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Devlog #2 and 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!
[ 2023-10-04 15:06:53 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 ]
Everwarder
qLate
Developer
qLate
Publisher
Q3 2024
Release
Game News Posts:
11
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
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!
MINIMAL SETUP
- 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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