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Name

 Trials of Azra 

 

Developer

 Onion Core 

 

Publisher

 Onion Core 

 

Tags

 Indie 

 

Adventure 

 

Singleplayer 

 

 Co-op 

Release

 2016-09-15 

 

Steam

 7,99€ 6,99£ 9,99$ / 0 % 

 

News

 20 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 0 

 

Steam Rating

 Positive 

Steam store

 https://store.steampowered.com/app/487160 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 138  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 138 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Trials of Azra Linux [182.39 M] 




LINUX STREAMERS (0)




German and Russian localization

During the first months after launch, we analized the demographic data, and noticed that Trials of Azra is pretty popular among gamers from Germany and Russia (aside from US and ours, Argentina), so we decided to translate the game to those languages.

Tell your non-english speaking friends from Germany and Russia that it's time to get ToA and help Sam in his adventures!

In other news, Trials of Azra won its first award! We presented it on the expo Meet the Game 2016, and got first place, Game of Year award. We're very proud of that and wanted to share the news with you, our ever supporting community.


[ 2016-12-12 19:14:28 CET ] [ Original post ]

German and Russian localization

During the first months after launch, we analized the demographic data, and noticed that Trials of Azra is pretty popular among gamers from Germany and Russia (aside from US and ours, Argentina), so we decided to translate the game to those languages.

Tell your non-english speaking friends from Germany and Russia that it's time to get ToA and help Sam in his adventures!

In other news, Trials of Azra won its first award! We presented it on the expo Meet the Game 2016, and got first place, Game of Year award. We're very proud of that and wanted to share the news with you, our ever supporting community.


[ 2016-12-12 19:14:28 CET ] [ Original post ]

Trials of Azra is out!

Finally, after roughly a year and a half of working on this project, that today is named Trials of Azra, we can happily announce that our game is fully released for you to enjoy it!

A big thanks to all of you that support our game and give it a chance. We will keep supporting it, of course, to polish and solve any issue that may appear, and maybe even add some extra details. We have a lot of fresh ideas to implement, and even some cool concepts for DLCs, but we will first see how the sales go, and what is best for the game and our studio in the near future.

For now, we hope you have fun with Trials of Azra, and please do share your thoughts with us on the community hub!


[ 2016-09-15 22:43:54 CET ] [ Original post ]

Trials of Azra is out!

Finally, after roughly a year and a half of working on this project, that today is named Trials of Azra, we can happily announce that our game is fully released for you to enjoy it!

A big thanks to all of you that support our game and give it a chance. We will keep supporting it, of course, to polish and solve any issue that may appear, and maybe even add some extra details. We have a lot of fresh ideas to implement, and even some cool concepts for DLCs, but we will first see how the sales go, and what is best for the game and our studio in the near future.

For now, we hope you have fun with Trials of Azra, and please do share your thoughts with us on the community hub!


[ 2016-09-15 22:43:54 CET ] [ Original post ]

Release date announced, and new update to celebrate!

Hey there!

We'd like to announce the Official release date of Trials of Azra, that is September 15th. Yes! Only a week and a half away!
We are really excited to finally announce a definitive date for the launch after so much work.
Of course, we wouldn't do a full release if it wasn't that all the spotted bugs were fixed, and the final product is the closest possible to the experience we intended to deliver, so you can count on us in that the game is as polished as it can be, given our possibilities.

But for now, if you already own the game, you can check the patch notes for the new version (and hopefuly, the last one) to see what changed:


Additions:

  • A new Key Binding feature has been added to the keyboard type control.
  • Added a special border to the screen when an enemy is being controlled.
  • Added a familiar sound notification when the Player 2 joins the game.


