https://store.steampowered.com/app/2737140/Slayaway_Camp_2
SLAYAWAY CAMP 2 Coming Soon to Steam!
Blue Wizard Digital is thrilled to announce the upcoming release of Slayaway Camp 2, the 80s horror-inspired puzzle slasher, on Steam in 2024. Following its gory success on mobile devices as a Netflix exclusive, Skullface is back to terrorize on Steam. Trapped in the digital hellscape of TERRORTUBE, Skullface must slash his way through parodies of classic 1980s films to escape. Choose from five killer classes with customizable skins and unique abilities to leave a trail of death and destruction.
The Steam version boasts killer upgrades: revamped interface, stunning graphics for widescreen, Steam achievements and leaderboards, plus gamepad and Steam Deck support. Plus, a new "Endless Mode" pushes your slasher skills to the limit! Wishlist Slayaway Camp 2 on Steam now! Don't disappoint Skullface, it'll make him sad....and Skullface gets stabby when he's sad. https://store.steampowered.com/app/2737140/Slayaway_Camp_2
In a world gone mad... one egg stands alone against the fowl horde! Can your dual-wielding ovum outlaw survive against an endless army of zombie chickens?
Interested in playtesting the NEW Steam release of our browser-based smash-hit Bad Egg?
Bad Egg is a single player survival game where you play as a lone egg that must outlast hordes of zombie chickens! Choose the best weapons, power-ups, and upgrades to fight your way through throngs of pecking poultry who are out for yolk. Be one of the first to play and find out if you are bad enough to survive!
We are rapidly making updates here before we release it to the public and need your feedback!
To sign up, click the link below to head to the Steam page, look for "Join the Bad Egg Playtest" and click "Request Access".
We can't wait to hear what you think!
https://store.steampowered.com/app/2397630/Bad_Egg/
In a world gone mad... one egg stands alone against the fowl horde! Can your dual-wielding ovum outlaw survive against an endless army of zombie chickens?
Interested in playtesting the NEW Steam release of our browser-based smash-hit Bad Egg?
Bad Egg is a single player survival game where you play as a lone egg that must outlast hordes of zombie chickens! Choose the best weapons, power-ups, and upgrades to fight your way through throngs of pecking poultry who are out for yolk. Be one of the first to play and find out if you are bad enough to survive!
We are rapidly making updates here before we release it to the public and need your feedback!
To sign up, click the link below to head to the Steam page, look for "Join the Bad Egg Playtest" and click "Request Access".
We can't wait to hear what you think!
https://store.steampowered.com/app/2397630/Bad_Egg/
The Nuke Zone demo has officially been released, and we are over the cybergalactic moon!! Chat with the Devs on Steam Broadcast, and leave any feedback you have in the Nuke Zone community hub.
Don't forget to wishlist to keep watch!
- Choose from an assortment of ridiculous laser-weapons and unleash your retro fury upon all who stand in your way!
- Tune your tank to perfection and create the ultimate loadout to overcome any challenge placed before you!
- Select from a variety of electrifying mission types! Can you survive wave upon wave of unrelenting enemies in the Survival Mode? Will you smash through obstacles and crush high scores in the adrenaline-fueled cyber-tank races?
We're so excited to announce that the Nuke Zone demo will be released on June 16th for the Steam Next Fest! Check it out and wishlist to keep watch!
- Choose from an assortment of ridiculous laser-weapons and unleash your retro fury upon all who stand in your way!
- Tune your tank to perfection and create the ultimate loadout to overcome any challenge placed before you!
- Select from a variety of electrifying mission types! Can you survive wave upon wave of unrelenting enemies in the Survival Mode? Will you smash through obstacles and crush high scores in the adrenaline-fueled cyber-tank races?
https://store.steampowered.com/app/1255530/Nuke_Zone/
Coming soon to Steam, wishlist it now and get ready to be, uh... nuked. https://store.steampowered.com/app/1255530/Nuke_Zone/
It's the 1-year anniversary of the Steam launch of the bloodiest puzzle game of all time: Friday the 13th: Killer Puzzle and we're celebrating big time!
For the next 48-ish hours, ALL Blue Wizard Digital games are being discounted in a very special Steam Publisher Sale!
Grab any of our titles or DLC on it's own at a great discount or pick up any of the titles or DLC you've been missing in the "complete-the-set" discounted BLUE BUNDLE!
https://store.steampowered.com/app/562230/Space_Tyrant/?curator_clanid=33479116
https://store.steampowered.com/app/530390/Slayaway_Camp/?curator_clanid=33479116
https://store.steampowered.com/app/795100/Friday_the_13th_Killer_Puzzle/?curator_clanid=33479116
https://store.steampowered.com/app/1053060/KillStreaktv/
Hey Blue Wizard fans! We are proud to announce that the online multiplayer bullet-battling gameshow, KillStreak.tv is making its official Steam debut! Hop on over to the Steam store and download KillStreak.tv for FREE today!
KillStreak.tv is a fast-paced 'Free for All' online multiplayer third-person shooter. Jump in different arenas, defeat your opponents using a range of customizable weapons, and look good doing it with character customization and tons of unlockable gear.
Key Features:
- Fast-paced shooting action: Run 'n gun, improve your score and rewards with kill streaks
- Three arena levels to play in: Warehouse Warfare, Bar Room Brawl & Carpark Carnage
- Earn Kill Coins to unlock new Items: Including weapons, hats, heads and costumes
- Earn XP for equipped gear: Level items up to unlock new Skins and Mods
- Tons of Skins and Mods available for each Item, with more content coming soon...
Ladies and space germs! At long last, Skaven has chosen to bestow upon us his most tyrannical sound track! These ravaging melodies will take you back to that time you thrashed 3 space hamsters in a row - or when you took the Senate homeworld with only one frigate left. Such glory was yours and this most undeniable of soundtracks has arrived to help you wallow in it as often as you like.
Go get it on bandcamp and clench that fiery fist!:
https://skaven252.bandcamp.com/album/space-tyrant
Fearsome Tyrants! Also, curious potential Tyrants feeling attracted to that flashy Tyrant lifestyle!
This first day of May is bringing not only an unprecedented 33% off sale to Space Tyrant, but it’s coming with an update for those of you with ultra-wide monitor setups.
You heard that right - if you have a monitor that stretches out to a dizzying 21:9 aspect ratio (and other hi-res configurations), your in-game Tyranting experience will all but wrap around your head. It must be noted, this is a partial ultra-wide support update. That means the front-end of the game remains at the standard 16:9 and 16:10 aspect ratios. Your loadout, your mission select screen, all of that good stuff must remain fixed to the old ways. But hooooooo baby! Once you get into a game, all of that wideness will be yours to wide-out on!
And i should reiterate the really important part of this - it’s 33% off until May 15th at 10am PST! It’s our biggest sale ever and it’s gonna hang around and stare at you for 2 full weeks!
“get some Tyranting in your life… entire star systems await your fiery grip… 33% off… dooooooo iiiiiiit” - will be the not-so-subliminal message issuing forth from that incendiary Tyrant skull for the next couple of weeks.
