Some cool stuff in this update! As far as E2 progress I've been working on new enemies lately, and writing E2's story. Thanks everyone for the support and to anyone that's left a review Holiday Event: Halloween! Looks like part of Robby's programming involves superior holiday decorating. It'll be up during all October! If for whatever reason you don't want to experience the festivities you can turn it off in the Gameplay settings in the pause menu... but I'll be very sad. Lockdown Event: Mini Bosses I almost saved this for E2, but seeing I'll be adding more Mini Bosses anyways thought I'd release some familiar super charged elite enemies you'll recognize! There's 3 different mini boss enemies, all randomly spawning within Lockdown Events along side the other mini games. Miscellaneous Updates
- Added some Monsters trying to break into the west gate of the garage
- Added a random little surprise to a rare amount of credit crates ;)
- Fixed Boss Fight with Seymour, where he could still spit projectiles after death
- The calendar in the garage now updates as the current month, and the drawing on the fridge change monthly too.
It's been a crazy couple months here as we're adjusting to life with our first kiddo, and I'm back to working freelance, so this update took a bit longer to roll out, but is it's here! Work on E2 is still underway as well. I've got 2/5 new levels finished for E2 and I'm pretty stoked about it! Thanks everyone for the support and to anyone that's left a review Difficulty Settings This has been the next most requested... uh... request, for the game, and now it's here! In the Garage next to the transport ship is a difficulty terminal. Hold it down to cycle the 4 difficulties (Easy, Normal, Hard, and Brutal). Until now the difficulty you've come to know in Arksync is the "Normal" difficulty mode.
- Difficulty modifies enemy spawns in terms of the total amount of enemies that can spawn (Total Spawn), as well as the amount you can fight at the same time (Active Spawn), and the rate at which they can spawn. This also modifies Damage output for Standard Enemies, and Boss fights.
- You can also keep track of which difficulties you've completed in the level selection screen.
- Standard Enemy Damage 50%, Boss Damage 50%
- Active Spawn 75%, Total Spawn 75%, Spawn Rate 100%
- Standard Enemy Damage 100%, Boss Damage 100%
- Active Spawn 100%, Total Spawn 100%, Spawn Rate 100%
- Standard Enemy Damage 150%, Boss Damage 200%
- Active Spawn 150%, Total Spawn 125%, Spawn Rate 125%
- Standard Enemy Damage 200%, Boss Damage 300%
- Active Spawn 200%, Total Spawn 150%, Spawn Rate 150%
- Explody Barrels no longer receive melee damage but will still be tossed for light and heavy melee hits. Barrels can hit surfaces a total of 3 times before exploding, but explode in a single shot from the player.
- Updated Mission Map in the Garage with new graphics.
- Fixed enemy world spawn, levels now populate with enemies correctly
- Depot is functional again
- Difficulty progress icons ssssssshould be working. (Tested in editor, but not in packaged build)
The updates keep on coming because I love working on this game! Also thanks to all those that enjoy the game and leave a review! We need more! Garage Depot A big part of the game is getting Weapons and Utilities, but until now the only way to get many of them was by completing levels, and I'm sure many players aren't getting to experience this fun part of the game... until now. Behind a 6 E-Disk door in the Garage you'll find a new Depot with low Tier Weapons, and Utilities available for purchase! I made it so it Restocks any weapons sold with a random new one after being purchased and returning from a mission. The entire inventory will Refresh every 24 hours. Birthday Parties I've been meaning to get the Holiday System into the game for a while, and we're starting with Birthdays! Whatever date you inputted for your B-Day in your profile will now come with a special surprise in the garage! Tutorial Level I'm continuing work on the Tutorial. My goal is to prepare players for success with the game and I'm always trying to find better ways to do that.
