Hi everyone, Today we're releasing an update that I didn't think we'd be ever be able to do - local multiplayer! Play together on one computer (or over the internet using Steam Remote Play Together), with up to 3 total players. And if multiplayer isn't your thing, there's something for you as well - we've added a few new Consumable items, and 5 new challenges to go with them. We've also added a new option to the Settings menu to change the transparency of player projectiles. Increase the transparency to reduce screen clutter and increase the visibility of the Orc, perfect for massive +projectile size runs. A few notes on how multiplayer works:
- Chests rewards are not shared by players - first to touch the chest gets it!
- Revives are shared across all players. If any player dies without a revive left, that's it - game over.
- Players share a single attribute list. Pick up Fury for 10% damage and it will apply to all players! Another player can also get Fury for 10% more. However, to evolve an item, you need to own the associated passive yourself. You can't rely on your teammates having it.
- You're able to play over the internet using Remote Play Together. However, in my testing I found a couple issues with it: Client sessions do not get the game sounds, only the host does. And Macs do not seem to be able to host the game, but they can play as a client. If anyone figures out a way to fix any of these issues, please let me know! Also note, only 1 player can use a keyboard, the rest need controllers.
- Added 3 more colors for the Orc. Choose to play as the base Green, or play as Orange, Blue, or Purple. Each player needs to play as a unique color.
- When starting a new run from the main menu, the input device you use to hit the 'Survive' button gets assigned as the active device to control Player 1. Then, any other devices can hit Start/A/Space/Enter to begin going through the New Player Join Flow. From this flow, select your Player Color, your Class, and your hat, which will then put your new Orc in the arena. Up to 2 players can join Player 1 for the run.
- All players need to select a starting weapon from the weapon pillars. When the last one is picked, the run will begin. Due to how the weapon starting pillars work, starting weapons are limited to the class selected by P1. These are still usable just fine by other player classes, and can be evolved as normal. However, I would advise to not pick the Blink weapon if you're not the Rogue - you can't get any benefit out of it, since you don't have the ability to teleport! If you are a class without mana that picks a Mage weapon, no need to worry about your mana - the weapon will always be treated as empowered.
- XP is partially split between all players. The player that picks up the experience gets half the XP, then the remaining half is split between ALL players. For example, with 2 players, P1 picks up 10xp - P1 will get 5xp (half), then the other 5xp is split between both P1 and P2, with P1 receiving a total of 7.5xp and P2 receiving 2.5xp.
- Updated the inventory and XP displays to work for 1 to 3 players.
- Update the level up, chest screens, and infusion screens to reflect the colors of the player that received it.
- Update the camera to follow an average of all player positions.
- Prevent players from moving outside the bounds of the camera.
- Adjust enemy AI logic to chase/attack the nearest player.
- Update the Results end screen to display damage amounts for each player.
- Golden Axe: This is a very strong consumable, that will rain down golden axes around the player that picked it up, until 100 axes have been thrown. Axes deal 9999 damage to enemies, but deal reduced damage to bosses.
- Coin Pouch: This pouch awards gold, then increases the amount it rewards for the rest of the run. Pick up the first one for 20 gold, then 40, then 60, etc.
- Super Juice: An even stronger version of the Juice. This has a chance to drop instead of the Juice after completing the related challenge.
- Pac It Up: Complete by eating 100 enemies in a single Mysterious Pellet. Once completed, Mimic mode will restore health to the player when they eat enemies.
- Death From Above: Deal over 1,000,000 damage with a single Golden Axe. This does count overkill damage, so is very doable, despite the intimidating large number. Once completed, it doubles the rate at which Golden Axes can spawn.
- Juiceaholic: Drink a Juice while already under the effect of Juice. Unlocks Super Juice, an improved version of the Juice.
- Grand Larceny: Earn 200+ gold from a single Coin Pouch. Once completed, the rate of growth of Coin Pouches is increased by 50%.
- Haberdashery: Collect 50 or more hats. Unlocks my new favorite hat - the totally ridiculous hat of hats!
- Added a new option to the Settings menu to change the transparency of player projectiles. Change the amount of transparency to adjust the visibility of all player projectiles. This is meant as an option to make it easier to keep track of the Orc in the late game.
- Fixed an issue that would prevent treasure maps from spawning sometimes at the start of new runs.
- Adjusted the object collision size of the Mimic, to prevent the player from getting stuck after transforming into the mimic in tight places.
- Fix issue where the Vortex orb would not get thrown correctly when spawning out of breakables.
- Fix issue with Cannonball 'Fast & Ferrous' mod that was causing cannonballs to always break instantly when hitting the borders of the screen.
