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Our new game, Takara Cards, is on Steam Next Fest:
https://store.steampowered.com/app/1932210/Takara_Cards/
Also, the game comes out March 28th this year, here's our trailer:
[previewyoutube=ZeRWSJFddPs;full][/previewyoutube]
[ 2023-02-08 21:12:01 CET ] [ Original post ]
Our new game is called Takara Cards:
https://store.steampowered.com/app/1932210/ Takara Cards is a tactical Deck Builder with light RPG elements. It takes place in the same universe as our first game, NEXT JUMP: Shmup Tactics and is being made on the Godot Engine! The team is formed by Daniel Pinheiro (art, animation, ui), Filipe Dilly (design, code, producer) and Kawakeiko (art, art direction). Music by Rafael Assuno .
For more details, here's our first announcement on the Steam forums:
https://store.steampowered.com/news/app/1932210/view/4564966873078265240 Hope you find the game interesting! :)
[ 2022-03-14 18:21:48 CET ] [ Original post ]
List of bug fixes and changes: - Fixed bug/exploit that made the "Energy Beam Pierce" weapon annihilate any enemy instantly. Now the weapon only deals damage per action / turn. - Fixed a bug that allowed the player to take toxic damage on the last turn of the jump. I also made adjustments that correct the hull value to "0" if at the beginning or end of the jump it is less than zero. - Some improvements in the rendering and alignment of the text present on the death screen. - The game tutorial is no longer mandatory for new players, only recommended using a message. Special thanks to the player @Fernando47 who reported the bugs! Thank you! I would also like to thank everyone who plays and recommends the game. NEXT JUMP was my first game released and makes me really happy to see people having so much fun with it. Have a safe JUMP, Bastards! :)
[ 2019-08-29 16:32:41 CET ] [ Original post ]
Hello pilots! New update is available:
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- Tutorial of the game has been completely revised, now it has a more direct and shorter text.
- All Typos in the tutorial have been fixed.
- New font used in Tutorial, much more readable.
- New sources implemented in the game, especially those of the smaller text. These fonts have a design more aligned to the themes of the game and are also more readable.
- Implemented memory-saving system. The game now consumes, on average, half of the memory it consumed before.
[ 2019-05-31 17:40:40 CET ] [ Original post ]
Our new game about being a salesman (or saleswoman) trying to SURVIVE the sales, Talk to Strangers, is now available on Steam: https://store.steampowered.com/app/963280/Talk_to_Strangers/ Talk to Strangers was made by Post Mortem Pixels (Filipe Dilly and Daniel Pinheiro) and the friends: Lus Felipe Garrocho, Ricardo Tokumoto and Rafael Assuno. We now also have a bundle of games available to buy, at a discount: https://store.steampowered.com/bundle/10788/Post_Mortem_Pixels_Collection/
[ 2019-04-19 17:39:05 CET ] [ Original post ]
Hello!
A new update is available, focused on fixing various typos in the game.
I would like to thank everyone who sent corrections, especially @KliPeH!
If you find more Typos, please report here:
https://steamcommunity.com/app/624690/discussions/1/1732090362047217785/
We would also like to congratulate all the players who passed my score of "113,771", especially the records:
@Chevalier de la Saucisse - 582,967 !!!
@Kinix - 221,552 !!
@Dzejkob - 158,513!
@Chewy Speaker - 149,335
@Barreytor - 124,102
Impressive! I was even more impressed with the records in Hard mode!
Congratulations to all those involved and if you want to know your records, just check this link:
https://steamcommunity.com/stats/624690/leaderboards/3001370
I would also like to remind you that we have launched the page for our next game:
https://store.steampowered.com/app/963280/Talk_to_Strangers/
Help us by adding the game to your wish list! :)
Thanks!
