Name | Destroy The Monoliths | ||
Developer | Radiant Sloth | ||
Publisher | Radiant Sloth | ||
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Release | 2023-11-02 | ||
Steam | |||
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Controls | Keyboard Mouse Partial Controller Support Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | [NAN ] |
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I won't showcase everything in this post because I want to let you discover all that new content by yourself in game. But let's have a quick look at some of it together! [h2]New maps[/h2] With 8 new maps, there is now a total of 24 in the pool. This should make each world more unique. I tried to introduce new interesting mechanics and more special blocks. For instance, in the Botanical garden, we have flower blocks. These repair adjacent buildings when destroyed. So you can take advantage of the existing terrain, but not only. This map also comes with a special building: the flower block generator! So you can create flower blocks in your bases and use them to repair your turrets! On the Canals map, we can find patches of foundation blocks. Buildings placed on top of these blocks have additional health points. This mechanic is also reused in another map, Ice tunnel, but with a variant. There, you will find Mutated ice blocks that give buildings on top of them more damage power! This encourages you to adapt to the terrain if you want to benefit from these bonuses. [h2]New weapons[/h2] I already presented the Detection mines and the Explosive beam in previous posts. Today, let's talk about Orbital bullets! They deal single target damage and orbit the player until they hit something. Similarly to the detection mines, you can maintain a limited amount of orbital bullets at once. The corresponding offensive turrets maintain their own set, so you can create like a minefield of orbital bullets. [h2]New buildings[/h2] All the new weapons come with at least one offensive turret that uses them, sometimes two. I also added a few support and effect buildings. For instance, we have the Portal traps I already talked about, which allow to teleport enemies. We also have the Decoy parts which act like a Decoy wall and repair nearby buildings each time it takes damage. Or the electromagnetic tower that shoots shielded enemies until their shield goes down. [h2]New enemies[/h2] I added shielded variants of existing enemies to be part of the later waves of the game. But we also have some completely new enemies. The Splitter uses the sonic boomerang and will split into two smaller minions when it dies. The latter will also split one more time. Splitters won't be easy to get rid off! The Invoker will stay at distance and summon Kamikaze minions. It takes damage each time it does, so it can only spawn a limited number of enemies before dying. Still, it is better to deal with it quickly before your buildings get flooded with suicide bombers! [h2]New doomed relic and assist minions[/h2] There are a bunch of new relics. They enhance the new content or sometimes the old content to add more depth to the game and give more use to some weaker technologies. There is also a new doomed relic you can unlock to increase the difficulty of your worlds. I'm very excited about this one because it adds a feature I had in mind for a while but haven't implemented on time for the initial release. This doomed relic introduces a new type of enemies that may be spawned alongside the others: the assist minions! Assist minions are quite weak and have no offensive capabilities. They only exist to buff their peers. For instance, they can give regeneration effects, or boost the attack power. Assist minions can only target one peer at once, and only standard or elite minions. A few new buildings and relics will help you fight the threat they represent! I think these assist minions are a great addition to the bestiary, and I hope you will have fun dealing with them! [h2]Quality of life improvements[/h2] I also added a few improvements to the game. Let's review some of them:
[h2]What is next?[/h2] I did my best to play-test the new content, but there might be some remaining bugs or balance issues. So I'm looking forward to hearing your feedback and releasing further patches if necessary. Please don't hesitate to post on the Steam forums! Fixing issues will be my top priority for the upcoming weeks. Beyond that, I will also focus my effort on promoting this new content update. I think the game already had a decent amount of content at its initial release. With this major content update, I feel Destroy The Monoliths is now in a good state to appeal to a wider audience. The reviews are very good and encouraging so far, so I can't wait for more players to learn about its existence and give it a try. As always, thank you very much for your support. Developing Destroy The Monoliths has been a challenging but satisfying 16 months journey, and I'm really proud how far we have come. Seeing players engage with the game and have fun means a lot to me and motivates me to keep working and doing my best. I hope you will enjoy the new content, and I'll see you next time! -Radiant Sloth [h2]Full changelog (v1.1)[/h2] Added
