The new update for Heroes of Loot: Gauntlet of Power is now live!
New Content:
Hidden realm: The Temple New unlockable character: The Rogue New friendlies New enemies Grab the update now: https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
More info:
Besides adding the new realm and characters, I made some small changes to balancing things out (especially for the easy mode). I also made the realms more of a choice to go into or not, as it will mean you now skip one or two levels. So if you are in a hurry and want to speedrun the game, knowing where to find the entries to these realms is certainly key.. but I can imagine it might sometimes be more interesting to NOT take the realm-route and grab some extra loot in the levels you would otherwise skip. If you need a little spoiler on how/where to find the Rogue unlock tokens, make sure to check the Orangepixel website for the Games Wiki.
Hey Adventurers!
Just wanted to make sure you didn't miss the release of the new Orangepixel game. It's another episode in the Heroes of Loot Saga:
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
A dungeon crawler with some bullet-heaven like properties and a kick-ass weapon system. Various content updates are already planned and will be hitting in the next few weeks, but NOW is the time to grab the game at the launch discount!
Don't forget to drop a review after you gave it some play time, and I'll see you in the dungeons!
Come talk about the game over on The Orangepixel Discord
Dungeoneers and Adventurers! Heroes of Loot: Gauntlet of Power just received a brand new demo for you to come and play for free!
This demo is one of the last ones before we release the actual game, so a perfect time to check it out and wishlist Gauntlet of Power:
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
PS: There is also a "closed" beta coming soon, for which you can sign-up over on the discord right now!
Hey guys, it's Pascal from Orangepixel, and I wanted to give you a quick message to let you know that I uploaded a fresh, brand new, demo for both Regulator City and Heroes of Loot: Gauntlet of Power!
Grab the demos (and Wishlist!) here:
https://store.steampowered.com/app/1892750/Regulator_City/
Squad based top-down arcade shooter, with some stealthy/sneaking moments and a lot of cool vibes!
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/
A quick mix of bullet-heaven shooters and dungeon crawlers like Binding of Isaac. It's early in development stage, but many gamers seem to really love it so far!
These games are still in development, but your feedback on the demo's are VERY welcome! Drop by on https://discord.gg/orangepixel to find out more about the games and have a nice chat about features you'd love to see before they get released!
Hi! Just a short update to let you know that there is NOW a new Regulator City DEMO available ! Still in heavy development, but I'm very pleased with where the game currently is.
There's a smoother game-flow experience (mission structure, city progress, all make more sense as you play) and there is even some on-boarding for new players in a short little "tutorial" level. You'll also experience a much better stealthy and sneaking-around experience to complete your missions!
This demo also brings you a new playable character: Wrecking-ball ! His dash is VERY nice to use, and his Special ability certainly packs a punch ;)
So please come and check it out, and if you haven't yet, wishlist the game!
https://store.steampowered.com/app/1892750/Regulator_City/
Hi guys! Just wanted to let you know that I just pushed the release button on a new Orangepixel Steam release: Sir Questionnaire!
It's a quirky game at a bargain price, it provides hours of gameplay in a VERY small package: The game is played in single dungeon rooms, where you are given the choice to either "interact" or "get outta there!".
Do you attack the skulls? got enough health? got the right weapon for the lobsters? Got some magic left to hit the huge Wolf on his head? Dare to drink the milk before the next encounter?
A game of choices - how far can you venture into the dungeon? Come play Sir Questionnaire, and make sure to drop by on discord if you need tips & tricks!
https://store.steampowered.com/app/2124790/Sir_Questionnaire
Hey guys! It's Pascal from Orangepixel with a little update!
I wanted to let you know that there's a fresh new demo of Regulator City, the upcoming game I've been working on for a year now, and this demo gives a very nice feeling of where the game is heading!
So check it out over on the Regulator City page:
https://store.steampowered.com/app/1892750/Regulator_City/
And don't forget to wishlist and perhaps come have a chat about it over on discord.gg/orangepixel:
And please! tell your friends about it, I could use all the help to get more people interested in the game in the coming months!