Hi everyone, We hope you have been enjoying Orc Survivor! We released out of Early Access only 6 weeks ago, and we just passed 1000 copies sold during that time. Our initial goal for the game was to sell 200 copies, so this response has been incredible! We also have had zero (reported) bugs so for this release, a feat I wouldn't have thought possible - a huge thanks to all our Early Access players that helped root out all the bugs ahead of the release. While there are no more major releases planned for Orc Survivor, we would still like to release some small updates over the next year. What would you be most interested in seeing?
- New hats
- New weapons
- New weapon mods
- New enemies
- New quests / achievements / challenges
- New boons
- New consumables
Our full v1.0 release is finally here! A huge thanks to every one that has followed us throughout early access. You've helped make the game so much better than we could have accomplished by ourselves. We're offering a 10% launch discount, that will only be running for the next couple weeks. So pick up the game now, if you haven't already! Or, if you love the genre, check out the Self-published Bundle we're a part of, to pick up 9 amazing survivors-likes, all at 20% off! There's a few huge features included in this release, that complete our final vision for the game:
- Compendium: Tracks your acquistion stats across enemies, maps, weapons, and consumables. As you increase your counts here, it will unlock extra lore descriptions, providing more information about the world of Orc Survivor. These descriptions also contain various gameplay hints and more in-depth enemy/weapon stats.
- Orcphanage: This is our final metaprogression system, unlocked by completing a run on the Palace. By permanently spending gold to save Orcphans (orc orphans), you earn positive karma. This karma can be invested to bless your weapon, increasing your weapon-related attributes, or bless the Orc, increasing your luck in various categories. Limitless Karma can be earned, so these upgrades can become quite high, but it does quickly become more and more expensive to invest.
- King: The final class, unlocked by defeating the Emperor. The King gets access to all weapons from the other three classes, as well as benefits from all class-unique boons. King builds can get really crazy, especially accounting for evolving up to 6 weapons in a single run!
- Glory (difficulty select): After defeating a map on the base difficulty, the glory select chest will appear in the pre-run lobby. Using this chest will let you increase the round difficulty, as well as wager a gold bet that you will win the run. Increased difficulties also now change the game behavior more significantly, such as changing enemy spawn patterns and introducing special boss variations at difficulty 10.
- Save select: When launching the game, there are now three save slots to select from. You can also delete a save slot from this screen. These saves are still automatically managed by Steam Cloud Save, across devices.
- Steam deck support: We're now moved from 'no support' to 'partial support' on Steam Deck! To accomplish this, there is now a dedicated Linux build, that runs on Steam Deck.
- Linux support: As a side effect of the steam deck support, we now have full Linux support! With a native Linux build.
Hi everyone, I'm excited to announce that we'll be releasing v1.0 of Orc Survivor on Friday, June 21st. This update adds the final content we had planned for the game and will officially graduate the game out of Early Access. This update will include some final big systems: - The Compendium. This tracks your kills and item receives across all your runs, shows stats of enemies, and includes lore snippets that you unlock as you reach milestones. - The Orcphanage. It's tough being an Orc, and it's especially tough being an orc orphan. Spend gold to save Orcphans, which will reward you Karma, which can then be invested to increase your luck and bless you to improve your stats. - The King. Our final class! The King is available after defeating the final boss of the game. The King is able to receive all weapons that the other classes use, and receives all boons for those classes, as well as being able to teleport like the Rogue and enhance his strength with mana like the Mage. - Glory (difficulty select): After defeating the base difficulty on a map, a difficulty select Chest will appear in the arena. Before picking your weapon to start a run, change your difficulty at the Chest or make a wager that you'll win the run. By wagering gold, you'll double your wager if you survive, or lose it all if you fail. Increasing levels of difficulty now also changes the game more dynamically - while it still increases the health and damage of enemies, it will also change their spawn patterns, and Glory level 10 introduces empowered bosses to fight. There's also a few smaller features that will be included: - Save select - When launching the game, you'll now go through a save select low, which lets you manage up to three save files. - Steam deck support and Linux support - We've done a lot of work to make the game run smoother on the Steam Deck. This includes creating a dedicated Linux build of the game, as well as performance and text improvements. You can check out the final game trailer here: [previewyoutube=84NkHItfEJw;full][/previewyoutube] Thanks for every one who has followed the game to this point. We're looking forward to this release! TitanCrestGames
Another small update today: - Fixes an error case, that we were able to track down due to improve logging from the previous release. - Properly hide the 'New!' label on the armory, when you already have purchased all mods. - Fix an issue that was preventing multiple mods from being unlocked back-to-back for the same level-up. Thanks, TitanCrestGames
This is a small update to try to address some of the bugs reported with the last release. Thanks to every one for the reports. - Change how the Armory flow is implemented, to try to prevent locked mods from sometimes being selectable. This should hopefully have also fixed some crashes that were occurring when opening the Armory. - Add some safety checks to Spiralius to try to prevent a crash that could occur while fighting him. - Change how Timers are used across the codebase, to hopefully prevent an Error message that was sometimes being emitted. - Fix an error message that was being emitted when using the Knife and fighting bats in the Underground. - Fix an error message that was sometimes being emitted when applying conditions to enemies. - Change Javelin Shrapnel mod behavior to prevent it from instantly killing large groups of low health enemies. - Fix the behavior of the Sudden Death mod with the Parasite mod, for Poison. This was dealing thousands of damage by mistake. - Update the Extra Schrap mod for Slingshot to be more descriptive. - Fix a bug where Poison and Bleed could be applied multiple times to the same enemy, when it shouldn't have been possible. - Fix the damage reporting for Poison and Fan of Knives. This same bug may have also been affecting other weapons. Thank you! TitanCrestGames
We're getting close to our v1.0 release! Before we can get there, this update addresses two main items, that we've wanted to get to for awhile now: [olist]
- Add boons that increase the number of Inventory Slots! The base inventory size is now 6, with two boons available, to upgrade up to 8 slots.