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[h2]First look at detection mines[/h2] Now let's have a first look at a new weapon that will be part of v1.1: the detection mines! This idea was actually suggested by members of the community on the Steam forums, so I'm really happy to have implemented it in the game. There is already a weapon called 'Mines' but it will be renamed to 'Instant mines'. These explode a few seconds after touching the ground. Detection mines will be different. They remain on the ground for a very long time and trigger only when enemies step on them. So they act more like a trap. You can have a limited number of detection mines at once, so shooting a new one will replace the old past a certain threshold (some relics can increase this threshold!). This weapon also comes with a new corresponding offensive turret. This turret will maintain its own set of detection mines placed around at random. So you can place a brunch of them and create a true minefield! Enemies will probably have a hard time getting to your Core. That's not all! There is another new building using detection mines: trapped walls! These maintain a mine at their top at all times. So if you block the path to force enemies to go along your walls, they will surely be blasted away! I hope you will enjoy this new weapon! Tell me in the comments if you're excited to give it a try! [h2]More news for the upcoming update soon[/h2] Detection mines are not the only new weapon of the upcoming update. But that's all I will show for today! Do not worry however, I will be back soon with more news and reveals about the update! So be sure to follow the game on Steam to not miss any post. Thanks for reading, and see you next time! -Radiant Sloth |
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I believe there is quite a lot to discover! And I can't wait to see all the cool strategies you will find to destroy monoliths! As always, don't hesitate to give your feedback or report issues on the Steam forums. My top priority for the next few weeks is to fix potential bugs I might have missed and refine further the difficulty balance if necessary thanks to player feedback. Also, if you give the game a shot, please consider leaving an honest review after playing. Reviews are an important part of the Steam store and they really help people determine if a game could be their cup of tea. If you enjoy the game, don't hesitate to spread the word to friends. It helps the game community grow and that is awesome! [h2]Bundles[/h2] With v1.0, I am releasing the full soundtrack of the game too. There are 15 tracks total and you can purchase it with the game thanks to a discounted bundle. This is a great way of supporting further my work if you want to. https://store.steampowered.com/bundle/35227 If you already own my previous game Skycliffs (thank you so much for being here since the beginning of my gamedev journey!), there is also a bundle you can use to get Destroy The Monoliths with a discount. https://store.steampowered.com/bundle/35242 [h2]Final words[/h2] I am also releasing today a demo update. I am including the changelog below for those of you who are interested in seeing the recent changes I made. Again, thanks everyone for sharing this journey with me. I am really grateful to have people interested in my work! I am proud of releasing this next project and I hope you will have a ton of fun playing! See you soon! -Radiant Sloth [h2]Changelog (v0.7h > v1.0)[/h2] Changed
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This changes will also help with the difficulty balance of the game as you will be more likely to stick to a few branches of the tree and thus stack more coherent technologies to make you stronger. I really like how these changes pushes the strategical aspect of the game. Each pick now influences even more your future options so you'd better think carefully about your decisions. [h2]What is next?[/h2] I almost finished adding all the content I had planned for v1.0. This means we are getting close to the end and everything should hopefully be ready in time for the release date I am targeting within Q4. On one side, I am now focusing a lot on debugging and improving the game balance, making sure everything works as expected and is enjoyable. On the other side, I am spending much time on marketing, reaching out to content creators, finalizing the configurations within Steamworks (the store page of the soundtrack is almost ready!), preparing a new trailer, etc. That's one aspect that makes it so hard to make and finish games, even more as a solo developer. Even though 99% of the work is done, the final stage for that last 1% seems never-ending and the todo list seems to never empty. But we will get to the release and I am really enjoying this journey! I am very grateful for everyone who tags along with me in this crazy adventure. Seeing people play and enjoy a game I created with so much passion always feels very rewarding and makes all this hard work way worth it. Videos games are a powerful artistic medium, and in the end I want nothing more than to deliver a unique piece of art that will hopefully entertain and inspire people, connect with their cleverness and creative sensibility. As always, thank you for reading this post! The full changelog is available below. Please give the update a try and share your feedback on the Steam forums. And stay tuned for the upcoming announcements! See you soon! -Radiant Sloth Here is a teaser of a map called Shiny swamp! [h2]Full changelog (Demo v0.7g)[/h2] Added
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