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ARKSYNC E1 - Custom Key Rebinding is Here! |
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.
PATCH 1.5.1.1
- 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.
This finalizes the main features for E1! Now I'll be focusing on marketing, starting on building E2, and getting ready to become a dad soon! A lot to do. If you have bugs to report, or feedback you'd like considered share it on our official Dykom Discord Server. Thanks for playing!
- Mike Garn / Dykom Software
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[ 2024-05-03 02:04:39 CET ] [ Original post ] |
ARKSYNC E1 - New Mission Level: "Waste Processing" |
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!
I'm now starting work on custom controls, and then to Arksync E2! If you bugs to report, or feedback you'd like considered share it on our official Dykom Discord Server. Thanks for playing!
- Mike Garn / Dykom Software
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[ 2024-04-14 05:06:45 CET ] [ Original post ] |
Arksync 1.4.4.1 |
Fixed the bug on "Cargo Dock" where you'd fall through the elevator after the boss fight.
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[ 2024-03-23 17:20:18 CET ] [ Original post ] |
Arksync 1.4.4.0 |
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!
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[ 2024-03-22 03:05:19 CET ] [ Original post ] |
ARKSYNC E1: Out Today! 25% off!!! |
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!
UPDATE COMING SOON:
- 3rd Mission Level: Waste Processing
- More Characters and Dialog
- Key Rebinding
- And We're just getting started!
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[ 2024-03-21 14:57:37 CET ] [ Original post ] |
ARKSYNC DEMO - Update 0.5.3.0 |
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.
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
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[ 2024-01-20 02:32:58 CET ] [ Original post ] |