Defragmented Version 2.0 should now be available for all players! Instead of working this major release in to paid DLC or new package, we wanted to give it to all our loyal fans for free. Any current or future owners of the game will be able to play Version 2.0 upon updating the game. There are changes within that affect nearly every aspect of the game. New players will have a smoother, more streamlined experience, while veterans will be able to ramp up the challenges and acquire even better rewards. Aside from new features, there's tons of minor quality improvements to enhance the overall experience while playing. If you missed them, I highly recommend taking a peek at the patch notes before hopping back in to the game. A lot of things have been changed or improved to make an all-around better experience. Even if you've already beaten the game, there's still lots of new stuff to check out! Feel free to let us know what you think. Enjoy! -Dave
[ 2016-11-15 19:02:18 CET ] [ Original post ]
Defragmented Version 2.0 should now be available for all players! Instead of working this major release in to paid DLC or new package, we wanted to give it to all our loyal fans for free. Any current or future owners of the game will be able to play Version 2.0 upon updating the game. There are changes within that affect nearly every aspect of the game. New players will have a smoother, more streamlined experience, while veterans will be able to ramp up the challenges and acquire even better rewards. Aside from new features, there's tons of minor quality improvements to enhance the overall experience while playing. If you missed them, I highly recommend taking a peek at the patch notes before hopping back in to the game. A lot of things have been changed or improved to make an all-around better experience. Even if you've already beaten the game, there's still lots of new stuff to check out! Feel free to let us know what you think. Enjoy! -Dave
[ 2016-11-15 19:02:18 CET ] [ Original post ]
As I had mentioned in the announcement post, the patch notes for Defragmented V2.0 are very large. Like I said, we've reworked or improved upon almost every aspect of the game to create and all-around better experience. Check out the full list of changes below, and jump in to the new version this Tuesday!
TARGETED MISSIONS
- Targeted Missions have been added to the game - Targeted Missions can be taken after completing any chapter (from the Mission Select menu) - Targeted Missions select a random mission from the given chapter and provide bonus Deal-EO Coins upon completion - The Deal-EO Coin reward from Targeted Missions greatly increases in New Game+ mode - Every mission in the game has received a bonus intro cutscene for it's Targeted Mission
DIFFICULTY TIERS
- New tiered difficulty system - Painless mode is slightly easier - Normal mode remains the same - Hardwired mode is broken down in to 5 tiers of difficulty - Each difficulty tier raises/lowers enemy level by 4 - Each difficulty tier affects numerous factors like rare item drops - Each difficulty tier also modifies Deal-EO World item levels/prices
ULTIMATE ITEMS
- New Ultimate (red) items - Ultimate items are stronger than any other item class - Ultimate items drop very rarely on the final two tiers of Hardwired mode - Ultimate items drop slightly more often on the very last tier of Hardwired mode - Ultimate items are available in the fully upgraded Deal-EO World on the final two tiers of Hardwired mode - Ultimate items are bought/sold using Deal-EO Coins, not credits
TALENTS*
- Talents for all classes have been completely reworked - The majority of talents have received very large improvements - Talents now have a much larger impact on the game and how it can be customized
CAMERA
- Secondary (isometric) camera has been removed from the game - The camera swap button now switches the top-down camera between free and locked rotation - Locked rotation is the default camera as it has previously behaved (90 degree turns) - Free camera can be rotated smoothly when holding the camera buttons - The last used camera state will be preserved in save data
ENEMIES*
- Enemies now have miniature health bars with exact numbers over their heads at all times - Enemies now notice bullets flying past them - Enemies now notice corpses in their vicinity - Tutorial enemies can now drop ammo and credits, but not items
FLOATING TEXT
- Floating text (and numbers) have been added to numerous interactions - Damage numbers will now fly off of their respective targets - Critical numbers will appear in differently colored text - Dodge messages now follow similar floating text patterns - Additional floating text has been added for things such as ammo, credits, and more
OTHER LOOT
- Any credits earned past the cap are converted to EXP at a 100 credits to 1 EXP ratio - Credits, ammo, and Deal-EO coins will automatically be looted when walked over (after a very short time) - Credits, ammo, and Deal-EO coins can still be manually looted immediately
UI
- Various UI improvements and polish - New UI colors for a more cohesive look
PARTICLES
- Active buff abilities now create particles for their duration - Active damage abilities now create particles showing their area of effect
MISC CHANGES
- Average gear level has been added to the main Terminal menu to track progress - Better audio visualization in the backgrounds of levels - Empty guns will now automatically reload (if possible) - Various minor optimizations and performance improvements - Minor lighting tweaks for most levels (probably unnoticeable)
BUG FIXES
- One-time achievements that were completed but not unlocked should now unlock when entering the Terminal - Talent points can no longer exceed the cap (due to a very specific bug) *NOTE: Improved enemy AI boosts the difficulty in some ways, but improved talents make up for it in others. Baseline difficulty should not be too largely different. Remember, this update will be going live sometime around mid-day on 11/15/16. See you then! -Dave
[ 2016-11-13 23:44:33 CET ] [ Original post ]
As I had mentioned in the announcement post, the patch notes for Defragmented V2.0 are very large. Like I said, we've reworked or improved upon almost every aspect of the game to create and all-around better experience. Check out the full list of changes below, and jump in to the new version this Tuesday!
