- CHANGED Structure generation system - Before there was a fixed amount of structures that would spawn randomly. Now "nodes" are getting spawned (with a certain minimum distance between) and then each node turns into a random structure(or required one e.g. portal) or stays empty.
- This new system will work no matter how big the size of the map is and therefore is much better then previous one
- Added more map decorations
Tutorial changes
- NEW Tutorial based on your PGA feedback we wholly revamped the tutorial. Tell us if you feel that something was not explained enough
- NEW Added menu with all discovered mini tutorials. Accessible from pause menu.
- NEW Added sign flicker until read
- NEW Added unit evolve tutorial part to initial tutorial, moved pattern tutorial into separate one which triggers after any new unit tier was unlocked
Technical
- Added VSync option in settings
- Added Evolve button in Limbo
- Added right click cancelations for different actions
- Added leave building mode on [Esc] press
- Fixed structures spawning inside of unreachable zones.
- Fixed structures failing to generate.
- Fixed stats displaying as upgrade even if they decrease.
- Added New main menu and gameplay music
- Added new SFX
- Fixed wrong hover popup and artifact popup positions on different resolutions
- Fixed main menu buttons getting out of screen
- Fixed wrong UI scaling
- Fixed milky colors on HDR displays
Want to talk to us?
Follow us on our Social Media Channels where we will post work in progress, news about the game and other cool stuff, so check it out! Facebook Instagram X Have fun guys, Everwarder Team
[ 2023-11-03 14:05:20 CET ] [ Original post ]
Hello Warders. we are dropping devlog with lots of new features, crucial mechanics changes and great news. Upcoming weekend Everwarder will be featured at Pozna Game Arena in Poland.
Pozna Game Arena
Great news for everyone whos going to visit Pozna Game Arena. You will be able to test the game with new changes at our booth. Not sure if you should go? There will be prizes to be won, so come, visit us at hall 5A, play the game and share your ideas with us!
Update
New stuff:
- Now crystals with 1 neighbor can be moved and connected to other crystals. This change will provide you with new gameplay options.
- Increased initial unit tier to 2. Now newly unlocked unit in Limbo will be of tier 2 right away.
- Added unclearable darkness regions and their random generation. They have dark purple color and cannot be destroyed, therefore giving more "shape" to the world and forcing the player to act accordingly.
- Added darkness to map
- Added menu with all discovered mini tutorials. You can access them from pause menu.
- Added beacons glow to make them easier to spot
Reworks/rebalancing:
- Reworked enemy spawning logic Core logic stays the same. Director uses credits to spawn enemies, which means the more credits director has, the stronger are enemies Old system: enemies were being spawned by "director" from random bordering darkness cell every X seconds. Every second "director" received X credits, which it used to spawn enemies. New system: Now when darkness cell is cleared "director" gets X credits. When darkness cell is cleared, the director will spawn enemies based on credits amount. This change will allow players to control enemy flow size.
- Rebalanced enemy health in accordance to new spawning system.
- Huge rebalancing of artifact system - Decreased the gap between artifact rarities - Now common artifacts are 2.5x more powerful - Decreased artifact prices in shops
- Improved structure generation consistency.
- Crystals can only attack cells within their line of sight.
- Optimized unit targeting.
- Added lighter background to buttons and sliders in options in main menu.
- Changed color design of options menu.
Fixes:
- Huge optimizations for enemies, UI and physics.
- Much smoother darkness expansion.
- Fixed structures spawning inside of unreachable zones.
- Fixed structures failing to generate.
- Fixed stats displaying as upgrade even if they decrease.
- Fixed main lag issue on 15+ minutes. The problem was with the way enemies interact with each other(e.g. healing/buffing nearby enemies). After moving from colliders to manual search for enemies within certain range FPS almost quadrupled.
- Fixed world sometimes failing to generate due to invalid structure placement.
- Other minor bug fixes
[ 2023-10-04 15:06:53 CET ] [ Original post ]
Hello Warders. Lots of feedback from y'all came after the demo, so we made crucial changes into the game. We are glad, that you shared your opinions with us. It helps making the game the way we all want to play it. What is different after the open demo version:
- Added new crystal "power" system. - Each crystal has certain amount of power, which affects how much damage it deals to darkness cells. Each next crystal will have one power point less then previous one.
- Main crystals is a source of power. - Each crystal that's connected to it will have max power.
- Crystals with high power will highlight with particles and deal 1.5x damage to darkness cells. This should speed up early game.
- Crystals with 0 power can't be connected to any further.
- Beacons are changed to be connectable with crystals. They serve as sources of power, similar to main crystal, but give less starting power.
- Now beacons aren't required for activating portal. Their main purpose is to help find the portal (particles will show the direction where portal is) and provide power to crystals to explore further parts of the map.