[ 2018-11-20 14:39:37 CET ] [ Original post ]
Hello! New update for the game is available and we are also announcing a new game: https://store.steampowered.com/app/963280/Talk_to_Strangers/ Take a look at our game page and our Steam developer page . :)
The update:
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Steam Achievements and Local Achievements System: Steam achievements are now implemented in the game! As well as an internal system of achievements (which are the same as those of Steam). There are 51 achievements made based on players' requests and observations of how the game is played. The internal system also keeps track of the number of times something needs to be done to unlock a achievement, and continues to do so even if the achievement has already been unlocked! Some achievements will quickly unlock for those who already played the game: Overall, all achievements based on factors already recorded before (such as the number of defeated Drones or unlocked ships) will unlock quickly. Others needed to be played normally. Steam Leaderboards and Runs time:
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The game now have Steam Leaderboards! And not just one type of leaderboard, but two: - One to score the Reputation points (which is the score of the game), with a different list for each difficulty mode. - And one to record Run time (the lower, the higher the position in the list), also with a different list for each difficulty mode. Reputation rankings are updated every time a pilot dies or beats a dragon mothership. Those based on Tempo do Run only update when a pilot beats a mothership. You can track the current Run time in the options menu, which also pauses the time. Also improved were the way the Reputation of the last MIA pilots is shown and a new list has been added with the times of each Run (successful or not).
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The current implementation of the plugin we use does not allow integration of online Steam Leaderboards in-game, but you can check out these on the game's Community page!
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Updated COMBO system: Now "Reputation Combos" remain from Jump to Jump and only resets when exiting OUT of the Jump and/or taking a Hit (with shield accessories or not). This increases the focus of the game in planning and executing each jump when attempting to beat other players' Points / Reputation. And it makes it more rewarding not be hit. - Improved scanner making the "Danger" text red. - Made some minor balance changes to enemies creation. - Fixed many bugs. - Fixed some typos (thanks for the reports!). Thanks and I hope you like the update!
[ 2018-10-18 21:05:48 CET ] [ Original post ]
Bug fixes [276]: - Fixed a bug where using the weapon "Energy Beam" could reset the engines to 1. - Changed the mechanic of the Energy Beam, now it does not temporally reset the engine to "1". - Fixed other bugs regarding the Energy beam. - Prevented some exploits using some Accessories. - Fixed a typo on the Shop interface. The update for the Mac version should arrive a little later, sorry for that (I'm away from home at the moment). I recommend not using this type of weapon (Energy Beam) until the update arrives. I will update this post as soon as I update the Mac version. *edit: Mac builds are live! :) Any new problems, just let me know! Thanks for all the support, Rookies!
[ 2018-04-27 12:52:05 CET ] [ Original post ]
In less than a week (on April 28th) my tactical Shmup, NEXT JUMP, completes a year of release. And to celebrate, it's on sale for a dollar and a half! 70% off!
Many thanks to all who helped me (and still help) during this time!
And a little announcement: We are working on the next game at full throttle! In a little over a month I must advertise properly here and other channels!
I still have some plans for NEXT JUMP, but for the moment I need to focus on the next project.
Thank you!
[ 2018-04-23 19:42:29 CET ] [ Original post ]
A small update is now live, with the following: - Fixed a bug where a accessory would no work with the new ships. (thanks to "1410c"); - Fixed some typos. (thanks to "zulmetefza"); - The game now properly launches on 32bit OS (thanks to "panchirajoey"). Thanks for all the support, Rookies! :)
[ 2017-11-21 18:06:26 CET ] [ Original post ]
A small update is now live, with the following: - Fixed a bug where a accessory would no work with the new ships. (thanks to "1410c"); - Fixed some typos. (thanks to "zulmetefza"); - The game now properly launches on 32bit OS (thanks to "panchirajoey"). Thanks for all the support, Rookies! :)
[ 2017-11-21 18:06:26 CET ] [ Original post ]
Bug fixes [build 273]: - Fixed Bug where the Sword did not damage the engines and batteries of the mother ship. - Fixed Bug where Reputation to be hit in "Reputation Bets" mode increased infinitely. - Improvements in the Final, including description whether or not you have beaten the Reputation in "Reputation Bets" mode. Thanks for all the support, Rookies!
