Bug fixing update: 1.0.3: --Fixed: Achievements unlocking --Fixed: UI sizing and placement on high resolution screens --Small changes and fixes to the main campaign --Other minor fixes and performance improvements
Bug fixing update: 1.0.1: --Fixed: Alternative level 3 objective now reads "Get Near Portal" instead of "Pass Through Door" --Fixed: You can no longer walk through locked gates --Fixed: Moonlight setting is now properly saved and loaded --Fixed: Quick load during death spinning animation no longer makes it stick --Fixed: Exceptions when saving levels should no longer lock the game up and lose the save
Bug fixing update: 1.0.1: --Fixed: Alternative level 3 objective now reads "Get Near Portal" instead of "Pass Through Door" --Fixed: You can no longer walk through locked gates --Fixed: Moonlight setting is now properly saved and loaded --Fixed: Quick load during death spinning animation no longer makes it stick --Fixed: Exceptions when saving levels should no longer lock the game up and lose the save
Tell your friends, tell your mom, post reviews, tweet the tweets, facebook the facebooks (?), watch the new trailer, and enjoy the game! We hope this is a beginning and not and end - we want to keep improving and adding new things to the game for a long time.
Tell your friends, tell your mom, post reviews, tweet the tweets, facebook the facebooks (?), watch the new trailer, and enjoy the game! We hope this is a beginning and not and end - we want to keep improving and adding new things to the game for a long time.
This update adds two new levels and a bunch of fixes, and is the last major update before the official release next month! Change log follows: - LEVEL: New level - Ed's Path - LEVEL: New level - Zook's Path - Added: Achievement: Paradox - Added: New weapon: axe B - Fixed several issues
This update adds two new levels and a bunch of fixes, and is the last major update before the official release next month! Change log follows: - LEVEL: New level - Ed's Path - LEVEL: New level - Zook's Path - Added: Achievement: Paradox - Added: New weapon: axe B - Fixed several issues
Lots of new content on this update! Mines - a new level type with VERY dark environment, and a new level showcasing it! A list with the goods follows: 0.24.0, Aug 26th - LEVEL: New level - Blackrock Mines - Added: New Level type - Mines - Added: Dungeon walls - Added: 4 new floor types - Added: 2 new rock types - Added: Reagent - Diamong - Added: New 'road' - Minetracks - Added: New 'light' - Minecart - Added: New weapon: pickaxe - Added: Dwarven bed - Added: Dwarven door - Added: Small bathroom window - Added: New shelf - Added: Wall mirror - Added: Wooden Arch - Fixed several issues
Lots of new content on this update! Mines - a new level type with VERY dark environment, and a new level showcasing it! A list with the goods follows: 0.24.0, Aug 26th - LEVEL: New level - Blackrock Mines - Added: New Level type - Mines - Added: Dungeon walls - Added: 4 new floor types - Added: 2 new rock types - Added: Reagent - Diamong - Added: New 'road' - Minetracks - Added: New 'light' - Minecart - Added: New weapon: pickaxe - Added: Dwarven bed - Added: Dwarven door - Added: Small bathroom window - Added: New shelf - Added: Wall mirror - Added: Wooden Arch - Fixed several issues
0.23.0, Jul 31th: - LEVEL: New level - Orkatraz - Changed: Completely redone and improved the notes UI - Added: Notes can now show images instead of text
0.23.0, Jul 31th: - LEVEL: New level - Orkatraz - Changed: Completely redone and improved the notes UI - Added: Notes can now show images instead of text
The Adventurezator is taking part in the Indie Game Maker Contest 2015 (http://contest.gamedevfort.com/), with a special "Prize Pig" for the best level created using the Adventurezator! Q: When is the deadline? A: August 7th, so you've only got a week, get to it! Q: How do I submit? A: Instead of using the regular submission form on the contest site, just publish your level to the Workshop, and add [contest] to the title. Q: How will the winner be announced/contacted? A: The winner will be announced on the contest site, and on Adventurezator's Steam forums. I'll also personally contact the winner through his Steam profile to get additional information for the prize, since we won't have any information on the contestants other then the Steam profiles. Q: The official rules state that "The game must be made in an actual game engine, and not a map editor/mod of an existing game.", that's up with that? A: The Adventurezator is not taking part of the main contest, it's a side prize and some of the rules like this one will not apply to it. Q: Does my level need cutscenes and/or voice-overs? A: Do, it doesn't - it needs to be fun and engaging. Sure, nice cutscenes and voice-overs won't hurt, and if we there are multiple levels fighting for top spot, they will be taken into account in the final decision. For more information visit: http://contest.gamedevfort.com/
