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- Aces of the Luftwaffe - Squadron
- Bang Bang Racing
- Nexus - The Jupiter Incident
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[ 2024-11-25 18:00:03 CET ] [ Original post ]
Not much intro necessary today. Because the release notes for the GUILT update mainly speak for themselves. Apart from new content, we finally introduced the mighty Feeder into the wilds, we gave you Issa the Sniper as support, opened a whole new region – The Glare – for you to explore.
But there’s more. And we shut up now and let you read the important parts. ;)
New Content and Features
The Glare and Shuttle The new region, featuring an icy ravine leading up to a broken dam is now open for exploration. You can reach it via The Pit. Introducing „The Feeder” – the bigger brother of the Crusher! Vicious, slow and deadly. The Feeder has a tongue that darts out of the maw in its underbelly. On impact, it drags you back to the feeder – into the perfect position for its devastating attack. Introducing Issa – The Sniper – new follower Always armed and ready to hunt, Issa enjoys the thrill of the chase. She doesn’t give up until she gets what she wants. Issa only makes an enemy if she knows it will gain her a valuable friend...or lover. Issa laughs easily, but her smile rarely reaches her eyes. She is likelier to join if you have other people with you as tracks of your other followers may lead her to your camp. Game-Over Cutscene You lost all your precious lives? Now we show you what happens to Ash once The Inner Voice eventually claims him. Reverse Finishers II Dying is now more fun. Because the new finisher animations for all the monsters are now in. Go ahead. Try it. It’s fun. Social Events & Leadership The first batch of social events that occur in your camp and force you to make tough decisions. As your followers’ worldviews warped by the eternal winter clash, you must manage the intricate relationships for the sake of your camp. Each decision you’ll be forced to make will have an outcome and impact the overall morale of your followers. Do you dare to choose between them? Keep in mind that not doing anything is the worst you could do but if a follower decides to leave... That’s a burden on your camp, but a blessing on your resources? Base management The “Feast” hut upgrade has been implemented. This upgrade has a significant upfront cost and will raise the morale of your followers every hour for 24 hours, as well as keep them warm and fed for free for the duration.
Changes
New Claiming mechanic We have changed the way gathering areas work: Once you approach a new resource area, the game will tell you that you have discovered it. From that moment on, it will show on your map. Depending on the type, the game will also tell you the necessary tasks to claim it (such as „hitting a deer with an arrow“). Once you claimed the resource, followers can be assigned to it by using the map, the overview screen, or by using the radial menu option within the gathering area. Your followers will continue to gather resources until an area is depleted. In these cases, they will return to camp for rest. Once rested, they will be auto-assigned a task, or you can assign them their new job. In your map & compass, an area that is not claimed will be displayed by a yellow star under the resource type icon. Once claimed, the icon is a blue diamond. If the area has no more resources left, the icon is transparent, and the area is no longer accessible to you or your followers. This has no adverse effect in your existing games, as areas you have already visited will now be auto-claimed. Combat Improvements Following your feedback, we have done the following changes and fixes to the combat mechanics and the Spitters:
- We have decreased the Stamina required to perform a dodge/roll. You can roll four times in a row now and have a smaller delay before Stamina regeneration starts.
- The player will now get up faster after being knocked down to avoid follow-up attacks that would hit him otherwise. In the same vein, player control over the character during the get-up animation is also given tot he player earlier.
- Fixed multiple issues where dodging while locked on a monster would make the player roll towards another monster.
- Fixed and revised the conditions such as max and min range where auto-lock could engage and disengage.
- Fixed the orientation of the player when auto-locked and after disengaging from an enemy.
- Revised monsters‘ leash distances to the way they should be such as suiciding Spitters following you longer and larger monsters breaking their leashes sooner.
- Spitters now have a better telegraph and shorter invulnerability period when engaging their suicide mode, making them easier to avoid. This makes the Spitter less deadly by allowing a single attack in a chain to go through before detonating them on a hit. This way, you can react more efficiently with a dodge or a counter.
- Spitters projectiles are no longer homing to the player characters, their hitboxes and damage rates have been rebalanced.
- We implemented an audio cue to warn the player that he is out of Stamina in addition to the visual effects.
- Revised monster placement in the world for a better balance between challenge and reward.
- Fixed issues where players using the mouse and keyboard would suffer from artificial lags resulting in weird camera and/or character movement making fights harder.
- Revised Armor benefits provided crafted armor for players and followers to make them more resilient
- Optimized Physics code and other optimizations
- We implemented new physics code in addition to other optimizations to bring up the overall game performance. Optimizations will be ongoing targeting the best possible balance between gameplay and visual quality, prioritizing gameplay.
- With the new physics code, there is less strain on the CPU for calculations, and it helps avoid most „getting stuck“ issues on the player character.
- We have also optimized to use the GPU resources more efficiently. Multiple areas of the visual side of the game such as lighting, models, etc. have received optimizations.
BUG FIXES and Minor changes:
- Fixed various issues where weather conditions and game mood weren’t reset appropriately in different cases of deaths.
- Fixed multiple crash issues.
- We have fixed various bugs regarding in our UI for better usability and polish.
- We have updated some UI icons for better legibility.
- Overall quality and stability pass on game events.
- Many points of interests have been re-balanced in regards to location, loot, and stability.
- The Inner Vision feature received multiple stability fixes, such as destroying the outlines properly, a range rebalancing, color-coding review, etc.
- Saving checkpoints have received stability fixes.
- Polished and revised navigation paths for followers in event locations.
- Fixed many instances of invisible monsters.
- Fixed many cases of hero or followers clipping or falling through the world.
- Fixed many cases in which hero could get stuck between objects.
- Fixed many instances of wrong sled placement.
- Revised the tutorial fight difficulty by lowering exploding corruption bulb radius, damage, and the aggressiveness of the first monster.
- Fixed multiple instances of HUD messages displaying too fast in order.
- Fixed many instances in the UI where the mouse or the gamepad would lose focus.
- Fixed issues with the tornado physics, and other various bugs in relation tot he player dying in a tornado.
- Fixed many instances where calling the sled would result in erratic behavior.
KNOWN ISSUES:
- In rare cases, Rhys may glitch. If you see his corpse in your camp’s social area, resurrect him. He will display some erratic behavior, and may not correctly join your expedition when told to do so. You can work around this issue by sending him off to work manually by assigning a gathering task to him via the Overview menu. Once you dismiss him and add him in your expedition, he should behave normally.