And be sure to visit the forums if you have questions or any brutal victories you’d like to gloat about. Cheers!
v1.541 will now be beamed down to your hard drive with the following:
Features:
- New fleet commanders
- New Tyrant Titles
- Speed Mode added ( Right Ctrl+. )
- New Astron Shield textures
- Explores award Utility cards
- TechnoSlug ship costs lowered
- Oppression now awards 5 (normal) / 10 (Monopolize) Tyranny
- Capture and Hold (Cores) difficulty slightly reduced
- Hard Mode difficulty slightly reduced
- Very Hard events made more inticing
- Astron Carrier power nerfed
- Several unreachable event options/results now accessible
- All empires no longer erroneously getting +1 tech pick
- Alt-tech no longer breaks several ships higher-tier powers
- Mercenaries card siege effect no longer persists
- Tactics Unlock percent displays correctly
- Laser Strike effect no longer does 2x to shielded ships
- Nebula Beam-reduction effect now has an icon
- Dance Crew (aka Defection) now usable on friendly planets
- Hunter fleets now have a hunting indicator
- War icon has correct size in mission details
- Fleet leaders from some prisons no longer get wrong empire command ship
- Mac cloud sync fixed
- Siege artifacts descriptions updated
- Fixed hitch in Overlord Cripple animation
- Starmap Continue no longer visible if no Mission is clicked
- All Cores Achievement fixed
- Commander Execution Achievement fixed
- Space Shark laser sound softened
- Siege Crusher activates on the correct number of dice
- Barracks Disarm power art fixed
- Entrap duration now matches visual fx
- Bzzerk Carrier perk now correctly awards a carrier instead of destroyers
- Converstion cards cannot target homeworlds
- Hoplite cheap militia perk reduction now matches description
v1.541 will now be beamed down to your hard drive with the following:
Features:
- New fleet commanders
- New Tyrant Titles
- Speed Mode added ( Right Ctrl+. )
- New Astron Shield textures
- Explores award Utility cards
- TechnoSlug ship costs lowered
- Oppression now awards 5 (normal) / 10 (Monopolize) Tyranny
- Capture and Hold (Cores) difficulty slightly reduced
- Hard Mode difficulty slightly reduced
- Very Hard events made more inticing
- Astron Carrier power nerfed
- Several unreachable event options/results now accessible
- All empires no longer erroneously getting +1 tech pick
- Alt-tech no longer breaks several ships higher-tier powers
- Mercenaries card siege effect no longer persists
- Tactics Unlock percent displays correctly
- Laser Strike effect no longer does 2x to shielded ships
- Nebula Beam-reduction effect now has an icon
- Dance Crew (aka Defection) now usable on friendly planets
- Hunter fleets now have a hunting indicator
- War icon has correct size in mission details
- Fleet leaders from some prisons no longer get wrong empire command ship
- Mac cloud sync fixed
- Siege artifacts descriptions updated
- Fixed hitch in Overlord Cripple animation
- Starmap Continue no longer visible if no Mission is clicked
- All Cores Achievement fixed
- Commander Execution Achievement fixed
- Space Shark laser sound softened
- Siege Crusher activates on the correct number of dice
- Barracks Disarm power art fixed
- Entrap duration now matches visual fx
- Bzzerk Carrier perk now correctly awards a carrier instead of destroyers
- Converstion cards cannot target homeworlds
- Hoplite cheap militia perk reduction now matches description
Friends, xenomorphs, fellow brutal invaders the day has finally come. After more than 300 years (or so it seems) of development, Space Tyrant is finally hitting its official 1.0 release on Steam. At last the rest of the civilized galactosphere will know what its like to crush your enemies, to see them driven before you, to hear the lamentations of their uncertainly-gendered slug-rabbitoid broodmates.
To celebrate this most gruesome accomplishment, and reward our loyal sycophants, you'll be able to purchase Space Tyrant at a 20% discount for the entire week of its launch, starting 10am PST on Tuesday, February 27 (according to the laughably primitive Terran calendar).
So we humbly-- well, no, not humbly-- we gently, without overt violence, request your assistance in spreading the word, like some kind of tailored bio-phage virus, to the unsuspecting citizenry of your world, via your so-called social medias, your word-of-humanoid mouth, your Steam reviews. The more zombielike disciples we convert, the more likely we can create expansions, sequels, and adamantine pincered war-droids.
Here is a glorious Twitter post you could run wild with:
https://twitter.com/space_tyrant/status/968304594617946112
Or perhaps a Facebook page is more your style?:
https://www.facebook.com/spacetyrantgame/
And, while it is not strictly speaking Tyrannical, we must stoop to thank you, yes, all you meatlings out there, for all your support along this hard road, even when it came in the form of profane forum suggestions about our forebears, or bug reports where you oh-so-clearly did not RTFM. Without you, there would be no civilizations reduced by atom-rays to smouldering ash-heaps.
Weve blathered sentimentally for far too long. Now! Gather your legions and laser-carbines, and go forth to bring the dark shroud of oppression to the repulsive, peace-loving weaklings of the galaxy.
Friends, xenomorphs, fellow brutal invaders… the day has finally come. After more than 300 years (or so it seems) of development, Space Tyrant is finally hitting its official 1.0 release on Steam. At last the rest of the civilized galactosphere will know what it’s like to crush your enemies, to see them driven before you, to hear the lamentations of their uncertainly-gendered slug-rabbitoid broodmates.
To celebrate this most gruesome accomplishment, and reward our loyal sycophants, you'll be able to purchase Space Tyrant at a 20% discount for the entire week of its launch, starting 10am PST on Tuesday, February 27 (according to the laughably primitive Terran calendar).
So we humbly-- well, no, not humbly-- we gently, without overt violence, request your assistance in spreading the word, like some kind of tailored bio-phage virus, to the unsuspecting citizenry of your world, via your so-called “social medias,” your “word-of-humanoid mouth,” your “Steam reviews.” The more zombielike disciples we convert, the more likely we can create expansions, sequels, and adamantine pincered war-droids.
Here is a glorious Twitter post you could run wild with:
https://twitter.com/space_tyrant/status/968304594617946112
Or perhaps a Facebook page is more your style?:
https://www.facebook.com/spacetyrantgame/
And, while it is not strictly speaking Tyrannical, we must stoop to thank you, yes, all you meatlings out there, for all your support along this hard road, even when it came in the form of profane forum suggestions about our forebears, or bug reports where you oh-so-clearly did not RTFM. Without you, there would be no civilizations reduced by atom-rays to smouldering ash-heaps.
We’ve blathered sentimentally for far too long. Now! Gather your legions and laser-carbines, and go forth to bring the dark shroud of oppression to the repulsive, peace-loving weaklings of the galaxy.
At long last! Space Tyrant emerges from the Access of Earliness to release a 1.0 version of the game. It will be full of bug-fixes, balance, polish, new stuffs and all things 1.0. And here's a new trailer we've got just for the occasion. Share it with all the people in all places! There's a little Tyrant in everyone, after all: https://youtu.be/nDWkc_KVB-Q
At long last! Space Tyrant emerges from the Access of Earliness to release a 1.0 version of the game. It will be full of bug-fixes, balance, polish, new stuffs and all things 1.0. And here's a new trailer we've got just for the occasion. Share it with all the people in all places! There's a little Tyrant in everyone, after all: https://youtu.be/nDWkc_KVB-Q
Give the gift of Tyranny! Or even just take it all for yourself, like Tyrants do.
Give the gift of Tyranny! Or even just take it all for yourself, like Tyrants do.
Tyrant ladies and Tyrant germs! We present to you today a fatty update for the holidays. It comes peppered with much game balance and bug fixing, but does not shy away from new art and hamsters. Wait... hamsters? You heard that right!
Now feast upon some build notes:
NEW FEATURES
Space Hamsters - Giant space hamsters have been reportedly spotted around rare planets in the galaxy! Pack your fleet with powerful ships and hope to survive its artillery barrages!
BALANCE CHANGES
Monopolize
- Added special schemes at start of monopolize missions that will allow reduction of Unrest as progress is made in the mission.
- All AI fleets obey capital ship limits now.
- AI factors in ship class when making tech purchases.
- Improved Tactic use.