The Adventurezator is taking part in the Indie Game Maker Contest 2015 (http://contest.gamedevfort.com/), with a special "Prize Pig" for the best level created using the Adventurezator! Q: When is the deadline? A: August 7th, so you've only got a week, get to it! Q: How do I submit? A: Instead of using the regular submission form on the contest site, just publish your level to the Workshop, and add [contest] to the title. Q: How will the winner be announced/contacted? A: The winner will be announced on the contest site, and on Adventurezator's Steam forums. I'll also personally contact the winner through his Steam profile to get additional information for the prize, since we won't have any information on the contestants other then the Steam profiles. Q: The official rules state that "The game must be made in an actual game engine, and not a map editor/mod of an existing game.", that's up with that? A: The Adventurezator is not taking part of the main contest, it's a side prize and some of the rules like this one will not apply to it. Q: Does my level need cutscenes and/or voice-overs? A: Do, it doesn't - it needs to be fun and engaging. Sure, nice cutscenes and voice-overs won't hurt, and if we there are multiple levels fighting for top spot, they will be taken into account in the final decision. For more information visit: http://contest.gamedevfort.com/
The Music Update is here, with 150 instrumental songs for you to choose for your levels! There's also path-finding preview on the editor, and these other goodies: 0.22.0, July 15: - MAJOR: Music Setlist setup on the Level Editor - Added: 150 songs - Added: Music ducking on dialogues and tutorials - Added: Audio & Video Settings on sandbox scenes - Added: Path-finding preview on the Level Editor (new button on top-right corner) - Added: Gameplay settings dialogue - Fixed: Several minor (and some not no minor) bugs
The Music Update is here, with 150 instrumental songs for you to choose for your levels! There's also path-finding preview on the editor, and these other goodies: 0.22.0, July 15: - MAJOR: Music Setlist setup on the Level Editor - Added: 150 songs - Added: Music ducking on dialogues and tutorials - Added: Audio & Video Settings on sandbox scenes - Added: Path-finding preview on the Level Editor (new button on top-right corner) - Added: Gameplay settings dialogue - Fixed: Several minor (and some not no minor) bugs
This month's update adds a lot of great stuff, rounds up the gameplay for several old levels, adds a new level, and fixes a LOT of stuff. It's full of awesome. - Major: added new level: Castle Crasher - Major: added new mechanic: explosions - Major: new mechanic: wall-breaking - Added: Bombs (classic, auto, big) - Added: Crying angels (new enemy with new mechanics) - Added: Flute - Finished/Fixed gameplay for levels: Arena, Prison Break (standalones), Newton's Balls, Village People - Fixed: more than 100 bugs (again)
This month's update adds a lot of great stuff, rounds up the gameplay for several old levels, adds a new level, and fixes a LOT of stuff. It's full of awesome. - Major: added new level: Castle Crasher - Major: added new mechanic: explosions - Major: new mechanic: wall-breaking - Added: Bombs (classic, auto, big) - Added: Crying angels (new enemy with new mechanics) - Added: Flute - Finished/Fixed gameplay for levels: Arena, Prison Break (standalones), Newton's Balls, Village People - Fixed: more than 100 bugs (again)
We strongly recommend a replay of the second level (Angry Bears) after today's update, as it has received a good revamping, getting rid of the pixel hunting annoyance (while you still need to hunt for objects, but you need only find 2 amongst the 5 available in the level), and adding some more puzzly puzzles with the fish, using the new Ignitable mechanics. 0.20.1, June 10th: - Added: Ignitables / Igniters (affects logs, torches, fireplace, cooking spot, firepit, torches) - Added: Mounted and wieldable torches - Added: Basic cooking - raw -> cooked meats (fish, steak, chicken) - Fixed: Some game breaking bugs on the Village Level. - Fixed: Several other issues - Improved: Angry Bears puzzles and playability
We strongly recommend a replay of the second level (Angry Bears) after today's update, as it has received a good revamping, getting rid of the pixel hunting annoyance (while you still need to hunt for objects, but you need only find 2 amongst the 5 available in the level), and adding some more puzzly puzzles with the fish, using the new Ignitable mechanics. 0.20.1, June 10th: - Added: Ignitables / Igniters (affects logs, torches, fireplace, cooking spot, firepit, torches) - Added: Mounted and wieldable torches - Added: Basic cooking - raw -> cooked meats (fish, steak, chicken) - Fixed: Some game breaking bugs on the Village Level. - Fixed: Several other issues - Improved: Angry Bears puzzles and playability
There is literally more than a hundred fixes on this update, so I won't post the change log here like I usually do. We've also added bombs, explosions and other very cool stuff to the game - an update with all that will be coming soon.