Regulator City is the next Orangepixel game, and you can try it out for FREE right now in the form of an early demo!
https://store.steampowered.com/app/1892750/Regulator_City/
You play the leader of a team, taking out various gangs setting up base in Regulator City. I was inspired by the cool team-action you see in movies or tv-shows with special forces.. and in this game I want the player to feel part of such a team as you make your way through various apartments, industrial buildings, offices, etc.
Completing a range of interesting missions and slowly taking control of the city!
Anyway, come check out the demo, follow + wishlist the game, and hang out on Discord to talk ! (discord.gg/orangepixel)
With 4 days left, Residual reaches the 100% funding goal on Kickstarter! This means you still have a few days to get in on the EXCLUSIVE Kickstarter rewards!
Name your planet or a cluster of planets? It's still available!
Get the exclusive digital Instruction Manual on release? Still available!
Check the Kickstarter if you want to get in on these, final days to get them! - Residual Kickstarter
AND make sure to wishlist the game here:
https://store.steampowered.com/app/1290780/Residual/
A new Orangepixel game is coming: Residual - and it is NOW on Kickstarter with a playable demo available! Check all the details here: Residual Kickstarter.
RESIDUAL is a survival platformer offering a combination of crafting and exploration. There are no weapons, it's just you, the planet, and an adventure for survival that's different every time you hit the "New Game" option.
RESIDUAL throws you onto a procedurally generated planet with no humanoid lifeforms. Your task? Survive! Explore the planet both above and below ground, scavenge, mine, craft, fish, pluck, chop, climb, jump, push, pull, and solve puzzles along the way.
Discover remnants of an ancient civilization and their advanced technology. It's not known why this civilization failed, but their technology is sure to come in handy when fixing your ship once you figure out how to use it.
http://store.steampowered.com/app/1290780
Hey! it's Pascal from Orangepixel here, and I'm REALLY happy to announce that Gunslugs:Rogue Tactics is NOW released and available! Check out the game and grab a nice 10% launch discount:
https://store.steampowered.com/app/1012360/GunslugsRogue_Tactics/
It's a combination of action and stealth, with a little pinch of rogue-like elements in there.
Hope you'll give it a try and enjoy! :)
I'm currently wrapping up work on my new game: Gunslugs:Rogue Tactics, and will be doing a public-beta soon!
The fight against the Black Duck Army continues in a much more serious way:
Gunslugs:Rogue Tactics is coming and it introduces the game to stealth, sneaking, tactics and much improved gameplay!
You can wishlist the game now, and jump onto Discord.gg/Orangepixel to be part of the upcoming public-beta!
More information here: Gunslugs: Rogue Tactics
https://store.steampowered.com/app/1012360/GunslugsRogue_Tactics/
More and more players are finding themselves hunting for the Terra towers, so it became apparent that most players also don't like searching the ashworld for it! Let's call it a design flaw, but this update is here to fix that and a few other things. The Terra-towers will now show up on your map after you enter and exit a portal, happy hunting! The update is pushing now to Android, Itch, Steam and being uploaded for approval to Apple (takes up to 2-3 days).
- add fix for dog losing his graphics
- add: dog now shows up on radar when you lost him
- add: info that skins only work on new-games
- add: terra towers now added to overworld (after stepping through a portal)
- fixed: gamepad settings wouldn't properly load/save
More and more players are finding themselves hunting for the Terra towers, so it became apparent that most players also don't like searching the ashworld for it!Let's call it a design flaw, but this update is here to fix that and a few other things. The Terra-towers will now show up on your map after you enter and exit a portal, happy hunting! The update is pushing now to Android, Itch, Steam and being uploaded for approval to Apple (takes up to 2-3 days).
- add fix for dog losing his graphics
- add: dog now shows up on radar when you lost him
- add: info that skins only work on new-games
- add: terra towers now added to overworld (after stepping through a portal)
- fixed: gamepad settings wouldn't properly load/save
A quick update before the year ends, fixing some crashing bugs and all the rare-item quests. Apparently it was possible to activate the sniper rifle from your inventory, and when in sniper mode you could easily switch to any other weapon and use that with the sniper-scope.. only one player noticed it so far :) There were also some issues with the rare-items, they popped up too often (so much for being rare) which is now fixed, and the accompanying quests have also gotten a fix making them actually completable in the right way. Finally some fixes with interface issues and a skill-selection crash-bug. Happy surviving!