TARGETED MISSIONS
- Targeted Missions have been added to the game - Targeted Missions can be taken after completing any chapter (from the Mission Select menu) - Targeted Missions select a random mission from the given chapter and provide bonus Deal-EO Coins upon completion - The Deal-EO Coin reward from Targeted Missions greatly increases in New Game+ mode - Every mission in the game has received a bonus intro cutscene for it's Targeted Mission
DIFFICULTY TIERS
- New tiered difficulty system - Painless mode is slightly easier - Normal mode remains the same - Hardwired mode is broken down in to 5 tiers of difficulty - Each difficulty tier raises/lowers enemy level by 4 - Each difficulty tier affects numerous factors like rare item drops - Each difficulty tier also modifies Deal-EO World item levels/prices
ULTIMATE ITEMS
- New Ultimate (red) items - Ultimate items are stronger than any other item class - Ultimate items drop very rarely on the final two tiers of Hardwired mode - Ultimate items drop slightly more often on the very last tier of Hardwired mode - Ultimate items are available in the fully upgraded Deal-EO World on the final two tiers of Hardwired mode - Ultimate items are bought/sold using Deal-EO Coins, not credits
TALENTS*
- Talents for all classes have been completely reworked - The majority of talents have received very large improvements - Talents now have a much larger impact on the game and how it can be customized
CAMERA
- Secondary (isometric) camera has been removed from the game - The camera swap button now switches the top-down camera between free and locked rotation - Locked rotation is the default camera as it has previously behaved (90 degree turns) - Free camera can be rotated smoothly when holding the camera buttons - The last used camera state will be preserved in save data
ENEMIES*
- Enemies now have miniature health bars with exact numbers over their heads at all times - Enemies now notice bullets flying past them - Enemies now notice corpses in their vicinity - Tutorial enemies can now drop ammo and credits, but not items
FLOATING TEXT
- Floating text (and numbers) have been added to numerous interactions - Damage numbers will now fly off of their respective targets - Critical numbers will appear in differently colored text - Dodge messages now follow similar floating text patterns - Additional floating text has been added for things such as ammo, credits, and more
OTHER LOOT
- Any credits earned past the cap are converted to EXP at a 100 credits to 1 EXP ratio - Credits, ammo, and Deal-EO coins will automatically be looted when walked over (after a very short time) - Credits, ammo, and Deal-EO coins can still be manually looted immediately
UI
- Various UI improvements and polish - New UI colors for a more cohesive look
PARTICLES
- Active buff abilities now create particles for their duration - Active damage abilities now create particles showing their area of effect
MISC CHANGES
- Average gear level has been added to the main Terminal menu to track progress - Better audio visualization in the backgrounds of levels - Empty guns will now automatically reload (if possible) - Various minor optimizations and performance improvements - Minor lighting tweaks for most levels (probably unnoticeable)
BUG FIXES
- One-time achievements that were completed but not unlocked should now unlock when entering the Terminal - Talent points can no longer exceed the cap (due to a very specific bug) *NOTE: Improved enemy AI boosts the difficulty in some ways, but improved talents make up for it in others. Baseline difficulty should not be too largely different. Remember, this update will be going live sometime around mid-day on 11/15/16. See you then! -Dave
[ 2016-11-13 23:44:33 CET ] [ Original post ]
We've been hard at work on Defragmented V2.0 behind the scenes for quite some time. V2.0 is a major update coming out for FREE to all Defragmented owners next Tuesday (11/15/16). The amount of content added is almost equal to every other update we've released in the past combined. We've completely revamped and improved upon the game from the ground up. Even if you've already beaten the game before, it should feel like a new experience all-around. To celebrate this major update, we've created a new trailer showing off a lot of the fast-paced action. Check it out below! https://www.youtube.com/watch?v=vhaBz51l1GA For a little taste of what's new, here's the section header names from the patch notes: Targeted Missions, Difficulty Tiers, Ultimate Items, Talents, Camera, Enemies, Floating Text, Other Loot, UI, Particles, Misc Changes, and Bug Fixes. The patch notes for this update are so long that we can't fit them all in one post. Check back in a few days for the complete list of upcoming changes! -Dave
[ 2016-11-08 19:54:10 CET ] [ Original post ]
