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What's up Pixelmancer fans, Gem here and welcome to update 0.63!
- - - Updates & Bug Fixes - - -
- Tiers now change every 5 level - Added tier 4 with 10 sub-levels - Added vibration support to controller - Anima is now a passive ability - Removed the ability system - Enemies on the map now get aggroed when there are 5 or less enemies in the level - Added a new dynamic event where all the enemies on the level get aggroed - Added a new dynamic event where 30 Anima's get spawned to help - Added new upgrade "Anima Summon" with up to level 30 - Added swimming animations to gravestones - Added Zementu's range attack to the enemy variants system - Added description to Stadie - Added description to Honey - Added description to Anima - Added 3 new sub-levels to tier 2 - Added 9 new sub-levels to tier 3 - Added passive health regen to Pixie - Added passive health regen to Stadie - Added passive health regen to Honey - Added clouds for Tier 4 with a 3D-layer effect - Added tip that you can scroll the upgrades page - Increased health of Baby Slime - Increased health of Slime - Increased health of Soul Hunter - Increased health of Zementu - Increased Spiralite to have unlimited detect range - Increased Anima base health - Increased Anima base damage - Increased Honey base health - Increased Honey base damage - Increased Honey base movement speed - Increased Stadie base damage - Increased Pixie base health - Increased Pixie base damage - Increased Fireball damage upgrade rate - Increased Pixie damage upgrade rate - Increased Stadie damage upgrade rate - Increased Honey damage upgrade rate - Honey now focuses on the closest enemy - Reduced health of Spira - Reduced health of Spiralite - Reduced Zementu's fire rate - Reduced fireball's base damage - Reduced fireball's mana cost - Reduced mana regen base value - Re-designed half the current sub-levels to match the new enemy count changes - Waves now only spawn closer to the islands - Fixed bridges in tier 3 - Moby is now smaller (and cuter) - Red Slimes no longer spawn in tier 3 as the desert isn't their natural biome - Zementu no longer spawns in tier 3, they now spawn on the new tier 4 - Zementu's projectile spins at same speed - Zementu now only targets the Pixelmancer - Game now saves when you toggle pause - Changed magic staff swap key to "Q" for keyboards - Changed magic staff swap key to "L1" for controllers - Renamed "Player" to "Pixelmancer" in upgrades menu - Renamed "Pets" to "Companions" in upgrades menu - Removed "Hero" from Pixelmancer upgrades - Added level counter onto upgrades - Added "Max" text when upgrade is on max level - Redesigned the Health upgrade icon - Fixed collision boxes on all upgrade buttons - Removed "Levels" on upgrades that are for unlocking a new ability - Re-organised the upgrade menu to make unlockable abilities more clear - Significantly optimised the land tiles, reducing the memory of every sub-level by ~60% - View Distance +50% is the new default setting - Reduced upgrade costs for all upgrades above level 20 - Added 5 more soundtracks - Lowered the chance of dynamic events - Changed the level-end transition - Improved level transition time - Fixed Stadie not targeting Spira, Spiralite & Zementu - Fixed the luck system not accounting for Spira, Spiralite & Zementu
- - - A Note From Gem - - -
This is one of Pixelmancer's biggest update! It's been a while since I've done a massive update like this, there's still much more to come later in the upcoming months This update is called the Rebalance update because this update focuses on changing the entire feel of the game based on feedback for over the year. There are more enemies now, they're stronger but also Pixelmancer can cast significantly more fireballs before running out of mana. The Rebalance update also changes the way tiers work, in the past the tiers would change every 10 levels. Based on feedback, I've changed the tiers to be every 5 levels, this keeps the game more fresh instead of feeling like it's being dragged out. Speaking of tiers, this update also introduces tier 4. This new update splits each biomes into 2 tiers. So there are currently 2 biomes, 4 tiers. Just a heads up, the Novacast was left untouched in this update because I'm working to change the entire weapon into a new weapon called the "Frostbite staff". The mechanics of Frostbite staff will offer a complete different playstyle to the Fireball staff which will eventually be renamed and redesigned into the "Phoenix staff". I've also finally removed the ability system, summoning Anima was the only ability in the game and I've changed that into becoming a passive ability, you can focus more on defeating enemies and let Anima summon in the background from your fallen foes. There's also a lot of quality of life changes in this update based on recent feedbacks. For example if there are 5 enemies left in the map, all the remaining enemies will be aggroed to you so that you don't need to try finding the missing enemies on the map. Thank you to everyone for your long support and positive feedbacks towards the game <3 One last thing, I've had a lot of great feedback on the recent soundtrack update, so I've worked on 5 more soundtracks!
[ 2024-06-30 16:28:22 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
- [0 B]
Pixelmancer is a casual roguelite game developed by a single developer - You play as a mage with companions that will aid on your journey, you can upgrade almost anything for your hero, beasts & weapons.
You will die constantly but become stronger with every death - How far can you go?
The beginning of the game can be difficult as your hero will be weak but your enemies will drop soulstones upon death and with soulstones you can upgrade your hero and your beast companion and go back into the world and try again
- - - Features - - -
Controller Support
In addition to Mouse & Keyboard, there is full Xbox controller support and any other xinput controllers.
Steam Achievements
There are achievements in the game with more added during early access
No Micro-transactions Or DLCs
There are no micro-transactions in this game nor any planned ones. There are also no intentions of working on DLCs, all new content will be received as FREE updates
- - - Game Features - - -
Adventure
You'll be spawned into level 1 (Tier 1) of the world and work your way up the tiers with more and more enemies to defeat as well as meeting new enemies. Dying in adventure mode will reset you back to level 1 (Tier1) in the world but you keep your soulstones and player progression, you will re-enter the world stronger than previously and try to get further than before
Lots Of Upgrades!
At the moment there are over 10 upgrades to choose from with more being added during early access. You can upgrade almost anything, for example you can upgrade your hero's movement speed, mana regen, fireball damage and its range. There are also beast companions in the game that you can upgrade, for example their max health, damage, movement speed, detection radius and even unlock a new ability to revive your companions
Beast Companions
Pixie - Your first loyal companion that stays with you forever
Stadie - Favourite by the community, Stadie can take down enemies with range attacks
Honey - The world's cutest and best bear, Honey is your front line tank pulling enemies for you
Anima - Anima is a grave stone companion which you can raise from the dead and be part of your companion horde
Weapon Types
There are multiple weapons to unlock, each with unique abilities
Tiers & Biomes
Currently the game has 3/5 tiers; Forest, Dark Forest & Desert with more being added during early access
Dynamic Event System
This system provides random events that may occur in your adventure, some events can be bad or good, events can also stack
Soul Hunter
When you spawn into the world, you arrive with a summoning portal. Watch your back though as Soul Hunters are known to use summoning portals too
Soul Mastery
Defeating enemies will increase your Luckstone and with it you will increase your drop rate for Soulstones that can be used to upgrade your abilities
Enemy Variants System
Every enemy has different stats orbiting around their core values. There are no two enemies that have the exact same stats, this causes a bit of mystery and uncertainty for each enemy you encounter
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