Fixes:

  • Fixed a bug where the Bomb enemy kept following Sam after respawning with a Holy Light.
  • Fixed a bug that made the sound not to resume after picking up a new spell.
  • Fixed the player detection of some enemies not working as intended under specific circumstances.
  • Fixed a bug that made the player spawn on an undesired spot upon entering the Basement area.
  • Fixed a bug on the music volume change, not working as intended.
  • Fixed an issue where the pug couldn't return from the left limit of the screen on the Intro.
  • Fixed a bug on the highlight of some options when the player 2 was dropped from the game.
  • Fixed a bug on coop, where Sam was unable to move for a brief moment while possessing an enemy with another enemy.
  • Fixed a bug that made the possession aura color not change on time after possessing an enemy for the first time.
  • Fixed a bug with the possession aura that made it be active when it shouldn't be.
  • Fixed a bug with the possession aura that made it activate as soon as the player 2 was dropped from the game.
  • Fixed a targeting bug on the Hungry Dog, that prevented it to detect a new target after losing the previous one.
  • Fixed a bug with the enemy attacks that have a wind up animation, where, under specific circumstances, two projectiles were being thrown at the same time.
  • Fixed an issue with the camera zoom not resetting to the default value after changing rooms while playing on coop.
  • Fixed a bug that prevented the Player 2 from joining if the controller was disconnected and then reconnected out of the Pause Menu.
  • Fixed the animation of the fireballs thrown by the Imp enemies.


Tweaks:

  • When Sam is knocked back, now the camera shakes a bit.
  • Some minor adjustments on some fades on the borders of the screen.
  • The first part of the room 3-13 has been changed a little to make the Golem fight more fair.
  • Changed the text at the start of the game that informed about auto-save and adviced to plug a control in.
  • The initial part of the room 2-14 has been modified to soften the learning curve of the mechanic used on the room.
  • Some parts of the room 4-6 have been adjusted to simplify the player's navigation.
  • The coop legend on the top-right corner of the screen now slowly fades over time.
  • The Golem enemy now throws the dashing punch from a closer distance.
  • The demon enemies now have their magic shields deactivated after they are defeated.
  • One of the acid holes on the room 2-12 has been moved a bit.
  • A new zoom trigger has been added to the room 2-13 in order to clarify the puzzle.
  • The levitation path of the Pyromancer between attacks has been changed so it's less probable for her to hit Sam while floating to a new spot.
  • The Early Access legend on the Main Menu has been removed.



That's it for now. Hope you're around on the release date to give the full Trials of Azra a try. And if you already did, please don't hesitate to give us a word on your experience with it!


[ 2016-09-07 03:47:32 CET ] [ Original post ]

Release date announced, and new update to celebrate!

Hey there!

We'd like to announce the Official release date of Trials of Azra, that is September 15th. Yes! Only a week and a half away!
We are really excited to finally announce a definitive date for the launch after so much work.
Of course, we wouldn't do a full release if it wasn't that all the spotted bugs were fixed, and the final product is the closest possible to the experience we intended to deliver, so you can count on us in that the game is as polished as it can be, given our possibilities.

But for now, if you already own the game, you can check the patch notes for the new version (and hopefuly, the last one) to see what changed:


Additions:

  • A new Key Binding feature has been added to the keyboard type control.
  • Added a special border to the screen when an enemy is being controlled.
  • Added a familiar sound notification when the Player 2 joins the game.


Fixes:

  • Fixed a bug where the Bomb enemy kept following Sam after respawning with a Holy Light.
  • Fixed a bug that made the sound not to resume after picking up a new spell.
  • Fixed the player detection of some enemies not working as intended under specific circumstances.
  • Fixed a bug that made the player spawn on an undesired spot upon entering the Basement area.
  • Fixed a bug on the music volume change, not working as intended.
  • Fixed an issue where the pug couldn't return from the left limit of the screen on the Intro.
  • Fixed a bug on the highlight of some options when the player 2 was dropped from the game.
  • Fixed a bug on coop, where Sam was unable to move for a brief moment while possessing an enemy with another enemy.
  • Fixed a bug that made the possession aura color not change on time after possessing an enemy for the first time.
  • Fixed a bug with the possession aura that made it be active when it shouldn't be.
  • Fixed a bug with the possession aura that made it activate as soon as the player 2 was dropped from the game.
  • Fixed a targeting bug on the Hungry Dog, that prevented it to detect a new target after losing the previous one.
  • Fixed a bug with the enemy attacks that have a wind up animation, where, under specific circumstances, two projectiles were being thrown at the same time.
  • Fixed an issue with the camera zoom not resetting to the default value after changing rooms while playing on coop.
  • Fixed a bug that prevented the Player 2 from joining if the controller was disconnected and then reconnected out of the Pause Menu.
  • Fixed the animation of the fireballs thrown by the Imp enemies.