- I updated the Jump/Dodge Chain sections of the Tutorial to include a dotted line path that guides players on how to complete the section
- Modified the "Hard Path" to stop players that took the "Tutorial Path" from getting lost as easily when returning to that area
- In the "Tutorial Path" I made the Lockdown room longer with the intention that it will better prepare players for the levels boss fight at the end
- Lowered the Firewall Boss' health from 900hp > 700hp
- The stakes were too low on the Recall System so now it costs half your credits to extract mid level
- Rhinlock Weapon art asset is now in the game, and it's glorious!
- Main Menu Profile selection now shows how many E-Disks have been found
- Sentinel Enemy Type (the one that only can move up, down, left, right) now has the correct Gibs
- Decimal Mech Enemy Type can now walk up and down stairs
- Certain Enemies (Circuit Drones, Bomb Drones, and Sentinels) can now longer spawn on top of player.
- Utility: Proximity Mines can now stick to doors
- Depot dialog will now end when moving around menu
- Gamepad thumbsticks are now disabled for selecting Mission Levels from the Transport in the Garage
- Fixed bug where you could change mission levels during the countdown
- Made dialog auto skip a tiny bit longer
- Level: Waste Processing I slowed down the final boss speed just a tiny tiny tiny bit. Also made it so Decimal Mechs can no longer spawn in the first lock down on the right path. Too crazy for certain Lockdown Types.
We've got a lot of new players so wanted to get this bad boy out fast. So I've been working extra hard on this update, and I think you're going to like it. This update carries over to the Demo (0.5.7.1) as well. Also thanks to everyone that's been sharing the game around, you wouldn't believe how much it helps PATCH 1.5.2.1 Forgot a bit of code in the 1.5.2.0 build that makes the dialog skip input work. All fixed now! Recall System After hearing player feedback I've added a way to leave any mission level and return to the garage, but with a small catch. To use it open the Pause Menu and select "Recall". The Recall Device will now deploy near the player in game. Remain inside the device for 8 seconds to instantly be extracted with all resources saved. The activation time will reset if players leave the device, making extraction during combat nearly impossible. This feature is so players can enter levels without having to commit to beating them, but just want to run around them and explore. You still lose everything if you die though so careful out there. Miscellaneous Fixes and Changes
- Fixed BH's Dialog Icon so it doesn't show up as a grey box
- Utility Turrets no longer shoot enemy turrets
- Fixed a bug where character inputs were being triggered during UI interfaces
- The dialog skip button is now linked correctly to the "Interact" Key
- When using the Mod Bench character no longer holds weapon
- When taking the Gateway Elevator back to the surface you now appear in the correct location
- Moved Lockdown Event data from the bottom right, to the bottom center of the screen
- All Lockdown and Boss Rooms now have caution holograms before entering
- Added more intro dialogs to "Otto"
- Fixed Locker System credit exploit
- Lowered credit value of tier 1 weapons, the bubble shield, Flak Grenades, and Proximity Mines to 10 Credits to purchase, 4 Credits to sell at a store, and 2 Credits to scrap at the locker.
A small update, but a fun one! Mini-Game: Blood Noon 1.2 Enemies now fire a single projectile, have 3 hit points before the mini-game ends, I added a progress bar that shows how many more waves remain, and now you gain credits based on your score. I've been looking forward to this upgrade because it's designed to help new players practice Movement and Shooting mechanics in a safe environment, earn extra resources, and it's a root'n toot'n good time. Miscellaneous Fixes and Changes
- Fixed a bug where the Dialog Skip button wasn't working sometimes.
- Reworked some tiny areas of the tutorial I noticed people were getting stuck on.
- This update carries over to the demo (0.5.6.2) as well.
