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If you were thinking about getting the game, now is a great time to do so as we are part of the indie.io Publisher Sale! Catch the game on sale from April 11th through April 25th.
Check out other great indies of the indie.io Publisher Sale to add them to your collection.
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https://store.steampowered.com/app/2307170/Everwarder/
- Fixed key rebinding resetting unrelated keys. - Other minor fixes.
If you were thinking about getting the game, now is a great time to do so as we are part of the Steam Spring Sale! Catch the game on sale from March 13th through the 20th.
Make sure to also check out other great games on sale from my publisher here.
* Fixed corrupted pedestal having common artifacts. * Fixed chaos affecting lower difficulties. * Units now target enemies of stronger nature on chaos difficulty, but only if no other suitable targets are in range. * Slightly increased Splasher's homing bullets fly distance (for both ability and branch).
I've received a lot of feedback that it was hard to know of which nature is the enemy, so I've added an icon that shows it near their healthbar. Actually the color of the healthbar was meant to carry this information, but it went unnoticed by most players. * Added enemy nature icon near their healthbar. * Some players still found boss scaling unfair, so I further reduced it. * Added Skill tree/Discoverer node flickering if can be upgraded. * Added clarifications for dual/triple point scaling artifacts.
- Fixed artifact tier doubling when picking up artifacts from the world. - FIxed Artifacts tutorial Fork having wrong gem color, to match the tutorial text. - When choosing artifacts you sometimes couldn't pick a certain artifact due to internal exceptions, now it should be fixed. - Other small fixes
There weren't any bug reports which I wasn't expecting at all. I've read the reviews and there were some complaints about the boss difficulty, so I lowered it a bit. I also added a note in the tutorial about enemy scaling to encourage players to be more efficient, because time is against them. * Added info about difficulty scaling in the tutorial * Reduced boss health scaling * Fixed a typo in the Artifacts tutorial Thanks everyone who's playing the game, this means a lot to me. I hope you are enjoying it!
[previewyoutube=SQhoeF7vwIE;full][/previewyoutube]
[previewyoutube=NWDdQOnNiLU;full][/previewyoutube]
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.
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.
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.
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:
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.
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!
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.
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:
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!
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