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Name

 Coin Crypt 

 

Developer

 Dumb and Fat Games 

 

Tags

 

RPG 

 

Singleplayer 

Release

 2014-10-28 

 

Steam

 9,99€ 6,99£ 9,99$ / 0 % 

 

News

 32 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 1 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/264690 

 

How long to Beat

Main Story

 5 Hours 

 

Main Story + Extras

 6 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 100,000 .. 200,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 280  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 68 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Coin Crypt Unix [31.07 M] 


DLC

 Coin Crypt: Sea and Sky Expansion 



Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.


LINUX STREAMERS (0)




WANDERSONG IS OUT!



A musical adventure where you use singing to save the world! Play as a silly bard who embarks on a globe-trotting journey to learn about the mysterious Earthsong, said to be able to prevent the universe’s imminent end. Along the way there’s a huge cast of characters to meet, puzzles to solve and songs to sing!

In Wandersong you're a walking musical instrument, and you use song to interact with everything. Different things respond to your music in different ways, so it's up to you to sing your songs, unlock the world's secrets and make new friends!

FEATURES

  • 10-12 hours of adventure!
  • Use singing to interact with the world!
  • 150+ characters to meet and discover!
  • 150+ characters to annoy with your singing!
  • The DANCE BUTTON... dance anytime, anywhere!
  • Whimsy!
  • Full accessible to color-blind and deaf players!


Get it now on Steam! :)


[ 2018-09-28 22:38:53 CET ] [ Original post ]

WANDERSONG from the designer of Coin Crypt is coming in 2018!



It's full of rainbows and joy and music and I hope you guys love it. Check out the trailers & wishlist it here!

http://store.steampowered.com/app/530320/Wandersong/

-Greg


[ 2018-01-04 22:17:00 CET ] [ Original post ]

WANDERSONG from the designer of Coin Crypt is coming in 2018!



It's full of rainbows and joy and music and I hope you guys love it. Check out the trailers & wishlist it here!

http://store.steampowered.com/app/530320/Wandersong/

-Greg


[ 2018-01-04 22:17:00 CET ] [ Original post ]

NEW PATCH???

  • Socialite achievement should be working
  • Dropping fractions of coins less than one (ie .33 coins) works as intended again (ie 33% chance to drop a coin)
  • Secret areas in sky world are accessible again
  • "Passive coin efficacy" no longer boosts damage (unless you have damage-boosting passive coins)
  • A few coin stats were fixed or adjusted
  • Some Warlock crash fixes

    I don't think this fixes *every single bug,* but it addresses the ones which I could handle in a timely manner, and which players seemed most concerned with. Apologies for radio silence since the DLC came out; development got quite stressful towards the end and I needed some space. Plus, I've been busy working very hard on my cool new thing. ;)

    Please don't think I don't care. I do. I cared enough to work mostly solo on this thing for years, supporting it, adding DLC, and filling it with way more content than is necessary or even sensible for a $10 indie game x) (Hence, also, why players still find bugs now and then in strange pockets of this infinitely generated monster of a system, hehe). I still love this game. Once in a while I like to return to it to do a daily challenge, and it really makes me feel glad to see people are still playing every day. Thank you so much, mancers. Ya'll are the coolest. <3

    I'll keep an eye out for a bit to make sure this didn't break everything.


  • [ 2016-05-28 23:53:25 CET ] [ Original post ]

    NEW PATCH???

  • Socialite achievement should be working
  • Dropping fractions of coins less than one (ie .33 coins) works as intended again (ie 33% chance to drop a coin)
  • Secret areas in sky world are accessible again
  • "Passive coin efficacy" no longer boosts damage (unless you have damage-boosting passive coins)
  • A few coin stats were fixed or adjusted
  • Some Warlock crash fixes

    I don't think this fixes *every single bug,* but it addresses the ones which I could handle in a timely manner, and which players seemed most concerned with. Apologies for radio silence since the DLC came out; development got quite stressful towards the end and I needed some space. Plus, I've been busy working very hard on my cool new thing. ;)

    Please don't think I don't care. I do. I cared enough to work mostly solo on this thing for years, supporting it, adding DLC, and filling it with way more content than is necessary or even sensible for a $10 indie game x) (Hence, also, why players still find bugs now and then in strange pockets of this infinitely generated monster of a system, hehe). I still love this game. Once in a while I like to return to it to do a daily challenge, and it really makes me feel glad to see people are still playing every day. Thank you so much, mancers. Ya'll are the coolest. <3

    I'll keep an eye out for a bit to make sure this didn't break everything.


  • [ 2016-05-28 23:53:25 CET ] [ Original post ]

    Sea and Sky Expansion is Now Available!



    This expansion adds new coins, worlds, classes, items... a whole lot of new EVERYTHING. Coin Crypt's adventure is now bigger and better than ever! Check out the trailer below.

    https://youtu.be/l3KNbWCwUAk

    I'd like to give a big, big thanks to all of our supportive players. Working on Coin Crypt is tons of fun, and getting to share this thing with so many people is very exciting, and humbling. We hope you enjoy all the new stuff we've been building.