- Disasters events will now trigger at the beginning of a turn, not as a standard exploration event.
- Time to avert disasters increased from 3 to 4.
- Minimum turn before a disaster can happen increased slightly.
- Updated loading screen to add emphasis to goals of the mission.
- Updated Victory and Defeat screens with much more tyranty goodness.
- A large amount of new card images to spice up your hand.
- More exploration event art added.
- Tyrant Scheme art updated.
- Siege Display animation elements updated.
- You can no longer free commanders from worlds that aren't prisons.
- Scaling problem with Exploration dialog and 16:10 has been destroyed.
- Clear Sky tactic no longer stays active for the entire battle once used.
- Card deals are now serialized so you won't get random cards from saving/loading a turn.
- Current Campaign perks won't be loaded in a Skirmish game.
- Overlord Schemes will now always be available in a Skirmish game.
Tyrant ladies and Tyrant germs! We present to you today a fatty update for the holidays. It comes peppered with much game balance and bug fixing, but does not shy away from new art and hamsters. Wait... hamsters? You heard that right!
Now feast upon some build notes:
NEW FEATURES
Space Hamsters - Giant space hamsters have been reportedly spotted around rare planets in the galaxy! Pack your fleet with powerful ships and hope to survive its artillery barrages!
BALANCE CHANGES
Monopolize
- Added special schemes at start of monopolize missions that will allow reduction of Unrest as progress is made in the mission.
- All AI fleets obey capital ship limits now.
- AI factors in ship class when making tech purchases.
- Improved Tactic use.
- Disasters events will now trigger at the beginning of a turn, not as a standard exploration event.
- Time to avert disasters increased from 3 to 4.
- Minimum turn before a disaster can happen increased slightly.
- Updated loading screen to add emphasis to goals of the mission.
- Updated Victory and Defeat screens with much more tyranty goodness.
- A large amount of new card images to spice up your hand.
- More exploration event art added.
- Tyrant Scheme art updated.
- Siege Display animation elements updated.
- You can no longer free commanders from worlds that aren't prisons.
- Scaling problem with Exploration dialog and 16:10 has been destroyed.
- Clear Sky tactic no longer stays active for the entire battle once used.
- Card deals are now serialized so you won't get random cards from saving/loading a turn.
- Current Campaign perks won't be loaded in a Skirmish game.
- Overlord Schemes will now always be available in a Skirmish game.
Space Tyrant Early Access v0.6540.23422 Allllllrighty then! We were about to push all this out for the Autumn sale, but found a few deal breaking bugs that evaporated our confidence. We've since squashed all of that and even did some finer tuning here and there. What does that even mean - you say? Well, here are some rather elaborate patch notes to quench that tyrannical thirst for gritty details:
NEW FEATURES
Skirmish Games Do you fear commitment? Then this is the mode for you, tune a game to your desires, then try to crush your enemy in a one-off game. Even better, use all those artifacts you've found in your campaigns while selecting your loadout for the game! Disaster Events Don't ever let your guard down, sometimes the universe is just against you and your empire will come under the unfortunate effects of a disaster. Can you prevent them before they trigger, or will you have to deal with the consequences of mega rebellions, saboteurs, or enraged space monsters?
BALANCE CHANGES
Senate
- Senate Militia fleets can't have more than one large ship until higher level.
- Senate Militia fleets spawn later in a game.
- Senate Actions are limited so you don't get multiple agitators all at the same time.
- No neutral Astron fleets around the player homeworld.
- Hunter fleets, senate fleets that chase your fleets.
- AI adjustments to teching up, will try to smartly choose next tech choice.
- AI will try to populate its fleets with teched up ships.
- General
- Hoplite Clans now get an Empire wide -10% research penalty.
- Perks
- Small Fleet Specialist: Changed from +20%HP to small ships to +30% Evasion to small ships.
- Medium Fleet Specialist: Changed from +15%HP to medium ships to +1 Missile Per Volley to Cruisers and +1 Fighter Per Wave to Carriers.
- Blitzkrieg: Properly gives increased damage now.
- Cards
- Major additions and changes to Hoplite Deck; completely rebalanced from the ground up.
- Commanders
- All Overlord Schemes have been adjusted and tuned to fit with Hoplite Clan's themes and strengths.
- Stonehair: Meteor damage power reduced by 20%.
- Redeye: Combat Stim power boosted, now duration-based and no longer kills the ship (usually).
- Ships
- Hoplite Frigate Tactical Volley power nerfed AGAIN
- Hoplite Cruiser Heal incready by 10%
- Perks
- Mercenary Army: Changed to be 1 extra Siege if you have 500 or more credits in the bank.
- All Empire starting artifacts have been updated and made unique between Empires.
- Added the Jack-o-Helm artifact, while equipped a Jack-o-Planet will be spawned on the map.
- Added Soothing Robes artifact, while equipped reduces rebellion chance from oppression by 25%.
- Added Commander's Crown artifact, while equipped increases inspiration rate by 10%.
- Added Overlord's Crown artifact, while equipped increases inspiration rate by 20%.
- Gold Cloak: Can only be rewarded on 3 star or higher missions, up from 2 star.
- Prison Breaker: Can only be rewarded on 2 star or higher missions, up from 1 star.
- Manifold Cap: Can be rewarded on 1 star or higher missions, down from 2 star.
- Shawl of Justice: Increased Unrest reduction to 3 when its over 20.
- Vanquisher's Robes: Can only be rewarded on 4 star or higher missions, up from 3 star.
- Crown of Sight: Can only be rewarded on 3 star or higher missions, up from 1 star.
- Barbed Crown: Can only be rewarded on 2 star or higher missions, up from 1 star.
- Regal Vestments: Can only be rewarded on 4 star or higher missions, up from 3 star.
- Cloak of the Stars: Can only be rewarded on 2 star or higher missions, down from 3 star.
- Siege Breaker: Can only be rewarded on 3 star or higher missions, up from 2 star.
- Siege Crusher: Can only be rewarded on 4 star or higher missions, up from 3 star.
- Mezzosec: Can only be rewarded on 3 star or higher missions, up from 2 star.
- The Aegis: Can only be rewarded on 3 star or higher missions, down from 4 star.
FIXES AND POLISH
- Updated a large amount of visual effects for Tactics.
- Updated and added a large amount of new sounds to the game.
- Added new art for Militia fleets.
- Added new UI art for tutorial missions.
- Potentially make generation failure for War missions fixed.
- Added cleaner Combat speed art.
- Added new Scheme art for Hoplite Clans.
- Cannon planet targeting can't persist between turns anymore.
- Added a new tutorial to be seen on the first Monopolize mission played.
- New Starmap Empire boards and Senate ship control display.
- Tyranny 102 Tutorial Mission reduced in length.
Space Tyrant Early Access v0.6540.23422 Allllllrighty then! We were about to push all this out for the Autumn sale, but found a few deal breaking bugs that evaporated our confidence. We've since squashed all of that and even did some finer tuning here and there. What does that even mean - you say? Well, here are some rather elaborate patch notes to quench that tyrannical thirst for gritty details:
NEW FEATURES
Skirmish Games Do you fear commitment? Then this is the mode for you, tune a game to your desires, then try to crush your enemy in a one-off game. Even better, use all those artifacts you've found in your campaigns while selecting your loadout for the game! Disaster Events Don't ever let your guard down, sometimes the universe is just against you and your empire will come under the unfortunate effects of a disaster. Can you prevent them before they trigger, or will you have to deal with the consequences of mega rebellions, saboteurs, or enraged space monsters?
BALANCE CHANGES
Senate
- Senate Militia fleets can't have more than one large ship until higher level.
