I've just pushed a small patch to address the "Hospital Bill" legacy event not working correctly. The effects of the event (reduced rates at inns) were being erroneously applied when the "Spelunker" event was active.
This change also adds Credits back to the Options menu -- this had been disabled for pre-launch builds and never turned back on.
I've just pushed a small patch to address the "Hospital Bill" legacy event not working correctly. The effects of the event (reduced rates at inns) were being erroneously applied when the "Spelunker" event was active.
This change also adds Credits back to the Options menu -- this had been disabled for pre-launch builds and never turned back on.
Hi all, I made a couple of long-overdue fixes today:
The Lockpick and Dyna-pick only add a key the first time they are bought or picked up, not each time they are unequipped and re-equipped.
Legacy effects such as "Spelunker" should now take effect in the first level.
This second change involved reordering some code related to how sessions get initialized. I've played through the game a few times since making this change, and everything appears to be behaving correctly, but it's possible this could have some unintended side effects, so if you notice anything odd, please let me know! [ 2017-04-24 19:17:29 CET ][ Original post ]
Hi all, I made a couple of long-overdue fixes today:
The Lockpick and Dyna-pick only add a key the first time they are bought or picked up, not each time they are unequipped and re-equipped.
Legacy effects such as "Spelunker" should now take effect in the first level.
This second change involved reordering some code related to how sessions get initialized. I've played through the game a few times since making this change, and everything appears to be behaving correctly, but it's possible this could have some unintended side effects, so if you notice anything odd, please let me know! [ 2017-04-24 19:17:29 CET ][ Original post ]
Hi all, I've just made a second update since launch. I forgot to post notes for the first one yesterday, so here's everything that's changed so far:
Fixed a Mac and Linux issue in which the screen resolution would not be saved when exiting and restarting.
Fixed a Windows issue in which the screen would go black after changing the resolution.*
The Vita-Synth can no longer be used while dying.
The status screen can no longer be opened during boss intros.
The ending cutscene now correctly reflects which boss was killed.
Many potential progression blockers have been fixed.
*Although this issue has been partially fixed (the screen should no longer go black), I suspect there are still issues in which the game launches at the wrong resolution on Windows. However, I can't repro this on any of my test machines. If you have seen this behavior and can provide additional information, please leave a message in this thread. Thanks! [ 2017-02-10 19:21:12 CET ][ Original post ]
Hi all, I've just made a second update since launch. I forgot to post notes for the first one yesterday, so here's everything that's changed so far:
Fixed a Mac and Linux issue in which the screen resolution would not be saved when exiting and restarting.
Fixed a Windows issue in which the screen would go black after changing the resolution.*
The Vita-Synth can no longer be used while dying.
The status screen can no longer be opened during boss intros.
The ending cutscene now correctly reflects which boss was killed.
Many potential progression blockers have been fixed.
*Although this issue has been partially fixed (the screen should no longer go black), I suspect there are still issues in which the game launches at the wrong resolution on Windows. However, I can't repro this on any of my test machines. If you have seen this behavior and can provide additional information, please leave a message in this thread. Thanks! [ 2017-02-10 19:21:12 CET ][ Original post ]
War is coming. How will you serve? Following the events of Gunmetal Arcadia Zero, the Tech Elves of Arcadia continue their struggle against the hordes of the Unmade Empire. Play as one of the heroes Vireo, Grackle, Thrush, or Starling and take the fight back to the enemy! Gunmetal Arcadia features roguelite platformer action and world-class CRT simulation technology that evokes the aesthetics of past generations.
From developer J. Kyle Pittman (Super Win the Game) and Minor Key Games (Slayer Shock) comes Gunmetal Arcadia, an all-new action-adventure platformer roguelite drenched in glowing retro goodness.