- The game crashes after changing the Playback Devices settings while the game is running in the background.
- The character may remain stuck inside the train tracks after crashing the sled into the Crusher.
- Monsters from Jin's recruitment event may be missing in the Forestland Resort but does not prevent the event from being completed.
- In rare cases where the character may fall in front of the sled, the character can be placed outside of the playable area when crashing the sled against the tunnel walls in rare cases.
- A crash occurs on a new game after reaching the Game Over screen while overview tab is open
- A follower is missing when restarting the game immediately after recruiting him.
- The player character is misaligned during the (blue) Ice Crusher finisher.
- In particular hardware configurations, having too many buildings may cause an FPS drop.
- In rare cases, the game may crash after the Wolf recruitment scene in the Flats outpost.
- In rare cases, a lens flare may remain after the hero dies during totem cleansing.
- If the player hard quits the game via ALT-F4 in between dialogs during events, last visible event state will not be saved. Always see the saving icon before quitting.
- The game crashes in RX 480 OC video card machines, especially using older drivers. After updating the drivers, the crash is 10% likely to happen.
[ 2018-06-21 17:25:19 CET ] [ Original post ]
We are hosting an AMA on Reddit 01.03.2018 where we will answer any and all questions you may have!
Hope to see you all there!
[ 2018-02-26 18:44:00 CET ] [ Original post ]
We are hosting an AMA on Reddit 01.03.2018 where we will answer any and all questions you may have!
Hope to see you all there!
[ 2018-02-26 18:44:00 CET ] [ Original post ]
Hey Everyone. We have finally solved our video problems and sorted out the video setup again, so now we are back with the Black Forest games live show. We are starting today at 18:00/6PM CET You can follow it on both our twitch and facebook! www.twitch.tv/blackforestgames www.facebook.com/BlackForestGames Hope to see you all there! //BFG Team
[ 2018-02-22 14:50:43 CET ] [ Original post ]
Hey Everyone. We have finally solved our video problems and sorted out the video setup again, so now we are back with the Black Forest games live show. We are starting today at 18:00/6PM CET You can follow it on both our twitch and facebook! www.twitch.tv/blackforestgames www.facebook.com/BlackForestGames Hope to see you all there! //BFG Team
[ 2018-02-22 14:50:43 CET ] [ Original post ]
We just uploaded another hotfix that fixed the back button after you received a perk.
We are still working on the other issues. Please bear in mind that tomorrow (May 25th, 2017) is a bank holiday in Germany (also father's day). As most people in the studio took an off day on Friday as well, there won't be much work done on Rogue Stormers until after the weekend.
Take care and have fun.
[ 2017-05-24 17:07:31 CET ] [ Original post ]
We just uploaded another hotfix that fixed the back button after you received a perk.
We are still working on the other issues. Please bear in mind that tomorrow (May 25th, 2017) is a bank holiday in Germany (also father's day). As most people in the studio took an off day on Friday as well, there won't be much work done on Rogue Stormers until after the weekend.
Take care and have fun.
[ 2017-05-24 17:07:31 CET ] [ Original post ]
We just released a hotfix for Rogue Stormers. It fixes the player invite bug that occurred after the "Rise of Hindenbork" update.
Still known issues:
We are still working on the back button issue which is not as trivial to solve as it seemed. Our changes to the XP collection in couch co-op broke something, and we didn't encounter it during QA.
We are sorry for the inconveniences this caused. A hotfix for this issue will be released as soon as possible.
If you face the "flight" bug, where you are not able to control the flight after picking up the "Darkness in a Jar" update, we would really appreciate if you could send us your save games as we are not able to reproduce this bug in-house. We assume that there might be a perk or update interfering, but in order to make sure, we need as many different saves as possible. Thanks. :)
The Linux version will be patched after that. Right now, due to the incompatibility between the Windows and Linus versions, online co-op between those two versions is not possible. But we plan to bring the Linux version on par with the Windows version.
[ 2017-05-23 14:04:43 CET ] [ Original post ]
We just released a hotfix for Rogue Stormers. It fixes the player invite bug that occurred after the "Rise of Hindenbork" update.
Still known issues:
We are still working on the back button issue which is not as trivial to solve as it seemed. Our changes to the XP collection in couch co-op broke something, and we didn't encounter it during QA.
We are sorry for the inconveniences this caused. A hotfix for this issue will be released as soon as possible.
If you face the "flight" bug, where you are not able to control the flight after picking up the "Darkness in a Jar" update, we would really appreciate if you could send us your save games as we are not able to reproduce this bug in-house. We assume that there might be a perk or update interfering, but in order to make sure, we need as many different saves as possible. Thanks. :)
The Linux version will be patched after that. Right now, due to the incompatibility between the Windows and Linus versions, online co-op between those two versions is not possible. But we plan to bring the Linux version on par with the Windows version.
[ 2017-05-23 14:04:43 CET ] [ Original post ]
The Rise Of Hindenbork Changelog
Gameplay Changes
- Changed dependencies of character unlocks
- New couch co-op functionality
- New mission
- New boss
- New enemy
- New upgrades
- Presto: Collect a total of 500 gold pieces
- Camille: Collect a total of 1,200 gold pieces
- Stabbygale: Collect a total of 3,000 gold pieces
- El Cazador: Collect a total of 5,000 gold pieces
[ 2017-05-19 17:13:50 CET ] [ Original post ]
The Rise Of Hindenbork Changelog
Gameplay Changes
- Changed dependencies of character unlocks
- New couch co-op functionality
- New mission
- New boss
- New enemy
- New upgrades
- Presto: Collect a total of 500 gold pieces
- Camille: Collect a total of 1,200 gold pieces
- Stabbygale: Collect a total of 3,000 gold pieces
- El Cazador: Collect a total of 5,000 gold pieces
[ 2017-05-19 17:13:50 CET ] [ Original post ]
NEW ENEMIES
On May 19th we will update Rogue Stormers with new content i.e. the new level that Schmitty and Vincent built. But they did much more
Apart from the level they also implemented two new enemies one tough orc, and a new boss: The Heavy Gunship "Hindenbork"
The Hindenbork - BOSS
The Hindenbork is the most recent creation of Ubertinker Kranz. While working on long range goop-carrier missiles, he also developed a new kind of Vehicle. The Hindenbork-Class Gunship was the attempt to create a flying battleship.