We've been hard at work on Defragmented V2.0 behind the scenes for quite some time. V2.0 is a major update coming out for FREE to all Defragmented owners next Tuesday (11/15/16). The amount of content added is almost equal to every other update we've released in the past combined. We've completely revamped and improved upon the game from the ground up. Even if you've already beaten the game before, it should feel like a new experience all-around. To celebrate this major update, we've created a new trailer showing off a lot of the fast-paced action. Check it out below! https://www.youtube.com/watch?v=vhaBz51l1GA For a little taste of what's new, here's the section header names from the patch notes: Targeted Missions, Difficulty Tiers, Ultimate Items, Talents, Camera, Enemies, Floating Text, Other Loot, UI, Particles, Misc Changes, and Bug Fixes. The patch notes for this update are so long that we can't fit them all in one post. Check back in a few days for the complete list of upcoming changes! -Dave
[ 2016-11-08 19:54:10 CET ] [ Original post ]
Hey everyone. Long time no chat! While you might know that recently I've been devoting most of my time to Heliophobia development; I've also been cooking up some other stuff behind the scenes. This is just a little heads up that there's some big Defragmented news on the horizon. You can sign up for our newsletter if you want more regular updates as to what we've been working on. Otherwise, be sure to check back here in the next couple of weeks for the big reveal. We can't wait to show you what's in store! -Dave
[ 2016-10-23 20:46:58 CET ] [ Original post ]
Hey everyone. Long time no chat! While you might know that recently I've been devoting most of my time to Heliophobia development; I've also been cooking up some other stuff behind the scenes. This is just a little heads up that there's some big Defragmented news on the horizon. You can sign up for our newsletter if you want more regular updates as to what we've been working on. Otherwise, be sure to check back here in the next couple of weeks for the big reveal. We can't wait to show you what's in store! -Dave
[ 2016-10-23 20:46:58 CET ] [ Original post ]
Version 1.3.0 should now be live for all players! As I mentioned in the preview, this update contains 5 brand new stories accessible from the reworked Databank menu in your terminal. They can be viewed on any profile at any time since they take place outside of the main storyline. These new scenes expand on characters that deserved further development then they got in the main game. There's lots more to learn about your favorite faces! This being just a story update with some minor terminal changes, I won't make a full changelog like I usually do. It's 5 new scenes that can be viewed at your leisure, you understand. Now, why don't you go check out what Deal-EO's been up to this whole time? -Dave
[ 2016-07-28 18:33:53 CET ] [ Original post ]
Version 1.3.0 should now be live for all players! As I mentioned in the preview, this update contains 5 brand new stories accessible from the reworked Databank menu in your terminal. They can be viewed on any profile at any time since they take place outside of the main storyline. These new scenes expand on characters that deserved further development than they got in the main game. There's lots more to learn about your favorite faces! This being just a story update with some minor terminal changes, I won't make a full changelog like I usually do. It's 5 new scenes that can be viewed at your leisure, you understand. Now, why don't you go check out what Deal-EO's been up to this whole time? -Dave
[ 2016-07-28 18:33:53 CET ] [ Original post ]
Hey everyone! Long time no see. While I've been hard at work on our next game, Heliophobia, James (and a guest writer) have been cooking up some brand new stories in Entropolis. For the upcoming Version 1.3.0 update, we'll be introducing 5 expanded storylines that can be viewed at any time from the terminal. To reflect this expansion, we've renamed the "Stats/Mastery" menu to "Databank". You'll still find Stats/Mastery in there, but you'll also have access to the 5 new scenes. These scenes go much deeper in to the backstory (and... sidestory?) of quite a few characters. You'll see the return of many familiar faces that didn't get enough light in the main game. Oh, and of course there will be plenty of Deal-EO. Expect to see it dropping this Thursday, July 28th! -Dave
[ 2016-07-26 20:16:25 CET ] [ Original post ]
Hey everyone! Long time no see. While I've been hard at work on our next game, Heliophobia, James (and a guest writer) have been cooking up some brand new stories in Entropolis. For the upcoming Version 1.3.0 update, we'll be introducing 5 expanded storylines that can be viewed at any time from the terminal. To reflect this expansion, we've renamed the "Stats/Mastery" menu to "Databank". You'll still find Stats/Mastery in there, but you'll also have access to the 5 new scenes. These scenes go much deeper in to the backstory (and... sidestory?) of quite a few characters. You'll see the return of many familiar faces that didn't get enough light in the main game. Oh, and of course there will be plenty of Deal-EO. Expect to see it dropping this Thursday, July 28th! -Dave
[ 2016-07-26 20:16:25 CET ] [ Original post ]