- Add Warrior boons - Berserk and Toughness.
- Add Rogue boons - Precision and Rift Rend.
- Add Crit Chance and Crit Modifier boons. This is also displayed on the Attribute screen in the pause menu. These stats can now also be rewarded as max-level upgrades.
- The Power Beads has been removed. In its place is now the Brutal Pendant, which increases the player's crit modifier when selected. This was done because the Knockback from power beads was hard to balance, often not that fun to use, and we also needed an additional passive weapon that increased player damage.
- Greatly buff max level-up rewards, to ensure it always out scales enemy health scaling values. This can result in some crazy player strength in the final waves, which we believe should always be the case - you earned it by hitting such a high level!
- Update the Armory to use 'Rank Points' instead of randomly unlocking weapon mods. This should let you plan out your builds in advance, and have much more control in the whole process.
- Add a Tutorial flow to the Armory mod. This should help next players better understand how the Weapon mod system works.
- Add a weapon evolution table to the pause screen in game. This can be referred to more easily remember evolution combinations.
- Add a custom mouse cursor - an Orc hand!
- Adjust how we display Condition effects on enemies, so they all now display correctly based on enemy size. No more giant Javelin impaling Biggus Piggus, or a crazy large Static condition on the Queen.
- Update all weapons to have, at a minimum, a 10% crit chance.
- 'Simple lighting mode' is now the default option selected, instead of an opt-in, with the new toggle you need to enable being called 'Advanced Lighting'. Lighting effects were a large source of game stutters, so we wanted to make sure it was disabled globally. If your computer can handle it, feel free to toggle 'Advanced lighting' back on, for a better experience (such as enemy skulls glowing) in the Underground!
- In the Palace, the Royal Guard's attack now properly gets removed when they are defeated. No more random hits after their death.
- Adjust health scaling values across all Maps.
- Adjust base stats, level-up options, and weapon mods for all Warrior weapons.
- Adjust base stats, level-up options, and weapon mods for all Rogue weapons.
- Adjust base stats, level-up options, and weapon mods for all Mage weapons.
- Notably for this weapon balance, some weapons now have a 'damage falloff' value, as they hit more enemies. I.e. Quake will do much more damage to the 1st enemy hit than the 50th that it hits, from a single projectile. This was required to get all weapons to be balanced relative to one another.
- Change the shield to no longer use a duration. Instead, the shields stay out until one breaks, at which point its cooldown starts counting down. When the cooldown expires, all shields are refreshed.
- Bow and arrow no longer Marks an additional enemy when you teleport. This was an early idea from Rogue implementation (that every weapon would interact with the teleport in some way), which never panned out.
- Bow and arrow shots no longer destroy a target that isn't its own. This could sometimes happen, and make you shoot less arrows overall, which made the weapon inconsistent.
- Adjust many weapons to reset their cooldown immediately when evolved, so you get the stronger effect right away. For example, the Psydrangea will expire all active plants, and get the new, stronger ones out immediately.
- Adjust boon prices and quest rewards. Boons are now a bit more expensive overall, with quest rewards increased to compensate. The goal being that more early-game gold comes from quest rewards, incentivizing completing quests.
- When getting the Heart passive item, it now also increases your current health. I.e. increase max health from 100->120, your current health will also go from 100->120, instead of staying at 100 and requiring you to regen up to 120.