    [ 2015-09-29 22:33:36 CET ] [ Original post ]

    Sea and Sky Expansion is Now Available!



    This expansion adds new coins, worlds, classes, items... a whole lot of new EVERYTHING. Coin Crypt's adventure is now bigger and better than ever! Check out the trailer below.

    https://youtu.be/l3KNbWCwUAk

    I'd like to give a big, big thanks to all of our supportive players. Working on Coin Crypt is tons of fun, and getting to share this thing with so many people is very exciting, and humbling. We hope you enjoy all the new stuff we've been building.


    [ 2015-09-29 22:33:36 CET ] [ Original post ]

    Pre-DLC Update

    The Sea and Sky Expansion is going to be available tomorrow! In preparation, this update just updates the base game to the latest version so that it's ready to receive the downloadable content when that goes live. Also gives us a chance to test out our engine updates before the rush.

    What's New

    • Expansion content is visible, but (mostly) unplayable until tomorrow (see below).
    • Minibosses now have unique sfx


    What's Tweaked
    • A LOT of minor coin tweaks, enemy spawn rates, and coin spawn rates.
    • ...And a lot more I don't remember anymore!


    What's Fixed
    • Cleaned up memory management for really huge coin collections, so out of memory errors should not be appearing anymore. Return Penny to your heart's content! :)
    • The teleporter in secret rooms has a bigger hitbox
    • More code to stop getting stuck in walls from teleporting
    • Tried to stop player from randomly getting stuck in walls during collision
    • A lot more I don't remember anymore!


    By the way! Daily Challenges have changed a bit because of the expansion. We wanted ALL players to still have the exact same Daily Challenge, so *some* expansion content will be available to *all* players through the Daily Challenge. That means today you can try out the Daily Challenge if you want to preview/demo some of the DLC content.

    Get pumped for tomorrow!


    [ 2015-09-29 06:26:59 CET ] [ Original post ]

    Pre-DLC Update

    The Sea and Sky Expansion is going to be available tomorrow! In preparation, this update just updates the base game to the latest version so that it's ready to receive the downloadable content when that goes live. Also gives us a chance to test out our engine updates before the rush.

    What's New

    • Expansion content is visible, but (mostly) unplayable until tomorrow (see below).
    • Minibosses now have unique sfx


    What's Tweaked
    • A LOT of minor coin tweaks, enemy spawn rates, and coin spawn rates.
    • ...And a lot more I don't remember anymore!


    What's Fixed
    • Cleaned up memory management for really huge coin collections, so out of memory errors should not be appearing anymore. Return Penny to your heart's content! :)
    • The teleporter in secret rooms has a bigger hitbox
    • More code to stop getting stuck in walls from teleporting
    • Tried to stop player from randomly getting stuck in walls during collision
    • A lot more I don't remember anymore!


    By the way! Daily Challenges have changed a bit because of the expansion. We wanted ALL players to still have the exact same Daily Challenge, so *some* expansion content will be available to *all* players through the Daily Challenge. That means today you can try out the Daily Challenge if you want to preview/demo some of the DLC content.

    Get pumped for tomorrow!


    [ 2015-09-29 06:26:59 CET ] [ Original post ]

    Coinpile Update 9/5

    WHAT'S NEW:


    • Once you've bought every character, the game will start stockpiling your earnings with a visible counter. (It started saving this only recently, unfortunately, but with this update you may see some savings already from previous play). The DLC will come with some ways to spend some of these earnings, but everything else will go to a pile on your title screen. Just how high can it go? We're afraid to even tell you...
    • You can now press T to toggle displaying your current playtime in the top-left corner. We put this secret feature in for weirdos who care about that stuff. (<3)
    • Cloud saving...... SHOULD be working now? On Windows. Let us know. (It definitely doesn't crash!)

    WHAT'S TWEAKED:

    • If you are hit by a steal or drop effect when the only coins you have left are all in your hand... you'll now lose a coin from your hand! This means you can now actually game over against enemies who force you to lose coins even if you try to stall them out.
    • Any character with a "return used coin" stat modifier of 1.5 or over (like the Wizard...) will now GAME OVER if their bag is empty and they are in a battle against a live opponent and they aren't using any attacks. For any other character, if you're in this state and at least 1 coin is ABOUT to be deposited to your bag (ie from a return penny), the game will give you the benefit of the doubt and give you the coin and let you continue.
    • A few coin tweaks. Notably, the Return Penny is now worth $0 (so it can't be used on itself to generate infinite money, though it can be combo'd with other stuff, still). Also, the Slip Charm is now back to its former glory of speed 0 / worth $10.

    WHAT'S FIXED:

    • The Return Penny works like it's supposed to/used to again.
    • The game will stop looking for daily challenge data after a certain number of attempts fail (will save processing speed when you're playing offline...)

    -----------------------
    Our balances this time around are making the game harder in a few spots, but in places we feel are pretty fair. Honestly, it was always pretty jank that you could sneak through steal/drop enemies with only a handful (literally) of coins; that's exactly when steal/drop enemies should be scariest!

    We've also seen a couple reports of memory-related crashes still happening and are doing our best to dig through and find the source issues... Apologies to anyone affected by this.