- Senate Militia fleets spawn later in a game.
- Senate Actions are limited so you don't get multiple agitators all at the same time.
- No neutral Astron fleets around the player homeworld.
- Hunter fleets, senate fleets that chase your fleets.
- AI adjustments to teching up, will try to smartly choose next tech choice.
- AI will try to populate its fleets with teched up ships.
- General
- Hoplite Clans now get an Empire wide -10% research penalty.
- Perks
- Small Fleet Specialist: Changed from +20%HP to small ships to +30% Evasion to small ships.
- Medium Fleet Specialist: Changed from +15%HP to medium ships to +1 Missile Per Volley to Cruisers and +1 Fighter Per Wave to Carriers.
- Blitzkrieg: Properly gives increased damage now.
- Cards
- Major additions and changes to Hoplite Deck; completely rebalanced from the ground up.
- Commanders
- All Overlord Schemes have been adjusted and tuned to fit with Hoplite Clan's themes and strengths.
- Stonehair: Meteor damage power reduced by 20%.
- Redeye: Combat Stim power boosted, now duration-based and no longer kills the ship (usually).
- Ships
- Hoplite Frigate Tactical Volley power nerfed AGAIN
- Hoplite Cruiser Heal incready by 10%
- Perks
- Mercenary Army: Changed to be 1 extra Siege if you have 500 or more credits in the bank.
- All Empire starting artifacts have been updated and made unique between Empires.
- Added the Jack-o-Helm artifact, while equipped a Jack-o-Planet will be spawned on the map.
- Added Soothing Robes artifact, while equipped reduces rebellion chance from oppression by 25%.
- Added Commander's Crown artifact, while equipped increases inspiration rate by 10%.
- Added Overlord's Crown artifact, while equipped increases inspiration rate by 20%.
- Gold Cloak: Can only be rewarded on 3 star or higher missions, up from 2 star.
- Prison Breaker: Can only be rewarded on 2 star or higher missions, up from 1 star.
- Manifold Cap: Can be rewarded on 1 star or higher missions, down from 2 star.
- Shawl of Justice: Increased Unrest reduction to 3 when its over 20.
- Vanquisher's Robes: Can only be rewarded on 4 star or higher missions, up from 3 star.
- Crown of Sight: Can only be rewarded on 3 star or higher missions, up from 1 star.
- Barbed Crown: Can only be rewarded on 2 star or higher missions, up from 1 star.
- Regal Vestments: Can only be rewarded on 4 star or higher missions, up from 3 star.
- Cloak of the Stars: Can only be rewarded on 2 star or higher missions, down from 3 star.
- Siege Breaker: Can only be rewarded on 3 star or higher missions, up from 2 star.
- Siege Crusher: Can only be rewarded on 4 star or higher missions, up from 3 star.
- Mezzosec: Can only be rewarded on 3 star or higher missions, up from 2 star.
- The Aegis: Can only be rewarded on 3 star or higher missions, down from 4 star.
FIXES AND POLISH
- Updated a large amount of visual effects for Tactics.
- Updated and added a large amount of new sounds to the game.
- Added new art for Militia fleets.
- Added new UI art for tutorial missions.
- Potentially make generation failure for War missions fixed.
- Added cleaner Combat speed art.
- Added new Scheme art for Hoplite Clans.
- Cannon planet targeting can't persist between turns anymore.
- Added a new tutorial to be seen on the first Monopolize mission played.
- New Starmap Empire boards and Senate ship control display.
- Tyranny 102 Tutorial Mission reduced in length.
For 25% off the usual price, you get to take out your aggression on sad little planets! Weeee!
For 25% off the usual price, you get to take out your aggression on sad little planets! Weeee!
...WHICH IS INSANE! Geez, the holidays... so good. Over the past few months we've polished and updated this game into a finely honed machine of warm and inviting tyranny. A non-stop party for jerks in space! Though we're not quite out of Early Access (that's happening early next year), you can still milk a hundred-plus hours of game-play out of this little fella.
If you're on the fence or waiting for the full release - this is a great opportunity to just give in, quit with that fence riding and let those warm tyranty vibes wash over you. You'll get to use a 'death ray', you'll get to throw insolent weaklings in the pain booth, you can even steal engines off the ship of a downed pilot and drop them on him from orbit - just for kicks!
Oh, also, we've got a very special array of Halloween specific content playable for a short time. If you get in now, you'll get to hang with the Jack-o-Planet, saw ships in half with a bloody chainsaw, click buttons with spider webs attached to them and feel very halloweeny about the whole thing. It's a freakin beautiful time to get plugged into some SPACE TYRANT!
Here's a sweet video showcasing our halloween content, ripened on the vine:
https://www.youtube.com/watch?v=xp2cVMRvSy4
Ghouls! Fiends! Tyrants! Welcome to the Season of the Jack-o-Planet! Ridiculous as it may seem, there is actually a giant, carved pumpkin floating in space. Sucker’s huge! It’ll be around for about 2 weeks or until it starts to rot and we have to toss it in the galactic compost bin. It comes with a grab-bag of surprises – let us know what you get! https://www.youtube.com/watch?v=xp2cVMRvSy4 This Halloween build also brings you a new Commander. And not just any Commander – Skullface from Slayaway Camp had taken up residence in the stars! Unless you’re a teenager on the summer camp planet, I’m sure you’ll get along swimmingly. Few things are as enjoyable as sawing enemy ships in half with a chainsaw. Mmmm… While that may seem like some fun for an update, they’re arriving with arm-fulls of bug fixes, balancing and other good stuff. Gaze uponeth these sweet-a55 build notes: FEATURES Halloween Special!
- Jack-o-Planet & Halloween events
- Skullface Commander & Artifacts
- Campaign loss condition now ONLY Senate Control
- Losing a Mission doubles Senate Control
- Passive Unrest
- No Militia, No Agitators
- Mission Details in Loading screen
- Result chance drama in Exploration
- Ship Health in Shipyard
- Fleet Puck UI changes
- New Hand Size UI
- Oppressing Crystal Worlds now gives cards
- New Cloak and Dagger goal replaces Crystal Monopoly
- Inspiration & Charge Times speed up in long battles
- All Base Empire Decks trimmed and excess moved to unlocks
- All AI players now tech up
- Reinforcement & Stun Tactics now energy-based
- Magnetic Chaff (aka Heavy Hitters) Tactic now reduces damage
- Many explores available again
- Various TechnoSlug card fixes
- Bizarre cumulative targeting error with Bzzerk ships fixed
- Moving a ship to surplus and back no longer heals it
- Tech screen maxes out at 5
- TechnoSlug perk no longer gives EVERY tech
- Tech boosts now apply to all unlocked ships
- Death Ray correctly complains when no targets visible
- Infinite commander XP save/load bug fixed
- Huge Defense boost on AI capture in C&H and War fixed
- Party Ball only applies its effect once when knocking out a shield
- Derelict planet mod no longer prevents Crushing rebels
- Card name legibility improved
- Combat grid brightened significantly
- Players can use ESC to back out of empire select
- Bounty Hunter who doesn't join doesnt give hitman trait
- Ramming certain Bzzerk ships works again
- Targeting Sound now correctly terminates at combat end
- Fixed several overlapping dialog end-game situations
- Planet bomb explosions no longer clip when exiting
- Movement cards cannot target Frozen fleets
A small hotfix to destroy some egregious bugs that have popped up since the Rise of the Techno Slugs! Bug Fixes
- Fixed a problem that was suppressing a large number of exploration events from appearing in the game.
- Slug Perk, Ship Specialists, no longer gives max tech to all ships, but properly gives +1 Tech to your ships as intended.
