https://store.steampowered.com/app/1932260/No_Creeps_Were_Harmed_TD/
[previewyoutube=IkKGgleb-t0;full][/previewyoutube]
Employ lethal turrets, traps, and gadgets to defend against an onslaught of evolving creeps! Step into a twisted, hyper 3D, mind bending realm. Upgrade and adapt your defenses. Become a master maze crafter. Collect bizarre artifacts. Rush creeps for lucrative rewards, and succumb to greed!
TURRETS FOR EVERY OCCASION
Unlock, construct, modify and upgrade a variety of specialized turrets and structures. Rain down destruction from afar with Mortars and Sniper Turrets. Wall-up the battlefield into a meat grinding maze. Splatter creeps into paste with Pounders and Shotgun Turrets. Go on the defensive with Boosters and Hexers to slow creeps to a crawl. Fry your enemies with Lasers, Flame Turbines, and more!
CREEPS TO RUIN EVERY OCCASION
Forget everything you know about tower defense. Here, creeps are forged to mess with your preconceptions. Build long hallways? Porters will teleport across them instantly, right past your beautiful turrets! Build nice choke points? Fusers will combine into super creeps of overwhelming power! Encounter creeps with cloaking devices, adaptive armor, bubble shields, and creeps that make more creeps! Watch Suicide Boomers and Brutes trash your turrets, and reduce your fortress to ruin.
GO BALLISTIC!
Every bullet, bomb, beam, and blaster is fully simulated in the third dimension! Turrets need line-of-sight to fire, so down in front! Mortars carelessly lob shells across huge distances. Shotgun turrets splatter bullets everywhere, sometimes hitting the intended target. Sniper turrets shamelessly camp from afar, racking up head-shots. Black Hole Bombs do what black holes do.
[ 2023-03-14 18:20:58 CET ] [ Original post ]
Clanfolk Demo Upgrade Released
Hi everyone, I just wanted to let the SPAZ fans know about some developments with MinMax's next game, Clanfolk. I am thrilled to finally update the Clanfolk Demo with all the new content that I have been working on. I want to give special thanks to the Discord community for tirelessly testing the beta versions over the last few months and providing great suggestions. Please consider stopping by. We have a very friendly community, and I am on there daily taking notes :) https://discord.com/invite/U6yztRSTxX
New World Building Controls
- When starting a New Map, players can now choose to spend points to change the amount of Mountains, Lakes, Forests, Grassland, and Wildlife on the generated map.
- Points need to be balanced, so highly increasing one slider, will mean a tough choice on what other ones to decrease.
Custom Clan Builder
- After the map has been generated, you are now able to set up a family tree for your Clan to define the relationships between Clan members.
- The Clan builder provides pre-built scenario family trees as well as a custom option where you can build up your Clan from a single baby, progressing time until they are a senior.
- When building your Clan, you have initially have 2000 coin. This can be spent on Clan members (250 per member), on starting supplies, or be saved for later trading.
- Each Clan member will have their own set of Quirks and Skills that develop as time passes in the Clan Builder.
- Like/Dislike/Skill Affinity rework. Each person will like one job, dislike another, and be good at a job. This will let you get a sense for their usefulness at a glance within the Clan builder.
- Character Re-Roll added for that one lazy/wrong skilled Clan Member (For a progressively increasing coin cost)
Quirks
- Clanfolk now develop Quirks over time.
- Quirks are situational behavior modifiers. For example, many children are afraid of the dark. This would mean that their rooms should be lit for better sleep.
- Quirks can also be passive, for example having a high metabolism. The Clanfolk eats more but also moves and works faster.
- The quirk system is currently in a proof of concept phase with many more to come.
New Character Art
- New Human art by a professional artist with many component variants to make each Clan member look unique!
- Added a new character art system is highly mod friendly
- Characters now are made of 15 layers Bodies: Torsos, Heads, Hair, Eyes, Eyebrows, Beards, Mouths Clothes: Hats, Hoods, Shirts, Jackets, Pants, Cloaks, Underwear, Plaid
New Creature Art
- All Creature art has also been replaced to keep a consistent look.