- The Frosted condition on enemies now also increases the chance that they will be critical striked.
- Final damage screen numbers no longer tracks overkill damage amounts. By tracking these, it was making some weapons look much stronger than they really were, while making others look weaker.
- We very rarely saw a bug where the Camera would be unbound when exiting a run. We've added a fix that should hopefully stop that from happening.
- Add a level indicator to the final damage end screen, next to each weapon, so you can see which level weapons got to, in the context of their damage numbers.
- Add a unique damage display color that now occurs when you deal elemental condition damage.
- Move Elemental Combination damage to be tracked as its own damage instance, for display on the run summary screen. Previously this damage was simply split between the two weapons that supplied the conditions, but this made it hard to see how much overall damage came from the combination effect and which came from the weapon.
- Fix crit damage display to no longer display a crit damage number if an initial damage of 1 crit, which would still deal only 1 damage. This didn't make much sense to display.
- Adjust the sprite of the Beekeeper to indicate his strength, when he powers up after his 3rd and 6th bee spawn.
- Add small, randomized pitch shift to XP and coin pick-up - this should make them much more pleasant to listen to!
- Duplicate Bouquets will now reward +50 gem streak, instead of being wasted.
- Add Announcement message when ending Gem Streak, to make it clearer what is happening.
- Adjust Spiralius throw speed to be slower when at high health, but faster when at low health.
- Add a max limit of a few hundred Condition visual effects. This should improve performance in the final waves.
- Food now restores a percentage of total health, instead of a flat rate. This should make +health increases much more powerful!
- Double the base intangibility duration. This makes it much less likely to get multihit and comboed out.
- Properly clean up Nightmare trails when he dies, so they don't remain invisible after his death and damage the player.
- No longer display Rank-up notifications in a run. In certain scenarios, a lot of these could be queued-up in a row, taking up critical screen real-estate for too long.
- As Mage, having mana also now increases your damage by 20%, as well as empowering your Mage weapons as before. This is a balance strategy, to reward the Mage for having to deal with the more difficult mechanic of maintaining the mana bar.
- Change how Rogue and Mage are unlocked. They are now unlocked after 3 boss kills with the Warrior, and 3 boss kills with the Rogue. This is to make it less critical to complete a run to unlock the next class.
- Greatly increase game launch time, by optimizing some file sizes.
- Update locked weapons in the Armory to describe how to unlock them.
- Add UI element to Chest screen to display the player's odds of getting 1/3/5 chests.
- Add the ability to right-click to refund a single boon level in the Boon menu.
- Adjust dragon claws icon to be more visually distinct from the base Claws.
- Adjust UI of in-game Attribute display on the pause menu, to be more consistent with other UIs.
- Update Rogue and Mage to only have Knife and Magic Missile available as starting weapons, on their first runs.
- Fix a bug where treasure maps would sometimes spawn treasure chests super far away
Thanks to every one that has played the last update! This small release fixes the issues that have been reported.
- Fix a crash that would occur when Telekinesis picked up Ghost enemies.
- Fix a crash that could occur if you died at the same moment the Roman Kindle weapon hit enemies.
- Fix a crash that would occur when using the Javelin Shrapnel mod against some enemies.
- Fix the Hypothermia Geyser mod to properly apply the Frosted condition to enemies.
- Remove the redundant level 10 Quake mod.
- Slightly adjust the player death animation so he falls over less abruptly.
This is a small update to fix a few things from the latest release.
- The Palace is more difficult to complete than intended. To fix this, the final boss has had its health reduced, and the number of minions it spawns is reduced as well. The final boss sequence is also now set-up as optional - the Palace will be marked as completed for purposes of Quests if you survive the 20 minutes, even if the final boss was not killed.
- Make treasure chests move out of walls, if they spawned there. This issue was made more apparent by the larger walls of the Palace. This fix makes it so you'll always be able to access a chest that drop.
- Adjust the Bandages and Magnet to be more powerful. These were nerfed as a side effect of switching from multiplicative to additive scaling, which wasn't the intention.
- Fix a bug where the end round timer was sometimes over 20 minutes.
- Fix a bug with Phoenixes were there was way more spawning than intended. An extra phoenix was getting spawned every time a phoenix egg hatched.
- Fix the rotation of a chunk in the underground that accidentally got spun around.
- Fix the damage of the roman candle weapon. It's damage was accidentally set to low after the most recent balance pass.
- Fix a bug where Javelin bonus damage was getting added multiple times when it should not have been, when multiple Javelins all hit at once.
This update adds a few big-ticket items. [olist]
- Add more stringent null checks across codebase, which should help catch some crash conditions.
