Hey everyone, Quinn here. Since about August, we've been pretty quiet. We've pushed several betas in the past few weeks, and with the help of the beta testers, we've decided that it is now time to push the update to the main branch. The entire team has been working really hard on making this game even better and trying to make it a more enjoyable experience that matches with the vision we have in our minds. Why The Perks Overhaul? As a result of player feedback (A huge thank you to everyone who gave us feedback!), we found that the perks in the game just weren't up to par. To that end, we ended up of the balance to make the perks actually worthwhile and a hard choice. You probably won't be seeing health and damage perks very much anymore. They've been hit by the nerfbat, but not so hard that they aren't a good choice. In fact, they are now a hard choice to make. Do I want the extra damage or do I want the other cool perk? Speaking of cool perks, we've added a ton of those! We tried to come up with a bunch of interesting ideas, then put the interesting ideas together and let you choose only one. We're mean like that. ;) More Difficulty At Higher Difficulties The game is now going to be harder than it was before, at least at higher levels of gameplay. No more murdering enemies before they can respond. Enemies can now take a good bit of damage, without feeling too bullet spongy, and get off their patterns. Basically, those evil Rusted Lumiflares, which are the embodiment of the bullet hell side of the game, can actually get their pattern off before they die. But Wait! We're Fair! Despite loving to murder... er, I mean help players, we did make some really nice changes to make the game more fair. No more of enemies doing more damage on later floors for no reason! We also made the floors shorter, since we don't want to make Running Mech Simulator 2017 (tm). That also helps with the attrition that is now going on. Wait a minute! You just said you were making the game more fair! Well, I also said we are mean. Now, most things do 2 points of damage, but you can only heal for one point. Oh, and there aren't many options to heal unless the RNG Gods love you. This means that you're less likely to steamroll your way to the end of the game, and much more likely to have to fight your way there, and actually pay attention to the pretty shapes the bullets make. Side Effects Lead To Other Cool Things The attrition does have a plus side though! The consumables in the game are REALLY nice. It used to be "Oh, I don't need consumables, I can steamroll my way through the floor", now it is "Ooh, this consumable will save my life more than likely on this floor. If not, I'm almost certainly going to be using it on the next. Unless you're Misery. Then you just ignore logic and win regardless. Energy weapons are also more valuable now, since every enemy doesn't drop dead in a matter of nanoseconds, so the damage you deal actually, you know, matters. So the more energy you have, the more damage you can do, which means the faster you can kill things, so you take less damage. Its a great cycle! Defensive items, on the other hand, were shot by the nerf gun. They're still helpful, but no more buying a ton of them and using them to tank every enemy you encounter. Now that enemies last longer, they can penetrate your defenses easier. Oh, and good luck raising your max health. The amount of things that let you do that have been substantially reduced, which will make a sacrifice shop quite a bit riskier to use. And no to the giant damage boosts or anything. No more 50% changes. Everything is smaller and much more balanced. Now, About Those New Items... You remember the XP bubble things right? There are more types of them, that give more XP, so you'll enjoy those. There are some new modules now too. Personally, I like the one that causes a giant ring of fire around you. It helps increase the amount of damage you do to most enemies and limits the danger of things like bulldogs. NB. Bulldogs and chargers are still going to mess you up even with this module. You still have to shoot them and play smart. And New Enemies... We've also added some new enemies! There are little popcorn enemies, that aren't really dangerous unless there are a lot of them, then there are defensive enemies, which block your shots (But they're rare, so you're relatively safe), and then there are maze types, which works well in complicated thing corridors. Horrible news time: Misery made a super Blaze Cannon called an Inferno Cannon. In his words: "You'll die to these. A lot. You thought Blaze Cannons were bad? Haha. They're nothing compared to these nightmares. Fortunately for you, they only appear on later floors and they're somewhat rare. Unfortunately for you, it only takes one of these to make a room extremely dangerous in a way that no other enemy can. Like Blaze Cannons these guys fire sparking missiles that go through walls. It's what those missiles DO that makes them so very deadly." New Boss!? Misery may have, uh, also created a new boss. So you might notice that there is a new boss that is going to make your life -- well, miserable. That's all his fault. In conclusion: run. Run fast and far to escape the Inferno Cannons. Enjoy! Relevant release notes are versions 1.502 to 1.506 if you haven't been playing the beta.