    DLC's still going too. We are planning to launch it this month, but are cautious to pick a date while some pieces are still coming together. We revealed another new playable class on the blog, and have posts scheduled to show the other new ones in the meantime. The ones we've shown so far, the Hero and Warlock, are just a taste of all the cool new things that are waiting for you...


    [ 2015-09-06 03:04:57 CET ] [ Original post ]

    Coinpile Update 9/5

    WHAT'S NEW:


    • Once you've bought every character, the game will start stockpiling your earnings with a visible counter. (It started saving this only recently, unfortunately, but with this update you may see some savings already from previous play). The DLC will come with some ways to spend some of these earnings, but everything else will go to a pile on your title screen. Just how high can it go? We're afraid to even tell you...
    • You can now press T to toggle displaying your current playtime in the top-left corner. We put this secret feature in for weirdos who care about that stuff. (<3)
    • Cloud saving...... SHOULD be working now? On Windows. Let us know. (It definitely doesn't crash!)

    WHAT'S TWEAKED:

    • If you are hit by a steal or drop effect when the only coins you have left are all in your hand... you'll now lose a coin from your hand! This means you can now actually game over against enemies who force you to lose coins even if you try to stall them out.
    • Any character with a "return used coin" stat modifier of 1.5 or over (like the Wizard...) will now GAME OVER if their bag is empty and they are in a battle against a live opponent and they aren't using any attacks. For any other character, if you're in this state and at least 1 coin is ABOUT to be deposited to your bag (ie from a return penny), the game will give you the benefit of the doubt and give you the coin and let you continue.
    • A few coin tweaks. Notably, the Return Penny is now worth $0 (so it can't be used on itself to generate infinite money, though it can be combo'd with other stuff, still). Also, the Slip Charm is now back to its former glory of speed 0 / worth $10.

    WHAT'S FIXED:

    • The Return Penny works like it's supposed to/used to again.
    • The game will stop looking for daily challenge data after a certain number of attempts fail (will save processing speed when you're playing offline...)

    -----------------------
    Our balances this time around are making the game harder in a few spots, but in places we feel are pretty fair. Honestly, it was always pretty jank that you could sneak through steal/drop enemies with only a handful (literally) of coins; that's exactly when steal/drop enemies should be scariest!

    We've also seen a couple reports of memory-related crashes still happening and are doing our best to dig through and find the source issues... Apologies to anyone affected by this.

    DLC's still going too. We are planning to launch it this month, but are cautious to pick a date while some pieces are still coming together. We revealed another new playable class on the blog, and have posts scheduled to show the other new ones in the meantime. The ones we've shown so far, the Hero and Warlock, are just a taste of all the cool new things that are waiting for you...


    [ 2015-09-06 03:04:57 CET ] [ Original post ]

    Lore Update 8/28

    WHAT'S NEW:


    • There's a new extended view on the coin collection screen that sheds some light on the creation or background of every coin in the game. Lots of world backstory is here that we've never had the space to fit into the game before, and now there's plenty more reason to try to discover every coin in the game.
    • All coins now have higher resolution art, thanks (again) to DragonPlatino. They look GREAT now, so a big round of applause to him!
    • Each character class now has a unique hand in battle.
    • Steam cloud saves *may* have been enabled? There's no way to test until the game is live, so fingers crossed on this one. EDIT: took this back out, led to a lot of game crashing...

    WHAT'S TWEAKED:

    • Coin spawn rates have been normalized across the board to help maintain game balance. The most noticeable change will probably be that stat up coins will appear a smidgen more often, and the "Presidential Pence" can now appear in the upper worlds.
    • Coin values and abilities have also been adjusted in a lot of places. Several coins in Kaichin's set have been nerfed a bit, Meiosis Charm will no longer duplicate itself when used by an enemy, and the Fleetfoot Token is now a hit 2/1 speed coin in addition to boosting your running speed.
    • Fewer chests will appear in the forge (but with the litany of secret chests, it still has a pretty decent abundance of loot compared to other worlds).
    • The "Coin shield" status ("protects coins") now depletes by 2 beats when it blocks a coin from being stolen or dropped.
    • The Templar's heal-based power boosts now cap at healing of 12. This was always true for the lifespan of her powerup status, but now the actual damage output is limited as well (because the exponential growth algorithm made for some pretty EXTREME numbers...).

    WHAT'S FIXED:

    • Quicksaving now properly saves your selected difficulty and any coins that have been struck from spawning by deities (they, uh, weren't doing this before... oops).
    • Deity statues will spawn more consistently... in some conditions they could just not appear at all on a level where they were supposed to.

    -----------------------
    DLC work is also progressing well. The game content is actually about 100% done, but there've been some delays with art/music assets and we're taking our time playtesting it. Plus we've been listening in for suggestions and gradually building it up with more content as we think of and hear good ideas.

    We did reveal the first of the new playable character classes though, in case you missed it.