Kranz Prototype was named after its captain, Comodore Hanz-Sebastian Hindenbork, a naval officer and former war hero of Ravensdale. The prototypes construction was completed only days before the Rogue Stormers large scale offensive on the heart for Ravensdale, who called the gunship simply The Gimp Blimp.
Fire Orc
Outfitted with the ability to heal in fire, armed with a long-range flame thrower and defended by heavy armor and defensive shielding, the Fire Orc is a very tough opponent to beat.
His main weapons provides him with enough firepower to rival even Prestos flaming inferno. And his armor can take a heavy punch essentially turning this elite enemy into a literally hum orcish tank! Luckily this orc is only employed by Commodore Hindenbork and has never been seen without his commander. Until now
https://black-forest-games.com/2017/05/16/the-rise-of-hindenbork/
[ 2017-05-17 16:09:50 CET ] [ Original post ]
NEW ENEMIES
On May 19th we will update Rogue Stormers with new content – i.e. the new level that Schmitty and Vincent built. But they did much more…
Apart from the level they also implemented two new enemies one tough orc, and a new boss: The Heavy Gunship "Hindenbork"
The Hindenbork - BOSS
The Hindenbork is the most recent creation of Ubertinker Kranz. While working on long range goop-carrier missiles, he also developed a new kind of Vehicle. The Hindenbork-Class Gunship was the attempt to create a flying battleship.
Kranz’ Prototype was named after its captain, Comodore Hanz-Sebastian Hindenbork, a naval officer and former war hero of Ravensdale. The prototype’s construction was completed only days before the Rogue Stormers large scale offensive on the heart for Ravensdale, who called the gunship simply “The Gimp Blimp”.
Fire Orc
Outfitted with the ability to heal in fire, armed with a long-range flame thrower and defended by heavy armor and defensive shielding, the Fire Orc is a very tough opponent to beat.
His main weapons provides him with enough firepower to rival even Prestos flaming inferno. And his armor can take a heavy punch – essentially turning this elite enemy into a literally hum… orcish tank! Luckily this orc is only employed by Commodore Hindenbork and has never been seen without his commander. Until now…
https://black-forest-games.com/2017/05/16/the-rise-of-hindenbork/
[ 2017-05-17 16:09:50 CET ] [ Original post ]
Changes in gameplay
On May 19th we will update Rogue Stormers with new content i.e. the new level that Schmitty and Vincent built. But they did much more
Apart from the level they also implemented some gameplay changes to Rogue Stormers. The first change concerns the main characters and the unlock conditions. The second is related to couch co-op features.
Character unlocks depend on money collection
Unlocking all characters was one of the issues people had with Rogue Stormers. To have access to all characters in the game, you had to complete one walkthrough. It was intended to be challenging. But we see that we might have overdone it a bit.
So we decided to change the unlock condition. Instead of defeating all bosses to unlock all characters, we changed it to collecting a total of 5000 gold pieces.
New Couch Co-op Functionality
The other thing we changed was how you collect XP in couch co-op. Until now only player one would be able to earn Experience Points. The other players i.e. characters in one account wouldnt get any. But we realize that it was frustrating for many players. For one because couch co-op turned out to seem less rewarding than online co-op. It also meant a lot of grinding to reach the max level with each character. This update change this so every character in a co-op game will earn XP and level up individually. And before you ask: No! You wont get four times the XP if you play with a squadron of Brechts.
https://black-forest-games.com/2017/05/16/the-rise-of-hindenbork/
[ 2017-05-16 16:31:26 CET ] [ Original post ]
Changes in gameplay
On May 19th we will update Rogue Stormers with new content – i.e. the new level that Schmitty and Vincent built. But they did much more…
Apart from the level they also implemented some gameplay changes to Rogue Stormers. The first change concerns the main characters and the unlock conditions. The second is related to couch co-op features.
Character unlocks depend on money collection
Unlocking all characters was one of the issues people had with Rogue Stormers. To have access to all characters in the game, you had to complete one walkthrough. It was intended to be challenging. But we see that we might have overdone it a bit.
So we decided to change the unlock condition. Instead of defeating all bosses to unlock all characters, we changed it to collecting a total of 5000 gold pieces.
New Couch Co-op Functionality
The other thing we changed was how you collect XP in couch co-op. Until now only player one would be able to earn Experience Points. The other players – i.e. characters in one account – wouldn’t get any. But we realize that it was frustrating for many players. For one because couch co-op turned out to seem less rewarding than online co-op. It also meant a lot of grinding to reach the max level with each character. This update change this so every character in a co-op game will earn XP and level up individually. And before you ask: No! You won’t get four times the XP if you play with a squadron of Brechts.
[ 2017-05-16 16:31:26 CET ] [ Original post ]
We have a release date for our Experiment.
Rogue Stormers - The Rise of Hindenbork"" will debut on Steam THIS Friday - May, 19th 2017!
More info to come...
[ 2017-05-15 15:30:23 CET ] [ Original post ]
We have a release date for our Experiment.
Rogue Stormers - The Rise of Hindenbork"" will debut on Steam THIS Friday - May, 19th 2017!
More info to come...
[ 2017-05-15 15:30:23 CET ] [ Original post ]
We prepared a little easter egg hunt for you on our website. If you manage to find all 8 hidden eggs, you can enter for a chance to win some BFG swag.
The first egg is hidden on our homepage: https://black-forest-games.com/
The raffle starts Midnight tonight and ends Monday at midnight.
Good luck to you all. :)
[ 2017-04-13 17:18:23 CET ] [ Original post ]
We prepared a little easter egg hunt for you on our website. If you manage to find all 8 hidden eggs, you can enter for a chance to win some BFG swag.
The first egg is hidden on our homepage: https://black-forest-games.com/
The raffle starts Midnight tonight and ends Monday at midnight.
Good luck to you all. :)
[ 2017-04-13 17:18:23 CET ] [ Original post ]
Upgrades, upgrades, and upgrades
It has been a long time since our last update. So we try to catch up with the latest development.
Vincent planned upgrades, trying to cope with the restriction to use only the features and content available. His goal was to provide some new, unique items. Pictured below is kind of an Upgrades Playground. Basically, it is a test level which offers a controlled environment, without features that could interfere with the test. That way Vincent knows exactly what action triggers what, when, why, and how.
The downside of this approach is certainly that if he encounters a bug and is not able to fix it on the design side, he has to drop the upgrade entirely.