- Draw A Crowd card always gives Cruisers now.
- Crystal Shavings card now gives proper credits per crystal planet you control.
...which is funny if you think about it. Who would put a slug on a leash? Can't they just slide on out? Anyway - Our September update is live! Rise of the Techno Slugs! This update comes not only with a whole new Empire to play, but with tons of bug fixes, art updates, fx updates, game balance, audio updates and general polish throughout. There’s still a lot to do, but this is a big and tasty one. We probably won’t see another update this big until we come out of Early Access, so enjoy! Space Tyrant Early Access v0.5.6479.43176 Features:
- TECHNOSLUGS NOW PLAYABLE! (tho they are hard!).
- Bzzerk Empire got a new a new music track.
- Major sound effects pass, particularly combat.
- Empire Dialog shows perks and all relevant data in-Mission.
- Smattering of visual fx and art updates.
- Bzzerk Carrier power no longer global. Fighters die after use.
- You can no longer get Traits from previously chosen Exploration Event choices.
- Tech Up Choices are now slightly weighted towards ships you’ve already Teched Up.
- Hoplite Cruiser power only affects one other ship.
- Hoplite Frigate and Destroyer powers swapped.
- Hoplite Extra Volley perk moved to Destroyers.
- Player Homeworlds got slightly more defense (to mitigate one-shot captures).
- Space Slug heal power nerfed a bit.
- Card unlocks from Missions no longer repeat
- Artifact reward types more evenly distributed
- Card Hand dynamically into space available
- Combat power icon counts work again
- Dragging fleets to move no longer leaves the move UI up
- K’Klack no longer sacrifices her whole fleet
- Commanders from cards revive correctly
- Main menu tyrant hands position properly at all resolutions
- Combat projectiles can’t double-apply their effects
- Decoy ships dont get Inspired
- Commander level up descriptions size to fill the allowed space
- Event reward text centers when no reward is given
- Hoplite “broken” tech pick only appears in standard tech-up
- Mission goals position correctly in Starmap mission details
Dig out some glowsticks and slide into those Tyrant pants!
This update will be sliming out with many a bug fix and all kinds of balancing goodness. Preparify thy selfeth!
The "BIG" Changes
- Empire Unlock Progression - All empire unlocks will become available over time as you play the game. You can still unlock each one through completing gold missions in a Campaign. Progress will be shown at the end of each Campaign.
- Added support for 16:10 resolutions; now more people can partake in fullscreen tyranting!
- No more white reward images for Exploration Events.
- Changed a few more instances of "mana" to "crystal".
- Hurry planet power can no longer be activated while you have a waiting Tech Up.
- Techno Slug Empire now has the proper "Coming Soon" tag on it during Empire selection.
- Bunny Cruiser now properly glows when Teched Up.
- Perks that gave you extra ships at the start of a mission would sometimes give you ships again after loading a game.
- Queen's Mercy and Queen's Grace artifacts have better descriptions.
- Numerous misc. art and behind the scenes fixes.
- Small updates to a small number Exploration Events.
- You can no longer get Traits from previously chosen Exploration Event choices.
- Tech Up Choices are now slightly weighted towards ships you've already Teched Up.
- Slowed down the tutorial videos for easier reading.
- Hoplites now show a broken tech choice along with their normal ones to denote they have fewer choices than normal.
- Map backgrounds are now different depending on what region a mission is in.
Dice have been PUMPED UP to MAXIMUM INVASIVENESS! Tired of having punk rebels or puny neutrals kick sand in your face-hole? Our NEW combat dice go all the way to SIX! Balance Changes
- Hoplite Siege die now has faces 1-6.
- Bzzerk Siege die now has faces 0-5.
- Siege dice will be more merciful.
Not much to see here, just some quick fixes for some monitor resolution related bugs. Fixed Bugs
- Fixed: Continue button on the End Game Campaign screen could be offscreen on larger (4k+) resolutions.
- Fixed: The Game no longer minimizes when mousing away from it while playing in fullscreen.
Balance changes to appease the lowly masses! Never say the Space Tyrant isn't a benevolent ruler! Balance Changes
- Capture and Hold Missions
- Turns to capture an Omega Core increased by 1.
- Starting Senate fleets are smaller at the start of 3* missions, but will grow stronger as the game goes on.
- Maps are slightly larger.
- AI is slightly less aggressive.
- Control Missions
- Senate will tend try to produce more fleets during the mission.
- Overall difficulty of 1* and 2* missions has been increased.
- Map size of 1* and 2* missions has been slightly reduced.
- Added a short tutorial video to Capture and Hold.
- Crystal Monopoly goal has been removed from economy missions for now.
- Hoplite: Training Protocols Perk properly levels up hired and freed commanders.
- Enemy Tactics cannot be triggered by the player anymore.
- Combat Speed Controls would sometimes dissapear for the duration of a game.
The hottest of fixes to melt your tyrant playing faces off! Bug Fixes
- Health/HP Bonuses are now calculated properly; no longer giving you multiple times more Health than intended.
- Health/HP Bonuses are properly applied when viewing a fleet in the shipyard.
- Interlink Planets no longer can sometimes keep extra research value after map generation.
- Tutorial Mission 2 now has its final planet and objective switched to a Barracks planet to prevent unfortunate planet destruction!
- Senate fleets can no longer bomb the same planet twice in the same turn.
- Scepter, Mezzosec: +20% Health to Medium Ships reduced to +15% Health.
- Scepter, The Aegis:+30% Health to Small Ships reduced to +20% Health.
- Shipyard ship details says "Health" instead of "Armor" now.
- Misc grammar and typo fixes.
WELL WELL WELL – We’re finally hitting Early Access! Reviewers, streamers and our beta community have already been let in, but by 10am PST tomorrow morning, we’ll open the gates to everyone. If you’ve been playing already, you might be interested in the release notes for the build we just put up. There’s a lot of newness in this version, so I’ll get right down to it:
- There’s a whole slew of new sound fx in the game. There are still a few sounds in Combat that need to be done and there’s a tuning pass in general that needs to happen but it’s close!
- There are now optional techs for each of the ships. You can tweak those suckers in some interesting directions these days.
- If you’ve played before, then you might be expecting to pick up where you left off. Wellll, we’re sad to report that this new build will wipe out your save file. Some of the new fixes/changes went deep enough that keeping the old saves around would be baaaad. It’s the dawn of a new era for the game anyway, so we’re hoping that makes it okay. If not, at least you can find squirrels and sunshine outside to ease the pain.
- Tutorials have been updated to match the current game experience. Always helps to know what in the actual f*** is going on.
- New Death Ray and Invasion fx! So, so satisfying.
- Polish pass on just about every aspect of the game.
- Weapon fx got a pass.
- Inspiration in Combat now has a visible timer so you can know when it’s about to Inspire a ship. Inspiring!
- Creepy Tyrant hands on the splash screen got the creepy turned up.
- Empire select sequence got some updating.
- Mountains of bug fixes – huge heaping mountains like we’ve never done before.