    [ 2015-08-28 08:06:32 CET ] [ Original post ]

    Lore Update 8/28

    WHAT'S NEW:


    • There's a new extended view on the coin collection screen that sheds some light on the creation or background of every coin in the game. Lots of world backstory is here that we've never had the space to fit into the game before, and now there's plenty more reason to try to discover every coin in the game.
    • All coins now have higher resolution art, thanks (again) to DragonPlatino. They look GREAT now, so a big round of applause to him!
    • Each character class now has a unique hand in battle.
    • Steam cloud saves *may* have been enabled? There's no way to test until the game is live, so fingers crossed on this one. EDIT: took this back out, led to a lot of game crashing...

    WHAT'S TWEAKED:

    • Coin spawn rates have been normalized across the board to help maintain game balance. The most noticeable change will probably be that stat up coins will appear a smidgen more often, and the "Presidential Pence" can now appear in the upper worlds.
    • Coin values and abilities have also been adjusted in a lot of places. Several coins in Kaichin's set have been nerfed a bit, Meiosis Charm will no longer duplicate itself when used by an enemy, and the Fleetfoot Token is now a hit 2/1 speed coin in addition to boosting your running speed.
    • Fewer chests will appear in the forge (but with the litany of secret chests, it still has a pretty decent abundance of loot compared to other worlds).
    • The "Coin shield" status ("protects coins") now depletes by 2 beats when it blocks a coin from being stolen or dropped.
    • The Templar's heal-based power boosts now cap at healing of 12. This was always true for the lifespan of her powerup status, but now the actual damage output is limited as well (because the exponential growth algorithm made for some pretty EXTREME numbers...).

    WHAT'S FIXED:

    • Quicksaving now properly saves your selected difficulty and any coins that have been struck from spawning by deities (they, uh, weren't doing this before... oops).
    • Deity statues will spawn more consistently... in some conditions they could just not appear at all on a level where they were supposed to.

    -----------------------
    DLC work is also progressing well. The game content is actually about 100% done, but there've been some delays with art/music assets and we're taking our time playtesting it. Plus we've been listening in for suggestions and gradually building it up with more content as we think of and hear good ideas.

    We did reveal the first of the new playable character classes though, in case you missed it.


    [ 2015-08-28 08:06:32 CET ] [ Original post ]

    New Options + Compatibility Patch

    WHAT'S NEW:


    • EASY MODE: makes the game essentially turn-based by freezing battle while you pick coins. Secrets and scoring that have to do with finishing the game won't unlock, but everything else is fair game. A good way to learn new classes or for new players to get acclimated to the game. Available in the Options screen.
    • Disable Gamepad option
    • You can resize the game window freely (but the aspect ratio will never change)

    WHAT'S TWEAKED:

    • Claim ghosts only begin appearing after unlocking the "Coinhalla" achievement; and they can now appear on chests not blessed by deities. The rate of appearance is still based on quantity donated to deities though.
    • Coin type spawn rates now shift based on coins that have been gifted from deities (ie. if a deity is giving you a lot of attacks, fewer attacks will show up in non-deity chests in favor of coins you're lacking, like heals).
    • A few balance tweaks here and there. Notably, "Terra Firma Nummus" (which lengthens status effects) got a huge power up (I think we typo'd its original stats...) and the "Slip charm" (enemy drops a coin) lost its self-hit effect but dropped a speed class (now takes 1 beat instead of being instant).
    • Several coins have been updated to higher resolution art (thanks to DragonPlatino)
    • Slightly improved layout on the collection screens that makes the scrollbar always visible
    • Status effects now cap out at 20
    • Spacebar/enter keys can now be used to confirm a character class change

    WHAT'S FIXED:

    • Changed how we format the PC build--should be more compatible across the board, including for Windows 10.
    • Mousing over inventory coins while the gamepad is enabled will always highlight the correct coin now.
    • RT now is the correct input to change score views on the title screen.

    -----------------------
    Before you ask, we're working on a HARD MODE as well... but we want to give it some different music, and spend some more time playtesting, and we think it will fit in better with the Sea&Sky DLC when it's ready. So it will be a little bit before it's available.

    Keep an eye out on our devlog, where we'll be posting about new DLC content soon!

    EDIT 8/18: there was a rare crash happening during battle that we tried to address with a new patch just now.


    [ 2015-08-18 06:34:40 CET ] [ Original post ]

    New Options + Compatibility Patch

    WHAT'S NEW:


    • EASY MODE: makes the game essentially turn-based by freezing battle while you pick coins. Secrets and scoring that have to do with finishing the game won't unlock, but everything else is fair game. A good way to learn new classes or for new players to get acclimated to the game. Available in the Options screen.
    • Disable Gamepad option
    • You can resize the game window freely (but the aspect ratio will never change)

    WHAT'S TWEAKED:

    • Claim ghosts only begin appearing after unlocking the "Coinhalla" achievement; and they can now appear on chests not blessed by deities. The rate of appearance is still based on quantity donated to deities though.
    • Coin type spawn rates now shift based on coins that have been gifted from deities (ie. if a deity is giving you a lot of attacks, fewer attacks will show up in non-deity chests in favor of coins you're lacking, like heals).
    • A few balance tweaks here and there. Notably, "Terra Firma Nummus" (which lengthens status effects) got a huge power up (I think we typo'd its original stats...) and the "Slip charm" (enemy drops a coin) lost its self-hit effect but dropped a speed class (now takes 1 beat instead of being instant).
    • Several coins have been updated to higher resolution art (thanks to DragonPlatino)
    • Slightly improved layout on the collection screens that makes the scrollbar always visible
    • Status effects now cap out at 20
    • Spacebar/enter keys can now be used to confirm a character class change

    WHAT'S FIXED:

    • Changed how we format the PC build--should be more compatible across the board, including for Windows 10.
    • Mousing over inventory coins while the gamepad is enabled will always highlight the correct coin now.
    • RT now is the correct input to change score views on the title screen.