I've been hard at work on this update, and totally worth it! This applies to both the Main Game, and Demo. Also we really need more reviews, so please if you're enjoying the game and haven't already, drop a quick one. It helps sooo much in securing Arksync's future development. Thanks! Custom Key Rebinding The big one! You can now fully rebind controls for the Steam Deck, Gamepads, and Mouse/Keyboard. While in game, Pause, and go to Controls to find the new menu. Toggle between Gamepad, and Mouse/Keyboard settings. Mouse/Keyboard rebinding includes two inputs slots, and additional commands for improved accessibility. *Custom Rebindings do not reflect in tutorial prompts, or some UI interfaces. Aimer Item Selecting Another feature that's been highly requested. While aiming you can select items nearest to the aimer when interacting, allowing for better selecting when items pile up in one area. This works for Gamepad (although a little more difficult to do), and Mouse/Keyboard. Miscellaneous Fixes and Changes
- With the Gamepad you can now navigate UI with the Thumbstick.
- Fixed crashing in Tutorial level. Was due to the the dialog system.
- "Carbine" now has correct artwork when equipped.
- Removed the strange artifact when applying shield cells.
- Fixed a bug in Waste Processing where the rat traps would persist when returning.
- Space Bar is now rebindable.
- Dialog "Next" UI now shows the correct button based on rebinding.
- Removed all the "Enter" and "Exit" text from Certain HUDS. Will add them back later.
- Weapon value when selling/scrapping now accounts for any added Mods.
- Fixed a bug where Player Credits weren't showing correctly after using the Mod Bench, and then using the Locker.
First big update since Arksync E1 release, and with quite a bit of new features and fixes, it's well worth checking it out! Keep telling your friends about the game, and if you can leave a review it really helps grow the game. The bigger our community gets, the crazier I can get with future updates and episodes; and trust me where this game goes is going to blow your mind Mission Level: Waste Processing Infiltrate the Trash Moon's Waste Processing facility, commit to its two-way branching paths, fight a strange creature of unknown origin, and help with the stations rat infestation problem along the way! This is the 3rd and final Mission Level for Arksync E1. Lock and load! Dialog System 2.0 There's now random dialog options within each level that can be interacted with. I've added A LOT of dialog, but only a small amount will populate a given level per run, this means that every run has a good possibility for new dialogs you've never seen. Eventually you may see them all. If you don't want dialog just walk on by, it's totally optional. Really looking forward to the world building this brings to the game and characters. Rhinlock Shotgun (BUFF) 5x7 DMG > 6x7 DMG Missile Pod (NERF) 20 > 16 DMG (Was far too powerful, and we all know it) Fixed a slash damage bug Gun Buddy (BUFF) 4 > 5 DMG Fixed a bug where a thrown Gun Buddy could end up in a wall Miscellaneous Fixes and Changes
- Max Shield Cells is now set to 6
- Max Lives is now set to 3
- Fixed Sidearm locking bug when switching weapons (Thanks V).
- Can now use the mouse scroll wheel to cycle forwards and backwards through weapons.
- Dying at the end of Level "Gateway" resources are now lost.
- Reading notes... Fixed some camera thing apparently, but don't remember what that was.
- Loading Screen Tips are now shorter in length so they can be read.
- After completing E1, returning to "Gateway" will reset the levels story as we wait for E2.
- Randomized Ammo and Credit Crate locations!
Basically this update brings the Demo up to speed with the Arksync E1. Adding many of the new features and changes that came with the Early Access Release. I'll continue to update the demo as new releases to the base game arrive as well. Also serious thanks to those of you who have purchased the game and left meaningful reviews. Seriously you're holding up so much of this game's future, and I seriously appreciate it
Randomized Enemy World Spawning
Easily my favorite update that came with E1. The map is filled with enemy spawn scenarios, and although the level layout stays the same, this shakes up room to room combat a lot.
Bye Bye Specific Weapons and Utilities
I removed some stuff that are now exclusive to the full game, if you already have one of these items you get to keep them. Removed: Mag-Rail, Rhinlok, and Missile Salvo.
New Artwork in certain locations.
Added a bunch of bug fixes, and features I can't remember off top of my head.
If you ever have any bugs to report, or feedback you'd like considered share it on our official Dykom Discord Server. Thanks for playing!
