Release notes:
- Updated graphics and looking from the main menu to the first 4 stages of levels;
- The heroes will now jump off the conveyor when reaching the end;
- Fixed: the game would sometimes freeze in the loading screen;
[ 2017-12-22 08:46:20 CET ] [ Original post ]
Release notes:
- Updated graphics and looking from the main menu to the first 4 stages of levels;
- The heroes will now jump off the conveyor when reaching the end;
- Fixed: the game would sometimes freeze in the loading screen;
[ 2017-12-22 08:46:20 CET ] [ Original post ]
NOTICE: some player reported the new installation caused the game froze at loading / unable to play the local new game. We are still investigating the issue, but if it happens to you, just re-open the game and it should be fine. Release Notes:
- Upgraded to Unity 5.6.2;
- Optimized the package size of the program. Now the game loads even fasters;
- Decreased the cooldown duration of Bow's Jump ability;
- Now the died hero always revives at the middle lane when reaching a checkpoint;
- Increased the size of the level icons in the world map so it's easier to click;
- When The Lifesaver's Watch triggers, the heroes can attack and use other abilities;
- Fixed: different gamepads could control the same hero in the local co-op game;
- Fixed: the number of a shortcut item did not update after picking up the item;
- Fixed: the immunity potion did not work properly;
- Fixed: the Time Warp FX did not follow Staff in the racing mode;
- Fixed: the UI of the control mapping was not fully localized;
- Fixed: the speed up item in the racing mode did not show up after picking up;
- Fixed: you could use items when your hero was dead, but could not switching between items;
- Fixed: the Yeti boss was off screen after falling into an ice pit in Level 8-1;
- Fixed: Bow would pop out of the vehicle in Level 3-3 after casting Barrage;
[ 2017-09-30 03:17:30 CET ] [ Original post ]
NOTICE: some player reported the new installation caused the game froze at loading / unable to play the local new game. We are still investigating the issue, but if it happens to you, just re-open the game and it should be fine. Release Notes:
- Upgraded to Unity 5.6.2;
- Optimized the package size of the program. Now the game loads even fasters;
- Decreased the cooldown duration of Bow's Jump ability;
- Now the died hero always revives at the middle lane when reaching a checkpoint;
- Increased the size of the level icons in the world map so it's easier to click;
- When The Lifesaver's Watch triggers, the heroes can attack and use other abilities;
- Fixed: different gamepads could control the same hero in the local co-op game;
- Fixed: the number of a shortcut item did not update after picking up the item;
- Fixed: the immunity potion did not work properly;
- Fixed: the Time Warp FX did not follow Staff in the racing mode;
- Fixed: the UI of the control mapping was not fully localized;
- Fixed: the speed up item in the racing mode did not show up after picking up;
- Fixed: you could use items when your hero was dead, but could not switching between items;
- Fixed: the Yeti boss was off screen after falling into an ice pit in Level 8-1;
- Fixed: Bow would pop out of the vehicle in Level 3-3 after casting Barrage;
[ 2017-09-30 03:17:30 CET ] [ Original post ]
Dear adventurers, Next Thursday, September the 29th, is the anniversary of Axe, Bow & Staff 's full release. There will be a 75% discount to celebrate by then, and the full price will drop to $5 after the sales. I have another good news to share: the game is nominated for the Best Audio Award in IndiePlay 2017. IndiePlay is the biggest event of the indie games in China being held in every Autumn. This year, the event will start on October 28th in Shanghai, and Axe, Bow & Staff will be showcased during the event. If you are around, come by and talk to me! You are also welcome to play my new game (code name "DU2", still in early development ;) Thank our composer for his awesome music, Naruto the Great!
[ 2017-09-21 04:18:23 CET ] [ Original post ]
Dear adventurers, Next Thursday, September the 29th, is the anniversary of Axe, Bow & Staff 's full release. There will be a 75% discount to celebrate by then, and the full price will drop to $5 after the sales. I have another good news to share: the game is nominated for the Best Audio Award in IndiePlay 2017. IndiePlay is the biggest event of the indie games in China being held in every Autumn. This year, the event will start on October 28th in Shanghai, and Axe, Bow & Staff will be showcased during the event. If you are around, come by and talk to me! You are also welcome to play my new game (code name "DU2", still in early development ;) Thank our composer for his awesome music, Naruto the Great!