- fix: you could swap weapon while in sniper-mode
- fix: made a few difficult building-jumps easier to do
- fix: inventory-crafting requirements now fit on smaller screen-formats
- fix: selecting some of the 2nd-tier skills could crash the game (using mouse or touchscreen)
- fix: limited the placement of rare-items
- fix: rare-item quests now function properly
- fix: entering/exiting rare-item quests would trigger unlimited looting
A quick update before the year ends, fixing some crashing bugs and all the rare-item quests. Apparently it was possible to activate the sniper rifle from your inventory, and when in sniper mode you could easily switch to any other weapon and use that with the sniper-scope.. only one player noticed it so far :) There were also some issues with the rare-items, they popped up too often (so much for being rare) which is now fixed, and the accompanying quests have also gotten a fix making them actually completable in the right way. Finally some fixes with interface issues and a skill-selection crash-bug. Happy surviving!
- fix: you could swap weapon while in sniper-mode
- fix: made a few difficult building-jumps easier to do
- fix: inventory-crafting requirements now fit on smaller screen-formats
- fix: selecting some of the 2nd-tier skills could crash the game (using mouse or touchscreen)
- fix: limited the placement of rare-items
- fix: rare-item quests now function properly
- fix: entering/exiting rare-item quests would trigger unlimited looting
A new update is here, the main feature: bigger backpack! This also fixes some problems that people had been telling me about where inventory stuff didn't seem to appear, and I couldn't figure out (for a long time) why or what was going wrong. Until this week I finally got a bright idea: the inventory system ran out of space! So here's an update with a bigger inventory, and also two new skills you can learn to expand that inventory space even more! Also some more balancing tweaks (mostly ammo-drop rate increase). The full list of changes:
- fix: increase in inventory slots - fixes bug of items not showing up/ammo being "gone"
- fix: boomerang and firerang usage now works correctly (with regards to wear-and-tear when throwing them)
- fix: crab-ooze mission didn't remove itself from the map
- add: added a "dump" option to junk in inventory, to create room
- add: inventory now shows "available" percentage for your backpack
- add: new "Backpack" skill (increase size of inventory backpack)
- add: new "Backpack pro" skill (increases size to max)
- add: make inventory+map buttons moveable (touch)
- balance: increased drop-rate on ammo
- balance: increased ammo on dead-bodies (if learned retrieval skills)
- balance: made Firerang less destructive (now only when you throw it)
- balance: made the sand-crab slightly easier to defeat
A new update is here, the main feature: bigger backpack! This also fixes some problems that people had been telling me about where inventory stuff didn't seem to appear, and I couldn't figure out (for a long time) why or what was going wrong. Until this week I finally got a bright idea: the inventory system ran out of space! So here's an update with a bigger inventory, and also two new skills you can learn to expand that inventory space even more! Also some more balancing tweaks (mostly ammo-drop rate increase). The full list of changes:
- fix: increase in inventory slots - fixes bug of items not showing up/ammo being "gone"
- fix: boomerang and firerang usage now works correctly (with regards to wear-and-tear when throwing them)
- fix: crab-ooze mission didn't remove itself from the map
- add: added a "dump" option to junk in inventory, to create room
- add: inventory now shows "available" percentage for your backpack
- add: new "Backpack" skill (increase size of inventory backpack)
- add: new "Backpack pro" skill (increases size to max)
- add: make inventory+map buttons moveable (touch)
- balance: increased drop-rate on ammo
- balance: increased ammo on dead-bodies (if learned retrieval skills)
- balance: made Firerang less destructive (now only when you throw it)
- balance: made the sand-crab slightly easier to defeat