[ 2017-10-04 13:22:27 CET ] [ Original post ]
Bug fixes [build 273]: - Fixed Bug where the Sword did not damage the engines and batteries of the mother ship. - Fixed Bug where Reputation to be hit in "Reputation Bets" mode increased infinitely. - Improvements in the Final, including description whether or not you have beaten the Reputation in "Reputation Bets" mode. Thanks for all the support, Rookies!
[ 2017-10-04 13:22:27 CET ] [ Original post ]
https://www.youtube.com/watch?v=a0u02NjwS8c
Features:
Three new ships:
- Shield, Sword and a Secret ship, unlockable at events or defeating a mothership.
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New game mode, "Reputation Bets":
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- Join illegal gamblers who bet their Reputation points on uninterrupted jumps. The pilot have a huge amount of Scrap to equip the Ship and try to beat a target Reputation. Each time you try to hit the current Reputation, it increases. Be failing or succeeding. Every move counts, every defeated enemy is precious.
- This game mode is only playable after defeating at least one mothership (on any difficulty). Everyone who has already defeated one has the unlocked mode.
- The list of names of the gamblers is a collection of names of the best (real) players of the game! So if you posted a video or screenshot with your score there are great chances of your name being in there! :)
- In response to requests, there are now three different difficulties. Each of them changes mainly the amount of "energy" that the enemies have, in addition to some other minor details.
- The "Hard" mode is only playable after defeating at least one mothership (on any difficulty). Everyone who has already defeated one has the unlocked mode.
- New mechanic to amplify the "Failure Spectrum": If your ship gets hit by a 4 dmg blaster and have only 2 hull it will have the hull reduced to "0" instead of exploding. From "0" any damage will obviously blow it up.
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- The ship's scanner has been completely reprogrammed and designed. Now it shows in an organized way all the elements present in the Tile, including the amount of Scrap and Energy! The Scanner can also be turned on and off just by clicking on its icon or using its current shortcut.
- New DANGER indication: when you move the mouse on a Tile that has any element that damages the current ship (taking into account the different collision sizes) a Skull Symbol will flash. This works even with the Scanner disabled.
[ 2017-09-22 21:43:15 CET ] [ Original post ]
https://www.youtube.com/watch?v=a0u02NjwS8c
Features:
Three new ships:
- Shield, Sword and a Secret ship, unlockable at events or defeating a mothership.
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New game mode, "Reputation Bets":
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- Join illegal gamblers who bet their Reputation points on uninterrupted jumps. The pilot have a huge amount of Scrap to equip the Ship and try to beat a target Reputation. Each time you try to hit the current Reputation, it increases. Be failing or succeeding. Every move counts, every defeated enemy is precious.
- This game mode is only playable after defeating at least one mothership (on any difficulty). Everyone who has already defeated one has the unlocked mode.
- The list of names of the gamblers is a collection of names of the best (real) players of the game! So if you posted a video or screenshot with your score there are great chances of your name being in there! :)
- In response to requests, there are now three different difficulties. Each of them changes mainly the amount of "energy" that the enemies have, in addition to some other minor details.
- The "Hard" mode is only playable after defeating at least one mothership (on any difficulty). Everyone who has already defeated one has the unlocked mode.
- New mechanic to amplify the "Failure Spectrum": If your ship gets hit by a 4 dmg blaster and have only 2 hull it will have the hull reduced to "0" instead of exploding. From "0" any damage will obviously blow it up.
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- The ship's scanner has been completely reprogrammed and designed. Now it shows in an organized way all the elements present in the Tile, including the amount of Scrap and Energy! The Scanner can also be turned on and off just by clicking on its icon or using its current shortcut.
- New DANGER indication: when you move the mouse on a Tile that has any element that damages the current ship (taking into account the different collision sizes) a Skull Symbol will flash. This works even with the Scanner disabled.
[ 2017-09-22 16:39:22 CET ] [ Original post ]
Hello rookies! It is with great pleasure that I announce the first details of the update I have been working on: Three new ships! Yes! Three!