Tweaks:

  • When Sam is knocked back, now the camera shakes a bit.
  • Some minor adjustments on some fades on the borders of the screen.
  • The first part of the room 3-13 has been changed a little to make the Golem fight more fair.
  • Changed the text at the start of the game that informed about auto-save and adviced to plug a control in.
  • The initial part of the room 2-14 has been modified to soften the learning curve of the mechanic used on the room.
  • Some parts of the room 4-6 have been adjusted to simplify the player's navigation.
  • The coop legend on the top-right corner of the screen now slowly fades over time.
  • The Golem enemy now throws the dashing punch from a closer distance.
  • The demon enemies now have their magic shields deactivated after they are defeated.
  • One of the acid holes on the room 2-12 has been moved a bit.
  • A new zoom trigger has been added to the room 2-13 in order to clarify the puzzle.
  • The levitation path of the Pyromancer between attacks has been changed so it's less probable for her to hit Sam while floating to a new spot.
  • The Early Access legend on the Main Menu has been removed.



That's it for now. Hope you're around on the release date to give the full Trials of Azra a try. And if you already did, please don't hesitate to give us a word on your experience with it!


[ 2016-09-07 03:47:32 CET ] [ Original post ]

Trading Cards added!

Trading cards have been added to the game!
Play now and start obtaining them. You can craft a cute Pug badge, or even unlock Emoticons and some cool Trials of Azra backgrounds.

New update coming soon with new additions requested by the players, and some other enhancements. Stay tuned!


[ 2016-08-29 21:20:33 CET ] [ Original post ]

Trading Cards added!

Trading cards have been added to the game!
Play now and start obtaining them. You can craft a cute Pug badge, or even unlock Emoticons and some cool Trials of Azra backgrounds.

New update coming soon with new additions requested by the players, and some other enhancements. Stay tuned!


[ 2016-08-29 21:17:30 CET ] [ Original post ]

New update! - Cloud Saves, Leaderboards and some extra stuff

We keep working hard on the development of Trials of Azra. We are getting closer and closer to fixing and implementing all what we believe necessary for the launch.

Today we updated the game with some cool features such as Steam Cloud support to let you backup your save files, and a brand new leaderboard for game completion records, so prepare some coffee and try to be the Number One!

As follows, the patch notes:


Additions:

  • A Leaderboard for game completion records has been created. The game will upload your played time the first time you beat the final boss on each save file.
  • Cloud Saves added! Now your save files will be backed up on the Steam Cloud for you to continue your game on different computers.
  • Now you can find a new option on the Pause menu that lets you return to the Entrance of the castle, from any area, in the post-game. Keep in mind that you will lose all the gems gathered in that area.


Fixes:

  • Fixed a bug that prevented the death counter from resetting on the post-game.
  • Fixed an issue that made the confimation windows on the Pause Menu to be wrongly positioned while playing co-op mode.
  • Fixed a bug between the possessed enemy and the doors.
  • Fixed a bug that kept the possession indicator from dissapearing on a previously possessed enemy.
  • Fixed a bug that made the Bomb enemy fall from the floor under specific circumstances.
  • Fixed an issue that made the Slimes stick to platforms from underneath while being possessed.