- Adjust the strength of the Warhorn blowback mod, so it doesn't appear so silly.
- Adjust the Dual Chop mod for the Axe to always have the chops go in the same direction. This makes it less frustrating to use.
- Improve performance of the Nightmare in the Underground. This was causing lag on some machines.
- Add animation to the Knockback effect that occurs when you level-up or pick-up a chest, to make it clearer that it is occurring.
- When the maximum number of Gems and Coins have been spawned, the game will now clean-up gems from off-screen and add them to the Aggregate gem. This means enemies should never stop dropping items when they die, unless the maximum number of gems is reached within a single screen.
- Remove confusing mushroom doodads from the Underground. These were easy to confuse with XP gems or health restore items.
- Change how Skulls in the Underground explode. This is an attempt to fix a crash that is occurring on some computers.
- Adjust the Armory mod display so it doesn't show the selected animation on a level that doesn't have available mod cards. This makes it less confusing when you can't select it.
- Add extra animation effect to the chest when you are rewarded an Evolution.
- Add a death animation to the player.
- Adjust the Stat Summary screen to use a more natural highlighter effect.
This is a small update that attempts to fix a couple crash scenarios:
- On some PCs, the game was crashing on start-up due to being unable to connect to the Steam API, due to missing DLL files. This release contains a couple changes that try to ensure the DLL files are present, but also adds a check to prevent the game crashing if that fails. However, even though the game will no longer crash, you will be unable to earn Steam achievements or access the Steam Overlay, until you manage to reconnect to the Steam API.
- Try to fix a crash that could happen when the Skulls explode in the underground.
- Fix an error that was being emitted when a gachaball was successfully kicked open.
Hi everyone, We've just sold our 500th copy! Thanks so much to everyone for your support and for playing our game. When we first started developing Orc Survivor, our initial goal was to sell only 200 copies, so we're very grateful to hit this 500 milestone. As a reminder, please leave us a Steam review - it helps us out a lot! I also wanted to share what's left for Orc Survivor's development, as we're close to hitting our v1.0 goals and coming out of Early Access. [olist]
- Final class - The King. The King will be able to use all 30 weapons available to the other classes, and will have an additional number of rerolls to help make the perfect build.
- Bestiary - We'll be adding a Bestiary to the main menu, that describes and provides an overview of the enemies/weapons/items in the game.
- Difficulty system - The difficulty system is very simple currently. We'll be doing improvements to make it much more in-depth and satisfying.
- Weapon Mod rework - We'll be changing how weapons mods are unlocked, to make things easier and more enjoyable to use. The mods themselves will still function the same.
- A final balance pass - with feedback from the previous releases, and with all the changes included in this release, we'll be doing a final pass on the game.
We've got another small release today. It includes a few changes that should make the game smoother to play and easier to understand.
- Add additional text to the level-up screen that describes the max level of the item you are leveling up. This should help new players know how much leveling is needed before evolving.
- Add an announcement when picking up the Treasure Map and the Gem Streak. New players often were confused by what these items did, so this should make things clearer.
- The Vortex Gem (the item that magnets all experience to the player) has had its sprite changed to the Vortex Orb. This is to make it easier to tell apart from the Aggregate Gem.
- Add bad luck protection to the Vortex Orb - its now guaranteed to drop if you haven't found it after breaking 10 crates.
- Adjust max mana with the Mage to last 60 seconds, instead of 30. This allows you to stockpile more mana at a time, letting you explore around the map for longer before needing to find a mana source.
- Adjust when Mana pots are guaranteed to spawn from Crates. Previously, it was guaranteed if you had 3 or less seconds of mana left, but this has been increased to 8 seconds. It's also been adjusted to not give multiple mana potions, if you destroy crates all at once while at low mana.
- Lower the volume and amount of the XP pick-up noise, to make it more tolerable especially in later waves.
- Reduce the volume of explosions caused by the Roman Candle. It could be a little too loud.
- Spawn additional small slimes that drop mana potions when fighting the King Slime as the mage.
- Adjust the Gachaball description to clarify how to break them open.
- Slightly adjust the arrow indicators for Chests to not overlap with the inventory/game timer.
- Mage damage from elemental combination effects was not getting tracked on the Summary screen. For now, these effects are added to the weapons responsible for the two conditions, half damage assigned to each weapon. In the future, we'll improve this reporting further.
- Fix a bug where it was possible to redeem the 'Evolve 25 mage weapons' quest reward multiple times.
- Fix to ensure that rings of enemies that spawn are properly cleaned-up if they move too far away from the player.
- Fix to properly teleport spiders and slime when they are moving on the ceiling.
- Fix the healthbar location on the Champion Elephant.