Once an upgrade is tested, bug-free and working, Vincent submits it and its ready to go into the game.
[ 2017-04-06 06:54:27 CET ] [ Original post ]
Upgrades, upgrades, and upgrades
It has been a long time since our last update. So we try to catch up with the latest development.
Vincent planned upgrades, trying to cope with the restriction to use only the features and content available. His goal was to provide some new, unique items. Pictured below is kind of an “Upgrades Playground”. Basically, it is a test level which offers a controlled environment, without features that could interfere with the test. That way Vincent knows exactly what action triggers what, when, why, and how.
The downside of this approach is certainly that if he encounters a bug and is not able to fix it on the design side, he has to drop the upgrade entirely.
Once an upgrade is tested, bug-free and working, Vincent submits it and it’s ready to go into the game.
[ 2017-04-06 06:54:27 CET ] [ Original post ]
New main character and features With the new level approaching the final stages, we made a decision on who the main character will be: It’s Giana, including her switching mechanic. While we were at it, we also mashed up some characters and enemies from Twisted Dreams into the mix. https://youtu.be/a8Rc51ABX1M Another feature is a complete main menu overhaul. Originally we planned to include this at a much later stage, but we thought a more modern approach would fit well into the Rogue Stormers universe, and we couldn't wait. The release is scheduled for next Monday, since nobody in their right minds would release anything on a Saturday, April 1st...
[ 2017-04-01 08:37:35 CET ] [ Original post ]
Freebies? Freebies!
Vincent integrated some new, fixed upgrades into the level. Upon pickup, they will spawn a random rare item. A freebie! Right now they are placed at the beginning and the middle part of the map. In order to prevent loot ninjas the maximum amount of freebies you can stack is two. The screenshots show the upgrade in action. Until Vincent and Schmitty get some time from an artist, the chair currently representing the upgrade will function as a placeholder.
For the remainder of the week, Vincent will create some new upgrades, and secondary weapons, as well as continuing to polish the level.
As a little reminder: We still want to know what you think about how difficult this level should be. Head over to our survey and vote for your preference.
https://docs.google.com/forms/d/e/1FAIpQLScV9wdswRF84FgN4YURe-aXAzQxV6DYWVBHVZ-WMIX3XzJnbQ/viewform?usp=sf_link
[ 2017-03-29 15:13:20 CET ] [ Original post ]
We already posted this in the discussion board. Schmitty and Vincent currently are finetuning the level. Now we realize that the games' difficulty is a much debated issue. That's why we’d like to know how hard, or easy, you want the level to be. Just answer this question in the survey linked below and let us know. https://docs.google.com/forms/d/e/1FAIpQLScV9wdswRF84FgN4YURe-aXAzQxV6DYWVBHVZ-WMIX3XzJnbQ/viewform?usp=sf_link Thanks!
[ 2017-03-28 16:21:25 CET ] [ Original post ]
Our animation intern Jeroen spend the better part of the week rigging the airship boss. And please make him smile by cheering for him. This boss is actually the first thing he created since he started working at Black Forest Games that he actually can show to the people close to him. All other projects he worked on so far were created under strict NDA.
Having said that... see the magnificent Airship Boss in his idle animation.
Video on Youtube
[ 2017-03-28 11:54:37 CET ] [ Original post ]
Yes, yes. We said we would uncover the new airship boss today. Well… we don’t. Not today, anyway.
The level is now completely set up. All chunks have their first draft gameplay in them. Assets not yet in the game, or not yet done have placeholders in place.
Vincent added some mini-challenges into the level, which were only possible because of the linearity of most of the level. Yes you read that right. Although most of the levels will be linear and premade – Schmitty and Vincent decided to include some procedural chunks into the level – for challenge.
The next steps are mainly polishing and incorporating feedback from playtesters.
And promise. Tomorrow we will present the airship boss to you.
[ 2017-03-24 16:45:03 CET ] [ Original post ]
Reverse engineering.
[ 2017-03-23 16:42:12 CET ] [ Original post ]
Welcome to bug county…
Vincent encountered a bug, where the camera jumped randomly to the higher chunk and back again. His first guess was a missed tag that he should have placed on the chunk, in order to fix it in place within the level setup. The real reason was much simpler. He forgot to assign a difficulty, which caused the editor to not recognize the chunk properly and sent the camera bouncing like a frantic poodle.
Next to setting up the audio triggers, which is important in case we actually are able to include the audio, Vincent mainly worked on small changes to various chunks, adding new mobs and tweaking the placement of level-elements.
Vincent was also able to playtest one of the flying sections of the new level, which he turned into a short clip
Watch the videos here:
https://www.youtube.com/watch?v=NsENjEAcUTM
https://www.youtube.com/watch?v=YL6TDJlyF1M
[ 2017-03-22 17:42:02 CET ] [ Original post ]
Vincent created an attack for the level boss of our experiment. A friggin, homing, deadly fireball. How will it work? Watch the video. Try to imagine the new boss - a big, badass, hurling fireballs that actually home in towards you… But it doesn't end there - while you get bombarded by these fireballs, you'll hear - hear that guy throwing all kinds of insults at you. Okay... the latter is an option both Vincent and Schmitty explore. When they sat together, exploring the possibility of including voice acting for that fireball-hurling boss, things got pretty interesting. And if you know Schmitty, you know that this meeting became very... expressive. We'll keep you updated on the progress!
[ 2017-03-21 17:42:12 CET ] [ Original post ]
Vincent and Schmitty finished the level layout and basically built a level where they can walk through from start to end already. Of course, the stuff THAT IS in there isn’t the stuff that SHOULD be in there…
In essence, that means the frame is finished, now they work on the interior design.
We think they have fun. Because when we pass by their workspace every now and then we overhear laughter and see them rubbing their hands.
Do you want to know more? https://www.facebook.com/BlackForestGames/videos/1374388155954620/?permPage=1
[ 2017-03-17 13:51:48 CET ] [ Original post ]
Vincent and Schmitty began work on their task. From their basement headquarter under the stairs, one of the first things they had to tackle was to answer some basic questions: What limitations will they face? Both in terms of the tools they have at hand and the available content. What is the story? Will there be a main character? And if yes, who?
You might have guessed it. Right now both Schmitty and Vincent follow the idea of a handcrafted level. Thoroughly planned from beginning to the end, with high and low points, special segments, a dedicated story, and more.
We’re still curious where everything will lead us. Right now it promises fun.
What are your thoughts??