We're finally back and recovered from a long (but fun) weekend at PAX East! We had the opportunity to watch hundreds of people play the game and talk with them about it. We received lots of positive feedback and met tons of cool people during our time at the show. We compiled a big album of our PAX photos. Lots of pics of the booth and the team included! In summary, PAX was a great event for us to bring Defragmented out to. Big thanks to everyone who came out and talked with us. We're looking forward to doing even more awesome things in the future! -Dave
[ 2016-04-26 18:50:09 CET ] [ Original post ]
We're finally back and recovered from a long (but fun) weekend at PAX East! We had the opportunity to watch hundreds of people play the game and talk with them about it. We received lots of positive feedback and met tons of cool people during our time at the show. We compiled a big album of our PAX photos. Lots of pics of the booth and the team included! In summary, PAX was a great event for us to bring Defragmented out to. Big thanks to everyone who came out and talked with us. We're looking forward to doing even more awesome things in the future! -Dave
[ 2016-04-26 18:50:09 CET ] [ Original post ]
Greetings, citizens! Hope you're still enjoying all the new content we've been adding to Defragmented. We're taking the city of Entropolis to PAX East 2016, in Boston, MA (our home turf)! Come see us from April 22-24 at Booth 11177, or if you can't go, tell a friend to come check us out and say hi! Both Dave & James from Glass Knuckle will be there, along with SPECIAL GUEST Julian Cormac, our 2D artist! We'll have exclusive Defragmented prizes to give out, and lots of neon. Loooots of neon... See you there! - James
[ 2016-04-11 01:18:32 CET ] [ Original post ]
Greetings, citizens! Hope you're still enjoying all the new content we've been adding to Defragmented. We're taking the city of Entropolis to PAX East 2016, in Boston, MA (our home turf)! Come see us from April 22-24 at Booth 11177, or if you can't go, tell a friend to come check us out and say hi! Both Dave & James from Glass Knuckle will be there, along with SPECIAL GUEST Julian Cormac, our 2D artist! We'll have exclusive Defragmented prizes to give out, and lots of neon. Loooots of neon... See you there! - James
[ 2016-04-11 01:18:32 CET ] [ Original post ]
Version 1.2.0 should now be live for all players! The main focus of this update is the new "Traditional" mode. We've done lots of number tweaking, balancing, and testing to get this mode to feel more like classic Action-RPGs. The core gameplay will remain similar, but the combat should feel different, mainly given that people won't be dropping based on split-second decisions anymore. Things should play out a little slower and stats, items, and the like will feel more impactful. You'll also find a lot more success mixing different attacks - such as melee, abilities, and mesh bombs - in to different encounters. Of course, we're still keeping the core game mode as the default. Game mode selection has been added to character creation and will mark that profile for either "Defragmented" or "Traditional" mode. Given the differences between these two modes, once a character is made, that profile cannot change game modes. However, since item drops are identical, items can still be shared between all profiles in the storage boxes in Deal-EO World. Given that we're adding an all-new mode with tons of balance changes, we're sure that things will take some time to even out. If you notice anything oddly overpowered or underpowered in this new mode, feel free to let us know! We have done extensive testing on it ourselves, however. Our one big tip for this mode is to upgrade your ammo capacity often - you'll need it! Gameplay Changes: - Traditional mode has been added to the game. This entails numerous changes, but the most obvious difference is that everything will have a lot more HP. - Game mode selection has been added to character creation. This cannot be changed once the character is made. - Added item sharing via storage boxes between different game modes. Fixes and Improvements - New particle effect has been added when opening chests. - Optimizations for large amounts of blood/bullet holes on the screen. -Dave
[ 2016-03-21 18:42:06 CET ] [ Original post ]
Version 1.2.0 should now be live for all players! The main focus of this update is the new "Traditional" mode. We've done lots of number tweaking, balancing, and testing to get this mode to feel more like classic Action-RPGs. The core gameplay will remain similar, but the combat should feel different, mainly given that people won't be dropping based on split-second decisions anymore. Things should play out a little slower and stats, items, and the like will feel more impactful. You'll also find a lot more success mixing different attacks - such as melee, abilities, and mesh bombs - in to different encounters. Of course, we're still keeping the core game mode as the default. Game mode selection has been added to character creation and will mark that profile