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The Technology Tree is now visible in game!
First, let's talk about the technology tree. The game offers random choices to the player so you may not realize it but there is actually an internal tree with dependencies between techs. When you pick something, it makes new choices available in the future. Until now, all of this was quite invisible. I receveid a great suggestion to make it visible in game and so here it is! Journal entries now display the requirements and potential successors of all buildings, relics and weapons. So, if you really like a technology, you can now learn more easily which choices can lead to it. Technologies never picked yet are shown as "???" in successors, so it also helps your search if you are a completionist who wants to unlock every possible journal entry!
Teaser: yes, there will be a long-range bomber in the full game!
Another major chance concern neutronic balls. I got feedback that they felt too easy because they can attack monoliths from any range. However, this is the second main offensive technology and I wanted it to be a bit more difficult than the first one (i.e. the neutronic bombers). It was not so I had to make a change. I decided to make the damage power of neutronic balls decay over time until a minimum cap. The summoners remain usable from any range, but they are a lot more efficient if you place them close to monoliths. Also, it incentivizes to keep their path clear, because enemies blocking the balls will waste travel time and thus damage power. Please give the demo a shot and tell me if you enjoy these changes! Also, I fixed the pathfinding of the balls that was still a bit akward at times. In particular, balls will now try to change their path if you suddenly place a building on their way. They won't get stuck anymore. The piece of code to allow that has actually been there the whole time... but one line was missing to activate it, oops. At least it was really quick to fix once I realized it! I guess any programmer can relate to that
The Steam Next Fest, of course! It starts on Monday and will be a great event. Right now, I'm focused on promotion and reaching out to content creators to make sure the game gets as much visibility as possible during the festival. I hope many new players will give the demo a shot and share their feedback on the Steam forums. Also, I will be livestreaming the game on Steam on Saturday and Sunday. See you very soon! -Radiant Sloth
Added
[ 2023-10-06 18:42:25 CET ] [ Original post ]
Hello everyone! The Steam Next Fest is almost there and it's time for another demo update! It consists mostly of bug fixes and balancing changes. But also a few more important changes.
Learn the technology tree!
First, let's talk about the technology tree. The game offers random choices to the player so you may not realize it but there is actually an internal tree with dependencies between techs. When you pick something, it makes new choices available in the future. Until now, all of this was quite invisible. I receveid a great suggestion to make it visible in game and so here it is! Journal entries now display the requirements and potential successors of all buildings, relics and weapons. So, if you really like a technology, you can now learn more easily which choices can lead to it. Technologies never picked yet are shown as "???" in successors, so it also helps your search if you are a completionist who wants to unlock every possible journal entry!
Teaser: yes, there will be a long-range bomber in the full game!
Neutronic balls decay over time
Another major chance concern neutronic balls. I got feedback that they felt too easy because they can attack monoliths from any range. However, this is the second main offensive technology and I wanted it to be a bit more difficult than the first one (i.e. the neutronic bombers). It was not so I had to make a change. I decided to make the damage power of neutronic balls decay over time until a minimum cap. The summoners remain usable from any range, but they are a lot more efficient if you place them close to monoliths. Also, it incentivizes to keep their path clear, because enemies blocking the balls will waste travel time and thus damage power. Please give the demo a shot and tell me if you enjoy these changes! Also, I fixed the pathfinding of the balls that was still a bit akward at times. In particular, balls will now try to change their path if you suddenly place a building on their way. They won't get stuck anymore. The piece of code to allow that has actually been there the whole time... but one line was missing to activate it, oops. At least it was really quick to fix once I realized it! I guess any programmer can relate to that
What is next?