[ 2017-03-15 16:53:50 CET ] [ Original post ]
While cleaning up today we found some long lost developers living in a hidden room under the stairs in the studio dungeons:Schmitty and Vincent. Wondering what to do with them we finally decided to throw them on Rogue Stormers. Their mission: To design something with the existing assets of RS within two weeks.
Something we don’t even know if it’s possible. But they are sincerely confident to make it, given the deep dungeon expertise they gained during their tenure under the stairs.
We will cover the progress of this experiment, in real time and release information, images, videos and everything we have on it – except the source code, of course – as soon as we have it. You’re free to send us comments, suggestions, your plain thoughts, in fact, we would very much like it if you did so.
We have no idea, where this will end, but we’re eager to see.
With that said… Let the gamesperiment begin.
[ 2017-03-14 17:43:56 CET ] [ Original post ]
Today's patch adds two new languages to Rogue Stormers:
Polish and Dutch.
[ 2017-02-09 13:49:39 CET ] [ Original post ]
we fixed a bug in the translation matrix. Portuguese and Brazillian-Portuguese translations are working again.
[ 2016-11-28 14:32:30 CET ] [ Original post ]
Hey all. We're starting a new video series. BFG plays: games... First game is - naturally - Rogue Stormers, since we're in the middle of the launch preps.
Head over to Youtube if you're interested, give it a thumbs up. And share it everywhere. :)
Watch the video on Youtube
In other news. We've made massive progress fixing our audio problems. ;)
[ 2016-09-29 07:35:03 CET ] [ Original post ]
We have release dates for the Rogue Stormers PlayStation 4 and Xbox One versions. In addition we offer a bundle with Giana Sisters: Twisted Dreams on both platforms.
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[ 2016-09-28 07:32:05 CET ] [ Original post ]
We’re very happy to announce that we’re able to offer Rogue Stormers now to an even wider audience: We are adding Turkish and Traditional Chinese to the list of supported languages. Discover the city of Ravensdale and its goopy history all anew with the help of these new settings available.
[ 2016-09-16 16:07:17 CET ] [ Original post ]
Since the Steam release of Rogue Stormers in April, we have been working on a Linux version. That port has been finished, and is available on Steam now. It contains all the fixes and improvements we delivered for the Windows version. And more!
At the same time we uploaded an update for the Windows version. Apart from a couple of bug fixes, it now features multiplayer compatibility with the Linux version, enabling players of both versions to fight the evil Hector von Garg together.
Happy hunting!
Change-Log (v3205):
New Features:
- Mod blacklist for weapons.
- Multiplayer compatibility with Linux version.
- Audio - intros + outro sound hearable also if the volume for FX / music is 0.
- Presto + Suspension Spring Upgrade == No bouncing primary fire
- Secondary Weapons Mods: GX Launcher & Healing Grenade + Explosive
- Overpowered Secondary Weapons Mods: Mods not applying to right projectile.
- Local co-op - secondary weapon (recharge per damage) not working for player 2 - 4.
- Character changed to Presto if reset the progress during a mission. Now the game exits to main menu.
- Pressing and holding secondary fire while the secondary weapon is out of ammunition keeps you from shooting.
- Inherit orientation flag not replicated for trigger shapes.
- Interface - proper HP bars for Dark Matter (mob); Goblin walker and Battle gate.
- Multiplayer - Client - Local player (Host) interface wrong (EXP bar displayed).
- Goblin walker kill category. They now show up in the damage count grinder.
- Blacklisted perforating for surge caster.
- Blacklisted bouncing for moonlight claw.
- Removed rusty drill from mods.
[ 2016-09-08 16:39:00 CET ] [ Original post ]
The BFG Live Show is finally back, today at 6PM CEST/12PM EDT on our usual twitch channel. You have a question you want answered? Pop it in the comments and we'll get to it live tonight! See you there! https://www.twitch.tv/blackforestgames
[ 2016-07-14 14:15:18 CET ] [ Original post ]
The patch is now live on the stable branch. The cause of the random crash has been identified and fixed. We also found and fixed a few other bugs compared to the weekend patch.
Below you'll find the change log for this version.
Gameplay:
- Improved: Boss Camera on 4:3 screens
- Changed: Squid can only be activated with the primary weapon now
- Fixed: Final boss (second phase) was no valid target for Sentry Gun / Railgun
- Fixed: Enemy blood was triggered also if no damage taken
- Fixed: "Bouncing" projectiles can hit the same enemy up to 3 times (damage x3)
- Fixed: Modifier "bouncing" can create more as one object
- Fixed: Presto's flamethrower can go through enemy shield
- Fixed: Dead end possible in one of the mission 7 variants
- Fixed: Enemies on stairs sometimes no longer reacting
- Fixed: Brecht’s ability (piercing) was not working with replacement weapons
- Fixed: HP reduced to 20 HP (mission 2) if you finish mission 1 without damage *NEW*
- Fixed: Client can't hit sharkopede body
- Fixed: Possible Client disconnect if the mission loading took too long
- Fixed: Client - reflect projectiles can be duplicated
- Fixed: Local co-op - Slot 1 Keyboard / Mouse input - only keyboard key hints are displayed for all players
- Fixed: Public player can join private matches (after game over screen)
- Fixed: Join / Invite to game via Steam overlay was breaking the game (now a correct message is displayed)
- Fixed: Dead Player 1 (Host) – no grey or golden keys added to the Inventory
- Improved: Increased the range when the background is no longer shown outside the screen
- Improved: We increased the update window size to prevent stuttering enemy animations at the border of the visible area *NEW*
- Fixed: Animation glitch with the level end drop pod
- Fixed: Shop - Burrito upgrade had the wrong icon
- Fixed: Animation glitch with the player drop pod in Multiplayer
- Fixed: Multiplayer - Dead player was partial visible and was following the lead player *NEW*
- Added: Proper Shot SFX for Plasma Cannon Orcs
- Improved: Enhanced goblin ranged attack impacts SFX
- Improved: Reduced High volume Clutter of Explosion SFX from Clusterbomb
- Fixed: Missing Shot SFX for Balloons, Rifle Orcs and Robocopter.