[ 2017-09-21 04:18:23 CET ] [ Original post ]
Optimzations:
- Optimized the loading process. Now the game launches much faster;
- Added loading screen before entering any level, as well as some hints;
- Added some hint boards in the scenes;
- Added a cool "lightning" FX for the Teleport skill;
- Added the sound effect for slashing the barrier doors;
- Added a sound effect for reminding the player that the skill he's trying to use is in cooldown;
- Added the mark to the hero who triggers the lifesaver item;
- Changed the sprite of the bouncing mushroom;
- Updated the sprite of the conveyor so it's easier to tell the direction;
- Increased the default sensitivity of the movement using joystick;
- Re-did the save slots UI in the main menu;
- Added the FX for energy full-charged, so you won't miss any Super Dash!
- In the hero selection UI for local co-op, pressing Enter/Start can skip the configuration (using the last one);
- Now the books have better effect of bonus experience;
- ...and optimized some levels, as usual!
- In local co-op mode the controller would reset after finishing a level;
- After selecting the AI-Assisted mode in Level 2-1, by default Level 2-2 would still start as All-In-One mode;
- The goblin minions would stack up to sky in the boss battle in Level 3-3;
- Reaching the checkpoint in Super Dash could cause a hero to die immediately when restarting from the checkpoint;
- The rolling barrels would disappear when hitting the shield (without the shield spikes);
- The hero in Super Dash could not move forward when Time Warp was activated;
- The hero in Super Dash would be affected by slow-down debuff; and when the dash stopped, the hero would move backward until died;
- In single hero mode, the Focus Fire effect could stay forever after switching back to the archer;
- The sound effect of the conveyors would always be playing whether the SFX was turned off;
[ 2017-06-22 14:53:12 CET ] [ Original post ]
Optimzations:
- Optimized the loading process. Now the game launches much faster;
- Added loading screen before entering any level, as well as some hints;
- Added some hint boards in the scenes;
- Added a cool "lightning" FX for the Teleport skill;
- Added the sound effect for slashing the barrier doors;
- Added a sound effect for reminding the player that the skill he's trying to use is in cooldown;
- Added the mark to the hero who triggers the lifesaver item;
- Changed the sprite of the bouncing mushroom;
- Updated the sprite of the conveyor so it's easier to tell the direction;
- Increased the default sensitivity of the movement using joystick;
- Re-did the save slots UI in the main menu;
- Added the FX for energy full-charged, so you won't miss any Super Dash!
- In the hero selection UI for local co-op, pressing Enter/Start can skip the configuration (using the last one);
- Now the books have better effect of bonus experience;
- ...and optimized some levels, as usual!
- In local co-op mode the controller would reset after finishing a level;
- After selecting the AI-Assisted mode in Level 2-1, by default Level 2-2 would still start as All-In-One mode;
- The goblin minions would stack up to sky in the boss battle in Level 3-3;
- Reaching the checkpoint in Super Dash could cause a hero to die immediately when restarting from the checkpoint;
- The rolling barrels would disappear when hitting the shield (without the shield spikes);
- The hero in Super Dash could not move forward when Time Warp was activated;
- The hero in Super Dash would be affected by slow-down debuff; and when the dash stopped, the hero would move backward until died;
- In single hero mode, the Focus Fire effect could stay forever after switching back to the archer;
- The sound effect of the conveyors would always be playing whether the SFX was turned off;
[ 2017-06-22 14:53:12 CET ] [ Original post ]
I'm happy to announce that Axe, Bow & Staff is being showcased at PAX East this weekend, thanks to IndieNova! If you are going to the event, don't forget to pop in and grab a joystick to have some fun!
[ 2017-03-10 06:01:09 CET ] [ Original post ]
I'm happy to announce that Axe, Bow & Staff is being showcased at PAX East this weekend, thanks to IndieNova! If you are going to the event, don't forget to pop in and grab a joystick to have some fun!