They are part of the fleet of mercenaries known as "Red Legionaries":
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Two of them, The Shield and The Sword, will be available without doing anything. A third and special ship will have to be unlocked.
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The update will feature these three ships with new mechanics, interface improvements, a new game mode and difficulty modes! I hope you enjoy the surprise and in the next ad I will talk about the improvements in the combat interface. NEXT JUMP: Red Legionaries are due out in the middle of September and will be free. Have a safe jump.
[ 2017-08-18 20:18:59 CET ] [ Original post ]
Hello rookies! It is with great pleasure that I announce the first details of the update I have been working on: Three new ships! Yes! Three!
They are part of the fleet of mercenaries known as "Red Legionaries":
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Two of them, The Shield and The Sword, will be available without doing anything. A third and special ship will have to be unlocked.
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The update will feature these three ships with new mechanics, interface improvements, a new game mode and difficulty modes! I hope you enjoy the surprise and in the next ad I will talk about the improvements in the combat interface. NEXT JUMP: Red Legionaries are due out in the middle of September and will be free. Have a safe jump.
[ 2017-08-18 20:18:59 CET ] [ Original post ]
Hello!
Build 243 is up for grabs! I would like to thank all the users who reported Bugs and helped to find them, especially: "Dinir Nertan", "Does not Care-Bear" and "holdmykidney".
Changes:
- Toxic clouds now dissipate when they collide with Enemies or Player's Ship. - Improved toxic clouds sprites so its more clear where they are. - Improved collision systems.
Bug fixes:
- Fixed problems related to the collision of some attacks (explosion and some enemy shots). - Corrected problems related to the Damage system: some attacks did more damage than they should. - The game is now balanced to deal damage to enemies primarily. This means that on some rare occasions, the player's ship will not suffer damage. I'm working on a better way to interpret Damage, but for now this is better. - Fixed issue where using the "esc" shortcut to close an event did not give its rewards.
Last but not least: I'm still working on the next big content update! I'll reveal more about this in August. Thanks and please report any other problems on the forums! :)
[ 2017-07-27 21:50:26 CET ] [ Original post ]
Hello!
Build 243 is up for grabs! I would like to thank all the users who reported Bugs and helped to find them, especially: "Dinir Nertan", "Does not Care-Bear" and "holdmykidney".
Changes:
- Toxic clouds now dissipate when they collide with Enemies or Player's Ship. - Improved toxic clouds sprites so its more clear where they are. - Improved collision systems.
Bug fixes:
- Fixed problems related to the collision of some attacks (explosion and some enemy shots). - Corrected problems related to the Damage system: some attacks did more damage than they should. - The game is now balanced to deal damage to enemies primarily. This means that on some rare occasions, the player's ship will not suffer damage. I'm working on a better way to interpret Damage, but for now this is better. - Fixed issue where using the "esc" shortcut to close an event did not give its rewards.
Last but not least: I'm still working on the next big content update! I'll reveal more about this in August. Thanks and please report any other problems on the forums! :)
[ 2017-07-27 20:49:17 CET ] [ Original post ]
Hello rookies, New small update! Changes and Improvements:
- Now Shields accessories use the same collision area as the current ship. Including to do damage (in the case of the Offensive Shield).
- Shields are no longer destroyed by EMP damage;
- Big enemies now leave scrap in the middle of where they were destroyed.
- Overall balance of the boss "Distance Increased" mechanic, including when making repairs.
- Missiles no longer deal damage by touch (collision), only their blast deals damage now.
- Shields were not being destroyed by explosions.
- Bugs in the ejection system have been fixed.
- Other small bugs have been fixed.
[ 2017-06-15 19:05:27 CET ] [ Original post ]
Hello rookies, New small update! Changes and Improvements:
- Now Shields accessories use the same collision area as the current ship. Including to do damage (in the case of the Offensive Shield).
- Shields are no longer destroyed by EMP damage;
- Big enemies now leave scrap in the middle of where they were destroyed.