Tweaks:

  • Now the name of the character speaking on the dialog box has a container to make it contrast better against the environment.
  • The transition of the Settings Window has been adjusted to make it smoother.
  • The graphic of the wall hiding a consumable chicken has been changed.
  • The interaction icons of some enemies have been adjusted.
  • The Soul Beam spell behaviour has been improved to detect collisions better.
  • Now, when choosing the language for the game, there is no need to confirm the selection in order to apply the changes.
  • The Ninja Frog enemy now has a brief prepare animation before starting its attack pattern.



Hope you keep enjoying Trials of Azra and the date to date improvements. If you are waiting for an specific feature and you are not sure if it will be added into the game, please feel free to ask us on the Discussions forum.

For now, I can tell you that our next objective is setting up Trading Cards and implement a very much requested Key Binding setting for the keyboard controls. More about this on the next update!


[ 2016-08-19 00:11:06 CET ] [ Original post ]

New update! - Cloud Saves, Leaderboards and some extra stuff

We keep working hard on the development of Trials of Azra. We are getting closer and closer to fixing and implementing all what we believe necessary for the launch.

Today we updated the game with some cool features such as Steam Cloud support to let you backup your save files, and a brand new leaderboard for game completion records, so prepare some coffee and try to be the Number One!

As follows, the patch notes:


Additions:

  • A Leaderboard for game completion records has been created. The game will upload your played time the first time you beat the final boss on each save file.
  • Cloud Saves added! Now your save files will be backed up on the Steam Cloud for you to continue your game on different computers.
  • Now you can find a new option on the Pause menu that lets you return to the Entrance of the castle, from any area, in the post-game. Keep in mind that you will lose all the gems gathered in that area.


Fixes:

  • Fixed a bug that prevented the death counter from resetting on the post-game.
  • Fixed an issue that made the confimation windows on the Pause Menu to be wrongly positioned while playing co-op mode.
  • Fixed a bug between the possessed enemy and the doors.
  • Fixed a bug that kept the possession indicator from dissapearing on a previously possessed enemy.
  • Fixed a bug that made the Bomb enemy fall from the floor under specific circumstances.
  • Fixed an issue that made the Slimes stick to platforms from underneath while being possessed.


Tweaks:

  • Now the name of the character speaking on the dialog box has a container to make it contrast better against the environment.
  • The transition of the Settings Window has been adjusted to make it smoother.
  • The graphic of the wall hiding a consumable chicken has been changed.
  • The interaction icons of some enemies have been adjusted.
  • The Soul Beam spell behaviour has been improved to detect collisions better.
  • Now, when choosing the language for the game, there is no need to confirm the selection in order to apply the changes.
  • The Ninja Frog enemy now has a brief prepare animation before starting its attack pattern.



Hope you keep enjoying Trials of Azra and the date to date improvements. If you are waiting for an specific feature and you are not sure if it will be added into the game, please feel free to ask us on the Discussions forum.

For now, I can tell you that our next objective is setting up Trading Cards and implement a very much requested Key Binding setting for the keyboard controls. More about this on the next update!


[ 2016-08-19 00:10:48 CET ] [ Original post ]

Small update with some new features

We've made a small update for the game in order to fix a recent issue and add some little features we've been working on.

You can check the changes on the following patch notes:


Additions:

  • Now, if you completed the game, an indicator will appear on the corresponding Save Slot in the Main Menu.
  • An option to drop the Player 2 while playing on co-op has been added to the Pause Menu.


Fixes:

  • [HOTFIX] Fixed a bug that made the Frisbee unpickable on the Ending.


Tweaks:

  • The sprites for the HP and MP upgrades have been changed.
  • The sprite for the plume on the shop window has been changed.



Thank you for playing Trials of Azra!


[ 2016-08-11 01:35:15 CET ] [ Original post ]

Small update with some new features

We've made a small update for the game in order to fix a recent issue and add some little features we've been working on.

You can check the changes on the following patch notes:


Additions:

  • Now, if you completed the game, an indicator will appear on the corresponding Save Slot in the Main Menu.
  • An option to drop the Player 2 while playing on co-op has been added to the Pause Menu.


Fixes:

  • [HOTFIX] Fixed a bug that made the Frisbee unpickable on the Ending.