There is literally more than a hundred fixes on this update, so I won't post the change log here like I usually do. We've also added bombs, explosions and other very cool stuff to the game - an update with all that will be coming soon.
Changes: 0.19.0, May 7th: - Added: Tutorials - Added: QuickSave/QuickLoad - New Achievement unlockable: Lord of the Arena - New Achievement unlockable: Boldly Go - Fixed several bugs
This builds adds a massive new level to the campaign - the puzzles are not (yet) very hard, but the player is now left to his own devices in a large level, so it's a lot more open ended. There are three finishes to this level (only two currently reachable), and they are all important in the campaign, but they'll only make sense together in the story once the surrounding levels are added. There are LOTS of new improvements to this build, but I've been bad at updating my change.log properly, so this lists the major changes, but doesn't do it justice: 0.18.0, April 20th: - MAJOR: New campaign level - Village People - Fixed: A LOT of bugs and issues - Added: Chests - Added: Rats - Added: Iron signpost - Added: Setting images to signposts - Added: Doghouses - Added: Resting in houses for NPCs - Added: Roof spotlights - Added: Decoration lights - Massive load time optimizations - Cutscene Creator: Added music volume slider - Cutscene Creator: Added animation speed slider - Cutscene Creator: Fixed white border artifacts on transparent images - Campaign Player: Grayed out unreachable entries - Gameplay: Objectives now auto checking for survival of controlled actors - Level Editor: not allowing removal of objects in objectives - Level Editor: allowing override of object's name and descriptions
This is kinda old news to our players looking at the forums, but we realized today that we should really be posting announcements for our major updates here too so that everyone else knows what's up with the game. The merchants where our last major gameplay feature, and we also added a lot of new content, including two new crafting modes, and fixed and improved a lot of stuff. The next update will come with a new campaign level putting all of this together, which means that the next update announcement here will be prettier, with nice screenshots for you to look at. :) Forum thread with all the gory details and change logs of the 0.17 updates: http://steamcommunity.com/app/300280/discussions/0/611698195148337159/
July 2015 is our planned month for release! We've got almost all the features in, but still got some additional content to add, and then we'll focus on cracking out all the remaining campaign levels. We've partnered with Degica, the publishers of the latest entries of the famous RPG Maker series, to help us out with our release campaign. The more people playing the game, the better it is for everyone, since there will be more adventures on the Workshop. Keep watching this space for more details on the latest development updates. (We'll post a new announcement for each major update from now on)
The Halloween update is here! Here's what you get: 0.15.0, Oct 31st: - Added: New standalone level: Prison Break - Added: Skeletons - Added: Gremlins, cute (don't put water, and DON'T feed after midnight!) - Added: Gremlins, nasty - Added: Dogs (it's not that they dislike skeletons, but they are just sooo bony) - Added: Cemetery fences - Added: Graves - Added: New interaction: Dig - Added: Pumpkins - Fixed: A bunch of fixes and improvements The zombies are almost finished, but I was not able to finish them in time for Halloween. Another update with them will be out soon next week. The new standalone level is a bit harder than the starting levels of the campaign, but can be solved in more than one way; and we'll add even more additional paths as we add more content (one of them involves the zombies). I also did not do extensive playtesting on the new level, so expect some changes and fixes next week. Happy Halloween!