- Overall balance of the boss "Distance Increased" mechanic, including when making repairs.
- Missiles no longer deal damage by touch (collision), only their blast deals damage now.
- Shields were not being destroyed by explosions.
- Bugs in the ejection system have been fixed.
- Other small bugs have been fixed.
[ 2017-06-15 19:04:31 CET ] [ Original post ]
Hello rookies, Here are the details of the new update!
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NEW FEATURES:
- When your ship explodes, the game only changes to the "Death screen" when you press a button or click anywhere. The enemies also don't die with your death explosion, so you can review what killed you. The "Eject explosion" still does damage to the enemies.
- The Death screen now shows what killed you.
- A small notification now pops up when you are on your "[LAST ACTION]" or when a "[NEW TURN]" starts.
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BALANCE CHANGES:
- Base cost (in Scraps) for ejection decreased by half. It was 600 scrap, now it's 300.
- Now, if your ship is broken, there are more chances of finding an Event that offers repairs (only in "Unidentified" events).
- If the two extra ships have already been found, there are more chances of other rare events happening.
- Improved animation of Tutorial Slides.
- You can now click the Radar or Upgrades button to open or close these. If one of them is open, it automatically closes and the other opens next.
- Fixed the bug where the player could get stuck in the tutorial (in the part of upgrading the batteries).
- Fixed the bug where the Manual buttons are not deleted after it disappears.
- Other small bugs and Typos where fixed.
- Reformulation / enhancement of some parts of the game interface, such as the combat interface, to better inform the player of the current condition of the board and enemies. Think of a better "scanner" to get the idea.
- At least one extra game mode: "Bet between Pilots" (temporary name);
- Two new ships;
- And maybe other things... ;)
[ 2017-06-01 20:53:22 CET ] [ Original post ]
Hello rookies, Here are the details of the new update!
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NEW FEATURES:
- When your ship explodes, the game only changes to the "Death screen" when you press a button or click anywhere. The enemies also don't die with your death explosion, so you can review what killed you. The "Eject explosion" still does damage to the enemies.
- The Death screen now shows what killed you.
- A small notification now pops up when you are on your "[LAST ACTION]" or when a "[NEW TURN]" starts.
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BALANCE CHANGES:
- Base cost (in Scraps) for ejection decreased by half. It was 600 scrap, now it's 300.
- Now, if your ship is broken, there are more chances of finding an Event that offers repairs (only in "Unidentified" events).
- If the two extra ships have already been found, there are more chances of other rare events happening.
- Improved animation of Tutorial Slides.
- You can now click the Radar or Upgrades button to open or close these. If one of them is open, it automatically closes and the other opens next.
- Fixed the bug where the player could get stuck in the tutorial (in the part of upgrading the batteries).
- Fixed the bug where the Manual buttons are not deleted after it disappears.
- Other small bugs and Typos where fixed.
- Reformulation / enhancement of some parts of the game interface, such as the combat interface, to better inform the player of the current condition of the board and enemies. Think of a better "scanner" to get the idea.
- At least one extra game mode: "Bet between Pilots" (temporary name);
- Two new ships;
- And maybe other things... ;)
[ 2017-06-01 20:51:43 CET ] [ Original post ]
Hello Rookies!
First, thanks for supporting the game!
We are very happy that those who played, liked. :)
We apologize for the absence in the forums, our main developer got sick. But he did not stop to take note of how you were playing (or should we write, dying?)!
So here it is, our first update (build 231):
New features:
- You can now sell the Basic weapon upgrades (the default weapon of the ship). Just click on the "SELL" button and then on the upgrade level you want to sell. Base level can not be sold, only the upgrades.
- The Federation now remembers the name of Last Pilot missed on action. So when you are registering a new pilot, you can pay homage to him using the same name.
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Balancing changes:
- A Federation Ship only explodes when the HULL reaches "-1". In practice, all ships gained ONE hull point.