- New creature art is historically consistent with 1300's Scotland creatures.
- The Coo has also been added. (Highland Cattle)
New Music
- Two new songs from Michael Pflug our composer from SPAZ 2/Golftopia.
- A flute song played by the Clanfolk in the mornings and evenings for fun To be expanded to even more instruments to get a whole band going.
Contextual World Click
- You can now click on any tile in the world and get a list of contextual options for it. So click on grass, get the harvest option. No more digging in the jobs menu to find what you need.
Meet the Neighbors
- Surrounding Clans from different Biomes have been added!
- Neighbor Clans will send Workers, Traders, and Visitors.
- Workers: Can be hired for a daily coin wage May end up joining the Clan if treated well enough.
- Visitors: Will come seeking a warm meal and a bed for the night Higher satisfaction will lead to improved relations with their Clan
- Traders: Will bring Trade items from their Biome with the quantity and rarity based on relations with your Clan.
Desire Paths
- The Desire Path system allows Clanfolk to slowly break paths in the grass over time as they move through an area.
- These paths become good hints on where to build future roads.
- As paths become more established, tall grass will be damaged, but the Clanfolk's movement speed will increase.
- This increased movement speed will also make the path more desirable to Clanfolk and well established paths will slowly emerge.
New Clothing Sets Added
- All Clothing has been added to the demo! Sack Cloth, Hide, Leather, Wool, Linen variants.
- Since it is Summer, only the linen clothing will be desirable for wearing, but since the Demo saves will work in the full game, having warm clothing ready to go for Fall and Winter is a smart move.
New Items Added
- Bread, Cheese, CuredFlaxStems, Dough, Flax Fibers, Ashed Hides, Clean Hides, Leather, Linen Cloth, Linen Hank, Oat Flour, Clean Wool, Wool Cloth, Wool Hank, Bowl, Dirty Bowl, Brose, Butter, Stew.
New Objects Added
- Bread Oven, Butter Churn, Cheese Press, Dish Rack, Dish Washer, Dough Table, Flax Dressing, Flax Retting, Kitchen, Loom, Quern, Spinning, Ash Tanning, Bark Tanning, Hide Scraper, Well, Wool Dressing
Going Forward
Now that this demo update is live, my main focus is getting everything ready for Clanfolk's Early Access launch (Likely mid-May, but not officially) Marketing is also going to get into full swing now, and if you can tell you friends about Clanfolk and get them to try the demo, that would be a huge help. Every Wishlist really counts and helps with visibility. I will be posting to Steam more often, but you can always find me on Discord too. I am very open to ideas on how to improve Clanfolk further and interacting with players on Discord each day has been inspiring. https://discord.com/invite/U6yztRSTxX I hope you will give the demo a try! Andrew Hume (Blorf) MinMax Games Ltd. https://store.steampowered.com/app/1700870/Clanfolk/ p.s. Here is the official wiki. It is just starting out now, but it will grow. https://clanfolk.fandom.com/wiki/Clanfolk_Wiki Here is a cute piggy (Grice) for those who made it this far :)
[ 2022-03-21 17:53:56 CET ] [ Original post ]
Hello Everyone!, I am very happy to announce Clanfolk! Clanfolk has been a four year passion project, and now it is about time to show it. A little history, Clanfolk was developed alongside Golftopia, its sibling project. After SPAZ and SPAZ2, we needed a break from space combat for a little while and Narlak and I decided to each try a solo side project. Initially, these projects were supposed to only take 14 months, but here we are 4 years later, oops. When Clanfolk started development, I had been making games for 16 years and had never once touched art or sound or shaders in a game, ever. So I decided that was something I wanted to try. Over time, I think my art has improved, yeah it is coder art, but I like it :) I also wanted to make a game where I could just escape for a while and really care about the inhabitants. Rimworld is an incredibly well made game that came closest to the feel of non throwaway people (I don't want to call them pawns because that is not how I see them) So over time Clanfolk kind of became this merging of Rimworld, Banished and the Sims. It is a home away from home for me. Throughout development, I have not focused on combat at all, instead I