- Fixed: Missing Shot SFX for Battle Gate Minibosses
- Fixed: A problem occurring with death sound effects of Orcs, Goblins and Shrouds
- Changed: Press “Start” screen is automatically skipped now
- Changed: Gun drone text updated to describe the behavior correct
- Fixed: Localized names for weapon transferred
- Fixed: Overlapping interface element if level end drop pod + weapon / item is at the same position *NEW*
- Fixed: Grey shop item also if you have enough gold to buy it (exact needed gold amount) *NEW*
- Fixed: Achievements "Stabbin' in Style" / “Caucasian Males Can Jump" not correct unlocked
- Fixed: Achievements "Triple-Barreled Terror" and "Dark Wins" not unlocked
- Fixed: Game Resolution not checked on game start, potentially unplayable if you use more as one PC with the same profile
- Fixed: Crash if an invite was accepted during the game was loading / splash screen was shown
- Fixed: Crash if an invite was accepted during the player was in another session (running mission)
- Fixed: D-Input controller was not working (correct) if the controller was already plugged in at game start
- Fixed: Rare crash if the player ability was active and the player stats are updated in a specific way *NEW*
- Fixed: Random crash in Multiplayer (mainly with 4 player but also possible with less) *NEW*
Info regarding fixed achievements:
- "Stabbin' in Style" / “Caucasian Males Can Jump" have to be collected with the determined character. Before the fix aby character was able to collect it.
- "Triple-Barreled Terror" and "Dark Wins": Unfortunately those achievements have to be unlocked again. Before the fix the wrong enemy was counted towards the achievement goal.
[ 2016-06-21 15:24:20 CET ] [ Original post ]
It's Black Forest Games' favorite patch day. This time we mostly fixed issues in single player and multi player mode. There is, however, a random crash bug where we are not able to find the cause. That's why we decided to release the patch as apublic beta over the weekend. That's for all of you who like to try the new version before the official release. Be aware that it is not stable.
Below you'll find the change log for this version.
Gameplay:
- Improved: Boss camera on 4:3 screens
- Changed: Squid can only be activated with the primary weapon now
- Fixed: Final boss (second phase) was no valid target for centry gun / railgun
- Fixed: Enemy blood was triggered also if no damage taken
- Fixed: "Bouncing" projectiles can hit the same enemy up to 3 times (damage x3)
- Fixed: Modifier "bouncing" can create more as one object
- Fixed: Presto's flamethrower can go through enemy shield
- Fixed: Dead end possible in one of the mission 7 variants
- Fixed: Enemies on stairs sometimes no longer reacting
- Fixed: Brecht’s ability (piercing) was not working with replacement weapons
- Fixed: Client can't hit sharkopede body
- Fixed: Possible client disconnect if the mission loading took too long
- Fixed: Client - reflect projectiles can be duplicated
- Fixed: Local co-op - slot 1 keyboard / mouse input - only keyboard key hints are displayed for all players
- Fixed: Public player can join private matches (after game over screen)
- Fixed: Join / invite to game via Steam overlay was breaking the game (now a correct message is displayed)
- Fixed: Dead player 1 (Host) – no grey or golden keys added to the inventory
- Improved: Increased the range when the background is no longer shown outside the screen
- Fixed: Animation glitch with the level end drop pod
- Fixed: Shop - burrito upgrade had the wrong icon
- Fixed: Animation glitch with the player drop pod in multiplayer
- Added: Proper shot SFX for plasma cannon orcs
- Improved: Enhanced goblin ranged attack impacts SFX
- Improved: Reduced high volume clutter of explosion SFX from clusterbomb
- Fixed: Missing shot SFX for balloons, rifle orcs and robocopter.
- Fixed: Missing shot SFX for battle gate minibosses
- Fixed: A problem occurring with death sound effects of orcs, goblins and shrouds
- Changed: Press “Start” screen is automatically skipped now
- Changed: Gun drone text updated to describe the behavior correct
- Fixed: Localized names for weapon transferred
- Fixed: Achievements "Stabbin' in Style" / “Caucasian Males Can Jump" not correct unlocked
- Fixed: Achievements "Triple-Barreled Terror" and "Dark Wins" not unlocked
- Fixed: Game resolution not checked on game start, potentially unplayable if you use more as one PC with the same profile
- Fixed: Crash if an invite was accepted during the game was loading / splash screen was shown
- Fixed: Crash if an invite was accepted during the player was in another session (running mission)
- Fixed: D-Input controller was not working (correct) if the controller was already plugged in at game start
- [Multi Player] Random crashes may occur. Cause unknown - play at your own risk. ;)
- "Stabbin' in Style" / “Caucasian Males Can Jump" have to be collected with the determined character. Before the fix aby character was able to collect it.
- "Triple-Barreled Terror" and "Dark Wins": Unfortunately those achievements have to be unlocked again. Before the fix the wrong enemy was counted towards the achievement goal.
[ 2016-06-17 16:17:17 CET ] [ Original post ]
Today’s hotfix takes care of the following issues:
- Fixed an issue that a part of the Steam achievements no longer unlocked*
- Fixed the rare crash that occured if the character / party (MP) died.**
[ 2016-05-31 15:55:33 CET ] [ Original post ]
Today we released a patch with tons of fixes and changes. Let us know on the forums if you still have issues after this patch. Bug fixes:
- MP-client: Fixed arena spawner effect now on the correct position.
- MP-client: Fixed “start gold + keys not correct”.
- MP-client: Fixed syncing problems in online multiplayer.
- MP-client: Fixed SFX for different sources not playing correct or at all.
- MP - Client: Fixed "invite not working"
- MP - Client: Fixed Local co-op / special EXP bar missing
- Fixed shield emitter blocking projectiles of minions (drones can shot through your own shield now).
- Fixed FPS-drop issue.
- Game may crash during mission 7
- Game may crash on player death.
- We now show the character’s current level.
- Level cap feedback in game when level 60 is reached.
- Some small translation fixes.
- Some loot now scales in multiplayer (prisoners, boss drops, key chests).
- Loot now gets attracted to player characters, allowing to pull it out of walls and nasty corners (range depends on the loot type).
- Shops now spawn new items after a purchase.
- Enemy HP scale in multiplayer according to type (cannon fodder doesn’t scale at all, bosses scale strongest).
- Battle gates and arenas drop better loot.
- Polished The Green Baron boss.
- Brecht’s ability “Lunacy” now adds piercing.
- The secondary weapon “plasmarizer” has received a large damage buff.
- Arenas spawn more aggressive.
- Added more sounds.
- Changed battle gate health to look the same as Boss health bar.
- General level polishing.
- Added 3 new variations of mission 7.
- New chunks in the town biome.