    -----------------------
    Before you ask, we're working on a HARD MODE as well... but we want to give it some different music, and spend some more time playtesting, and we think it will fit in better with the Sea&Sky DLC when it's ready. So it will be a little bit before it's available.

    Keep an eye out on our devlog, where we'll be posting about new DLC content soon!

    EDIT 8/18: there was a rare crash happening during battle that we tried to address with a new patch just now.


    [ 2015-08-18 06:34:40 CET ] [ Original post ]

    We're Working on DLC! (And updated the game today)


    We've been working on some new DLC for the game over the last few weeks in the background, while we've been updating the game! It's going to be called Coin Crypt: Sea and Sky and it's already very far along. Keep an eye on our devlog for more details as we release them: http://coincrypt.tumblr.com/

    Also we updated the game.
    WHAT'S NEW:


    • Donating to deities now occasionally spawns a new character with treasure chests: the CLAIM GHOST, who forces you to pick a coin to give them forever. This prevents that coin from spawning of the rest of the run. Use this feature to limit the kinds coins that appear so you can focus your strategy!
    • Shops will have a new layout with 5 items instead of 4 once you reach the forge for the first time.


    WHAT'S TWEAKED:

    • Enemies holding key coins are now less likely to use them the more coins they have, and will always give you exactly 1 key coin when defeated--no more or less, even with different curses or boons to your enemy loot stat.
    • Many minor adjustments to coin abilities & values. Most significantly, the Slip Charm (drop 1 coin) hurts the user when used in a stack, which nerfs the strategy of abusing its instant cast speed and stack power as the Wizard.


    BUGS:

    • Moved secret room spawn point to lower the chance of going into walls
    • Rare crash on run results screen
    • Rare crash with status swap ability
    • [EDIT]Crash on defeating Shadomega


    ------------------------------

    We're aware that the game doesn't boot for certain Windows 10 users. On this issue our hands are tied, since the problem is with our game engine, Game Maker Studio. We're eagerly awaiting a compatibility update and will update the game as soon as it's available.


    [ 2015-08-12 02:39:29 CET ] [ Original post ]

    We're Working on DLC! (And updated the game today)


    We've been working on some new DLC for the game over the last few weeks in the background, while we've been updating the game! It's going to be called Coin Crypt: Sea and Sky and it's already very far along. Keep an eye on our devlog for more details as we release them: http://coincrypt.tumblr.com/

    Also we updated the game.
    WHAT'S NEW:


    • Donating to deities now occasionally spawns a new character with treasure chests: the CLAIM GHOST, who forces you to pick a coin to give them forever. This prevents that coin from spawning of the rest of the run. Use this feature to limit the kinds coins that appear so you can focus your strategy!
    • Shops will have a new layout with 5 items instead of 4 once you reach the forge for the first time.


    WHAT'S TWEAKED:

    • Enemies holding key coins are now less likely to use them the more coins they have, and will always give you exactly 1 key coin when defeated--no more or less, even with different curses or boons to your enemy loot stat.
    • Many minor adjustments to coin abilities & values. Most significantly, the Slip Charm (drop 1 coin) hurts the user when used in a stack, which nerfs the strategy of abusing its instant cast speed and stack power as the Wizard.


    BUGS:

    • Moved secret room spawn point to lower the chance of going into walls
    • Rare crash on run results screen
    • Rare crash with status swap ability
    • [EDIT]Crash on defeating Shadomega


    ------------------------------

    We're aware that the game doesn't boot for certain Windows 10 users. On this issue our hands are tied, since the problem is with our game engine, Game Maker Studio. We're eagerly awaiting a compatibility update and will update the game as soon as it's available.


    [ 2015-08-12 02:39:29 CET ] [ Original post ]

    "Continue With 0 Coins" Fixed... Forever??

    We've tackled this bug so many times from so many different angles, so we don't want to get our hopes up too high, but as far as we can tell we may have fixed it for good. Thanks very much to a few dedicated players who helped us out with save data and explanations!


    [ 2015-07-31 21:12:59 CET ] [ Original post ]

    "Continue With 0 Coins" Fixed... Forever??

    We've tackled this bug so many times from so many different angles, so we don't want to get our hopes up too high, but as far as we can tell we may have fixed it for good. Thanks very much to a few dedicated players who helped us out with save data and explanations!


    [ 2015-07-31 21:12:59 CET ] [ Original post ]

    Fixes and Changes 7/30 (save & continue help needed!)