- Fix the bottom of the King slime hitbox to better match its sprite.
Hi all, This is a small update to address a handful of bugs introduced in the latest release. Thanks so much to everyone for reporting these!
- Fixed a crash that would occur with the Gachaball (the Cannonball evolution). This would happen when the Gachaball was breaking open its rewards and it left the player's screen. Our apologies to everyone that experienced this crash!
- Fixed the level displayed on a few Mage weapon mods. Also changed the names of a few of the mods that had too long of names. Unfortunately, if you had these mods unlocked, you may have to unlock them again by ranking up the weapon further.
- Fixed a potential crash that could happen when you died with an active Geyser projectile on the field.
- If you leveled up and picked up a treasure chest on the exact same game tick, both screens would open at once. This has been fixed.
- Set the music speed back to normal when starting the final 2 minute finale. The Juice power-up speeds up the player, and also speeds up the music. However, the final two minutes of the game have a very precisely timed finale, and has to stay at the same music speed. The Juice would sometimes mess with this timing.
We're back with another release! This release adds a new class with its first five weapons - the Mage! Unlock the Mage by completing a run with the Rogue. The Mage has a few new mechanics, that will make it feel and play differently from our existing classes: [olist]
- Most forms of player-effecting knockback has been removed. Now, only bosses and shieldbearers can knock around the player. This has been something requested by a lot of people, as with the previous knockback effects, you could quite easily get ping-ponged around and comboed out, which was not very fun.
- Added Rare weapon mods for all Warrior weapons. With the release of the Rogue, we reviewed the number of weapon mods, and wanted to have at least 3 to 5 rare mods per weapon. Weapons for Warrior was behind this goal, so we've updated to add many new Rare mods for the Warrior weapons.
- Add Elemental-based weapon mods to a handful of Rogue weapons.
- Mitigate the 'flashbang' effect in the underground. With some weapons (such as warhorn or net), they would make all enemies flash white all at the same time, causing a bright flash of light, especially in the underground. The amount of white flash has been lowered to try to fix this.
- Knockback has been reworked. When you knockback enemies, it should appear much smoother for weapons with a lot of knockback, as it will apply the knockback less abruptly, over a longer period of time.
- Add optional toggle for lighting effects to improve Underground performance. Turn this on if you're on an older GPU for a big gain in performance in the Underground!
- Preload game assets to prevent stutters when playing a run. If you've ever noticed single frame stutters when playing the game, these should mostly be fixed with this change.
- Adjust the Ghost sprite to be more Ghosty.
- Update phrasing across all weapon level-ups and weapon mods to follow consistent word choices.
- Add a sound effect when your blink ability can be used again as Rogue, making it easier to tell when it's available again.
- Pause the game when you open the Steam Overlay while in a run.
- The Warden is tired of people getting away. He now can walk over obstacles, really upping the pressure in the Underground.
- Make the cannonball explosion mod card effect to also occur when it despawns due leaving the player's screen.
- Adjust how spear applies its attack to make it more consistently push back all enemies.
- Make the Javelin effect work against the Warden enemy.
- Properly skip chest sound effect when chest animation is skipped.
- Hordes of enemy spiders in the underground were much faster than anticipated. Their speed has been lowered.
- On your second run in a row, the Nightmare boss would spawn in with their sprite in their damaged appearance. This has been fixed.
- Adjust King Slime hitboxes (and for his children) to appear right when they land, instead of a half second late.
- Fix the Juiced sound effect to not sound as awkward for the Underground's music.
- Remove a minimum range from the Javelin, so it's able to appropriately hit enemies that are close to you.
This is our biggest update yet. It finishes up the final 5 weapons of the Rogue, adds new challenges and achievements, and adds our first new map - the Underground!
- The Underground - escape underneath the colosseum and survive anew. There are 12 new enemies to fight, each with their own strengths, weaknesses, and behaviors. Includes 3 new bosses. The Underground is dark, gloomy, and claustrophobic, providing a good change of pace from the Colosseum. Unlocked by completing a run in the Colosseum.
- Final Rogue weapons - The last 5 Rogue weapons are now available. I'll let you discover what these are. They can be unlocked by completing the quests for the base 5 rogue weapons. Look out for unique weapon mods for these weapons as well!
- Attributes screen - You can now view your global attributes, such as +Damage percentage or +Move speed from the pause menu while in a run.
- Tear Reality evolution and knife bleed damage were not getting their damage tracked for the end screen, making them seem much weaker than they were. This has been fixed.
- Javelin now can fire at multiple enemies at once. Its cooldown has been slightly nerfed to compensate.
- The Pit Trap now hunts enemies down.
- Adjust the sound effect of warhorn.