- Mike Garn / Dykom Software
CONNECT:
Fixed the bug on "Cargo Dock" where you'd fall through the elevator after the boss fight.
On the final story level for E1 I removed some debug weapons and fixed the bosses health which was for testing, and added access to the Blue Keycard door. All better now! Thanks for playing!
Arksync is available in Early Access starting today for 25% off the first week! FEATURES!
- 2 Story Levels
- Tutorial Level
- 2 Mission Levels
- 8 Enemy Types
- 4 Unique Boss Fights
- And all the mayhem a war robot needs!
- 3rd Mission Level: Waste Processing
- More Characters and Dialog
- Key Rebinding
- And We're just getting started!
Not a lot of changes going into this build, but important ones none the less. Thanks for all the feedback, you find them and I'll keep fixing them
Bug: Main Menu Settings Test Audio Loop
Update: After adjusting the music volume in the main menu settings, under a very specific circumstance the test music would keep playing indefinitely, even playing along side other music from the game. I watched some streamers unknowingly experience this, and I felt worse than the time I ate multiple beefy 5 layers from t-bell in one sitting. So you know I'm truly sorry :)
BUG: The Mystery of the Vanishing HUD
Update: Unpausing the game with the start button button was the culprit. We had a long talk and the start button will soon make a public apology.
BUG: Mod bench Audio Loop
Update: Accessing the Mod Bench with a weapon without ammo was causing the an audio loop. Fixed.
If you ever have any bugs to report, or feedback you'd like considered share it on our official Dykom Discord Server. Thanks for playing!
- Mike Garn / Dykom Software
CONNECT:
I have felt your sadness, and I'm here to wipe away your tears... You can now jump with "Space Bar". Thanks for all the continued feedback and support. So stoked to see so many people enjoying Arksync as Episode 1 nears release through Early Access in March! Mouse/Keyboard: Jumping Update: The players have spoken, and you can now jump with "Space Bar" or "W". Mouse/Keyboard: Health System Update: Health Repair and Shield Charging used to be Space Bar, but has been moved to the "Q" key. Mouse/Keyboard: Weapon and Utility Management Update: Pressing the following keys will switch to the corresponding item, and holding the same key will drop that item. "1" = Sidearm Weapon "2" = Primary Weapon "3" = Secondary Weapon "4" = Utility Mantis Mech Boss Fight Update: I reworked the enemy's phases and attacks, and for the different phases of the fight. Fixed the electrical floor waves that weren't registering hits correctly. Added new "Vulnerable" Cargo Crate artwork for secret Episode 1 reasons. Firewall Boss Fight Update: I noticed some of you found sneaky spots to avoid the boss' bullets so I made the bullets A LOT bigger. Miscellaneous Fixes and Changes
- Added gamepad vibration to pickups and the Mantis Boss Fight, and made it so the controller will no longer rumble when using Mouse and Keyboard controls.
- Demo completion notice. Now you know when you've completed the demo, but don't worry, you can keep playing :)
- Fixed some audio looping bugs where looped audio wouldn't end.
- Probably a bunch of other little things I can't remember.
Thanks everyone for the feedback, and bug reporting! Got some great changes to Weapon/Utility balancing, and bug fixes. Also I'm really trying to push the game up the Steam charts before the release in a couple months, so telling your friends or leaving feedback goes a long way! Sidearm (W) Update: Charge Shot, adds up the weapons base damage and multiplies it by each charge. Also added a confirmation sound when an overheat cooldown is complete. Previous: Too embarrassed to say. Missile Salvo (U) Update: Now has Primary and secondary fire modes, and auto calculates missile distribution based on target's health, insuring extra missiles are not fired at a target. Update: 8x25 Projectile DMG (200 Max DMG) 1 Primary (Press): Targets a single target with the highest health. 2 Secondary (Hold): Targets multiple targets. Previous: 8x15 Projectile DMG (120 Max DMG) Gun Buddy (U) Update: Added a secondary fire 75 Ammo Capacity, .25 ROF, and 4 DMG (300 Max DMG) 1 Primary (Press): Drops Gun Buddy next to player 2 Secondary (Hold): Throws Gun in aim direction Previous: 150 Ammo Capacity, .1 ROF, and 4 DMG (600 Max DMG) Flak Grenade (U) Update: 15 Radial DMG + 16x11 Projectile DMG (191 Max DMG) Previous: 10 Radial DMG + 16x10 Projectile DMG (170 Max DMG) Proximity Mine (U) Update: 150 Radial DMG Previous: 90 Radial DMG Miscellaneous Fixes and Changes
- Fixed Lockdown getting stuck when "kill remaining enemies" shows up and no enemies remained.