Greetings, stalwart Tyrants! In our preparation for releasing to Early Access on July 19th, we’re revoking all of the beta keys. This means that if you go to play the game between now and our release date, you will no longer have access to it. As promised, when we do go live on July 19th, if you helped with the beta and we deem you worthy (most of you are), I’ll send you a key via the SpaceTyrantSwag profile. I may have friended you with that profile earlier in the beta test when we were sending out pins and stickers. If so, you’re set – just hang tight and a key will come your way on the 19th. Alternately, if you came in after the last round of stickers and pins going out, then you might still get a friend request from that profile. If you do, it’s not some Steam creeper, it’s just me, trying to give you a free game. :D Alrighty then – thanks to you all for your help with the beta test! Now we buckle up for Early Access and the many updates that will follow. Cheers! ~The Space Tyrant team
I love saying 'just one more'. The bartender is always amused by that one too... BUT ANYWAY - One more build of Space Tyrant for you! We’re putting this one up for a couple reasons: First of all, we weren’t quite ready to release in time for the Steam Summer Sale, so we’re going to wait until a little while after the sale is over so as to give it some breathing room (a Tyrant's gotta breathe, yo). The dart we threw at the calendar landed squarely on July 19th, so that’s what we’re aiming at now. As long as there aren’t any catastrophic astral anomalies or vengeful mythical creatures or garbage like that to get in our way, we should be able to hit that date gracefully. In the meantime, we thought you might like to take the latest changes out for a spin. Oh, and secondly, we’re letting in some very special streamers and press peoples to try on the Tyrant suit (play the game) during this next week. In doing so, we wanted to put our most up-to-date foot forward, so a new build seemed appropriate. And what newness awaits you? Well:
- We switched around some of the ship tech so that you can get to a decent level with it a little faster. We worried this may have made the Hoplites quite a bit easier, so we’re interested in hearing if that's true. I still managed to lose miserably in the middle of a cycle earlier today, so I know it’s not too far off the mark, but still. And i should add - the Bzzerks haven't had any tech work done on them, so they're still going to be pretty tough by our estimation. In either case, let us know how it goes.
- Some new UI tweaks and additions. Animations, buttons n stuff. I won’t say the UI is final, but I’m having trouble finding areas of it that aren’t. It’s reeeaaaallll close to being locked in.
- There's been a fresh pass on explosions in Combat. Those bigger ships are especially explody. Much explode.
- Most of the Tutorials have been updated. An updated Combat tutorial and one regarding game cycles and the Senate are still incoming, but the rest are in better shape.
- We’ve finally started in on an audio pass and it’s coming along nicely. It’s by no means finished (especially in Combat), but you’ll find MANY new sounds throughout the front end and map screen. There are also some new musical bits here and there. It’s all coming along slowly but surely.
- Some other under-the-hood work has been done that should add a little more variety to cards and explore options and other less obvious things happening in the game. We’ll probably be fiddling with that stuff for another few updates before we’re absolutely happy with it… maybe even more than a few. I’m making no promises here. :D
People! Tyrants! Tyrant People!
We’ve decided to push one more build out to you before we hit Early Access. It’s packed with bug fixes, updated art, refinements to numerous systems under the hood and other cool stuff. The tutorial, sounds and Combat effects are still lacking any updates, but we think you’ll find that the rest of the game plays a lot more smoothly now.
If you’re in the middle of a mission, so much has changed that we’re having the game knock you out of that mission. It won’t kill any progress you’ve made toward a particular cycle and you won’t lose your unlocks, but continuing a mission with so much newness wasn’t possible.
Here’s a list of all the particulars:
Major Features:
- Revamped Starmap (so good…)
- Cards as Unlocks
- Persistent Event Traits
- New Perk Art
- Tyrant Titles
- Rebellions on controlled planets
- Improved snapping in the Shipyard
- Many more stats tracked
- A new Main Menu
- Senate & CnH AI more aggressive
- Mission Detail tooltips
- Planet Rings show ownership
- Shipyard button is back (tho less enticing)
- Wormholes frequency reduced and opt-outs added
- "Mana" renamed to "Crystal"
- Empty Fleet bug fixed
- Many, many, hangs and locks fixed
- Final Mission unlock bug fixed
- Unsupported resolutions now default to 16:9
- Planet UI no longer interferes with fleet clicks
- Slug shield regen reduced
- Many defensive commander powers fixed
- Combat grid vs space weather layering issues resolved
- Compound artifact effects on reload removed
- Space slug regen nerfed
- Player based combat-initiation bugs fixed
- Commander energy shows correct at battle-start
I’m pleased to report we’re nearing the end of our closed beta status! Between the beta feedback and our internal discussions, we’ve finally reached a point where we can start to prepare for our Early Access release. As we commit ourselves to this ‘deathmarch’, we might still offer up a build to the beta crew to make sure nothing is exploding along the way. That could happen anytime in the next month, but probably not after that – I’ll post more info as we figure it out.
What we are sure of is our plan to release Space Tyrant into Early Access during the last half of May. We’ll continue to develop the game beyond that date, but we do feel like it’s ready for a wider audience. And while the game is still technically in closed beta, we’re leaning in on the ‘closed’ status and not letting anymore people in. You can all still play and hunt for bugs if you feel like it; we’ll also continue to respond as the weeks tick by, but these are indeed the final days of closed beta.
I’ll take this opportunity to say - thanks a million to everyone who has stuck with us through this process! As someone who spent some years in the QA trenches, I know how frustrating it can be working with buggy, broken games. So, we really do appreciate your efforts. I’ll start the process this week of sending out all remaining pins and stickers to those of you who’ve come on board in recent times. And when the game goes into an official Early Access state, I’ll send everyone on the list a key so it can be in your Steam library… until Tyrants take over the planet and disintegrate your computers.
Lastly, If you’ve written up bugs or have given us any feedback, keep an eye out for a friend request from “SpaceTyrantSwag”. Through that account I’ll ask for your physical address so I can send you stuffs. I’ll also message you a key for the game through that account when the time comes.
Cheers everyone and thanks again for the help! Many happy subjugations of celestial lifeforms to you and yours.
Love - The Space Tyrant team
Treacherous Tyrants! We’ve had our heads down in all things Combat these past couple of weeks and we’re finally ready to release our first pass at it. The previous version was something thrown together early-on and we were never all that happy with it. There was a lot of ship power spamming, no real sense for strategy beyond ‘biggest fleet wins’ and it never really felt like a well thought out aspect to the game. So – we’ve set about changing that. And I must repeat, what we’re putting up today is our first pass at it. There are bound to be aspects that aren’t working quite right or need ‘the knob’ turn a little to the left or right. It’s always that way. We’re also asking that people try to approach it objectively. That’s a difficult one and something we struggle with a lot while working on the game, but pretending you haven’t played any previous versions and just having a fair look at the new stuff is important in the process. I mean, all commentary is worthwhile to us, but we do love those FRESH EYEBALLS. Here’s a list of the new additions to Combat:
- One Special shot per ship: Ships now get one special shot per instance of Combat. Their energy won’t refill automatically, so you’ll need to be more careful and deliberate about where you focus the added firepower. They’ll still fire the usual volleys of shots, but for that extra kick, you get just one per ship.
- Tactics: At the start of Combat, you get to choose from one of 3 random Tactics. The one you choose will sit to the upper left of your fleet and it’s a button you can hit at any time during gameplay. Sometimes you’ll want to hold out for just the right moment, sometimes you’ll want to hit that sucker right away. We’re still brainstorming different Tactics that could be fun, so please let us know if you’ve got any wild ideas.
- Breaches and Crits: There is a chance in the heat of Combat that you or the enemy will get a Crit (Critical Hit) and it will cause a Breach. The Crit does a bit more damage than the average shot and the Breach it causes will do a small amount of damage over time. It will also disable the special shot on your ship unless you repair it. Repairing it costs one bolt of energy, so it’s not that hard to shut down a Breach – you just have to be on the lookout. There is also a Tactic you can use to seal all Breaches at once, if you decide to use it.