It's been a while since the last update, mainly because I was working on the mobile release.. and the iOS version is now live! So you can take this open-world on the go if you like (grab it from the appstore) But what's new? Well here we go: - fix: gamepad up/down was backwards in driving (altho right-trigger also worked) - balance: added some highlights to ledges and floors, make it stand out more - balance: picking up weapon now always gives you some ammo with it - balance: small slowdown on the day/night cycle - balance: changed spawn rates on ragers, easier at start of a new game - balance: lowered amount of enemy cars spawning at once - balance: slightly lower energy for ragers and skellies - fix: made weapons without ammo not "equipable" - fix: weapons now shooting when 0 ammo, but still extra clips in inventory
It's been a while since the last update, mainly because I was working on the mobile release.. and the iOS version is now live! So you can take this open-world on the go if you like (grab it from the appstore) But what's new? Well here we go: - fix: gamepad up/down was backwards in driving (altho right-trigger also worked) - balance: added some highlights to ledges and floors, make it stand out more - balance: picking up weapon now always gives you some ammo with it - balance: small slowdown on the day/night cycle - balance: changed spawn rates on ragers, easier at start of a new game - balance: lowered amount of enemy cars spawning at once - balance: slightly lower energy for ragers and skellies - fix: made weapons without ammo not "equipable" - fix: weapons now shooting when 0 ammo, but still extra clips in inventory
Latest version is up and live, it fixes some crashes and problems happening rarely and somewhat randomly when running around the world. I'm currently focussed on finding the weird inventory bug people are running into (items not being added) and also getting an on-the-go version of the game available for early December on iOS and Android (in January).. Fixes: - fix: some buildings didn’t have hostage-locations (messing up the “rescue captain” mission) - fix: make first car last much longer (at least until player gets somewhere) - fix: rare crash in first mission after a continue-game - fix: possible crash in garage near compound Addition and changes: - add: debug console commands for controller testing - change: removed “auto-mount” on weapon pickups when using fists (shooting rockets by accident ain’t no fun!)
Latest version is up and live, it fixes some crashes and problems happening rarely and somewhat randomly when running around the world. I'm currently focussed on finding the weird inventory bug people are running into (items not being added) and also getting an on-the-go version of the game available for early December on iOS and Android (in January).. Fixes: - fix: some buildings didnt have hostage-locations (messing up the rescue captain mission) - fix: make first car last much longer (at least until player gets somewhere) - fix: rare crash in first mission after a continue-game - fix: possible crash in garage near compound Addition and changes: - add: debug console commands for controller testing - change: removed auto-mount on weapon pickups when using fists (shooting rockets by accident aint no fun!)
Some buildings have been causing crashes when either entering them or leaving them, so far this was limited to garages and shops. Luckily in most cases the players running into the bugs mailed me their save-game files which have helped me pin-point the crash within minutes, and I think we're nearing the end of those bugs! so make sure to update (and I'd love it if you could leave a review !)
Some buildings have been causing crashes when either entering them or leaving them, so far this was limited to garages and shops. Luckily in most cases the players running into the bugs mailed me their save-game files which have helped me pin-point the crash within minutes, and I think we're nearing the end of those bugs! so make sure to update (and I'd love it if you could leave a review !)
Just a minor update, making the opening battles a bit easier, while also setting fullscreen as the default setting for the game and having you auto-wake up when a new day starts and you are full recovered.
Just a minor update, making the opening battles a bit easier, while also setting fullscreen as the default setting for the game and having you auto-wake up when a new day starts and you are full recovered.
