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HAPPY BIRTHDAY, NOWHERE PROPHET!
Can you believe we've been travelling Soma and crossing the wastes for TWO WHOLE YEARS!
It really has been a journey too, with new modes, new Prophets and a whole host of console versions bringing more players than we ever could have imagined into our broken world! We cannot BELIEVE what a fantastic time these last two years have been with Nowhere Prophet - we've achieved a great deal but we couldn't have done it without YOU, our Pilgrims and Players! Thank you to everyone who has supported Nowhere Prophet and a huge thank you to everyone who has played on the preview branch and sent us feedback through the discord! You've helped shape Nowhere Prophet into the game it is today, and it's one we're immeasurably proud of!
As the game has changed SO MUCH over the last two years, we thought we'd highlight some of our favourite updates, just to see how far the game has come!
19th July 2019
Nowhere Prophet is OUT NOW!
After a successful beta run and one of the most in-depth feedback rounds we've ever seen, Nowhere Prophet launched onto PC. We watched countless streams, YouTube videos and chatted to people on Twitter, though Martin also fixed 100s of bugs that weekend (he was a warrior). People were happy, but Nowhere Prophet still had a ways to go yet!
September 11th 2019
Custom Game Update
A few months later came my favourite update, the Custom Game Update! After fixing up bugs and balancing out bosses, Martin really got to spread his wings a little and give the game something that both players and he had wanted for a long while. A Custom Mode that allowed players to play in their own style, and however they wanted with the power of modifiers!
This update also introduced the Pioneers, a brand new convoy of Unionists looking to carve out their own path in Soma. Have you guided them to the end of the world yet?
28th October 2019
The Board/Control Update
With this update, everyone had caught the new follower bug - there were OVER 40 NEW FOLLOWERS added in this update to bolster and introduce some new playstyles into the game. To go with them, two new keywords were added, including BRAWL (which is my absolute favourite) and a new mechanic that allowed you to recover some of the spoils left behind by your previous caravan if you could find them!
27th November 2019
The Big Steam Update
By now, Nowhere Prophet had seen an incredible influx of players and new playstyles, thanks to the previous updates. That gave us time to look to Steam and see what we could improve there for everyone.
Of course, it was perfect that the card game got its own trading cards, and everyone got Steam Cloud support to boot, so you'd never leave a convoy behind again!
12th December 2019
The Spider and The Seer Update
At this point Nowhere Prophet had new cards, new convoys and new ways to play, so what better Christmas present could we give players than new Prophets!
The Spider and The Seer brought with them new (and slightly sinister) ways of playing, which opened up even more doors throughout Soma!
February 17th 2020
The Big Perk Update
This update brought the older convoys in line with the newer ones, and gave them all a unique perk that was intrinsic to them! This update took a while to get spot on, but we genuinely feel it gave each convoy some real personality and rewarded players who leaned into the playstyles of each convoy hugely!
From Strength of the Pack to Fortune's Favors, each convoy now had a new, interesting twist, as well as some new perks to unlock and enjoy!
March 18th 2020
The Breaker and The Stalker Update
Since Nowhere Prophet had started development 6 years prior, Martin had envisioned a specific group of Prophets. With The Breaker and The Stalker added to the game, that team was now complete!
Both of these Prophets brought with them marking and bringing down enemies in their own ways, and so with them, new keywords and strategies. Marking quickly became a favourite, with The Breaker seeing a lot of play!
June 30th 2020
Progression Overhaul & Controller Update!
In this update, controller support arrived, which meant lots of you knew EXACTLY what was coming next! A lot of the progression in the game was also reworked, with an emphasis on phasing out some of the things players had been finding cumbersome over the previous year!
In addition to that, the RAIDERS stealthily made their way into the game!
July 31st 2020
Nowhere Prophet OUT NOW on consoles!
We were so excited to bring everyone this update! Everyone had been asking for Nowhere Prophet to be portable and playable from the couch since launch, and after a lot of hard work, it was released on all consoles across the world!
And that brings us to our latest update, which introduced DRAFTING! You can read all about it here: https://steamcommunity.com/games/NowhereProphet/announcements/detail/2996564740809894852
It's been pretty quiet for a while but I've still been working on things behind the scenes. And now that the game has almost hit its two year anniversary it's time for a surprise update! A number of smaller and mid-sized changes have finally congealed together into an update that adds things along multiple fronts:
Hi there, fellow pilgrim!