- The Cannonball sometimes would kick to a random spot. This has been fixed.
- In some cases, duplicate rank up notifications would appear. This has been fixed.
This is a small release that fixes a few bugs from the last patch. Thanks to every one that reported these bugs! - The Purist quest is now possible again. The new start-up sequence was counting your first weapon as an additional weapon pick-up, failing the purist quest incorrectly. - Fix the shield weapon to position all its shields correctly. When you were at 4 shields, it would output all 4 shields in really weird positions, including 2 shields directly on top of each other. - Adjust the Protean quest to only require 1/3/5 item unlocks, instead of 1/5/10. With the Passive items no longer being unlocks, this quest was impossible to complete. It's breakpoints will be adjusted upwards as new weapons are added (for the rogue or future mage class). - With the 'one more time' mod on the Blink weapon, it was possible to spam the teleport button to teleport more than just 2 times. This has been fixed. - Remove the spin-up animation on the buzzsaw, and reduce its overall volume. This should make it a bit easier to keep buzzsaws moving around, even if you teleport around the map, losing the buzzsaws from your screen as you move. - Add some additional null checks to the Blink weapon, as a safety mechanism to try to stop a potential crash scenario.
Hello, this release contains a few bigger updates that I'm really excited for:
- Initial Rogue class release! The rogue is available, with its base 5 weapons and 5 evolutions. To play as the rogue, complete a run with the warrior class. The rogue's kit emphasizes movement. To support this, the rogue comes with a built in Teleport ability, that can be activated to teleport the orc in the direction he's walking, turning him invincible and moving through enemies in the way. The remaining 5 weapons for the rogue will be coming to an update real soon!
- New round start sequence! When starting a new run, the enemies will no longer appear instantly. Instead, pick your weapon of choice off the the pedestals in front of you. This will let new players vary their starting weapons more easily, as it could take awhile to unlock the Weapon Master feature. The Weapon Master feature is still available to be unlocked, which will now add a '?' weapon to the middle pedestal, letting you select from any available weapon at the start of the run.
- Rework of Armory mods! With our last release, we had a lot of Mod cards available for all weapons in the armory. However, this resulted in a lot of 'junk' mod cards, which were cards such as Midas Touch that you simply wouldn't ever equip. This watered down the Armory system, and made it a lot less fun. To fix this, we've removed all the junk cards across our weapons, and only left in Mods that we could see people using. We've also set a goal of having at least 3 Rare mods and 1 Contraband mod card per weapon, which are Mods that change the behavior or performance of the weapons in signficant ways. This update contains all the rare mods for the Claws as well as the rogue weapons, but we will be doing more updates in an upcoming release to fix this up for all other weapons, as some weapons only currently have 1 or 2 rare mods.
- Reduce XP scaling per wave from a bonus 20% to 15%. This reduces the total amount of XP in the final waves, while not affecting the initial XP amounts in the early waves. This will help prevent players from getting too overleveled too early, which results in a run that isn't that fun.
- Adjust how we do health scaling. Enemies currently are given bonus HP based on your current wave, combined with your current player level. This has been adjusted so more of their HP scaling comes from your player level than before, with less coming from the current wave. This should make it easier to catch-up for players that have fallen behind in the scaling, while making it harder for players that are pulling ahead. We've also made the player-based health scaling not start to apply until level 10. Which should make it less likely for enemies to start feeling too tanky too soon, which would sometimes happen as early as wave 2!
- Change the Javelin to trigger its bonus effect after 5 javelins, not only when they would die from the bonus damage. This will make the weapon way more intuitive for players, as it was hard to explain its previous effect.
- Projectiles now update their stats instantly when their associated weapon levels-up or you get a global attribute increase (such as from the Fury passive or the Juice power-up). This will mean projectiles like the Net and Cannonball will get their stat increases instantly, instead of needing to wait until the next time you attack with it, which is much more intuitive.
- Reduce the amount of elephants in the final wave. These are the most deadly part of the wave, so they should be present, but we had too many and sometimes they would completely surround you, ending you instantly, which felt unfair.
- Preload some of our shaders, which should reduce some stutter that would occur the first time it was loaded in a run (such as the first time you use the Quake weapon).
- Add a random position variation to damage numbers, which should make them easier to differentiate when you're hitting an enemy with a lot of attacks at once.
- Fix the 'click to skip' pop-up on the Treasure chest so it dismisses correctly if you sat through the whole chest animation.
- Make Quake always one-shot breakables, like crates. It's an earthquake, after all!
- Remove the collision effect from shieldbearers. This effect had made it impossible to walk through shieldbearers, which was a fun idea, but ultimately wasn't very noticeable, just frustrating.