for either "Defragmented" or "Traditional" mode. Given the differences between these two modes, once a character is made, that profile cannot change game modes. However, since item drops are identical, items can still be shared between all profiles in the storage boxes in Deal-EO World. Given that we're adding an all-new mode with tons of balance changes, we're sure that things will take some time to even out. If you notice anything oddly overpowered or underpowered in this new mode, feel free to let us know! We have done extensive testing on it ourselves, however. Our one big tip for this mode is to upgrade your ammo capacity often - you'll need it! Gameplay Changes: - Traditional mode has been added to the game. This entails numerous changes, but the most obvious difference is that everything will have a lot more HP. - Game mode selection has been added to character creation. This cannot be changed once the character is made. - Added item sharing via storage boxes between different game modes. Fixes and Improvements - New particle effect has been added when opening chests. - Optimizations for large amounts of blood/bullet holes on the screen. -Dave
[ 2016-03-21 18:42:06 CET ] [ Original post ]
As we continue rolling along, we're always on the lookout for more ways to improve the game for everyone. While games obviously cannot appeal to all demographics, we do have the tools available to add in optional features for a wider audience. In this vein, the next major update will bring the introduction of "Traditional" mode. In character creation, the player will be informed of two modes that will considerably affect combat for that profile. Choosing "Defragmented" mode will play exactly as the game does now. However, "Traditional" mode hearkens back to old-school Action-RPGs where both players and enemies can soak up loads of damage and let the numbers game play out. This provides a less stressful, more tactical experience - as opposed to the current lightning-fast gameplay. This new mode should feel more familiar (and less punishing) to long-time ARPG fans. Of course, we also have some smaller changes that will be released with the new version as well. Some tweaks to healing items and Deal-EO World leveling - to name a few. We plan on releasing Version 1.2.0 on Monday, March 21st sometime in the afternoon EST. Stop by then for full patch notes! -Dave
[ 2016-03-19 23:00:36 CET ] [ Original post ]
As we continue rolling along, we're always on the lookout for more ways to improve the game for everyone. While games obviously cannot appeal to all demographics, we do have the tools available to add in optional features for a wider audience. In this vein, the next major update will bring the introduction of "Traditional" mode. In character creation, the player will be informed of two modes that will considerably affect combat for that profile. Choosing "Defragmented" mode will play exactly as the game does now. However, "Traditional" mode hearkens back to old-school Action-RPGs where both players and enemies can soak up loads of damage and let the numbers game play out. This provides a less stressful, more tactical experience - as opposed to the current lightning-fast gameplay. This new mode should feel more familiar (and less punishing) to long-time ARPG fans. Of course, we also have some smaller changes that will be released with the new version as well. Some tweaks to healing items and Deal-EO World leveling - to name a few. We plan on releasing Version 1.2.0 on Monday, March 21st sometime in the afternoon EST. Stop by then for full patch notes! -Dave
[ 2016-03-19 23:00:36 CET ] [ Original post ]
Defragmented's first major expansion is now live for all players! We've added an all new chapter with plenty of bonus content for FREE to every owner (and future owner) of the game. We couldn't continue working on this game without community support, so spread the word! Let your friends know about the game, leave a review, chat with us - every little bit helps out and allows us to keep making Defragmented even better. As for now, enjoy the new expansion! You can read the full patch notes below. Gameplay Changes: - A fifth chapter has been added to the game after the main storyline - Three new levels - New items and legendaries - New storyline that delves deeper in to certain character backgrounds - New Game+ versions of all new content and items (quite challenging) Fixes and Improvements - Screen shake has been tweaked slightly, single shots should feel more powerful but waves of bullets will shake the screen similarly to before -Dave
[ 2016-03-13 20:20:29 CET ] [ Original post ]
As we have been mentioning for a while now, new content is just around the corner. We're wrapping up development and testing on it now. This is going to be a substantial expansion that will be released for free to all players. Included in the expansion will be an all-new bonus chapter, levels, storyline, and items to find. The bonus chapter will be unlocked upon completion of the main story. Difficulty-wise, it will be about as tough as the final chapter with similar enemy levels. However, on New-Game+ mode, these new levels will be much more difficult. This should provide quite the challenge for those seeking more end-game content. We plan on releasing Version 1.1.0 on Sunday, March 13th sometime in the afternoon EST. Stop by then for full patch notes! -Dave