[ 2016-05-25 17:49:15 CET ] [ Original post ]
We just finished a patch which is not tested yet. As soon as this is done, we will update Rogue Stormers. For those who cannot wait we uploaded the patched version to the public beta. You can play it with your leveled characters and all earned perks will end up in the live version. Attention: You will only be able to play the multiplayer with gamers playing the test-version also. The patch will bring a range of improvements which are listed below, but most important: WE FOUND THE REASON FOR THE RANDOM FPS-DROPS! It's a bit embarrassing we haven't discovered this earlier: An old item from the prototype phase, an exploding barrel, that was meant to be deleted everywhere still was existent. It was hiding there in a levelchunk-background, hungry for PC power, killing performance everytime it was loaded. Finally we fought back, hunted it down and banned it to the code-nirvana. Let us know about your experience with that! The other fixes:
Bug fixes:
- MP-client: Fixed arena spawner effect now on the correct position.
- MP-client: Fixed “start gold + keys not correct”.
- MP-client: Fixed syncing problems in online multiplayer.
- MP-client: Fixed SFX for different sources not playing correct or at all.
- Fixed shield emitter blocking projectiles of minions (drones can shot through your own shield now).
- Fixed FPS-drop issue.
Change Log
Interface:
- We now show the character’s current level.
- Level cap feedback in game when level 60 is reached.
- Some small translation fixes.
- Some loot now scales in multiplayer (prisoners, boss drops, key chests).
- Loot now gets attracted to player characters, allowing to pull it out of walls and nasty corners (range depends on the loot type).
- Shops now spawn new items after a purchase.
- Enemy HP scale in multiplayer according to type (cannon fodder doesn’t scale at all, bosses scale strongest).
- Battle gates and arenas drop better loot.
- Polished The Green Baron boss.
- Brecht’s ability “Lunacy” now adds piercing.
- The secondary weapon “plasmarizer” has received a large damage buff.
- Arenas spawn more aggressive.
- Added more sounds.
- Changed battle gate health to look the same as Boss health bar.
- General level polishing.
- Added 3 new variations of mission 7.
- New chunks in the town biome.
[ 2016-05-20 17:19:24 CET ] [ Original post ]
We just uploaded the DcPP aka the dualcore performance patch. This should improve the issues with dropping framerates on some dualcore machines.
[ 2016-05-04 13:28:31 CET ] [ Original post ]
The last patch caused some smaller bugs. They are fixed now: Multiplayer - client - team setup screen - arrows / gamepad button hints are flickering (weak CPUs) Chinese path used - Windows mouse cursor used and disappear after you're back in the Main Menu Battlegate - missing health kits
[ 2016-05-02 16:09:34 CET ] [ Original post ]
Sorry for being late with the detailed patchnotes regarding balancing, we focused on bringing the patch live yesterday. However, here they are: - Characters level up much more quickly now, roughly one level up per mission on average. Beating Garg is likely to result in two, and a thorough playthrough can result in up to nine level ups. If you rush through the missions, you’ll likely end up with seven. Note that these values apply to low-level characters, and that leveling gradually slows down as a character climbs levels. - Secondary weapons with a manual reload have been adjusted. They now reload much more consistently no matter which character you’re playing. “Manual reload” refers to secondary weapons that only reload if you hit an enemy with your primary weapon. The following weapons have been affected: o The Volley Gun now is a manual reload weapon, and its magazine size has been doubled from 15 to 30. You can now empty the magazine for huge burst damage or portion out controlled bursts to quickly finish off wounded enemies. o The Health Grenade now reloads over a span equivalent to completing the first mission (i.e. it reloads multiple times on larger missions with more enemies). o The Orbital Strike Beacon can now be used much more frequently and has a huge area of effect. The damage has been reduced to compensate. It now is a reliable screen clearer instead of a high-risk boss killer. o The Plasmarizer now fully reloads a charge with but a few hits of your primary weapon. o The Pocket Drones reload more quickly now. o The Moonlight Claw still recharges automatically, but now also has a substantial bonus manual reload. This means that it’s at full ammo at the start of every fight, and you can slash at your enemies almost constantly as long as you occasionally refresh the manual reload with your primary weapon. - The Hand Cannon’s automatic reload speed has been increased. - Vaults now are much more likely to contain lots of gold or XP. They can now also spawn large healing kits. - All hazards now consistently have their damage lowered to 5. - Fixes: o Loot spawned from chests and gambling stations should no longer get stuck in walls and ceilings. o Stabbygale now properly fires her shotgun in both directions when she picks up the Kinked Barrel upgrade (a bug removed her shots instead of duplicating them). - Upcoming fixes and balance changes: o We are currently working on fixing the bug that causes the Amplifire secondary weapon to break Camille’s rocket explosions. o Brecht’s ability will also grant piercing to all attacks to improve his chances against large groups and to allow him to reliably hit priority targets. o It will be possible to set the first battle gate on fire as intended, making the fight a lot easier for Presto. o The Plasmarizer will receive a damage buff. o Multiple improvements to multiplayer and looting (more details after implementation and testing).
[ 2016-04-29 11:21:24 CET ] [ Original post ]
We just uploaded the next patch so nothing stands in your way for a weekend full of Rogue Stormers: * Crash fix for running the game in a folder containing Chinese characters * Random crash fix when opening chests and menus * Being invited to a game no longer forces you to use keyboard/mouse (clients can now freely switch between controller and keyboard at all times) * Some balance changes * Bunch of audio and camera fixes Also we fixed some smaller bugs you reported to us. keep storming
[ 2016-04-28 15:33:55 CET ] [ Original post ]
Whatever we messed up, Valve fixed it and we're back in full glory! Thanks to Steam support for the help and to you out there for your patience. Now feel free to grab your game!
[ 2016-04-27 15:18:10 CET ] [ Original post ]
Since half a day only the Deluxe-Edition is visible in the store. The same issue already appeared when the game has been finally released, so we are confident that this will be solved by Valve soon. It won't take long until you will be able again to buy your favorite run'n'gun!
[ 2016-04-27 12:49:17 CET ] [ Original post ]
Some say everything in life is about character, today's patch is indeed: Implemented: Possibility to use keyboard
+
keys and/or gamepad D-Pad to switch between the characters in multiplayer team setup screen Fixed: Bug that it was not possible to switch the characters after Presto was unlocked in multiplayer team setup screen Fixed: Character information no longer cut in multiplayer setup screen Fixed: Correct icon shown for Perk "Capitalist Health Care" Fixed: Various SFX Updated: Level geometry in ruin section polished As always, thanks for your feedback!