- Change in galaxy generation algorithms: Now, more stores for repairs and purchases will appear. Before, every "empty space" in the first 14 parsecs was a store, this number was expanded to 23pc. (this only affects galaxy's created after this update).
- The accessory "Piercing Dash" now do "5" damage, was "2" before. (it still uses the same amount of energy, 2)
- Reduced the energy capacity of the "spear enemies" (the ones that attack by moving in the Ship direction) from "2" to "1". Now they only act once per turn. Also reduced the amount of tiles they move by "1".
- It's now (practically) impossible to die while trying to get SCRAP during the transition of a JUMP (when the jump bubble is closing). We tested this, a lot.
- Fixed the "first action immunity" not working sometimes.
- You can only move now when the JUMP bubble finishes opening. Made this change to prevent movements that happened because the pilot "clicked at the end of the last jump".
- Attempt to fix a bug where the pilot could not click on anything inside the cockpit.
- Many small bugs where fixed.
- Reduced volume of the "blip" sound (the "LOW HULL" one). Just a little. Some pilots where annoyed by it.
- Added new "possible" messages on the "black box" SOS event with tips from other pilots.
- Mines and Teleguided Missiles now show a Text tip (inside the jump bubble) indicating "[RIGHT CLICK TO DETONATE] and [RIGHT CLICK TO ROTATE]", respectively.
- A DMG tip is now displayed on Enemies that do damage by touch (ie. the Spear and Rotating Turrets enemies).
- A message is now displayed when you get hit by a TOXIC or/and EMP damage.
- Many Typos on the Training Sim and Manual got fixed.
[ 2017-05-12 01:32:48 CET ] [ Original post ]
Hello! My name is Dilly and I'm the main dev behind NEXT JUMP. Here is the release trailer: https://www.youtube.com/watch?v=WoHoz5OrzOo This game is a (weird) homage to the SHMUPs genre. I truly hope you have a great time playing it! Let me know if you find any bugs and stuff! :) Have a safe JUMP! :D
[ 2017-04-28 22:17:54 CET ] [ Original post ]
- NEXT JUMP: Shmup Tactics LINUX [142.33 M]
Your mission, our mission, is very simple:
The dragons are fleeing with all our Elixir supply. Stop them!
We have an advantage: We are FASTER. Our engines are capable of doing "Juxtaposition Ultra Movement Positioning", or JUMPs, as we call it.
It will not be easy, as the Dragon drones can invade our Jumps, attacking us inside while traveling faster then light. These drones are predictable and always act by following pre-set patterns, but too many drones within the JUMP can be certain death!
- It's a Tactics SHMUP!
- A excellent Coffee break game.
- Be a pilot of the Bastards Federation: A group formed by the Elves, Humans, Dwarves and Orcs who used to live in peace, sharing their love for all Beverages.
- Your mission: JUMP! Chase the Dragons and stop them from running away with all that is most sacred to the Bastards by jumping from sector to sector, facing hordes of enemies in turn-based battles!
- Each Sector is a Board! Each given “JUMP” represents a new combat board generated procedurally, simulating combat situations only seen in SHMUPs!
- Pick from four playable Ships, all inspired by classic weapons: The Ballista, Dagger, Hammer and Staff.
- Equip and Upgrade your ship with different weapons and accessories that change the combat dynamics!
- Not only inspired by the classic Shmups and Bullet Hells, it’s also influenced by tactical games like Final Fantasy Tactics, Jeanne d’Arc and Roguelikes like FTL and Crypt of the NecroDancer.
- Like the classic games of the past, it has a complete MANUAL, accessible within the game!
- OS: Ubuntu 14.04 LTS
- Processor: Core i3 2.5ghz or equivalentMemory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: OpenGL 2.0 Support and 256 MB of RAM
- Storage: 300 MB available spaceAdditional Notes: 1280x720 minimum resolution.
- OS: Ubuntu 16.04 LTS
- Processor: Core i5 2.2ghz or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 2.0 Support and 256 MB of RAM
- Storage: 300 MB available spaceAdditional Notes: 1280x720 minimum resolution.
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