    WHAT'S FIXED:
    - Crashing with stealing/dropping at low coins
    - Unlocking character classes mid-game changes your class
    - Crash with Shroud deity chests (you can again donate to deities and get coins back as the shroud)

    WHAT'S TWEAKED:
    - Selecting the "random" option on ghost perks will show you your choice before disappearing
    - A few ghost perks balanced
    - Added a "coin shield" to a few enemies to help weaken steal/drop dominance
    -A few coin balances/prices

    Despite our best efforts, we've still been getting reports of bugs when saving and re-loading the game. It's a bug we've tackled a few different ways and totally been unable to replicate as of late, so we added a few more debug tools to the public build.

    IF YOU LOAD YOUR GAME AND YOU HAVE 0 COINS: In the folder C:/Users/yourname/AppData/Local/Coin the game should now regularly produce files named qsave_##### and quickload_#####. Please collect these and email them to greg@dumbandfat.com, and we'll have more detailed info that will hopefully help us to find where the problem has been for some players. If you are somebody for whom this bug happens every time you save, you would be doing us a huge favor to do this for us.

    We'll stop the game from producing these debug files in our next update, once we've collected some info from players.


    [ 2015-07-30 20:31:02 CET ] [ Original post ]

    Fixes and Changes 7/30 (save continue help needed!)

    WHAT'S FIXED:
    - Crashing with stealing/dropping at low coins
    - Unlocking character classes mid-game changes your class
    - Crash with Shroud deity chests (you can again donate to deities and get coins back as the shroud)

    WHAT'S TWEAKED:
    - Selecting the "random" option on ghost perks will show you your choice before disappearing
    - A few ghost perks balanced
    - Added a "coin shield" to a few enemies to help weaken steal/drop dominance
    -A few coin balances/prices

    Despite our best efforts, we've still been getting reports of bugs when saving and re-loading the game. It's a bug we've tackled a few different ways and totally been unable to replicate as of late, so we added a few more debug tools to the public build.

    IF YOU LOAD YOUR GAME AND YOU HAVE 0 COINS: In the folder C:/Users/yourname/AppData/Local/Coin the game should now regularly produce files named qsave_##### and quickload_#####. Please collect these and email them to greg@dumbandfat.com, and we'll have more detailed info that will hopefully help us to find where the problem has been for some players. If you are somebody for whom this bug happens every time you save, you would be doing us a huge favor to do this for us.

    We'll stop the game from producing these debug files in our next update, once we've collected some info from players.


    [ 2015-07-30 20:31:02 CET ] [ Original post ]

    Daily Challenge + "Looping Level 1" Fix

    "from here on I think we'll refrain from uploading more patches unless there's some necessary bugfixing to do"... obviously when we say something like that, we're just jinxing ourselves ;)

    Steam connectivity was mistakenly deactivated in the last build, Daily Challenges included, but should be restored in the current build.

    We also got a couple reports from people whose new games would always start in the same place. We're not 1000% sure because we couldn't reproduce the problem, but the issue seemed to be because your computers wouldn't give the game access to delete quicksave files. We've added some new functionality to get around this. If you had this issue in the last build, then you will have to load a broken start of the game one more time after this update--after that, the game will be able to discard of your quicksave data properly and your future runs should all be normal again. We'll be keeping an eye for posts if this is not the case.


    [ 2015-07-22 04:25:26 CET ] [ Original post ]

    Big Stability Fix

    We've uploaded a big stability fix, to augment our last one from a couple days ago. We tested the game pretty thoroughly this time, so there should hopefully be no errors, but we'll be keeping an eye to see if any more crop up.

    It's been fun blasting out updates like when we were in our Early Access days, but from here on I think we'll refrain from uploading more patches unless there's some necessary bugfixing to do.

    We've been working on some new stuff too. We're going to keep working on that stuff, and pretty soon we'll start talking about what that stuff is... but until it's all ready, I don't think we'll be putting it in players' hands. ;)


    [ 2015-07-21 13:11:51 CET ] [ Original post ]

    Coin Tweaks and Stability

    Quick update today!

    -Strengthened a bunch of coins given from Kaichin to make him more fun and viable.
    -Stability fixes on weird coins like the copy ones
    -Rewrote some of the class unlockable loading to make it more stable (hopefully no more missing/duplicate characters!)


    [ 2015-07-17 04:20:42 CET ] [ Original post ]

    Deity Changes + Class Bug

    You may have noticed we've pushed several updates in the last few days; we've been tracking down a bug that had to do with class unlocks. We've been adjusting how class unlocks work internally to allow for some new features down the road, and for some players it seems they lost some character classes they had previously unlocked.

    The current build of the game will attempt to restore your character classes if some are missing, but, because it does this based on money spent, players from very old versions of the game will probably have to do some more unlocking because unlock prices were changing continuously until the game came out. And if you haven't touched the game at all in the last few days, your save file was probably spared. Sorry for the inconvenience! We'll be keeping an eye for any urgent bugs that may need a quick patch like the ones we've been dishing out.

    In the meantime, we've also been adding some new little features. The biggest change with the new update is in how deities spawn. It used to be that two deity statues would spawn per level, and one of the two was guaranteed to be the deity who you had donated the most money to (if you had donated at all).