Tweaks:

  • The sprites for the HP and MP upgrades have been changed.
  • The sprite for the plume on the shop window has been changed.



Thank you for playing Trials of Azra!


[ 2016-08-11 01:35:15 CET ] [ Original post ]

Achievements added! - New version uploaded

It's been an intense week now that Trials of Azra is out in the open and most of the time we were making efforts to reach a wider audience. But we made some time to add 30 achievements, along with some minor tweaks and bug fixes.

For those who already started playing Trials of Azra, just start the game and you'll obtain the achievements (as long as you've met the requirements). And for the new players, we expect achievements to be a good incentive! Many of them are hidden, can you find them all?

As for the bugs and tweaks, here's the patch notes:

Additions:

  • 30 new achievements added.


Fixes:

  • Fixed an issue that made the frisbee in the Intro to get stuck into the house.
  • Fixed a bug that made Sam collide with the Bomb enemy under specific circumstances.
  • Fixed a bug where some doors could be interacted with from afar.
  • A platform of the final boss has been modified to prevent an issue.
  • Some crystals on room 2-11 were changing their base sprite when destroyed.
  • Fixed an issue on room 4-3 where a gargoyle could leave the room through a ceiling hole.
  • Some structures on room 4-9 have been slightly adjusted to prevent the Teleporter from reaching undesirable places.
  • Adjusted the flight of the gargoyle on room 4-12 to prevent it from getting stuck.
  • Fixed a bug where the player or possessed enemy could be knocked back when a Demon Hand was grabbing them, provoking the character to fly off-screen and not die.
  • Fixed the behaviour of the Jumpers, they were behaving chaotically after some time.
  • Fixed a bug that made the Bomb's explosion do damage on its spawn spot.
  • Fixed a bug that triggered when a Bomb exploded while possessing it.


Tweaks:

  • The Homing Missile spell behaviour has been improved to chase its objective better.
  • Added a new tutorial text on room 1-3 stating that the number of deaths counts towards a reward.
  • Some minor dialog corrections.
  • Corrected a typo on a credit screen name.
  • Added a door in the room 1-16 to prevent Sam from jumping off the platform once it's active.
  • Added a 'holy light' in the room 1-16 to make it impossible to activate the platform lever with the Jumper.
  • The stun duration of the Pyromancer Boss has been reduced.
  • Now the played time will be counted even after resetting the room or dying.
  • The dash animation of the Spear Kobold has been changed.
  • Build version has been removed from the title screen and can now be found inside a text file on the root directory of the game.
  • As a Demo for the game was added, we also made sure that the save files cannot be imported from full version to demo version, and vice versa.


As always, thank you for playing, and keep it going!


[ 2016-08-09 21:46:21 CET ] [ Original post ]

Achievements added! - New version uploaded

It's been an intense week now that Trials of Azra is out in the open and most of the time we were making efforts to reach a wider audience. But we made some time to add 30 achievements, along with some minor tweaks and bug fixes.

For those who already started playing Trials of Azra, just start the game and you'll obtain the achievements (as long as you've met the requirements). And for the new players, we expect achievements to be a good incentive! Many of them are hidden, can you find them all?

As for the bugs and tweaks, here's the patch notes:

Additions:

  • 30 new achievements added.


Fixes:

  • Fixed an issue that made the frisbee in the Intro to get stuck into the house.
  • Fixed a bug that made Sam collide with the Bomb enemy under specific circumstances.
  • Fixed a bug where some doors could be interacted with from afar.
  • A platform of the final boss has been modified to prevent an issue.
  • Some crystals on room 2-11 were changing their base sprite when destroyed.
  • Fixed an issue on room 4-3 where a gargoyle could leave the room through a ceiling hole.
  • Some structures on room 4-9 have been slightly adjusted to prevent the Teleporter from reaching undesirable places.
  • Adjusted the flight of the gargoyle on room 4-12 to prevent it from getting stuck.
  • Fixed a bug where the player or possessed enemy could be knocked back when a Demon Hand was grabbing them, provoking the character to fly off-screen and not die.
  • Fixed the behaviour of the Jumpers, they were behaving chaotically after some time.
  • Fixed a bug that made the Bomb's explosion do damage on its spawn spot.
  • Fixed a bug that triggered when a Bomb exploded while possessing it.