Today Nowhere Prophet is finally available on all current generation consoles! That means you can now grab your (hopefully) favorite dustpunk deck-builder for the Nintendo Switch, XBOX One or PS Four. And on both Nintendo and XBOX the game launches with a wonderful launch discount, so the ideal time to grab it is RIGHT NOW!
Also if you're an XBOX GamePass member, Nowhere Prophet is part of that so you can grab your complimentary copy for both Windows and XBOX One that way instead!
Here's all the store links!
Hello fellow pilgrims, time for another new update. Let's start with the big one:
Time for another update! This one features a lot of changes under the hood but a few more visible things too. Versions of it have been tested in PREVIEW for a while, but here's the rundown:
If you've been paying attention to development - or just snooped around the BETAs setting on Steam - you may have noticed the PREVIEW branch. This is a way for you to try out in-progress versions. These are stable but contain some still unfinished or untested things.
The preview branch was recently updated with controller and keyboard setting. And now it also features a reworked progression system. There are now two ways to unlock most convoys or classes: Either a quest-based one that can be encountered during a run, or an ending-based one that requires you to complete the game with a specific class or convoy and to pick a specific kind of ending.
Here's a look at my internal sheet where I planned these changes:
If you have been frustrated with the speed of unlocking new content after a while this update mit help with that. As always I'd love to get some thoughts and feedback before this version is rolled out to everyone on Steam. If you have any comments, drop them in Discord or in the Steam forums!
And as always, stay hydrated and stay safe!
- Martin
If you've been paying attention to development - or just snooped around the BETAs setting on Steam - you may have noticed the PREVIEW branch. This is a way for you to try out in-progress versions. These are stable but contain some still unfinished or untested things.
Starting today you can check out a new version in PREVIEW. It contains full keyboard and controller support. As a side-effect of working on the console version support for joypads was added and this version is now available on Steam as part of the PREVIEW branch.
If you install this version and launch it, all you need to do is hit a button on your keyboard on controller to switch to the appropriate controls. You can also change between control modes: NAVIGATION and CURSOR using the options screen in the main menu.
NAVIGATION simply has you move between the different buttons, items or elements on the screen. It's what's most common on consoles. It's simpler to use, and quicker to pick up.
CURSOR instead gives you a virtual cursor that you can move with your controller. This may need some getting used to but it allows you to get hover-based information more intuitively.
And that's it. I'd love to get some thoughts and feedback before this version is rolled out to everyone on Steam. If you have any comments, drop them in Discord or in the Steam forums!
And as always, stay hydrated and stay safe!
- Martin
Another huge update! I'm excited to finally round out the classes to the full set I envisioned years ago. With the Breaker and the Stalker two brand new prophets enter the fray, so let's look at what they can do!
You may have noticed the small Localizor logo in the main menu that appeared in the latest update.
For a bit now Nowhere Prophet has been available on the great community localization site Localizor.io. It's a great platform where anyone can submit and rate translations for the game. And once a language is completed I can export it back into the game and make it available to everyone!
And a number of languages are already pretty far along!
If you're interested in helping out, check out the Nowhere Prophet page on Localizor. And if you've got any questions, need another language to be enabled or just wanna hang out, join the Nowhere Prophet Discord!
Another content update! This one is all about making the most of the Convoys in the game. You may have noticed that in the past a few of the convoys had a unique, always unlocked fourth perk. For example: the youngest convoy, the Pioneers and the very unique convoy the Hermit.
Now with this update, ALL CONVOYS have a UNIQUE INTRINSIC PERK! This means the different convoys play much more differently, even beyond the cards they bring.
Just a quick update to the PREVIEW branch:
I've been working on an overhaul of all convoy perks for a while now and it's ready to release. But before I push it out to the masses I wanted to get it into the PREVIEW branch to gather some feedback.
This winter on Soma brings and early present for everyone:
Two brand new prophet classes to unlock and play! And of course these come with a set of brand new leader cards. And then there's a host of other tweaks and changes to the cards and game! Read on to find out more!
Alright everyone! It's time for another update. This is all about the Steam support. The cloud, the cards and some other changes!
This update finally enables steam cloud support. This means your save files will be saved on Steam's servers and you can synchronize your data between different machines. Now you're able to continue your run from one machine, and your overall progress will also carry over.
Since this had not been enabled previously you might get a "conflict" popup the first time you run on your second machine. Steam will ask you whether you want to use your current cloud date or whether to overwrite it with the local machine.
It is recommended that you keep the save files from the machine that has more overall progress. Runs can be restarted more easily than unlocks can be regained. So if you choose something in that popup make sure you're picking the right option!
Also, if you had steam running during this update you might have to close and restart the steam client for it to work properly!