    Now, three deity statues spawn per floor, and the top two who you've donated the most money to are guaranteed to spawn. This means that it's now much more viable to combine coins of different deities, and even to try to maximize the happiness of two simultaneously. This opens up a lot more strategies and coin combinations in the game, some probably game-breaking, but we're excited to let players try it all anyhow. :)

    Keep mancin'!


    [ 2015-07-03 02:39:46 CET ] [ Original post ]

    Class Balances and Other Fixes

    Here's another little update, tuning some more little details here and there.

    What's Fixed

  • Crash on the forge ending
  • Issues with running on Mac are fixed

    What's Tweaked
  • The relationship between deity rewards and bonuses to your loot stats has been fragmented, so spawn rates will be a bit different. Most importantly, this means that the Shroud now can get gifts from deities.
  • The Monkey now has much faster redraw.
  • "Bomb" status coins now cast instantly
  • Coin of Ouguiya now targets correctly
  • More little things we already forgot

    ------------------------------------

    More to come...


  • [ 2015-06-28 22:04:49 CET ] [ Original post ]

    Balances and Fixes

    It's been a while!

    WHAT'S NEW

  • Pendant item in the shop! It heals you a little bit at the start of each level.

    WHAT'S FIXED
  • 0 coins when you load a quicksave
  • Steam Achievements on Mac... in theory (we haven't been able to test this ourselves yet)
  • Misc. crashes (including one pertaining to the Shroud)
  • Exit button on controller on the Collect screen

    WHAT'S TWEAKED
  • Values on a few coins (notably, the Vampire coins are weaker now)
  • Stealing/dropping on an enemy whose bag is empty will drop/steal their active attack, ending the battle. This makes steal/drop a lot more viable.
  • The chance of drawing coins that "draw more often" now scales up a bit with the size of your bag. So even if you are carrying many many coins, the "draw more often" coins have a baseline chance of appearing in your hand.
  • Deities now give a hint as to their playstyle

    ---------------

    We're also cooking up some other things. Stay tuned! We hope these little fixes today will make the game a little smoother to play for everyone. There are still some minor issues we'd like to iron out over time, but with this we've addressed many of the most common complaints.


  • [ 2015-06-24 05:16:03 CET ] [ Original post ]

    Post-Launch Tweaks

    Just a few things we've added in based on feedback right after the game came out.

    WHAT'S NEW

  • A 5th "mystery" choice at every perk ghost
  • Random class selection!
  • Controller can be used to navigate the collection screen

    WHAT'S TWEAKED
  • Gunslinger is a little faster
  • Heals from the cape item don't stack with Templar's powerup ability
  • "Meiosis Charm" coin modified (admittedly not very playtested, but I think it's a pretty interesting option now!)

    WHAT'S FIXED
  • VSync enabled
  • Certain SFX not affected by volume
  • Steam achievements should be updated every time you boot the title screen now
  • "Status power" status is now properly treated as a "positive" one by status shields

    Thanks for your continued support of the game. You guys rock! :) Please tell your friends about the game if you like it, we've so far been mainly relying on word of mouth to draw new players.


  • [ 2014-11-01 23:15:49 CET ] [ Original post ]

    We've Graduated From Early Access!

    Here's the release trailer!
    https://www.youtube.com/watch?v=V3uRKgfR2bA

    We've come a long, long way since we first showed up in Early Access. This game wouldn't exist as it does without the support and ideas of many intrepid players, so we want to say THANK YOU and hope you're just as excited and proud as we are of seeing this game take its first steps out the door. We built this thing together!

    Enjoy the game!

    WHAT'S NEW (since our last public build, over a month ago!)

  • Secret bosses and other new secrets and unlockables
  • Quicksaving and loading!
  • Totally altered the gameplay for the Hermit
  • We wanted to maintain the final coin count, but some coins had their effects changed dramatically or entirely to be used in more unique ways
  • New/updated music, SFX to fill out the game's soundscape
  • Proper ending scenes/music
  • ...A lot more that we forgot

    WHAT'S TWEAKED
  • Status effect stacks now work a little different different for different kinds of statusses, and now include a power bonus as well as a lifetime bonus
  • Related to this, we'v cleaned up how different perks stack up so that the math works much more predictably
  • Coin distributions and balances tweaked in innumerable ways
  • Deities all have their distributions tweaked to make them more specialized. Sacagawea now emphasizes status effects much more. Bullion now gives hit + heal coins.
  • Also, lowest-level drops for each deity are now curated to be the most generally useful/combo-able coins from their set to aid players who spread their wealth
  • Templar powerups are shorter but more extreme
  • Sidebars for widescreen/fullscreen gameplay
  • Many new small animations and visual indicators to make the game more readable
  • ...A lot more that we forgot

    WHAT'S FIXED
  • Crashes during battle in lots of obscure situations
  • Controller playability issues
  • Enemies stuck in walls
  • Insta-quit escape button
  • Steam achievements should all update from the game properly now! (fingers crossed)
  • ...A lot more that we forgot

    By the numbers
  • 201 coins!
  • 53 enemies, 15 of which are boss characters!
  • 60 secrets!
  • 20 character classes!
  • 58 ghost blessing/traits!
  • 36 character stats!
  • 38 status effects!
  • 32 shop items!
  • 8 worlds!
  • ONE GAME.