- Removed damage to player from all player derived explosive Weapons and Utilities.
- On Respawns added a 1 second delay before taking damage.
- Lowered Lockdown Events to 2 Waves. I know, I'm very kind :)
- Bomb and Electrical Drones won't swarm death locations.
- Can no longer skip the Tutorial Level. It's short and fun okay.
- Fixed XHumans (Zombies) getting double hit cheap shots sometimes.
- No more meleeing the Mantis Mech Boss when not vulnerable... soooooorry.
- Did some rearranging of items, and other crap I can't remember.
https://store.steampowered.com/app/1828800/
[previewyoutube=Xrm3Oy6w3F8;full][/previewyoutube]
In this riveting Roguelike Twin Stick Shooter, a war robot is hijacked, reprogrammed by a small toy bear who now rides on it's shoulder. Survive killer machines, and infected humans. Manage your arsenal of upgradable Weapons, and master advanced Utilities. Then risk everything you bring as you survive the Trash Moon, and return the toy bear home.
After a rough release of the early version of Arksync's Demo, the game has been rewired from the ashes. Includes many fixes and improvements for both those that weren't able to play the game, and enough new content to make it worth coming back for more!
You were designed for confrontation. Welcome to Arksync!
- Mike Garn / Dykom Software
CONNECT:
Arksync
Dykom Software
Dykom Software
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🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
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https://www.dykomsoftware.com
https://store.steampowered.com/app/1828800 
🔻COMBAT: This moon is under strict lockdown and enforced by amped drones, and merciless mechs patrolling unknown corridors. What's left of humanity has been whittled down to unrecognizable entities, gathered in hordes, lying in the darkness feeding on uninfected matter. The conflicts that transpire aren't limited to surviving ambushes, but hacking data terminals, quarantining rift leaks, and outlasting spreading Nanocite. Don't worry, you're designed for confrontation, and equipped with a capable movement system. Master your Jump and Dodge Thrusters, and hold your reflexes relentless. Move, and keep moving.
🔻DEATH: Assault Frames are backed up through the Arksync System. Connecting to a dedicated Reboot Terminal becomes your home base. When your lives deplete, you will lose all carried resources including credits, only then will you be rebuilt at your Reboot Terminal.
🔻STATAGY: At your disposal is an arsenal of weapons and utilities. Discover unique combinations and strategy between them all. Utilities offer a wide range of approach; Sticky Mines, Gun Buddies, and Bubble Barriers to name a few types, should be used with maximum efficiency.
Not all weapons are created equal as modifying them gains an offensive advantage, and no Mod Schematic is ever the same. You Assault Frame Robots are all the same, try not to get too attached to your armaments; you'll lose them if you're destroyed.
Check your local Depot, and spend Credits to resupply on armaments. Prepare to explore the moon not only by purchasing Ammo, Shield Cells, or Extra Lives, but access your locker system to retrieve or store the right weapons and utilities for the job.
There's no telling what you'll find in the deepest parts of this wasted moon, but preparation, focus, and determination will be required. Good hunting, 3-192005.
- OS: Ubuntu 14.04.2 or higher
- Processor: Intel i7 seriesMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA 960 or better
- Storage: 3 GB available spaceAdditional Notes: Gamepad Recommended
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