[ 2016-04-26 15:26:03 CET ] [ Original post ]
Due to a bug in the Chinese (and Portuguese) localisation didn't show up when selecting the language in the game. This has been fixed with the day-one-patch on Friday. Sorry for the confusion.
[ 2016-04-23 08:28:50 CET ] [ Original post ]
Ladies and gentlemen, heroines and heroes, amazons and knights! We proudly announce that Rogue Stormers has officially left Early Access once and for all. Your favorite goblin-smashing, orc-fragging run’n’gun action game can now be played in all its glory live on Steam! With deep gratitude and humility we bow our heads to all our Kickstarter backers and Early Access adopters who supported us and made it possible for us to come this far. We are eager to hear your feedback! To everyone who wants to join the bloody battle to liberate Ravensdale, here’s what awaits you in Rogue Stormers: I'm So Ronery: single player mode Gun Together for Fun Together: up to four players local/online co-op All You Can Kill Buffet: 5 character classes to wreak mayhem on mutant monsters and murderous machines in a variety of playstyles Sick Arse Biomes: all generated procedurally with randomized combinations of enemies, traps and upgrades for infinite replayability Farting Angels and Things That Have Teeth but Shouldn't: deal with orcs, goblins, death machines, eldritch horrors and battlegates bristling with weapons Set Things on Fire: trigger environmental chain reactions that will kill your enemies and maybe you too, but idk, it looks cool It's So Shiny: game world modeled in meaty 3D Permanently Perky: trick yourself out with persistent perks that accumulate through level ups Have fun, The whole BFG team
[ 2016-04-21 17:54:24 CET ] [ Original post ]
From Good Friday to Easter Monday (03/24 – 03/28), owners of Rogue Stormers on Steam will be able to access the exclusive preview. Players will need to activate it in the game's properties in the Steam library (select "Preview - Easter Preview Event"). Afterwards we would love if you could take the time to fill out the form here - feedback Hope you all have a great easter!
[ 2016-03-24 20:08:45 CET ] [ Original post ]
We want to announce today that we’re forced to keep the lunatics in our cages for a little bit longer – The Steam release of Rogue Stormers will be delayed to April 21st, 2016 . We’re using the extra time to make sure Rogue Stormers launches with maximum polish. There’s already lots of content in the game–and with the final release we’ve added even more. Releasing Rogue Stormers with sub-par game balance is simply not acceptable to us. Good news is you will get a sneak-peek into the current, almost-final release during a special Easter Event. From Good Friday to Easter Monday (03/24 – 03/28) Steam Time, owners of Rogue Stormers on Steam will be able to access the exclusive preview. Players will need to activate it in the game’s properties in the Steam library (select “Preview – Easter Preview Event”).
[ 2016-03-18 17:15:38 CET ] [ Original post ]
Hey everyone. Today we would like to show you our brand new rogue stormers trailer - https://www.youtube.com/watch?v=BH-jXpOVc3k&feature=youtu.be - Hope you all enjoy it!
[ 2016-03-09 18:49:23 CET ] [ Original post ]
Hey everyone. As every year Black Forest Games provides you with all the love that you need with our amazing valentine´s cards that you can send to the people you love or hate up to you! We wish everyone a happy valentines day and hope you get to spend it with someone special! Giana Sisters Cards Valentines Card 1 Valentines Card 2 Valentines Card 3 Rogue Stormers Cards Valentines Card 1 Valentines Card 2 Valentines Card 3 Valentines Card 4 Valentines Card 5 Best Regards Your Black Forest Games Team.
[ 2016-02-11 18:39:10 CET ] [ Original post ]
🎮 Full Controller Support
- Rogue Stormers Linux bin [268.61 M]
- Rogue Stormers Linux Data [3.76 G]
Gameplay
Rogue Stormers combines classic run ‘n’ gun gameplay with a modern art style, twin stick shooter configuration and all the good things rogue like has to offer. Did we mention that you can have up to three friends join you on your rampage in either online or couch co-op mode?Your goal is to fight and beat the ultimate evil threatening Ravensdale - but in order to beat him, you need to fight your way through 7 increasingly challenging levels. If you die, you'll be back at square one. Earned perks are yours to keep, allowing your character to grow stronger with each new raid.
Our technology enables us to layer and combine level chunks to create meaningful level combinations with infinite replayability. An ever-growing cast of enemies, hazards and loot is layered within each chunk, generating incredible diversity.
Tons of different upgrades and weapons will cause each new session to play in a unique fashion, depending on which weapons or upgrades you pick and get. Adding to that are five unlockable character classes, each with its own skills and base weapon.
The further you delve into the vast undercity of Ravensdale, the more you will learn about the city's history and that of its citizens, as well as the tragic backgrounds of the five heroes who took arms to save the city.
All these factors combined determine how you’ll engage the sprawling city of Ravensdale. Will you go toe to toe with your enemies or pick them off them from a distance? Will you cripple your enemies, block attacks or just blast everything apart with pure damage?
Features:
- I'm So Ronery: Single player mode
- Gun Together for Fun Together: Up to four players local/online co-op
- All You Can Kill Buffet: 5 character classes to decide whether you feel like murdering people with fire or goop or guns
- Sick Arse Biomes: All generated procedurally with random placement of enemies, traps and upgrades for infinite replayability
- Farting Angels And Things that Have Teeth But Shouldn't: Deal with classic orcs, goblins, floating weapon platforms, eldritch horrors and battlegates bristling with weapons
- Set Things on Fire: Trigger environmental chain reactions that will kill both you and your enemies, but idk, it looks cool
- It's So Shiny: Game world modeled in blistering 3D
- Discover New Stuff: Unlock tons of crazy updates and new weaponry that give you even more ways to murder your enemies.
- Story Time: Unravel Ravensdale's dark history piece by piece and learn your character’s gruesome history
- OS: Ubuntu 12.10 or newer
- Processor: Dual Core processorMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0 (Mesa 10.6.3) Compatible Graphics cardNetwork: Broadband Internet connection
- Storage: 5 GB available space
- OS: Ubuntu 12.10 or newer
- Processor: Quad Core Processor (i7 2nd gen or equivalent)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce 570 or betterNetwork: Broadband Internet connection
- Storage: 5 GB available space
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