Workshop support is finally here! Publishing levels and campaigns to the workshop within the game is incredibly simple. The place should start to get more exciting as we get more people to share content in the coming days and weeks. Click here to visit the workshop. Next month: halloween content!
The last major feature in the sandbox set is complete, adding a bit of extra awesome to the Adventurezator! Workshop support is next. Here are the changes added in the recent updates: Version 0.13.0, Aug 22 2014:
- MAJOR: Campaign Player
- Fixed: Icons display on the alchemy recipe UI
- Fixed: other minor bugs & changes
- MAJOR: Added Campaign Creator (campaign player will come next week)
- Performance: Massively improved saving times
- Performance: Slightly Improved loading times
- Added: 'classic' look & feel (F10 to toggle)
- Added: Cutscene Creator: Retro Pixels (Viz Fx)
- Added: Cutscene Creator: Painterly (Viz Fx)
- Added: Content - Stone window
- Fixed: bug that would stop placing objects on top of other objects in the level editor
- Fixed: crash when flipping prison windows
- Fixed: other minor bugs
- Changed: Added new character animations better suited for non-humans
- Changed: inventory icons to remove object ambiguity
- Changed: Increased combat speed +50%
Adventurezator: When Pigs Fly
Pigasus Games
Degica
2015-09-17
Indie Singleplayer
Game News Posts 28
🎹🖱️Keyboard + Mouse
Mostly Positive
(18 reviews)
http://www.adventurezator.com
https://store.steampowered.com/app/300280 
The Game includes VR Support
Adventurezator Linux Depot [2.53 G]
Rock, Paper, Shotgun says:
"Madness! Brilliant madness."
You enter the room. Squinting your eyes under the dim light, you can make up the improbable form of a pig with wings. It is glorious. “We are Pigasus. Mighty game developers”, asserts the airborne swine, “And this here is Adventurezator”.
“Adventurezator is an adventure game. Well, sort of. You see, we all love adventure games (as all sentient beings in their right minds should) but you must admit that even the best of them lack something very special: good old YOU.”
“In Adventurezator, you not only play an ever-renewed pile of brilliantly designed point-and-click adventures: you actually get to design your own, and publish them too! The best part? You can do that without all that boring programming, or math. It’s all very technical, but (if we had to put it in layman’s terms) it works like a very fancy cable connected directly to your brilliance.”
You stare at the flying mammal for a while, barely containing your happiness. But still, you could use a little more detailed information. Something like a feature list. Maybe with bullet points. Pigasus opens its inventory and gladly gives it to you.
Features:
- An Adventure Sandbox: create and play your own adventures with no scripting or technical knowledge required;
- Workshop support: share your creations, and easily play the best adventures the community has to offer;
- Free-form Object Interaction: objects dynamically interact with each other – no need to manually make a cup and a water fountain find what they can accomplish together;
- Actor editor: create, save and share your own characters;
- Cutscene Editor: show the world your movie-directing abilities have been drastically underrated until now;
- Level Editor: easily point, click, drag, drop and rotate components to create your own levels;
- Campaign Editor: string your chapters together and create a world-spanning saga;
- Full-fledged campaign and stand-alone extra levels: for your enjoyment and to inspire greater creations!
- More post-launch content: we will continue supporting Adventurezator with official and community-driven updates;
- Pointy. Clicky.
- Pigs. Naked, Baby, Flying, Godly Pigs.
- OS: Ubuntu 12.04 LTS or higher
- Processor: 1.7 GHz Dual CoreMemory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: NVIDIA GeForce GTX 250. ATI Radeon 4870 HD. Intel HD 3000. or equivalent card with at least 512 MB VRAM
- Storage: 1 GB available space
- OS: Ubuntu 12.04 LTS or higher
- Processor: Intel Core i5 2.2 GHz. AMD Athlon 64 2.2GhzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 460. AMD Radeon HD 6850. or better with at least 1 GB VRAMNetwork: Broadband Internet connection
- Storage: 2 GB available space
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