[ 2016-03-11 18:51:34 CET ] [ Original post ]
Cameras, cameras, cameras. They're a tough thing to get right in any game that requires quick reactions over long distances. Titles that require you to react quickly to far-off objects tend to be First-Person Shooters or RTS/Strategy games. Both of these genres have somewhat standardized camera controls that players have come to expect. Top-down shooters have always had varying opinions on ideal camera controls. Balancing usability with freedom of control is a very tricky subject. In the last update, I re-worked the secondary "3rd-person" camera to be somewhat closer to a top-down view with a lot more visible range. In this update, I'm addressing the 'look' functionality of the basic top-down camera. Instead of alternating camera angles or locking to a point, it will now retain it's top-down properties and move towards the look point. If the player strays too far from that point, it will keep the point a constant distance from them to achieve maximum visibility. We feel that, overall, this is much better then the previous iteration. Please, let us know what you think in the comments or the forums! Gameplay Changes: - The 'look' functionality of the basic top-down camera has been completely revamped. - Looking at a point will now retain the top-down view and simply focus on the new location. - Moving outside of the camera's look range while focusing on a point will cause the camera to follow the player while still retaining the set distance. - Gamepads pressing the look button will now always focus at the maximum distance from the player's direction (instead of a set distance that was somewhat obscure). Fixes and Improvements - Camera look speed has been increased slightly. - Enemy turn speed has been reduced slightly. This is the difference of fractions of a second, but it looks/feels better. -Dave
[ 2016-02-29 19:53:23 CET ] [ Original post ]
The updates continue! We're still making progress on some bigger content down the line. However, this update is a suitably "large" change for those who had camera issues or prefer having to control the camera less. We've also allowed players to push objects much more easily, leading to less "stickiness" when running/pushing things around. We've completely re-worked the isometric/3rd-person camera in this update. While the main top-down camera is staying the same (albeit slightly faster), the secondary camera mode is now a viable alternative for those who prefer a different view. I highly recommend you try it out (default camera swap key is 'C' on keyboard, both bumpers together on controller). You might even decide to use it as your new go-to camera. Gameplay Changes: - The secondary isometric/3rd-person camera has been completely reworked. The view is much higher and behaves very differently. It is now much more effective for general gameplay and vision. Try it out! - Camera speed has been increased. Changing between camera types or rotating the camera will be noticeably faster. - The default pushing power for the player has been increased. Objects can now be moved much more easily. This will lead to less slowdown when hitting movable objects and better pushing all-around. Fixes and Improvements - Camera settings are now saved to the active profile. This means the last-used camera will persist through levels or when restarting the game. -Dave
[ 2016-02-24 22:14:28 CET ] [ Original post ]
We've just returned from a great time at this year's MAGFest. After seeing hundreds of people play the game over the course of the convention, there were a few minor improvements we were able to come up with. It was an exhausting experience, but a great time nonetheless. As I had mentioned in the last update, we went right back to work today. While we are cooking up some larger updates with additional content for the near future, those will stay under wraps for the time being. This update focuses mainly on small changes that will generally enhance the gameplay experience. UI improvements and even some minor level changes are included. Also, more particles, because everyone loves particles. Gameplay Changes: - Experience and Ammo bars will now always display their current values. Previously, this only happened when hovering over them. - Level Up effects have been reworked. Previously, a semi-transparent bar and static text displayed on level up. Now, the text will appear near the player with a brand new orbiting particle effect. The screen distortion effect remains the same. - Dust particles have been added whenever the player is sprinting. - Boxes in certain secret levels have been changed to static objects. This will prevent the tidal wave of boxes in some locations. If you played these levels, you know what this means. Fixes and Improvements - Fixed a minor bug where certain talents showed white text when they should have been showing yellow text. - Experience and Ammo bar dynamic text colors have been improved to better reflect their current values. -Dave