[ 2017-03-10 06:01:09 CET ] [ Original post ]
New Features:
- Added the ALL-IN-ONE hero mode for single player. You can play like in Trine - switch between three heroes but only one will be in the scene;
- Added a lot of hidden treasures in the levels!
- Added a new element: the conveyors;
- Replaced the "Slowmo Time" item with a new passive item: Lifesaver's Watch. The time will freeze time when a hero is falling too behind or too low health, giving you 3 seconds to adjust;
- Pressing L (B on Xbox-compatible joysticks) key when in the back of a row can push the hero in front of yours forward;
- Decreased the CPU load in game;
- Added a button to quick create a local co-op game;
- Re-did the level entry panel in the world map scene. Now you can start a level with 3 modes: Single Hero, Multiple Heroes, and Local Co-op;
- Added the VFX for hero death;
- Added the animation for hero reviving;
- Added the animations of hero running towards the finish line;
- Added the VFX for picking up the energy gems;
- Optimized the SFX for picking up items, discovering hidden paths, and hero level-up;
- Added the SFX of meow!
- Optimized the end cutscene for level 2-1;
- After selecting a save slot, you will enter the unfinished level instead of the world map scene;
- The item cursor will jump to corresponding grid after selecting an accessory or consumable item;
- Staff's AI will teleport a snap trap only when it's needed;
- ... and again, a LOT of optimization on the level design!
- The control mapping was not saved properly;
- The death animations of the thieves and the bosses were not played properly;
- When a hero bounced up on an energy, he could be hit by the monster in the upper lane;
- The barrels were not spawned in the boss fight in level 2-2;
- In level 5-1, the enemies would attack even the hero in their lane was dead;
- The snap trap will no longer trigger when hit the switch button;
- Decreased the duration of the Turbo Mode by 1/3;
- Changed the offering price for the gold nugget from 200 to 100;
- Eased the difficulty of the dragon boss fight in level 5-1;
- Eased the difficulty of the boss fight in level 5-4;
- Hidden levels;
- Mini-quests;
- More level optimization;
[ 2017-03-05 02:16:06 CET ] [ Original post ]
New Features:
- Added the ALL-IN-ONE hero mode for single player. You can play like in Trine - switch between three heroes but only one will be in the scene;
- Added a lot of hidden treasures in the levels!
- Added a new element: the conveyors;
- Replaced the "Slowmo Time" item with a new passive item: Lifesaver's Watch. The time will freeze time when a hero is falling too behind or too low health, giving you 3 seconds to adjust;
- Pressing L (B on Xbox-compatible joysticks) key when in the back of a row can push the hero in front of yours forward;
- Decreased the CPU load in game;
- Added a button to quick create a local co-op game;
- Re-did the level entry panel in the world map scene. Now you can start a level with 3 modes: Single Hero, Multiple Heroes, and Local Co-op;
- Added the VFX for hero death;
- Added the animation for hero reviving;
- Added the animations of hero running towards the finish line;
- Added the VFX for picking up the energy gems;
- Optimized the SFX for picking up items, discovering hidden paths, and hero level-up;
- Added the SFX of meow!
- Optimized the end cutscene for level 2-1;
- After selecting a save slot, you will enter the unfinished level instead of the world map scene;
- The item cursor will jump to corresponding grid after selecting an accessory or consumable item;
- Staff's AI will teleport a snap trap only when it's needed;
- ... and again, a LOT of optimization on the level design!
- The control mapping was not saved properly;
- The death animations of the thieves and the bosses were not played properly;
- When a hero bounced up on an energy, he could be hit by the monster in the upper lane;
- The barrels were not spawned in the boss fight in level 2-2;
- In level 5-1, the enemies would attack even the hero in their lane was dead;
- The snap trap will no longer trigger when hit the switch button;
- Decreased the duration of the Turbo Mode by 1/3;
- Changed the offering price for the gold nugget from 200 to 100;
- Eased the difficulty of the dragon boss fight in level 5-1;
- Eased the difficulty of the boss fight in level 5-4;
- Hidden levels;
- Mini-quests;
- More level optimization;
[ 2017-03-05 02:16:06 CET ] [ Original post ]
We have spent weeks making the new features, optimizing the levels and boss fights, trying to bring the co-op experience of the game to a new level. Hope you like this update! Release Notes:
- Added the energy gems. When picking up a gem of the same color, a hero can gain the energy. And when the energy is filled up, you can go "Super Dash" by pressing J + K (X + A on Xbox controllers). If all the heroes are in Super Dash at the same time, the Turbo Mode will be triggered!