  • [ 2014-10-28 17:21:35 CET ] [ Original post ]

    Private Beta!


    Hello from the road! We're currently a few days into our bike trip across America and 100 miles from home so far. :)

    The game is ALMOST DONE! We won't be posting any updates to the public build until our launch (which will hopefully be this month--we'll announce a date once we pull some more pieces together). In the meantime though, we're keeping the game current on a private beta channel. Some of you are already in there. If you'd like to play the near-finished game before it's out, shoot an email to greg@dumbandfat.com with [Coin Crypt Beta Request] in the subject line, or send a tweet to @CoinCrypt (you'll need to be following us so we can DM you).

    To those who are already playing the beta, we just pushed an update to fix many of the issues we've found so far. Not all of these fixes made it to Mac, unfortunately, but our understanding is that most of the beta player base is on PC. We have some instructions for future reports too.

    WHAT'S FIXED:

  • Crash on class buy screen
  • Save button issue with controller
  • Coin pouch issue with controller
  • Map doesn't load when loading a quicksave
  • Saving turned off during Daily Challenges
  • Incorrect "scene" when saving or resigning from a game with 0 coins
  • Controller button visibility on chest screen
  • Occasional crash in overworld from loading
  • Cursed chests quicksave properly now
  • Crypt coin prices are now consistent in quicksaves
  • Status effect power is corrected

    NOTES ON OTHER BUGS
  • Crash during battle: We've put in some effort that we think will stabilize this, but we're not totally sure, because we can't get the bug to repeat. If you get a crash during battle, please locate the file battleLog.txt in C:/Users/yourname/AppData/Local/Coin and email it to greg@dumbandfat.com BEFORE you play any more. This will help us immensely in tracking down that bug!!
  • Issues with loading quicksave: If you experience *any* issues (ie missing coins, status effects, etc) please locate the file quickload_(year)_(month)_(day)_(hour)_(minute) in C:/Users/yourname/AppData/Local/Coin and email it to greg@dumbandfat.com, where the date info will be whatever the most recent date and time is. The game will make one of these logs (~4KB) each time you load a save, for now. Sending this to us will help us immensely in finding the bugs there.
  • Crash when a controller is disconnected: This apparently has to do with input drivers and is not related to anything we can fix from the game.


  • [ 2014-10-07 22:14:36 CET ] [ Original post ]

    Locked Update - 9/12

    Oh yes!

    What's New

  • Achievements out the wazoo! They aren't up yet on Steam (art is still WIP), but we've introduced a really broad new set of achievements in the game. Notably, a lot of game elements are now hidden until certain secrets are found. We did our best to make use of existing save data, but some things were just incompatible or never really tracked to begin with, so it may take some effort to get it all.
  • New music, updated art
  • One new enemy

    What's tweaked
  • Coin spawn rates shuffled a bit, and modified by achievements
  • Minor graphical fixes and tweaks--there's fewer bricks in world 1 now.

    What's fixed
  • Messages when loading old file
  • Crash on drop coins
  • Animation issues on Mac (confirmation needed)
  • Daily challenge is open again
  • Art and text scale on some screens
  • "Sticky" mouseover boxes


  • [ 2014-09-13 02:14:36 CET ] [ Original post ]

    Plague Update - 9/9/2014

    So named for the PAX plague which has been ravaging us to various degrees since we were at the show. :)

    This update mostly came about from small fixes and changes we wanted to make after PAX. So many very small things! I have no idea how I'm gonna remember them all!

    What's new

  • Records and stats for individual classes
  • New, smoother rendering + some reworked art
  • Lots of new lil effects + bigger battle text
  • I finished reading Infinite Jest. This doesn't really have anything to do with the game, I just wanted to share because I'm proud.

    What's tweaked
  • Perks only show up 3 times per run--in each level 2 of each world
  • Beefed up enemies in late secret levels
  • Some coin distributions
  • Level 1 has no time limit (unless your character has a perk that effects it)
  • Levels at the end are slightly shorter
  • More sparse brick spawning in world 1

    What's fixed
  • Resolution issues for some users? (Confirmation needed)
  • "divide by 0 crash" in battle? (Confirmation needed)
  • Copying/stealing a 0-beat enemy coin freezes the game
  • Stealing boost perk effecting coins enemy uses
  • Secret room lighting crash? (Confirmation needed)
  • Unlocked walls sometimes linger
  • Step taken when bag is clicked
  • Scoring has been changed a bit (there was a bug that discounted coins from chests, now scores are higher so prices went up a bit)
  • Ghost losing coins during end scene (forgot to test this but it should work)

    This update is admittedly pretty finicky-tweaky, but that's just been our focus for a bit. We've got a pile of new content we'd like to squeeze in before the game's done too, but that may stay hidden until launch. Like we said last time, expect updates to slow at some point soon while we work on the stuff that's going to be secret until the finished debut.


  • [ 2014-09-09 09:25:35 CET ] [ Original post ]