went the route of trying to simulate the world as completely as possible while researching/implementing historical survival methods. It turns out that just surviving the elements and preparing for winter is quite the challenge. I also like that you have the time to get to know your Clanfolk while the seasons are more forgiving. Then when they freeze or starve, it is extra horrible :) Now that the world and life sim has formed a very robust foundation, I am beginning to think on external events. I recently added neighbor clans with hired workers, inn visitors, and traders. These clans will of course bring conflict with them, but it is not a focus yet. Right now it is all about day to day life on the homestead. I also want to delve into more natural based events like wandering bears, or crop blight, rat infestations, all real world problems that Clanfolk would face. I just really enjoy working on this game, but yeah 4 years is a long time to not show anything, so here it is. I am very happy to answer questions in the discussion forum as well! https://steamcommunity.com/app/1700870/discussions/ Andrew Hume (Blorf) p.s. We will be participating in Next Fest, and there will be a Demo (Oct 1 2021) Clanfolk Link: https://store.steampowered.com/app/1700870/Clanfolk/
[ 2021-08-11 20:14:24 CET ] [ Original post ]
Hi everyone. A lot of you have been pretty anxious to hear what were working on these days. It's finally time for MinMax to announce our new game! GolfTopia is a retro-futuristic golf management sim, tower defense, pinball hybrid from the makers of Space Pirates And Zombies 1 and 2.
Check out our Steam page here
https://store.steampowered.com/app/1144020/GolfTopia/
If youre interested in hearing the story about how we got from space pirates to a futuristic golf course, keep reading
After SPAZ 2 we both felt pretty burnt out on space operas, having worked on SPAZ 1 and 2 for over 8 years combined. We both knew we didnt want to jump into another SPAZ right away. We wanted to do something different, and not just become a single game studio. For a few months we rolled around several weird ideas, but nothing seemed to stick long term. Were both pretty different gamers, which is an asset during development, but can be pretty frustrating when coming up with a seed idea. We both had wildly different ideas we wanted to pursue.
So we decided instead of making another game we would make two. We both would own the full development process for the game we wanted to make, letting us fully dive into these as projects of passion. For me, that game is GolfTopia. For Blorf, that game is something you will all get an opportunity to see at a later date. Both games will be MinMax games, so this definitely isnt a breakup letter. Were still a rock-solid team now more than ever. We still meet nearly every week, help each other, play games, and chat it up. Its been a crazy learning experience for both of us, but were having a lot of fun too!
GolfTopia is something Ive been wanting to make for a decade now, being a huge fan of the criminally underrated SimGolf. The original idea for GolfTopia wasnt to take place in the future. It was more grounded in modern day, and the invading weeds were modeled after Kudzu. Things really started to shift after I built a simple decorative windmill. I couldnt help but make it actually functional, blowing airborne balls around the course. Well, that was it! Now I needed to add bumpers, teleporters, and all sorts of crazy fun things. There goes my art style. I started reworking the assets I already had, but also designed a bunch of new features around the theme change, like weed killing laser turrets and the Futurama-Like transport tubes. I just had too many things I wanted to add to the game, and a futuristic art style freed me up to do all of those things.
So yes, were two developers making two games at the same time (were crazy). Neither game is anything like SPAZ, and both games are extremely different from one another. That said, some of you know us pretty well and we think some of you may enjoy these new games, having enjoyed SPAZ. We both like challenging games with deep strategy and GolfTopia is no different in that regard. Being just the two of us, word of mouth is pretty important to us. If you know someone that might enjoy GolfTopia, please spread the word and dont forget to add GolfTopia to your wishlist.