- Introduced two new objects: "Jumpo" Mushroom and the Spike Trap;
- We have made a lot of changes to the beginning levels, to improve the experience for the new players;
- The boss fights have been optimized too;
- Optimized the attack animation of most enemies, to give the player more time to react;
- The thieves are now more difficult to kill;
- Added a mini boss at the end of Level 5-1;
- Changed the looks of 1x, 5x and 10x coins;
- Fixed: the music was mute after game over in some levels;
- Fixed: the heroes sometimes became vulnerable in Turbo Mode;
- Fixed: the skeleton wizards didn't play dead animation when killed;
[ 2016-12-19 12:26:51 CET ] [ Original post ]
We have spent weeks making the new features, optimizing the levels and boss fights, trying to bring the co-op experience of the game to a new level. Hope you like this update! Release Notes:
- Added the energy gems. When picking up a gem of the same color, a hero can gain the energy. And when the energy is filled up, you can go "Super Dash" by pressing J + K (X + A on Xbox controllers). If all the heroes are in Super Dash at the same time, the Turbo Mode will be triggered!
- Introduced two new objects: "Jumpo" Mushroom and the Spike Trap;
- We have made a lot of changes to the beginning levels, to improve the experience for the new players;
- The boss fights have been optimized too;
- Optimized the attack animation of most enemies, to give the player more time to react;
- The thieves are now more difficult to kill;
- Added a mini boss at the end of Level 5-1;
- Changed the looks of 1x, 5x and 10x coins;
- Fixed: the music was mute after game over in some levels;
- Fixed: the heroes sometimes became vulnerable in Turbo Mode;
- Fixed: the skeleton wizards didn't play dead animation when killed;
[ 2016-12-19 12:26:51 CET ] [ Original post ]
Release Notes:
- Optimized: AI is cleverer when steering clear of the obstacles;
- Optimized: some upgrade icons;
- Fixed: when Bow is killed, her Focus Fire effect will no longer stay;
- Fixed: the item shop no longer sells the Slowmo Time and the ultimate weapons;
[ 2016-10-13 05:13:32 CET ] [ Original post ]
Release Notes:
- Optimized: AI is cleverer when steering clear of the obstacles;
- Optimized: some upgrade icons;
- Fixed: when Bow is killed, her Focus Fire effect will no longer stay;
- Fixed: the item shop no longer sells the Slowmo Time and the ultimate weapons;
[ 2016-10-13 05:13:32 CET ] [ Original post ]
Release Notes:
- Fixed: the music was mute after the cut scenes;
- Fixed: the SFX before starting a level in the world map was too loud;
- Fixed: sometimes the visual effects did not play;
- Fixed: hitting Azdam before the fight would go to phase 2 directly;
- Optimized: the enemy spawning in Level 5-1;
- Optimized: the loot position of the sand worms;
[ 2016-10-06 05:16:18 CET ] [ Original post ]
Release Notes:
- Fixed: the music was mute after the cut scenes;
- Fixed: the SFX before starting a level in the world map was too loud;
- Fixed: sometimes the visual effects did not play;
- Fixed: hitting Azdam before the fight would go to phase 2 directly;
- Optimized: the enemy spawning in Level 5-1;
- Optimized: the loot position of the sand worms;
[ 2016-10-06 05:16:18 CET ] [ Original post ]
Release Notes:
- Fixed: the music did not play;
- Fixed: the items picked up in Level 5-4 didn't go to the inventory;
- Fixed: Azdam did not go to phase 2 properly;
- Fixed: the leaderboard in game was not displayed correctly;
[ 2016-09-29 09:36:16 CET ] [ Original post ]
Release Notes:
- Fixed: the music did not play;
- Fixed: the items picked up in Level 5-4 didn't go to the inventory;
- Fixed: Azdam did not go to phase 2 properly;
- Fixed: the leaderboard in game was not displayed correctly;
[ 2016-09-29 09:35:53 CET ] [ Original post ]
Thanks for supporting us during the four months! Later in this week, ABS will leave Early Access and enter the Full Release. Go get the Digital Artbook DLC for free while you still can! Release Notes:
- Added: Traditional Chinese, French, and Spanish language support;
- Optimized: Bow can now swim forward after falling into a water pit, makes the following gameplay much easier;
- Fixed: the input in game was occasionally unresponsive;
- Fixed: sorting issues of some objects in game;
- Fixed: the items in the Collections panel did not respond to mouse click.