[ 2016-02-23 00:42:00 CET ] [ Original post ]
If you hadn't heard already, James and I will be away at MAGFest for the rest of the week. There we'll be showing Defragmented at a snazzy neon booth. If you're going to the show, stop by and say hi! Before we left for MAGFest, I wanted to release another update with a number of significant changes. We've been closely reading every single review and watching every last gameplay video of Defragmented that we can find. If you have anything at all to ask about the game, please post in the forums or send us an email/tweet. We hear you! There has been some concern over RNG benefiting enemies (dodge and accuracy) and it feeling unsatisfying. Given that this is an RPG, we cannot do away with RNG altogether, but we can reduce cases where it produces less-interesting results. On the other hand, we are quite happy with the difficulty. So any changes we make are counterbalanced in one way or another. Of course, this isn't all that was changed in this update. Take a look below for full patch notes! Gameplay Changes: - Enemies can no longer dodge. This being a major change, other elements have been tweaked to balance things out. - Enemies have slightly more HP that will scale up more at higher levels. In the end, enemies should have nearly identical durability with dodge vs. without. - Enemies now have accuracy penalties (varied depending on enemy type). They can still target the player easily, but their bullet spread will be wider on average. - Enemy critical hit chance has been increased slightly (varied depending on enemy type). - Mesh Bomb damage scaling has been increased, especially at higher levels. Mesh bombs were previously on the weaker-end very late in the game. - Melee Damage damage has been increased proportionately with new enemy HP. Melee/skill based characters shouldn't notice much of a change. Fixes and Improvements - Mastery progress notifications will show up at certain points instead of only on level-up. (Ex: 50/100 points to level). - Tweaked barrel prop colors to better contrast with various levels. - Certain system setups showed colored text as very slightly darker then other systems. We've normalized the colors across all systems. This change is almost unnoticeable, but we still fixed it. -Dave
[ 2016-02-17 00:57:25 CET ] [ Original post ]
I hope everyone's been enjoying Defragmented so far! As we had originally planned, we're continuing to support this game after release with fixes, updates, and even some larger content additions in the coming months. Today brings about the first update since release. For minor updates like this (V1.0.0 -> V1.0.1), I'll simply post patch notes when I release the update to Steam. For larger updates that add new features or content, I'll post patch notes in a preview a few days ahead of release. Most of the changes in this update are focused around the late-game power of the Ascended class. The Ascended does their job of dealing large amount of damage while still being relatively fragile. However, compared to the other classes in end-game content, they are too easily killed to stack up. We had decided from the start to not just give them another heal, but instead provide something more unique to their identity. Read on to see what we've done! Gameplay Changes: - Greater Power (Ascended talent) has been reworked completely. It now prevents death by shifting damage taken to AP (if the player has enough to spare). - Intervention now creates two shields in front of the player even without any talents. - Opportunity (Ascended talent) has been changed from 5/10/15% damage resist for 2 seconds to 5/10/15% critical hit chance for 1 second. Fixes and Improvements - The AP bar will now empty out like the HP bar when the player is dead. - Fixed a minor typo in the first cutscene. -Dave
[ 2016-02-14 00:28:01 CET ] [ Original post ]
Defragmented is now live on Steam! You can pick up the game at 10% off for the first week. When you're not playing, feel free to drop by the Community Hub and chat! You can also find more about our studio and the game at the following links: Facebook | Twitter | Newsletter | Official Site | Glass Knuckle Games Enjoy everyone! -Dave and James
[ 2016-02-12 20:18:39 CET ] [ Original post ]
