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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:
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?
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:
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]
Thanks to every one that has played the last update! This small release fixes the issues that have been reported.
This is a small update to fix a few things from the latest release.
This update adds a few big-ticket items. [olist]
This is a small update that attempts to fix a couple crash scenarios:
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]
We've got another small release today. It includes a few changes that should make the game smoother to play and easier to understand.
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!
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]
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!
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:
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.
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