- Weather: Oh man, space weather is now a thing. It’s an equal opportunity damage inflictor, but it’s one you can capitalize on as well as defend against. More often than not, we find it tipping the scales in your favor, but sometimes… well, you know… it will rain on your parade. But as with some of these other new and threatening aspects to Combat, you’ve got Tactics you can play to get the upper hand. And we know you like the upper hand, all Tyrants do…
- Ship Balance Pass: Some of these new additions required us to do a slight balancing pass on all of the ships. They’ll fire a little faster than they used to, some of them have slightly different weapons – it’s all fairly subtle, but helped to balance out the changes.
Hey everyone! We just pushed a hotfix for some of the irritating little bugs that have been agitating Tyrants lately. - You now have all Bzzerk Empire Unlocks available. - Information about fleet effects being duplicated in the Shipyard, etc. will no longer happen. They'll persist in any games in-progress, but will be gone for subsequent games. - Mana crystal display no longer runs off bottom of screen. - Commander Level Up and Explore dialogs no longer overlap each other. - Annoying dead spot in the middle of the Combat screen that kept you from "clicking to start" has been removed. - Possible fix for any invisible fleet bugs still out there. Old code was being used, old code is bad. New code is good and is now in place. - Card King win condition now holds its info when saving/reloading a game in progress. - Number rounding error when selling ships back when you have a Forge planet has been fixed. It was rounding down and Tyrants were getting ripped off. Not cool! - Fixed the Cloak of Wealth income modifier. - XP related perks not being ordered correctly and giving you a lvl 3 commander at the start of a game has been fixed. And what's this about an update to Combat? Quinnbot mentioned it in a post last week and i thought i'd drop a little more info on ya. For a long time... like, 140k years in game developer time, we've been dissatisfied with our Combat system. It doesn't allow for much tactical play and you can end up in some really ridiculous scenarios. Basically, it's been limping along, neglected and shameful for far too long and we're giving it a work-over. It'll come in a couple stages and will probably be a target rich environment for bug hunters when we first push it out. First will come the functional changes so we can get to sorting that out, later we'll update the effects and audio. This is one of the last systems that we feel like we really need to nail down before Early Access and we're finally getting close. Exciting times in Tyrantville! And when do we plan to release this updated Combat system? Well, i'm guessing it will be another week, 2 at the most. More news will trickle out as we get it - stay tuned!
The new Space Tyrant is here! First of all, thanks very much for all the incredibly helpful feedback over the past several months! We’ve taken it all to heart and have been making the effort to integrate it with our overall game design. The build we’re putting up in front of you today is the glorious tyrant-love-child of this process and we’re starting to feel pretty good about it! That being said – there’s still a lot of polish that needs to happen, new bugs to dig out, and design elements to second-guess ourselves on, but we believe you’ll find this new version to be a lot more of a game and a lot more fun. Here’s the run-down of all the tyranty newness: A new way to play!: Our previous approach to selecting missions and playing through the game was mostly just a stand-in for something better. Now that we’ve had some time to think it through and actually do the work, the metagame is in and ready for testing. Here’s how it works: You’ll start as the Hoplite Empire and take on missions in all regions to hold off the advance of the Senate. When the Senate moves into a region, a little red ship icon will appear there on the mission select map to alert you. If 3 Senate ships appear in any given region, you’ll have one last chance to win a mission there before the Senate overtakes you and you lose. If you can manage to clear out all of the missions in all regions in a game, you’ll win that cycle of gameplay and unlock the next Empire. If you lose any missions along the way, you’ll lose the Commander you started that mission with. If that happens to be your last (or only) Commander, you’ll lose that cycle of gameplay and have to start over. So – beware, when you first play Space Tyrant, you start with just one Commander and will have to unlock other Commanders by beating difficult levels. One and two star missions are pretty easy and a good place to gain your footing, but you’ll have to hit those higher level missions if you want to get more Commanders and other tasty items that will enhance your gameplay. Speaking of unlocks, here’s what you’ll find along the way:
- Artifacts: There are mission specific Artifacts you will unlock in each region and strategizing to get the artifacts you want early on will be key to your success on more difficult missions. These artifacts are yours as long as you’re playing a particular cycle, but if you lose, the Artifacts are reset and thrown back into the mix for your next cycle of play.
- Empire Rewards: In addition to Artifacts, when reviewing mission information for the more difficult missions, you’ll occasionally see that an Empire Reward is available. An Empire Reward is persistent and will stick with you whether you lose that cycle of play or not. They’ll come in the form of higher ship classes, Card Decks and Empire specific Commanders. You’ll want to go after these, but it won’t be easy and you might curse at the screen a few times… possibly more than a few times.
- Perks: Every time you beat a mission, you’ll be given the choice between two Perks. They’re kind of like Artifacts, but you won’t know what you’ll get until you’ve beaten a mission. I think of them as the surprise sauce on your Tyrant burrito. Like Artifacts, any Perks you unlock will stick with you for that cycle of gameplay. If at any point you lose, Perks will be thrown back into the pool of randomness and you’ll have to reacquire them during your next cycle of play.
- CAPTURE AND HOLD: This is a new mode identifiable by a shield icon on the Mission select screen. Capture and Hold missions are available at the 3 and 4 star difficulty level and will be a true test of your tyranty skills. The goal is to capture 2 of the 3 control point planets before the Senate can. To capture one, you land on it, take down the garrison and then the capture process begins. Once you’re capturing it, your fleet can move on to do other things and the planet will be yours after 3 turns. During that time, it’s possible for the Senate to take it back from you, so keep an eye out for those pesky bastards. Also, remember to pay attention to the capture meters at the top of the screen. If you see one of those start to fill in, you’ll know that the Senate has found one of the planets and you’d better challenge them before they take it.
- Secondary win conditions: You’ll see some new win conditions appearing at the top of your screen while playing now. If one approach isn’t working out, aim for a different one.
- You can now Sacrifice Commanders who aren’t pulling their weight. If a Commander dies and you’re sick of their crap, you can mouse over their icon (this only works when they’re waiting to respawn) and choose to sacrifice them. This will earn you some Tyranny and an XP Card that you can play on one of your more beloved Commanders.
- OPPRESSION!: This is one of my favorite new features. Several planet types will now allow you the option to Oppress them after being captured. Need more Gold? More Science or Tyranny? Hit that ever-lovin OPPRESS button and let the misery of the masses rocket you toward success. Just be sure to mouse over the button before you hit it to see what the chance of Rebellion is. The more you oppress a planet, the higher the chance of a Rebellion – which is a bummer you’ll want to avoid.
- 1X1 ships quick volley: We’ve tuned some behind-the-scenes aspects of Combat, but the biggest current change is that all ships are now clickable. If you need a quick volley of shots on a particular target, 1X1 ships are now armed and ready for action.
- New Perks, Artifacts, Cards and Explores to be had. We’ll continue to add to the heap as the months go on, but you’ll be happy to find a whole new selection since the last build.
- Difficulty tuning: We did a deep pass on difficulty tuning and we’re curious how it will work for everyone. 1 and 2 star missions shouldn’t be too tough, but should offer some amount of a challenge. 3 and 4 star missions should range from kinda tough to extremely difficult. Let us know how it goes after a few rounds.
- There’s a new Space Slug in town, approach with caution.
- Senate Color: If a neutral fleet has been taken over by the Senate, they’ll now be red and menacing. This should quell any confusion over who’s who.
- Bug Fixins: We tried to fix as many bugs as possible without introducing new ones, but I’m certain some have slipped through. One bug in particular is the “invisible fleet bug”. Maybe it’s fixed? We’ve fooled ourselves in the past… please let us know if you run into that demon hell-spawn of a bug so we can weep bitterly and take another shot at fixing it.
Villainous Tyrants!
We were hoping to get a content update out by the end of January, but then it grew in scope and we had EVEN BETTER IDEAS.