The Steam Next Fest, of course! It starts on Monday and will be a great event. Right now, I'm focused on promotion and reaching out to content creators to make sure the game gets as much visibility as possible during the festival. I hope many new players will give the demo a shot and share their feedback on the Steam forums. Also, I will be livestreaming the game on Steam on Saturday and Sunday. See you very soon! -Radiant Sloth
Full changelog (Demo v0.7h)
Added
- Journal entries for buildings, relics and weapons now show their requirements and successors in the internal technology tree
- Neutronic balls (from Neutronic summoners) now lose some damage power over time, until a minimum cap. They remain usable from any distance but will be a lot less efficient when far from monoltihs
- Increased probability of technologies never seen yet (i.e. locked in the journal) to appear in the choices
- Replaced a building choice by a relic choice in the level-ups
- Changed stats of some relics (energy tanks, reinforced walls, etc) to be (hopefully) more balanced
- Reduced sightly the damage and health scaling of enemies
- Tweaked Lush Archipelago map generation to have more ore
- Increased the distance at which monoliths get discovered and showed on the minimap
- Fixed building sight panel not updating the health immediately when repairing
- Fixed journal entries of many turrets showing the wrong target ("Monoliths" instead of "Minions")
- Fixed force field effect being always active instead of being triggered by a relic
- Fixed neutronic bomber not showing a warning message when no more monolith in range
- Fixed tech reroll button having no uses left when it should have
- Fixed neutronic balls pathfinding
[ 2023-10-06 18:42:25 CET ] [ Original post ]
Destroy The Monoliths
Radiant Sloth
Developer
Radiant Sloth
Publisher
2023-11-02
Release
Game News Posts:
40
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(13 reviews)
Public Linux Depots:
- [0 B]
Destroy The Monoliths is a single-player real-time strategy tower offense roguelike where you explore a randomly generated map, mine the terrain to get resources, and build turrets to both protect your base and fight monoliths that keep spawning ever more minions. How many infested worlds will you manage to cleanse?
Discover procedurally generated maps with unique biomes (arid, volcanic, frost, ...) and shapes (dense, archipelago, river, ...). Enjoy a beautiful 3D pixel art style with dynamic lighting. Find useful structures like treasures or shrines.
Destroy blocks to collect tons of resources. Use different weapons to mine faster and more efficiently, or rely on automated buildings to get the job done for you.
Place buildings to protect your base and attack enemy monoliths. Combine and synergize buildings from four different categories: offensive, status effects, support and biome specials.
Attack monoliths with your main offensive buildings. Protect your base from the enemy minions summoned with your other turrets. Use your weapons, shield and dash to fight alongside your turrets. Collect XP from damaged monoliths to get upgrades.
Get new weapons and new building blueprints. Get relics that enhance your stats and offer unique effects. Upgrades are acquired for a whole world so they carry over to the following missions. Leverage your new powers to face the increased dangers as you cleanse more sectors of the world.
Play procedurally generated worlds. Unlock various packs of starting technologies to explore different playthroughs. Activate doomed relics to increase the difficulty and challenge yourself. Get achievements. Discover all the entries of your journal.
EXPLORE
Discover procedurally generated maps with unique biomes (arid, volcanic, frost, ...) and shapes (dense, archipelago, river, ...). Enjoy a beautiful 3D pixel art style with dynamic lighting. Find useful structures like treasures or shrines.
MINE
Destroy blocks to collect tons of resources. Use different weapons to mine faster and more efficiently, or rely on automated buildings to get the job done for you.
BUILD
Place buildings to protect your base and attack enemy monoliths. Combine and synergize buildings from four different categories: offensive, status effects, support and biome specials.
FIGHT
Attack monoliths with your main offensive buildings. Protect your base from the enemy minions summoned with your other turrets. Use your weapons, shield and dash to fight alongside your turrets. Collect XP from damaged monoliths to get upgrades.
UPGRADES
Get new weapons and new building blueprints. Get relics that enhance your stats and offer unique effects. Upgrades are acquired for a whole world so they carry over to the following missions. Leverage your new powers to face the increased dangers as you cleanse more sectors of the world.
WORLDS
Play procedurally generated worlds. Unlock various packs of starting technologies to explore different playthroughs. Activate doomed relics to increase the difficulty and challenge yourself. Get achievements. Discover all the entries of your journal.
MINIMAL SETUP
- OS: Ubuntu 16.04 LTS
- Processor: 2.0 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL ES 3.0+ Compatible Card
- Storage: 500 MB available space
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