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: [quote] 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.
- 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.
- 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.
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: [quote] 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.
- 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.
- 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.
Trials of Azra
Onion Core
Onion Core
2016-09-15
Indie Adventure Singleplayer Coop
Game News Posts 20
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(107 reviews)
http://onion-core.com/
https://store.steampowered.com/app/487160 
The Game includes VR Support
Trials of Azra Linux [182.39 M]
Play as Sam. A kid that controls the dead! Defeat your enemies with magic and control their bodies to solve challenging puzzles!
Sam was, in all appearances, just a regular kid who liked to play with his dog and drink chocolate milk at 4:00 PM. But that doomed day, the sky turned red, wind was blowing hard, lightning struck, and Sam was sucked into a mysterious castle. With no more than a cryptic guide, and some newly discovered powers, he has to find his way out of there.
- 20+ enemies to defeat and control
- 60+ rooms filled with puzzles
- Challenging Boss fights
- Upgrade your basic attack and learn new spells
- Several areas with diverse environments
- Local co-op
- Full compatibility with Xbox Controller
The gameplay is mainly about defeating and controlling your enemies, then using them to solve increasingly difficult puzzles.
Once you control an enemy, you can switch back and forth between it and Sam. This ends either when the controlled enemy dies, or you start controlling another enemy (you can control just one at a time).
The game features local co-op, which will probably (if you and your buddy get along) make things a little faster and more fun. Careful though, now there are 2 players who can mess up a puzzle or get killed by a deadly trap!
The main way to deal with Sam's foes is by using magic. Aside from the basic projectile, there is a number of spells to learn. Spells consume mana, so you should keep an eye on that blue bar. Health and mana regenerate with food, which sometimes can be found served on a table, but really, is there anything better than eating it straight from the floor of a room inhabited by giant rats? We don't think so.
We intend to challenge the player's wits and skills with increasingly difficult puzzles, and keep introducing new content as the game advances, mixing it with the already adquired knowledge in order to make it more complex the closer it gets to the end.
- OS: Ubuntu 12.04+ or equivalent
- Processor: 2.13GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 512 MB VRAM
- Storage: 300 MB available spaceAdditional Notes: We recommend playing with a gamepad for the best game experience possible.
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