Our initial plan was to drop a new game mode on you and some bug fixes, but now we're stretching that into a whole new approach to playing the game. And i mean - it's going to be waaaaay different on the meta game level.
It's the sort of update that has us bouncing around and talking excitedly about it, but also stressing the f*** out on getting it all done in time. The path is clear, but so much typing... so much mouse clicking... i should probably quit with this update already and get back to it.
Oh wait - i also wanted to say - I just sent off the last of the beta invites for a couple weeks. If you're in now, cool - there are still some weird-ass bugs to track down (as Louis discovered yesterday). But if you sign up anywhere between now and early February, i won't be sending out keys until we've got the new version up. Trained eyes and fresh eyes will both be important on this one, so we're hoping to stage this in such a way that we can get some of both.
Alrighty, back to it! Thanks for tuning in, hanging out and typing stuff at us - you folks have been a tremendous help and we greatly enjoy all the conversation. Cheers!
~The Space Tyrant team
p.s. i usually try to add some kind of grand and over the top flavory picture to spice up my posts. This time i'm going to offer you the tiniest, cutest little twerp of a space ship that has ever been concepted up in Tyrantville. I mean, just look at this thing. So ridiculous...
version #: 0.5.6215.18617
Hey everyone! Thanks for cranking away so diligently on the holiday build and uncovering so many annoying-ass bugs! We haven’t fixed everything since we’ve been back (it’s only been a week!), but we have gone after the stuff with solid repro steps and anything obvious that was hurting gameplay. We’ve wrapped these fixes up into a patch that we just released so we can move on to a content update later in the month.
Our plan for January is - we want to start plugging in new game modes and some other crazy stuff before the end of the month, but it’s important that we have a solid foundation to build on so the game isn’t torturing you with buggy behavior when you should be enjoying all the newness. We wanted to put that out there so you know that we aren’t slacking. Tyrants don’t slack.
A couple items worth noting - we haven’t had a chance to flesh out the Techno Slug tech upgrades or other slug related stuff, so you’ll still see white squares and other weirdness when you get that far along. We’ll get to it soon. They’re slugs, so, you know, they move slower than your average empire.
Also, if you’re in the middle of a game, that’ll get wiped out when you start afresh. Sorry about that – space and video games are cruel in ways that other modes of existence are not… except for maybe knitting. That can be horribly unforgiving.
Come to think of it – If you’re brave and cool at the same time, wiping out your save file and starting right at the beginning would be a pretty helpful testing move. You can copy your current save files to somewhere else on your computer if you want to load em back up later, but here’s how you get to that folder and clean it out (this is for a PC - not sure about other platforms):
• Before you launch the game, navigate to this folder on your computer:
“C:Users
Greetings, Tyrants! After combing through your many great suggestions and bugs, we've managed to cobble together a holiday build. We're still in beta, so there will still be a cornucopia of bugs, but I believe we've managed to squash the most egregious. We also managed to add a whole slew of new stuff - some subtle, some more obvious. The notes i post below will contain exact info on all of this. Speaking of the coming holiday, we'll still be tuning into the discussion forums to read and respond to posts. There's a good chance it could take a day or more before you hear anything back, but we'll definitely be around. And despite our perceived laziness in the weeks to come, we'll still get some amount of work done toward an update for early January. We'll do our best to include as much of your feedback as possible in that build as well. So then, we hope you all get some time off to do what you love! Friends, family, video games, eating yourself into a coma - whatever your happy is, we hope you get lots of it! And you can be sure we'll make every effort to do the same. Now then, without further ado, here are some build notes: build version: v0.5.6197.19329 Features: -Economic-only Missions -Technoslug Party Artifacts added -Commander Executions -Bunch of new exploration art added -Unity Launcher removed and graphics options integrated -New starlane move & direction art -New artifacts/decks are now highlighted on the equip screen -Fleet pucks pop up in response to damage or effects -Assorted UI polish (shipyard, explore, button icons) -Some soundtrack updates -A new Space Slug to tickle your fancy (still shows the old tiny version) Balance Changes: -Harder missions (3+) should spawn more often -Reduced likelihood of duplicate card streaks -Special planet generation doesn’t undermine base city/lab distribution -AI players get diminishing returns from Fortifying -City/Lab Upgrade power improved Bug Fixes: -Commander Powers cannot destroy ships after battle is complete (empty fleet bug) -Artifacts correctly kill fleets if they destroy the last ship (empty fleet bug) -"Hack Planet" event no longer occurs on planets that have no powers -Deep Space Probe planet visibility fixed -Doomed planets no longer explode offscreen -Fixed several sounds which were disobeying volume settings -No longer possible to use another empires unique deck -Shipyard auto-closes if you enter combat -Recall card no longer consumes a move -Recall cannot be played on fleets already at your HW -Upgraded Neutral ships now use the correct ship skin -Skrunto's laser sweep power re-enabled -Planet name plaque heights fixed -Base planet defense always appears at the top of tooltip -Many planet tooltips descriptions fixed -Bunny militia power description fixed -Clicking another friendly fleet no longer invokes a move -Technoslug homeworld Hire button fixed -Some siege cards mistakenly didn’t require a siegeing fleet -Empire logo displays correctly when unlocking a new empire -Invasion button flickering fixed -Cannon planets do not lose Derelict on reload -Artifacts cannot reduce planet defense lower than 1 -Prisons only contain unlocked commanders for the current empire -Siege waits to consume fleet moves until you roll the dice Cheers and happy holidays to you from the Space Tyrant team!
Space Tyrant
Blue Wizard Digital
Blue Wizard Digital
2018-02-27
Singleplayer
Game News Posts 45
🎹🖱️Keyboard + Mouse
Very Positive
(529 reviews)
http://spacetyrantgame.bluewizard.com/
https://store.steampowered.com/app/562230 
The Game includes VR Support
Space Tyrant Lin [1.17 G]
From the people who designed, produced, drew stuff for, or ate lunch with the people who made Bejeweled, Peggle, and Plants vs Zombies comes a more sinister strategic experience with far fewer unicorns.
We all enjoyed 4x and roguelike games but found our minds wandering to nearby squirrels, etc, during a typical session. So, under the aegis of newly formed Blue Wizard Digital (who also make the awesome SLAYAWAY CAMP, check it out) we set out to make a zero-attention span mega-empire game, where you could have titanic space battles and huge galaxy-spanning conquests but not run over your employer-mandated allotment of lunch-eating minutes.
IN SPACE NOBODY CAN HEAR YOU DIE SCREAMING, THOUGH YOU ARE STILL DYING, RIGHT, IT'S JUST YOUR SCREAMS DON'T TRANSMIT THROUGH THE VACUUM
Also, we didn't care about winning any "cultural victories" or "Space United Nations" crap, so there's none of that. We wanted to disintegrate guys and watch tons of weird spaceships explode. So there is a whole lot of that, plus collecting artifacts and leveling up and conquering planets and executing ambassadors and that sort of thing. Also we hear you like cards? We have cards. So many cards, let me tell you.
But it's not all vaporizing mewling, hapless slavelings. While bashing your way through space, you’ll eventually face off against the ‘mall cops’ of the universe - the ASTRONS. They might try to slap your hand and call your parents, but a truly merciless tyrant will plow right through these goody two-shoes. And to reward your unsavory efforts, a whole new empire will be yours to agitate. New races of scientifically implausible creatures to lord over, new types of frankly ridiculous technology to research, new commanders to throw into the fray, new cards to, um, do card things with.
What are you waiting for? Play now, my lord!
- OS: Ubuntu
- Processor: Core 2 duo or i3 @ 2GHz+Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Integrated graphics
- Storage: 2 GB available space
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