We're just about an hour and a half from release at this point. Our team is eagerly awaiting release and I'm sure many of you are as well. In the meantime, we've decided to share a little insight on how players can progress through the game. When it comes down to progression in Defragmented (and many other difficult games), both skill and determination are key. Skill at a particular game is not something you can expect to instantly acquire. It will accumulate over time and thus isn't worth stressing over. The main thing you must do is stay determined. Obviously, the more time put in, the more skillful you will become. However, given that Defragmented has numerous RPG features, things will continue adding up in your favor over time. If you're having trouble completing a level (which happens to everyone), stop for a moment and assess your options. Leave the level itself, visit Deal-EO World, upgrade your loadout, try new item combinations, reset your talents, or even return to previous levels on Hardwired difficulty. All the while, you'll be collecting credits, experience, levels, items, mastery, and more. As I originally said, progression in Defragmented comes down to skill and determination. There's no need to repeatedly bash your head trying to complete a tough level. Everyone gets stuck at some point - how you handle that situation is what matters. -Dave
[ 2016-02-12 18:41:17 CET ] [ Original post ]
With Defragmented releasing tomorrow, we decided to take a look back on where the game has been throughout development. It originally began as a very simple prototype in which box-men tossed green spheres at other box-men. Development Timeline Album We grabbed some of the screenshots we took while working on the game over time and compiled them in this progress album. Most of the old screenshots look pretty ugly, but that's just how game development works. We're very happy with how far the game has come. Every project starts somewhere! As planned, Defragmented is still releasing tomorrow at 12PM PST (3PM EST). See everyone then! -Dave
[ 2016-02-11 20:07:58 CET ] [ Original post ]
Greetings, future citizens of Entropolis! Defragmented releases on Friday, February 12th! That's less than TWO WEEKS from today! If you haven't taken a look at our Community Page, hop in there - we've got a few Let's Players posting videos... but that's about it! We want to fill up that community with tons of videos and questions, so ask us a question or two. We know you've got 'em! If you're excited about the game, please continue to spread the word - email or tweet at your favorite YouTubers and streamers and send them over to our website: www.defragmentedgame.com Every little bit helps. We'll be posting some helpful gameplay tips right before release, so keep an eye out. See you soon...
[ 2016-01-31 17:55:01 CET ] [ Original post ]
Catch a train to the city of Entropolis...
Welcome to the official Steam page for Defragmented! We're only about one month away from release. Are you excited for our new cyberpunk action-RPG? The city of Entropolis can be a confusing place. Many characters work behind the scenes to push dark agendas, including Mai Vermouth of Via Ascencio and Noah from the two_BY_two Corporation. Your journey through Defragmented will be fraught with danger and deceit! You'll be visiting quite a few famous locales: the "UV Bar," a cybernetics museum and the crypts of the Entropolis City Council, to name a few. Each level takes advantage of Defragmented's different classes – Railrunners, Cyberzerkers and The Ascended can use skills to beat back the enemy. How does that all sound? Got your train ticket ready? Make sure to visit the Defragmented website to learn more about Entropolis and the struggle waiting within. We're teasing more info about the game and its characters on our social pages and our newsletter, as well – make sure to follow those channels. Feel free to start asking questions and open up discussions on Steam (or on our Twitter accounts). We're so excited to see what you think. See you in one month! Dave & James Glass Knuckle Games Website | Twitter | Facebook | Newsletter
[ 2016-01-12 02:52:26 CET ] [ Original post ]
🎮 Full Controller Support
- Defragmented [2.91 G]
- New World, Bad Blood: Explore the neon city of Entropolis and uncover the conspiracies that lurk within its walls. Museum curators, rogue police agents and benevolent scientists struggle to enforce their world views... but who can you trust?
- RPG character progression: Play as three different classes as you shoot, loot, and repeat at lightning speed. Multiple skill trees let players craft personal characters for a challenging end game.
- Super fast-paced combat: Health points are precious in Defragmented! Players will need to plan their attacks ahead of time. Make use of unique class skills and item loadouts or meet certain death.
- Synthwave soundtrack: Pulse-pounding beats from a diverse group of electronic musicians. Includes artists from works like KUNG FURY, Far Cry 3: Blood Dragon, Hotline Miami 2 and original Defragmented music.
- Procedural loot and combat: Collect procedurally-generated futuristic guns and gadgets. Enemies change their weapons every time you replay a level, forcing players to switch up strategies.
- Destructible environments: Entropolis is not stationary. Tactical cover can be shot through, knocked over and blown apart - keeping players and enemies on the move.
- OS: Ubuntu 10
- Processor: Intel Core 2 DuoMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Intel Core HD 4000
- Storage: 3 GB available space
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