[ 2017-01-06 01:18:49 CET ] [ Original post ]
Hey everyone, Quinn here. Since about August, we've been pretty quiet. We've pushed several betas in the past few weeks, and with the help of the beta testers, we've decided that it is now time to push the update to the main branch. The entire team has been working really hard on making this game even better and trying to make it a more enjoyable experience that matches with the vision we have in our minds. Why The Perks Overhaul? The main focus of this update has been the perks and very late game balance (floors 6 and 7). For a long while, the perks have been a bit lacklustre, and so with help and ideas from the community (ahuge thank you to everyone who gave us feedback) this part of the game has now been overhauled. In terms of the late game balance, the game is now going to be harder than it was before. Previously, damage ups were way too strong, so by the time you got to floors 6 and 7 you would probably be super overpowered. This balance has been changed significantly, so no more murdering enemies before they can respond. Enemies can now take a good bit of damage, without feeling too bullet spongy, and get off their patterns. Basically, those evil Rusted Lumiflares, which are the embodiment of the bullet hell side of the game, can actually get their pattern off before they die. Damage perks have certainly been hit by the nerfbat, but not so hard that they aren't still a good choice. In fact, they are now a hard choice to make. Do I want the extra damage or do I want some other cool perk? Speaking of cool perks, we've added a ton of those! We tried to come up with a bunch of interesting ideas, then put the interesting ideas together and let you choose only one. We're mean like that. ;) Get ready for perks such asSavings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more. Changes To Higher Floors Despite loving to murder... er, I mean help players, we did make some really nice changes to make the game more fair. No more lower level enemies doing more damage on later floors for no reason! We also made the floors shorter, since we don't want to make Running Mech Simulator 2017 (tm). That also helps with the attrition that is now going on. But Wait! We're Fair! Wait a minute! You just said you were making the game more fair! Well, I also said we are mean. Now, most things do 2 points of damage, but you can only heal for one point. This means that you're less likely to steamroll your way to the end of the game leaving behind piles of health pickups, and much more likely to have to fight your way there, and actually pay attention to the pretty shapes the bullets make. Side Effects Lead To Other Cool Things The attrition does have a plus side though! The consumables in the game are REALLY nice. It used to be "Oh, I don't need consumables, I can steamroll my way through the floor", now it is "Ooh, this consumable will save my life more than likely on this floor. If not, I'm almost certainly going to be using it on the next. Unless you're Misery. Then you just ignore logic and win regardless. Energy weapons are also more valuable now, since every enemy doesn't drop dead in a matter of nanoseconds, so the damage you deal actually, you know, matters. So the more energy you have, the more damage you can do, which means the faster you can kill things, so you take less damage. Its a great cycle! Now, About Those New Items... You remember the XP bubble things right? There are more types of them, that give more XP, so you'll enjoy those. There are some new modules now too. Personally, I like the one that causes a giant ring of ice around you. It helps increase the amount of damage you do to most enemies and limits the danger of things like bulldogs. NB. Bulldogs and chargers are still going to mess you up even with this module. You still have to shoot them and play smart. And New Enemies... We've also added some new enemies! There are little popcorn enemies, that aren't really dangerous unless there are a lot of them, then there are defensive enemies, which block your shots (But they're rare, so you're relatively safe), and then there are maze types, which work well in complicated corridors. Horrible news time: Misery got his hands on the dev tools. He made a super Blaze Cannon called an Inferno Cannon. In his words: "You'll die to these. A lot. You thought Blaze Cannons were bad? Haha. They're nothing compared to these nightmares. Fortunately for you, they only appear on later floors and they're somewhat rare. Unfortunately for you, it only takes one of these to make a room extremely dangerous in a way that no other enemy can. Like Blaze Cannons these guys fire sparking missiles that go through walls. It's what those missiles DO that makes them so very deadly."In conclusion, run. Run fast and far to escape the Inferno Cannons. New Boss!? He may have, uh, also gotten his hands on the tools for creating a new boss. So you might notice that there is a new boss that is going to make your life suck. That's all his fault. This has been a pretty huge update, there have been a ton of improvements, changes, bugfixes, and additions, most of which we probably can't even remember -- it's a good job we have a changelog then! Thanks everyone! We hope you enjoy the new build. :)Relevant release notes are versions 1.502 to 1.506 if you haven't been playing the beta.
[ 2017-01-06 01:18:49 CET ] [ Original post ]
🎮 Full Controller Support
- Starward Rogue Linux [122.95 M]
- Starward Rogue: AuGMENTED
- Roguelite catacombs that evolve and expand with each of your successes.
- Hundreds of items, enemies and rooms, and dozens of epic boss fights.
- Fully playable with keyboard+mouse or gamepad.
- 5 difficulty levels range from "Relatively Easy" to "Nigh Impossible."
- Play as a "head in a mech" harvested from the neck of everyone's favorite Hydral.
- Find secrets of The Megalith, a giant structure lodged in a star, as you lose many heads.
- Figure out what happened to Rodney, an AI redshirt of uncertain motives.
- Over-the-top mod support. Detailed wiki: create enemies, items, weapons, and rooms.
- Secrets! Among them "incredibilities" that massively change the way the game plays.
- Varied mech suits: dipole magnetism, time control, and more.
- Upgrade during each "run" via EXP/Perks, shops, and items found while exploring.
- OS: Ubuntu 12.04+. SteamOS+
- Processor: 2.2Ghz CPUMemory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: Screen resolution at least 720px high. and 1024px wide.
- Storage: 400 MB available space
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