[ 2016-09-27 07:33:13 CET ] [ Original post ]
Release Notes:
- Added: New Game Plus. After finishing the final level you can start a new game with tougher enemies in the main menu;
- Added: 3 new achievements;
- Added: support of multiplayer on a single keyboard;
- Added: hand arrow animation to the hero you are controlling in the beginning of a Racing game;
- Optimized: the AI-controlled heroes so they can use their superpowers now;
- Optimized: the forest scene with more and better-looking trees;
- Optimized: the animation of big chest;
- Optimized: the color of the ice blocks so they are more recognizable from the rocks;
- Fixed: unable to choose the controller of some hero before starting some level;
- Fixed: the sound of pushing the ice blocks were not playing;
- Fixed: the ambient sound effects were not controlled by volume setting;
- Fixed: the enemies in Stage 6 are now dropping out coins before playing death animation, so Axe won't miss them when killing the enemies with Axe Storm;
- Fixed: the message box did not display;
- Fixed: the delete button on the save slots did not respond to mouse click;
[ 2016-09-19 08:15:29 CET ] [ Original post ]
Early Access gamers - thank you for supporting our game! As promised, we now offer you to download the digital artbook DLC for free, in which you will get:
- 10 pages of funny artworks with the words from the artist and the world settings, in 5444x3062 px.
- 1 printable PDF including the pages above.
- 9 hand-drawn cartoons in 2560x1440 px.
[ 2016-09-13 03:12:07 CET ] [ Original post ]
Apologize for bringing in a critical bug in the last version! Now it's been fixed and along with the bugfix, a new feature is added:
- Added: Collections feature to the main menu. Now you can view your achievements and cartoon cards;
- Fixed: the game would not resume from the instruction in Level 2-2;
Thank Bruma for the bug reporting!
[ 2016-09-12 02:19:50 CET ] [ Original post ]
Hello everyone, after about 4 weeks of development and testing, we proudly introduce you the biggest update ever, with a major new feature and tons of bugfixes and improvements:
- Added: a new level with the new Racing Mode (Level 4-4);
- Added: cartoon cards for each chapter;
- Added: big chest and celebration animations after beating a boss;
- Added: more sound effects;
- Added: instructions in the prolog;
- Optimized: the instructions in the tutorial levels;
- Optimized: the class accessories are now automatically equipped without selecting the slot;
- Balancing change: increased the cooldown of Barrage by 2 seconds;
- Balancing change: the extra experience giving to Staff is reduced by 50% when he teleports an enemy with a Magic Orb equipped;
- Fixed: the game would freeze after opening the pause menu and then close it;
- Fixed: the volume would be turned down to 0 automatically in some cut scenes;
- Fixed: the animation of the thief was using some obsolete images;
- Fixed: Axe would be pushed out of the screen by the hound dogs even he was in Turbo Mode;
- Fixed: sometimes the experience was not added to the heroes correctly;
- Fixed: after finishing Level 4-3, the levels and experience were not displayed properly;
- Fixed: the heroes could be pushed out of the train but still moving with it;
- Fixed: the sorting layer issue with Bow's jumping animation;
- Fixed: the buggy room UI for the online games;
- Fixed: when deleting a save slot, it was always the first one to be deleted;
- Fixed: sometimes the hero could not use any ability after resurrection;
- Fixed: the HP bars at the bottom sometimes displayed as blank;
[ 2016-09-07 09:52:20 CET ] [ Original post ]
Hey, guys! Sorry for being quiet for a while. I never stop the development - it's just the new feature took me much time and now I can't wait to share you:
Yes, it's runner meets Mario Kart! Here are the "karts" and their stats:
Leave a reply and tell which hero you want to play with most!