Tweaks:

  • The Homing Missile spell behaviour has been improved to chase its objective better.
  • Added a new tutorial text on room 1-3 stating that the number of deaths counts towards a reward.
  • Some minor dialog corrections.
  • Corrected a typo on a credit screen name.
  • Added a door in the room 1-16 to prevent Sam from jumping off the platform once it's active.
  • Added a 'holy light' in the room 1-16 to make it impossible to activate the platform lever with the Jumper.
  • The stun duration of the Pyromancer Boss has been reduced.
  • Now the played time will be counted even after resetting the room or dying.
  • The dash animation of the Spear Kobold has been changed.
  • Build version has been removed from the title screen and can now be found inside a text file on the root directory of the game.
  • As a Demo for the game was added, we also made sure that the save files cannot be imported from full version to demo version, and vice versa.


As always, thank you for playing, and keep it going!


[ 2016-08-09 21:46:21 CET ] [ Original post ]

Demo launch and other news

Hello fellow players,

We'd like to inform you that we decided to put together a free demo so the players can try Trials of Azra and see what it has to offer, along with a price update to make it more accesible to everyone during the Early Access period, being that the objective of this moment in the development is to gather feedback, suggestions and build an engaged community.

In other news, we are really close to finish implementing ToA's Steam Achievements! Along with some minor bug fixes. More info on this once the update is up and running.

Also, we don't want to be unfair with the people that supported us from the start, so, for those that already bought the game, you can contact us to contact@onion-core.com and we'll compensate you accordingly.

As always, big thanks to the users that play ToA and help us day to day to build a great game.


[ 2016-08-06 22:58:34 CET ] [ Original post ]

Demo launch and other news

Hello fellow players,

We'd like to inform you that we decided to put together a free demo with a mix of levels from different areas, so the players can try Trials of Azra and see what it has to offer, along with a price update to make it more accesible to everyone during the Early Access period, being that the objective of this moment in the development is to gather feedback, suggestions and build an engaged community.

In other news, we are really close to finish implementing ToA's Steam Achievements! Along with some minor bug fixes. More info on this once the update is up and running.

Also, we don't want to be unfair with the people that supported us from the start, so, for those that already bought the game, you can contact us to contact@onion-core.com and we'll compensate you accordingly.

As always, big thanks to the users that play ToA and help us day to day to build a great game.


[ 2016-08-06 22:58:34 CET ] [ Original post ]

Quick HOTFIX

We've made a little update to the game in order to fix a bug that prevented further progress on room 2-5. In case you were locked on that level please update the game and try again.

Sorry for any inconvenience and thank you for playing Trials of Azra!


[ 2016-08-02 04:30:05 CET ] [ Original post ]

Quick HOTFIX

We've made a little update to the game in order to fix a bug that prevented further progress on room 2-5. In case you were locked on that level please update the game and try again.

Sorry for any inconvenience and thank you for playing Trials of Azra!


[ 2016-08-02 04:30:05 CET ] [ Original post ]

Trials of Azra launched on Early Access!

We at Onion Core are happy to have met the planned date for the release of Trials of Azra, and hope the steam community enjoys it.

Don't hesitate to report any bugs you encounter or suggestions you have for making the game experience the best possible. Also, feel free to contact us.

Play away!


[ 2016-08-02 02:26:34 CET ] [ Original post ]

Trials of Azra launched on Early Access!

We at Onion Core are happy to have met the planned date for the release of Trials of Azra, and hope the steam community enjoys it.

Don't hesitate to report any bugs you encounter or suggestions you have for making the game experience the best possible. Also, feel free to contact us.

Play away!


[ 2016-08-02 02:26:34 CET ] [ Original post ]