And alongside the cloud we'll have some cards. The Nowhere Prophet trading card content contains 6 badges, with a total of 7 collectible cards, 8 unlockable backgrounds and 9 steam emoticons!
Here's some previews of the content!
And lastly there's some minor changes to the game, mostly some interface and balance tweaks and some small bugfixes.
The Steam Awards are here, and what better time to look back at the amazing year Nowhere Prophet has had! From a wonderful beta-run through to all the new updates (with one right around the corner) we've had a tremendously busy year, and we couldn't have done any of it without you!
This Awards season, we needed to pick an award to suggest to you, and right from the very start, you've always talked about how much style the game has. Every card, leader and effect is brimming with it, and you've made sure we know which have been your favourites along the way! There's no better feeling than sharing some content only to have folks enthuse about it, so that's the category we've gone for!
Of course, it hasn't only been your favourites you've talked about all year. Your feedback from first-access through to the latest updates has been crucial to making Nowhere Prophet the game it is today - you've talked through strategies, posted videos and constructed essays(!!) that have helped us build and grow, and for that, we cannot thank you enough.
We were especially glad that so many of you joined us during the Discord meta-game, and crossed Soma with us on the run-up to the game's launch. Some of you were even lucky enough to be entered into some of the game's events, and created some new cards and convoys, which was an amazing experience to be a part of! We're always in awe of how passionate folks are at launch time, and this was no different!
We're constantly floored by your energy and enthusiasm for Nowhere Prophet, and undoubtedly we're carrying that forward with us to a bright future - we've got an update for you that's JUST around the corner as well as some other secrets and topics that we're actively investigating, so there's plenty more to come - We hope you love them as much as we do!
Thank you for an amazing year, it's been wonderful travelling with you <3
Martin, Mike, Dan, Arwyn & Pip xoxo
I've been busy working on this update for a while. Some of you might have played around with it in the PREVIEW branch but I finally have all the artwork here and in place so it's time to roll this out to everyone! So, what's in it?
Hey everyone! It's been a quiet few weeks over here as I've been hard at work at the next big update for the game! This one coming with new cards, new features and lots of other tweaks.
I've sneakily updated the PREVIEW branch last week with the first half of this change (convoy decks only) but now, with everything done, I wanted to let you all know and hear your feedback!
So, I've spent a few days tweaking the enemy decks (both leader and convoy). My goal was to make enemies a little easier on the lower levels, making them easier overall on Chosen but without taking too much bite away on Burdened and Doomed.
[url=https://clan.cloudflare.steamstatic.com/images/29887900/07f57bdd727feba977924757b4bd8bfe41c20fe8.png]
To that end I built some new tools to better visualize enemy decks, and I improved the control I have over their deveopment across difficulties and levels a bit.
I've also added 5 brand new leader cards to the enemies: 3 constructs and 2 other cards. And you may find some enemy decks now playing hazards and other obstacles!
In any case:
I've just updated the PREVIEW branch on Steam that allows you to test out some changes. If you want to give it a try, simply right click on the game in your steam library, go to beta and select PREVIEW.
Please note that on the new cards and effects, the texts are only available in english and some artwork may be temporary. Also be aware that the addition of new cards may make the savegame of a run in PREVIEW incompatible with non PREVIEW versions!
Basically: Work in progress, pardon the dust :)
Hey everyone!
Welcome back to Soma! I've been pretty busy and a few things have been changed, improved and added for Version 1.02! I'm excited to talk about the big changes:
It's been a tad quiet around here while I was busy getting a nice update together for everyone. The upcoming version 1.02 comes with a new game mode, a new convoy and more!
If you're eager to play that before it's publically released then check out the PREVIEW channel and give these changes a spin.
But for now, let's have a peek:
Just a quick patch addressing some small issues: Missing Worker text added back in "Fury: Gain 1 armor" Spaceport "looking for work" follow up events show up again Targeting issue when dragging cards that are too expensive resolved
Another update for everyone! Nowhere Prophet hits 1.01.001 and here's what's new and different!
Mornin' everyone. It's monday and I'm back at work. I've mostly made my way through being sick, coming out the other end, still sniffling but happy to be properly productive again. Still, this will be a smaller news post today with just one thing:
After languishing in preview (and a slight detour) for a few days this update is finally cooked all the way through and ready for deployment on the LIVE branch. It just went out to everyone on Steam! itch.io and GOG are coming in the next few minutes...