Version 0.7.0 is here, and this is also the first full release version for Steam. This means that you can grab a steam-key from your Itch.io page (see your purchase mail for the info). The Steam version comes with Achievements to unlock. Ive did some small changes and fixes in this update, there are still a few things I like to experiment with and implement, so there will be some more updates coming over the coming weeks as I work towards a mobile version on iOS in December. Fixes: fix: more brawling improvements inside buildings fix: improved some level designs with regards to cogs/platforms fix: dialog options are now properly reset (so always start with top-answer) fix: made car at new-game spawn spot your car fix: skills are now properly reset when starting a new game fix: debris sometimes would keep rotating (looked silly) fix: removed rare-item-quests from avatar-hints fix: render bug causing flickering inside buildings New stuff: add: bragging-system for enemies. They will be (visually) stronger/tougher/harder to beat if you let them live after an encounter ! add: player now shows warning speech if entering a building with low stamina and no food reserves add: avatars can hand player water (in buildings) add: overall light in buildings now gets darker the further/deeper/higher you move from the door
Version 0.7.0 is here, and this is also the first full release version for Steam. This means that you can grab a steam-key from your Itch.io page (see your purchase mail for the info). The Steam version comes with Achievements to unlock. I’ve did some small changes and fixes in this update, there are still a few things I like to experiment with and implement, so there will be some more updates coming over the coming weeks as I work towards a mobile version on iOS in December. Fixes: fix: more brawling improvements inside buildings fix: improved some level designs with regards to cogs/platforms fix: dialog options are now properly reset (so always start with top-answer) fix: made car at new-game spawn spot “your car” fix: skills are now properly reset when starting a new game fix: debris sometimes would keep rotating (looked silly) fix: removed rare-item-quests from avatar-hints fix: render bug causing flickering inside buildings New stuff: add: bragging-system for enemies. They will be (visually) stronger/tougher/harder to beat if you let them live after an encounter ! add: player now shows “warning” speech if entering a building with low stamina and no food reserves add: avatars can hand player water (in buildings) add: overall light in buildings now gets darker the further/deeper/higher you move from the door
The Tinkerer is here!
The old geezer has been a bit of a pain in my behind as I had great plans for him, but then those changed during the development of Ashworld.
So up to now you might have bumped into him in the Ashworld, and he was mostly blabbering about gadgets and not doing much else. Now he does :) I’d suggest you see if you can find him and check out his first couple of gadgets.
More gadgets are coming , but I’m also open to ideas!
For a full changelog check here: http://www.orangepixel.net/ashworld
The first update is here, fixing some “obvious” problems with interface controls, but also balancing out some settings and adding a few small features. My plan is to push new updates on Thursday, that leaves me with a Friday to fix any small bugs I might have caused and making sure there is no broken-game in the weekend! Some changes require you to start a new game for them to take effect, since they are part of the world-generation process. Update the game through the Itch.io app, or download the game from your Itch.io dashboard! Full list of changes are here changes list And grab an early-access copy here: ashworld v0.1.1 (steam-key included when near release)
Big day, if you are interested in checking out Ashworld before the rest of the world does, you can grab it now from the Orangepixel website in Early-Access state:
orangepixel.net/ashworld
The current early-access version is 95% towards the full version, it is a few dollars cheaper than the full-release will be, and I'm open to all your feedback and idea's..
The early-access version will also get you a steam-key when they are available, so it's a win-win !
IF you prefer a completed game, then just wishlist the game on Steam now, and you'll get notified of the release version (which right now is planned for September 2017)
Ashworld
Orangepixel
Orangepixel
2017-09-19
Adventure Singleplayer
Game News Posts 31
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(20 reviews)
http://www.orangepixel.net/ashworld
https://store.steampowered.com/app/580320 
The Game includes VR Support
Linux Depot [84.66 M]
Ashworld is an open world survival adventure set in a post apocalyptic world a few hundred years from now. Water and food are valuable, rare and the most important things you'll have to find, as you try to survive in the ragelands. An area of the world terrorised by the Ragers. A stereotypical group of road-warriors with no respect for the little life that's left.
During the night creatures, called the Skellies, roam the world and are becoming more dangerous as time passes.
Use your smarts, combined with the various weapons, cars, gadgets and raw materials that can be found inside the many underground area's, buildings, old sky-scrapers, and other area's of the Ashworld.
WHAT'S IN THE BOX
- Run and drive around the ragelands, visiting buildings, talking to people, beating up ragers and skellies.
- Use a host of weapons: boomerangs, chainsaws, rocket launcher, shotgun, machinegun, plasma rifle, flame thrower.
- Search through buildings, underground cavern's, and unexplored area's of the Ashworld for usable items.
- Drive a host of different cars, all with their quirks and challenges.
- A host of story missions and sub-missions to guide you around the world.
- Crafting new weapons and tools
- Increase your experience points and use skill points to improve your character
- OS: Ubuntu 12
- Processor: 2.0 ghz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD3000 or higher with OpenGL 2.1 supportSound Card: OpenAL supported sound card
- OS: Ubuntu 12
- Processor: 2.0 ghz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD3000 or higher with OpenGL 2.1 supportSound Card: OpenAL supported sound card
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