- Changed beacons to spawn closer to center.
- New structure generation system. Before there was a fixed amount of structures that would spawn randomly. Now "nodes" are getting spawned(with a certain minimum distance between) and then each node turns into a random structure(or required one e.g. portal) or stays empty. This new system will work no matter how big the size of the map is and therefore is much better then previous one.
- Added new SFX.
- Some balance changes.
- And of course bugfixes
We have new Social Media Channels where we will post work in progress, news about the game and other cool stuff so check it out and give us a follow. Facebook Instagram X That's all for now, Everwarder Team
[ 2023-09-21 07:17:13 CET ] [ Original post ]
Steam Strategy fest is over. Thanks everyone who tried the game and gave feedback/reported bugs. In the following week I'll be fixing all the bugs and design flaws of the tutorial(once again) and game in general. The demo will stay up for a few more days if someone wants to try it.
[ 2023-09-05 20:40:27 CET ] [ Original post ]
The demo is now live! And that's all because of the upcoming Strategy Fest, which starts tomorrow and lasts 7 days. Try out a part of the game with all of its mechanics and tell us about your experience at our Discord! After the festival the demo will be hidden, so be sure to try it out!
[ 2023-08-27 11:40:10 CET ] [ Original post ]
The playtest is now out! It's a very important step towards creating the best version of the game. I'd be very grateful if you could not only play the game, but give feedback in our discord server. Feel free to share with us how would you improve the current version of the game, report bugs and just give general feedback -- positive or negative, either one is welcomed. If you want to try out the game, just request an access to the playtest on the main store page and I will let you in soon.
[ 2023-08-05 14:00:08 CET ] [ Original post ]
The game loop is almost finished, so I'm officially announcing the first playtest. Join our Discord to stay tuned, I will post there more information about the playtest soon. Here are the most important things that need to be done before the playtest. Just so that you have an understanding how much time it will take:
- Update tutorial. It's very outdated because the game changed a lot. But the main logic is there, I just need to change the flow of it. Time required: ~1 day.
- Add some artifacts. Currently there's like 2 of them just for the sake of testing, I'd say 2-3 days for this.
- Add more structures, like the one where you fight tough enemies for artifact reward. 1 day.
- Skill tree requires complete rework. I need some ideas for it and then implement them, so I'd say 2-3 days.
- The meta progression currency - shards - there's no way of getting them at the moment, but I already have an idea for it, so probably 0.5 days for this.
- Also I haven't added a single sound effect to any new content, maybe I will do it after the playtest, depends on the amounts of time other things will take.
[ 2023-07-24 16:17:42 CET ] [ Original post ]
It's been a journey since I started this project, and now I am here on steam and with the game almost ready for the first playtest. May the wishlisting begin! Information about closed playtest coming soon!
[ 2023-07-03 19:14:58 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
FEATURES
- Undefined enemies path: you choose which way they will follow
- Dynamic unit placement: react to situation by rearranging your units position
- Explore procedural generated worlds: each run presents different challenges
- Roguelite progression system: upgrade your units and research new upgrades
- Artifact system: use powerful artifacts to strengthen your units each run
- Tinker with unique combos of units+artifacts+skills to find different combinations
- Leaderboards
A Fresh Take on casual Tower Defense
In Everwarder, there's no set path for enemies. They will come from everywhere attracted by energy your crystals emit. Use it to create your own perfect path for them to follow and destroy with tactically placed defenses.Explore procedurally generated worlds
Use crystals to fight growing darkness and traverse the uncovered world in search of ancient structures. Complete their challenges, get rewarded with powerful artifacts and equip them to your units. Each run provides you with different randomly generated artifacts - decision which unit will be buffed is up to you.Adapt to Constantly Rising Difficulty
Enemies become tougher as well as waves more frequent. Upgrade units to keep up with their strength and attach patterns to crystals. Filling the pattern will grant buffs to chosen units as well as activate nearby runes.Grow and Evolve
Each run will reward you with shards. Use them to unlock new units as well as evolve existing ones, or progress in the research tree.Endless experience
Search for the portal, charge it, and move onto the next stage, keeping only the artifacts.How far can you get?
The game never ends: keep progressing in the upgrade tree and compete with other players on leaderboards!
- OS: Ubuntu 18.04 (or any recent Linux distribution)
- Processor: Intel i3+Memory: 512 MB RAMStorage: 256 MB available space
- Memory: 512 MB RAMStorage: 256 MB available space
- Storage: 256 MB available space
- OS: Ubuntu 23.04
- Processor: Intel i5+Memory: 1 GB RAMStorage: 256 MB available space
- Memory: 1 GB RAMStorage: 256 MB available space
- Storage: 256 MB available space
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