Hello from me on a Saturday! I came in to the office on Saturday to make a quick update to the game. In the PREVIEW branch you can now find 1.00.022 Arudha. It has a few minor changes to the last one, primarily a bunch of translation updates which make this version viable as a release for everyone sometime next week. Should nothing be broken, as usual. So, what's different in this one?
Just a quick note that the preview version received a small update just now. This includes just minor tweaks to some of the balancing, some bugfixes in the follower filter and some tutorial/rulebook changes.
Scion Instigator now 2/4 (was (4/3)
Raj Guard Gladiator & Leper Alchemist enemies tweaked
Sorting by new works now
Sorting by faction works now
Units with 1 max health and Robust now work again
Also please note that this (and the last) preview version contains the following change:
Obstacles directly in front of a unit can now be attacked, even by non-frontline units
Any feedback on this change would be very much appreciated!
- Martin
Time for another update to the preview branch!
I've spoken about the follower filters yesterday and this update makes them accessible to everyone who's playing in the preview branch on Steam!
This is me testing my German translation
Hey y'all.
I'm pretty tired and in the middle of a bunch of changes so this is a short one. I just wanted to chime in quickly and share the progress of the Follower Filter changes with everyone.
This popup is new and allows you to select more detailed filter options for your followers. Check out that brand spanking new (and finally usable) cost filter interface!
Those of you that are tuned in to the PREVIEW channel of the game have had the chance to play with this update over the weekend. Now that Monday has rolled around and nothing significant broke, its time to make this one go live.
It's now exactly two weeks after the release of Nowhere Prophet and from where I stand it looks like I managed to deal with all the really big issues. A lot of bugs and problems are fixed (I'm sure there are more so please keep reporting what you find) and now it's time to look beyond simply repairing things and to making the gameplay experience better.
A lot of bugfixes and tweaks to the AI and balance here we are with the first sizable update to the game outside the preview branch.
A new week has dawned, and there's still plenty of work to do!
So I hope that by now a few of you found some time to play the PREVIEW build with the improved AI. As you may have noticed, this makes the game a bunch tougher.
Another day, another update.
Alright, let's start with the most important note: There's an updated build in the PREVIEW branch on Steam. It features some minor bugfixes and improvements to the AI.
If you want to give that a try simply right click on the game in your library, select properties, then Betas and then use the dropdown to select the Preview beta.
Here's how this looks:
With that out of the way, let's talk a little bit about today and this preview build...
Alrighty! Day 2 is over and I spent some time collecting your feedback, both the aggregated data from the online form and from the various other places. Thanks again everyone who joined in!
Here's an overview over the results on the bosses:
Now I've used that to take a closer look at the boss effects and decks and spent some time today filing off the rough edges. You'll hopefully find that the difficulty of the bosses will be a lot more even but please let me know if anything still stands out. This is a first pass and it would be incredibly lucky if I hit all the issues with that one.
Also note that for expediency this version is being released pretty untested. Nothing should break (in fact things should run more smoothly) but should is a dangerous word. So if you find anything out of the ordinary, please let me know ASAP so I can fix it - or roll back, if need be.
That said, here's the changelog excerpt for the boss balancing changes in v1.00.005:
After the madness of the launch weekend it's time for me to get back into a proper rhythm. And to that end I've scoured my emails, the forums and Discord today looking for bug reports. Many thanks to everyone that reported something with special mentions to anyone who provided screenshots or log files. This is the best way to help me quickly find, reproduce and fix a problem.
Wow! What a weekend!
We launched Nowhere Prophet just over 48 hours ago, the game I've been working on for over 5 years! I'm thrilled and excited to see so many of you play and enjoy the game. And I'm deeply thankful for the wave of feedback from every one of you!
I've been reading the forums, comments and scanning the discord to figure out what works for you and what doesn't.
And what I'm hearing from many of you is that the difficulty, especially the AI behavior and the bosses don't feel quite right.
This is clearly the most pressing concern for me and you can expect an update to the game with improvements soon. I may have to do some bugfixes first (anything that prevents people from playing has top priority), but once that is out of the way, balancing the difficulty better will be the first thing on the docket. The Bosses should feel challenging and not unfair and the AI should feel like a worthy foe and not make stupid mistakes.
I'm sorry that some of you had their experience with the game soured by that. I'll do my best to correct this as quickly as possible.
In the meantime I'd love to get more of your feedback on the difficulty, bosses and the AI. I've set up an online form to collect your thoughts and feedback in one place. This will help me better understand what causes problems and will make it easier - and quicker - for me to improve things.
If you have some time, please head over here an let me know what you think:
Boss/AI Feedback Form
Thank you again for your time, for your feedback and please keep it coming!