[ 2016-08-31 12:41:04 CET ] [ Original post ]
Release Notes:
- Added the Online Game Room UI;
- All the multi-heroes levels in Story Mode are now available for online co-op;
- Optimized some level design (mostly relative to the coins and speed-up sections);
- The coins you get from selling items to the shop are doubled;
- Shortened the duration of the animation of Bow's falling into the water. Now she can jump out of the water pits more quickly;
- Made the Ghost boss more difficult to beat;
- Optimized: damage detecting for online games;
- Fixed: the Turbo Mode was not properly synchronized;
- Fixed: the positions of the heroes in the same lane was not properly synchronized;
- Fixed: Bow would move to the next lane after she casting Barrage;
[ 2016-08-11 08:14:51 CET ] [ Original post ]
We are spending more time on optimizing the experience of online games. The Online Game Room UI is mainly for selecting the hero you want to play with. Additionally, as the host you can set the password to protect your "private" fun, kick out any player who is unwelcome :)
Meanwhile, we are still playtesting the levels in Story Mode. Hopefully in the next version we will open half of the levels for beta testing. Thank you for your support!
[ 2016-07-27 14:26:22 CET ] [ Original post ]
We are spending more time on optimizing the experience of online games. The Online Game Room UI is mainly for selecting the hero you want to play with. Additionally, as the host you can set the password to protect your "private" fun, kick out any player who is unwelcome :)
Meanwhile, we are still playtesting the levels in Story Mode. Hopefully in the next version we will open half of the levels for beta testing. Thank you for your support!
[ 2016-07-27 14:25:51 CET ] [ Original post ]
We are spending more time on optimizing the experience of online games. The Online Game Room UI is mainly for selecting the hero you want to play with. Additionally, as the host you can set the password to protect your "private" fun, kick out any player who is unwelcome :)
Meanwhile we are still playtesting the levels in Story Mode. Hopefully in the next update we can open half of the levels for beta testing. Thank you for your support!
[ 2016-07-27 14:16:11 CET ] [ Original post ]
Release notes:
- Introducing Turbo Mode: when you are in Speed Up status, picking up coins without getting hurt will gain "fuel". And when the fuel is fully filled, all the heroes will enter "Turbo Mode", rushing forward and destroying everything in their ways!
- Added: two items: Fortune Wheel (unlocks in Level 2-3) and Fire Wheel (unlocks in Level 9-1);
- Added: more decorations to some scenes;
- Added: weather effects to Stage 7 and 8;
- Added: alarm indication to the elite goblin's attack animation at the end of Level 1-1;
- Added: displaying the stars on the world map;
- Added: three server regions to online games: South America(Sao Paulo), U.S. West(San Jose), and Canada East(Montreal);
- Added: confetti animation to the finishing line;
- Added: more sound effects to enhance the feeling of impacts;
- Optimized: animation of the damage numbers;
- Optimized: Staff's AI so it will move back after moving forward and teleporting a unit;
- Fixed: in level 8-1, after falling into some ice holes, Staff could not move up after getting back on ground;
- Fixed: the confirmation pop-up would sometimes shrink;
[ 2016-07-19 03:58:53 CET ] [ Original post ]
Hey guys! It's been a month and we haven't stopped trying to make ABS better. In this version we bring you a major update of the online game feature, along with some minor updates:
- Migrated the online multiplayer feature to PUN cloud service. Now the online gaming experience should be much better;
- When the player who hosts a game leaves the room, the other players can continue playing the game;
- Updated main menu; now you can create and play up to 3 save slots;
- Changed "Submit" and "Cancel" buttons on Xbox-360-compatible joysticks back to "A" and "B", to follow the habit of most players;
- Fixed bug: the game would freeze when selecting "Restart from Checkpoint" in the pause menu;
- Fixed bug: the scrolling would not stop properly in some cut scenes;
- Fixed bug: the SFX and music volume would reset after restarting the game;
- Fixed bug: the stars were not displayed correctly in the Level Entry panel;
[ 2016-07-06 13:33:06 CET ] [ Original post ]
Release notes:
- Added better support to various joysticks on various operation systems;