Thanks for reading
[ 2019-10-15 16:34:14 CET ] [ Original post ]
Here is a trailer and a 50 minute gameplay video to get you all prepared. Please don't forget to tell your friends! Trailer: https://www.youtube.com/watch?v=MY_-rIzTMIc Game Demo/Training: https://www.youtube.com/watch?v=34G6moZ1BBg
[ 2016-05-14 19:05:52 CET ] [ Original post ]
Here is a trailer and a 50 minute gameplay video to get you all prepared. Please don't forget to tell your friends! Trailer: https://www.youtube.com/watch?v=MY_-rIzTMIc Game Demo/Training: https://www.youtube.com/watch?v=34G6moZ1BBg
[ 2016-05-14 19:05:52 CET ] [ Original post ]
Today's Deal: Save 80% on Space Pirates and Zombies!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
[ 2014-09-09 17:00:00 CET ] [ Original post ]
Hi everyone, Thanks to your overwhelming support for SPAZ, we have now been working on a sequel for the past 2 years. We have made a lot of changes due to player input and our own growth as designers. SPAZ 2 really will be an entirely new experience but in a familiar universe. We are hoping to release SPAZ 2 in the spring of 2015. Please tell us what you think. Your feedback makes a huge difference! http://store.steampowered.com/app/252470/
[ 2014-09-09 00:18:37 CET ] [ Original post ]
Hi everyone, Thanks to your overwhelming support for SPAZ, we have now been working on a sequel for the past 2 years. We have made a lot of changes due to player input and our own growth as designers. SPAZ 2 really will be an entirely new experience but in a familiar universe. We are hoping to release SPAZ 2 in the spring of 2015. Please tell us what you think. Your feedback makes a huge difference! http://store.steampowered.com/app/252470/
[ 2014-09-09 00:18:37 CET ] [ Original post ]
Play Space Pirates and Zombies for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup Space Pirates and Zombies at 80% off the regular price!*
At its core, Space Pirates and Zombies is an action based, skill oriented, top down space combat game. Its similar to the ones we knew and loved in years past, but now using full physics simulation and modern graphics for those oh so pretty explosions. But as you dig deeper, SPAZ becomes much more.
Instead of flying a single ship, you are in charge of an ever growing and evolving fleet, unlocking the rich tactical elements of SPAZ, all accessed at the touch of a button. Issue orders, change ships, apply fleet AI settings, all on the fly. At any moment the battle can change, and the Tactics Panel gives you the tools to make the battle turn in your favor.
If you already have Steam installed, click here to install or play Space Pirates and Zombies. If you don't have Steam, you can download it here.
*Offer ends Monday at 10AM Pacific Time
[ 2013-06-27 20:21:00 CET ] [ Original post ]
Changelog: V1.605
- Fixed deployable turrets assigning relation damage on self destruct after being scanned.
- Fixed broken turret on an Advanced Mule ship design.
- Fixed huge pulse cannon now shoots huge projectiles, not large.
- Fixed some "Extreeme" spelling to improve "moral"
- Modding: last mod used is remembered on re-launch (YAY!)
[ 2012-08-10 01:46:00 CET ] [ Original post ]
Changelog: V1.604
- Fixed possible infinite enemy loop on Extreme extortion events
- Lowered severity on extortions in general (combat wise) by 25%
- Fixed save name accepted sound on enter key press with invalid name
- Modding: Added the scriptfile_Added.cs functionality see (www.spazgame.com modding forums)
[ 2012-08-09 21:07:00 CET ] [ Original post ]
Change Log 1.602:
- Fixed Hang when exiting to main menu from Chapter 4 on the Mac
[ 2012-07-23 17:21:00 CET ] [ Original post ]
Changelog:
- Fixed fullscreen issue on OSX 10.6.8
- Fixed double pointer issue
- Fixed Steam Cloud on Mac
- Fixed ability to delete save files
- Fixed location of console.log
- Fixed sound crash (hopefully) with new OpenAL library
[ 2012-07-18 20:26:00 CET ] [ Original post ]
Change Log:
V1.600
- Added Modding tools downloaded separately (http://spacepiratesandzombies.com/updates.html)
- Added Random tech progression option to the Galaxy generator (this is the pre v1.500 method)
- Added Slider for tech availability to the galaxy generator
- Added Slider for Bounty Hunter population to the galaxy generator
- Added Facebook, Twitter, and RSS buttons to the launcher. Please follow us for future developments