- Slightly reduce the amount of sound effect when picking up large amounts of XP gems, which could sometimes be much too loud.
- Double the size of the Noble exclamation mark, which should hopefully be much more noticeable in the middle of a hectic run.
- Add a default weapon mod for the Claws, which is available for new players at Rank 1. This will let people play around with adding/removing a mod right away, hopefully explaining the Mod system better.
- Reward player stats when picking up a chest at max level, like we do with XP ups. This should help incentivize chest pick-ups even at max level.
- Attempt to preload assets for the Gachaball, which should help prevent a game stutter that can occur when you first are awarded this weapon.
- Fix the outlines on Archers so that they're able to flash white when they are damaged, yet still keep the outline on them if they're firing. Previously, they would lose their outline.
Thanks to every one who's played our early access so far! We've got a quick game release, that addresses a lot of the feedback and bugs we've received, as well as does another pass at balancing the game. - Bugfixes: -- Prevent the notification drop-in from stopping mouse inputs on the Level-up screen. -- Fix level 4 of the warhorn to not have a duplicate weapon mod. -- Properly reward quest-based Steam achievements to our Playtesters. - Balancing: -- When leveling up at max level, you now get an additional small bonus to one random attribute, in addition to the gold or heal restore that it previously gave. -- When exiting a level-up screen or chest screen, you now emit a knockback effect, giving you more space to get your bearings before getting back to the fight. This doesn't effect projectiles, however. -- Add an indicator to point at the Super Gem and Super Coin. When too many gems or coins are spawned to the map, enemies add their experience to these super items, instead of dropping new items. But these items were often hard too track down, meaning you lose all the experience or gold you are accumulating. -- Make XP less plentiful. Xp gained now grows at 20% per wave, instead of 30%. -- You sometimes just die on the final wave. To try to combat this, reduced the number of elephants that spawn in the final wave. These are the biggest threat. -- Revive now restores you at half health, instead of 100%. This is to inventivize finding health regen items after a revive. -- Make unlocking your first revive cost way less. Having a single revive is often vital for surviving later waves, so this should be more accessible. -- Make the base Axe size 33% larger. The cooldown has been increased to compensate. -- Warhorn has been much too strong. Its base cooldown has been doubled. It still does quite a bunch of damage, but also remains very useful for its slow effect. -- The mimic transform animation duration has been cut in half, so you no longer have to wait as long to start chowing down on your enemies. -- Chariot champion health has been reduced by 40%. The chariot was often very hard to kill before the run finished. -- Adjust the battle ballad note color to make it easier to see. -- Add four additional hat unlocks to the warrior weapon tracks. -- Add an easier way to skip the chest animation. This was skippable with a right click, but is now also skippable with a double click. -- You no longer need to unlock passive items. Instead, a passive is always available if you have its associated weapon unlocked. -- New weapons are now unlocked after gaining their partner weapon only 8 times, instead of 15 times. This should lower the time it takes to unlock all weapons, getting you to the full action sooner. -- Nerf the bloodaxe heal from 5% to 3%. This is still very powerful, but hopefully means you can't just AFK and heal through everything any more. -- Mimic mode now has a max of 300 damage per bite, meaning it should no longer one-shot bosses. This was much too powerful. -- Fix spawning rings of enemies. Perfect rings of enemies encircling you should now always be the case, as intended. -- Enemy explosions now deal even more damage to other enemies. This should cause the golems to explode their allies, as intended, even on higher difficulties. -- Add a blood effect to Javelin rip kills. This should make it easier to tell that there is an additional Javelin effect that is taking place.
Orc Survivor
TitanCrestGames
TitanCrestGames
2024-06-21
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 19
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(33 reviews)
https://store.steampowered.com/app/2643960 
Features
- Fight off hordes of thousands of enemies and the unique bosses that lead them, in action-packed 20 minute runs.
- Choose your class, each with their own unique weapons and playstyles. Unleash powerful attacks as the Warrior, teleport and dodge enemies as the Rogue, and inflict elemental conditions as the Mage.
- Evolve weapons into new, powerful forms to unleash devastating power.
- Power-up between runs. Increase your stats with Boons, customize your weapons in the Armory, and rescue Orcphans to improve your luck.
Additional features:
- 10 unique weapons per class, each with 15+ weapon modifiers to unlock and apply.
- Prove your skills across 10 levels of difficulty. Higher difficulty levels increase the strength of enemies, changes their spawn patterns, and introduces empowered champions and bosses.
- Complete hundreds of quests and collect dozens of cosmetic hats.
- Track your progress with the Compendium and uncover the secrets of the world of Orc Survivor.
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