- You can change the control map of the keyboard and joysticks in the settings;
- Added usage of joysticks' vibration;
- The default "Submit" and "Cancel" buttons on X360-compatible joysticks have been changed from "A" and "B" to "X" and "A";
- Same as the actions buttons in game: action 1 - X, action 2 - A, action 3 - B. Other buttons and keyboard map are not changed;
- Fixed bug: the heroes would be extruded from the train but still moving with the it;
- Fixed bug: the heroes would sometimes stand outside the elevator in the cutscene of Level 4-3;
- Fixed bug: the rat boss was displayed behind the barrels;
- Fixed bug: the joysticks could not control in the level complete screen after switching back;
- Added barrels to Level 1-1 and Level 1-2;
[ 2016-06-08 02:33:37 CET ] [ Original post ]
🎮 Full Controller Support
- Axe, Bow & Staff Linux [206.26 M]
- Axe, Bow & Staff: The Soundtrack
- Axe, Bow & Staff: Digital Artbook
Inspired by games like Lost Vikings, Adventure Island, Cadilacs and Dinosaurs and Captain Commando, etc, Axe, Bow & Staff evokes the nostalgia of the favorite games of your youth: updated with faster graphics, multi-player replayablilty, and goofy gameplay that's easy to learn but many times harder to master!
Main Features:
- Rockin' Pixel Art
It's like the 80s married the 90s and they never went away! Axe, Bow & Staff brings you the best in these pixel art classics-to-be. You saw it here first! - Chiptunes Originals
More cheer than you can shake twelve reindeers at in this catchy & original chiptune soundtrack! - Bespoke Like a Boss
30+ hand-crafted levels with tons of challenges and fun, fun, fun! - Multiple Playthroughs
Have you heard the saying, "A procedurally-generated level is like multiple playthroughs in the bank"? Neither have we, and yet here it is bringing more bang for your buck! - A Matrix of Options for Customization
20+ skill upgrades and 70+ items is, like, a really good way to bing-bling your characters. Which makes YOU, like, the equivalent of a fantasy game gangsta. - Single Player, Local Multiplayer, Online Multiplayer(Beta)
You COULD play it all by yourself, comfortably alone in your underwear with a beer hat wrapped around your head, or you could sit there with your so-called friends and play multiplayer locally. Or team-up with online play. Whatever. We support that, too.
About our heroes:
Literally born under a rock, Axe is the tallest dwarf in his mining clan, a giant of a dwarf at five feet, towering a head above the others. He's so tall he could be mistaken for a very short human! Because Axe's height made him unsuitable for mining, he set off to seek his fortune in the lands above. Away from familiar tunnels and dank caves, Axe often gets lost on the surface world, but doesn't like to admit it. When he is not busy searching for his fortune, he likes skipping rocks on a stream and eating hot dogs on a stick. He thinks that they are made of real dogs and has never learned how to tie his shoelaces.
Bow is, regretably, the shortest member of her elfin village. She left her home in shame because she was only ever tall enough to gather berries with the elfin children. Bow did not want to be a babysitter in the bushes for the rest of her life, so she ran away from home when she was sixty (which is like sixteen in human years) to train as an ninja so that she could one day return home a glorious hero and bring glory to short elves everywhere. To this day, she still has not found a Ninja Sensei to teach her the proper art of Nenjootsoo, the elven translation of ninjutsu. This also means that she and Axe are about the same height...
Staff has been called many things, amongst them hypochondriac and sniffles are probably the nicer terms that people have used. As a hypo-sensitive wizard with extensive allergies, he prefers to hide behind much bulkier heroes and fold origami on his days off. Staff is mildly allergic to magic, nature, rodents, goblins, rats, leaves, twigs, stones, dead goblins, rocks, dirt, air, water, lightning, thunder, undead goblins, and likes cats. He is also allergic to cats.
- OS: Ubuntu 14.04 LTS or Later
- Processor: 2GHzMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: 256MB RAMNetwork: Broadband Internet connection
- Storage: 300 MB available space
- OS: Ubuntu 14.04 LTS or Later
- Processor: Duo Core 3 GHzMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: 1024MB RAMNetwork: Broadband Internet connection
- Storage: 300 MB available space
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