- Fixed Mothership is fully crewed now so it repairs properly
- Fixed Gate bribes are never greater than the max goons you can carry
- Fixed turrets firing on cloaked Ships
- Changed Increased mass bomb damage 33%
- Changed Mothership given pre-defined tech levels to keep mothership attacks fair vs. all tech specialties
- Changed Bounty Hunter random help at high respect does not cost respect since you don't choose to call them
- Changed Lowered severity of extortion missions
- Changed Lowered extortion request amounts for goons, rez and data
- Changed Removed beam boosters in favor of point def for many AI Manta designs to lower damage output a bit
- Changed Lowered Manta's maneuverability, health
- Changed Lowered Brute's health and crew
- Changed Lowered Mammoth's health and crew
- Changed Removed a weapon booster from each AI Mammoth and replaced with Point defense to lower damage output
- Changed Lowered Energy Burst Cannon damage 15%
- Changed Lowered Particle Cannon damage 15%
- Changed Greatly Increased Respect rewards for missions to offset bounties accrued during the fighting
- Changed Cloaking Shields 30% stronger
- Changed Cloaking Engines 30% faster, more maneuverable, better thrust
[ 2012-05-03 17:29:00 CET ] [ Original post ]
Change Log:
V1.506
- Fixed ATI 12.2 driver issue with OpenGL. This also optimized rendering
- Lowered mass bomb damage
[ 2012-04-05 19:24:00 CET ] [ Original post ]
V1.505
- Fixed double charge for extortions if bribe attempt accepted.
- Fixed savegames with locked components due to blueprint count changes
- Fixed All components unlocked achievement fail if broken savegame
- Fixed Bounty Hunters using bounty hunter life pods
- Fixed Arena Rez rewards reporting properly in the preview (on all skill levels)
- Fixed Arena Rez rewards diminish properly in chapter 4 based on replays
[ 2012-03-23 19:39:00 CET ] [ Original post ]
Fixes
- Extortion battles no longer charge extortion rate randomly upon success.
[ 2012-03-21 19:20:00 CET ] [ Original post ]
Fixes
- Huge hulls properly unlock if had > 4 hulls before the 1.501 patch
- Save games with bounty extortions in wrong instances fixed.
- Fix for failed extortion attacks when spawned from non home instance.
- AlienFX™ manager hidden on disabled fixed.
- Warp out location popup on exit Arena event.
- Bounty ships have surplus crew.
- Minor spelling fix in galaxy creation screen
- 2 new loading hints for bounty hunter features
[ 2012-03-20 20:28:00 CET ] [ Original post ]
- SPAZ LINUX DEPOT [159.22 M]
Instead of flying a single ship, you are in charge of an ever growing and evolving fleet, unlocking the rich tactical elements of SPAZ, all accessed at the touch of a button. Issue orders, change ships, apply fleet AI settings, all on the fly. At any moment the battle can change, and the Tactics Panel gives you the tools to make the battle turn in your favor.
As a layer on top of the action and tactics, we have a detailed technology and levelup system akin to what you would expect from an RPG. Learn to build new ships by destroying your enemies. Explore the galaxy to find components, use your hard earned research points to unlock their potential, and then customize every aspect of your new fleet.
Finally, there is the universe in which all this strife and adventure takes place. SPAZ features a persistent randomly generated Galaxy populated with story elements, factions, enemies, missions, items, to provide you with a unique experience each time you play. While you are struggling to survive, uncover the secret of an ever expanding Zombie infestation that spreads by establishing its own real time multi-tiered ecosystem.
Key features:
- 33 ships to research, build, outfit and pilot.
- 70 unique components to discover and customize your fleet’s performance.
- Totally physics based combat system.
- Fight Zombie infestations, battling a full zombie ecosystem comprising four stages of un-life.
- Explore a persistent randomly generated galaxy containing hundreds of star systems.
- Freedom to explore the galaxy and take on challenges at your own pace.
- Aid, flee, or exploit the warring factions in each star system.
- The unique event system lets the player change the balance of power in any star system
- Carefully spend your hard earned research points on hundreds of upgrades across 15 categories.
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