- Martin
Hey everyone,
No More Robots is 2 years old, so we're celebrating by putting all of our games on sale!
You can now pick up all the following games for cheap:
https://store.steampowered.com/app/681280/Descenders/
https://store.steampowered.com/app/733790/Not_Tonight/
https://store.steampowered.com/app/844590/Hypnospace_Outlaw/
https://store.steampowered.com/app/681730/Nowhere_Prophet/
We hope you've enjoyed our games, and we can't wait to bring even more big titles to Steam in the future!
Mike, Pip, Dan and Arwyn
xxx
Hey everyone,
it's finally here!
Nowhere Prophet, our dustpunk deck-building game, is now available on Steam! There's a 10% discount during launch week to say thanks to anyone who is lovely enough to pick it up:
https://store.steampowered.com/app/681730/Nowhere_Prophet/
We just wanted to say a massive thank you to everyone who has supported the game up to this point, and we really hope you enjoy it. Nowhere Prophet has been 5 years in the making -- and you can be sure you'll see more from the game in the coming weeks and months!
Thanks all
Martin, Mike and Pip <3
Hey everyone!
We're so excited to announce the launch date for Nowhere Prophet - 19th of July!
In a just little over four weeks, you'll be able to head out into the wilderness of Soma with a convoy of cards and a dream of a promised land. In this world, your cards aren't just for throwing your weight around in combat -- they are your followers, looking to you for food, safety and most importantly, hope.
As you recruit new followers (or lose people to the wilderness), your deck will constantly evolve with the action. You can grow bonds with your people... and feel genuine heartache when they are cut down.
Tactical battles won't be your only obstacle, as throughout your journey you'll make narrative decisions that will greatly affect you, filling your disciples with hope -- or draining the last bit of life from their tired bodies.
Procedurally generated maps give you a new journey each time you play, while 10 different convoys and four Prophet classes that change how you play, along with more than 300 cards to discover, make Nowhere Prophet infinitely playable.
We can't wait to get the game into your hands -- not long to wait now!
Hey all!
Thanks so much for playing in the Nowhere Prophet beta! We had over 5,000 people download the beta, and more than 80% of players gave it 4 or 5 stars, so we're happy to know that the game is moving in the right direction!
We've put together the above image to showcase your feedback -- you'll want to open the image in a new tab to read it.
The beta is here and the keys have been sent out - Check those inboxes!
Grab your convoy and head out across the wastes to get a taste of the adventure to come. We've opened up a part of Soma for you to explore and some convoys to unlock (as well as a challenging foe for those who are brave enough!)
Good luck, have fun and don't forget to let us know how you get on! If you're looking for somewhere to share feedback, swap decklists or report any bugs you might find, don't forget you can check in with our discord - discord.gg/nowhereprophet
If you would like a key and you don't already have one, you can use this form to sign up and you'll receive your key within 24 hours - https://forms.gle/fhfEkEYPyJtQa8r27
Stay safe out there
Sharkbomb Studios & No More Robots x
Nowhere Prophet is finally available in First Access!
Head on over to the Nowhere Prophet store page on itch.io and check it out! There's some cool exclusive rewards available there.
In matter of fact this announcement is a bit late, as the game's been available for an entire week now. I've just been pretty busy catching up. But now there was some time to catch my breath and plan the next steps.
https://youtu.be/5elSvs1LXL8
Check out the video above for an update on the development so far.
Nowhere Prophet is going to be in First Access starting October 10th!
And what does that mean?
Well, for one, it means that people will have access to the game while I’m still working on it. There’s still content to build, interfaces to tweak and systems to be balanced before I will call a wrap on this.
Also since the game is still being built it gives you the opportunity to contribute. You can just follow development along or go for one of the crowdfunding-like rewards and get your face in the game, among other things.
Starting October 10th the game will be available on the itch.io store. If you support us during the First Access you will of course get a Steam key once the game launches here.
From then on there will be regular updates and, if all works out according to plan, a release in the first half of 2018. Stick around to stay up to date.
And in the meantime: Stay hydrated,
- Martin
Game development certainly can be a roller coaster...
When I started the very first prototypes for what would become Nowhere Prophet back in 2014 I thought I'd be done and released by now. But things change, features get added, systems don't work out and there's always a need for more iteration to make it as good as it can be.
But looking back and forward from where I now stand, getting the game up on Steam definitely feels like a milestone of development. I've still got a way to go until the game is ready but the end is in sight.
And if everything pans out we'll even get to start something Early-Accessy still this year. Keep your fingers crossed!
Until then, stay hydrated!
- Martin
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