Release Version Update Notes
[ 2018-03-28 02:20:26 CET ] [ Original post ]
The completed game is now available! Early Access will end around 12pm EST. Enjoy the completed Campaign, a large selection of Trials, skirmish, multiplayer and more! New Content and Features
- Added Book 3 of the campaign with the final 5 campaign missions.
- Various aspects of the previous campaign missions have been polished with additional art and dialogue lines.
- Increased the brightness of most maps.
- Added 10 new Trials.
- Added additional alternate art/skin Glyphs.
- Added a new Survival map.
- Added cyclones to the Desert Survival map that drag in and throw units to random map locations.
- Improved unit pathing in various cases, particularly when ordering multiple squads at once.
- Adjusted the timeline for Survival to have less dead time in the middle section.
- Fixed an issue with the auto activation logic for the Mimic transformation special that prevented it from targeting a few specific unit types.
- Fixed a bug that sometimes caused AI to use the wrong Glyph in certain situations.
- Fixed control points sometimes generating a "forces are under attack" audio warning in addition to the correct "control point under attack" warning.
- Fixed a bug where, if the player launches the game and immediately presses Start Mission without changing the selected campaign mission, it would always launch the tutorial.
- Berserk units will no longer target control point guards that are inactive, nor will they target stealthed units unless they have detection.
- Fixed a bug where AI would have a long delay before acting at the beginning of some Trials.
- Fixed machines that don't autodetect as Ultra detail levels being stuck with lesser anti aliasing settings even if everything is manually set to Ultra later.
- Improved AI trap usage.
- Improved AI usage of stealth units, especially Sappers.
- The AI at higher difficulties now understands when units benefit from having techs cast on them and adjusts its targeting accordingly.
- Bots will now be more aggressive in scouting for the enemy Harbinger(s) when they think they're winning.
- The techs Hide and Hide Army will no longer disrupt the orders for squads that are uncontrollable.
- Fixed some cases where wreckage of a destroyed building would block placing a new one until it disappeared.
- Fixed some animation issues when reloading a savegame.
- Fixed an issue renaming decks in the deck editor where the new name wouldn't take unless the user explicitly pressed Enter.
- Fixed a bug allowing Hide Army to be cast on friendly Harbingers.
Release Version Update Notes
[ 2018-03-28 02:20:26 CET ] [ Original post ]
The completed game is now available! Early Access will end around 12pm EST. Enjoy the completed Campaign, a large selection of Trials, skirmish, multiplayer and more! New Content and Features
- Added Book 3 of the campaign with the final 5 campaign missions.
- Various aspects of the previous campaign missions have been polished with additional art and dialogue lines.
- Increased the brightness of most maps.
- Added 10 new Trials.
- Added additional alternate art/skin Glyphs.
- Added a new Survival map.
- Added cyclones to the Desert Survival map that drag in and throw units to random map locations.
- Improved unit pathing in various cases, particularly when ordering multiple squads at once.
- Adjusted the timeline for Survival to have less dead time in the middle section.
- Fixed an issue with the auto activation logic for the Mimic transformation special that prevented it from targeting a few specific unit types.
- Fixed a bug that sometimes caused AI to use the wrong Glyph in certain situations.
- Fixed control points sometimes generating a "forces are under attack" audio warning in addition to the correct "control point under attack" warning.
- Fixed a bug where, if the player launches the game and immediately presses Start Mission without changing the selected campaign mission, it would always launch the tutorial.
- Berserk units will no longer target control point guards that are inactive, nor will they target stealthed units unless they have detection.
- Fixed a bug where AI would have a long delay before acting at the beginning of some Trials.
- Fixed machines that don't autodetect as Ultra detail levels being stuck with lesser anti aliasing settings even if everything is manually set to Ultra later.
- Improved AI trap usage.
- Improved AI usage of stealth units, especially Sappers.
- The AI at higher difficulties now understands when units benefit from having techs cast on them and adjusts its targeting accordingly.
- Bots will now be more aggressive in scouting for the enemy Harbinger(s) when they think they're winning.
- The techs Hide and Hide Army will no longer disrupt the orders for squads that are uncontrollable.
- Fixed some cases where wreckage of a destroyed building would block placing a new one until it disappeared.
- Fixed some animation issues when reloading a savegame.
- Fixed an issue renaming decks in the deck editor where the new name wouldn't take unless the user explicitly pressed Enter.
- Fixed a bug allowing Hide Army to be cast on friendly Harbingers.
Golem Gates
Laser Guided Games, LLC
Laser Guided Games, LLC
2018-03-28
Singleplayer Multiplayer Coop
Game News Posts 25
🎹🖱️Keyboard + Mouse
Very Positive
(91 reviews)
http://www.golemgates.com
https://store.steampowered.com/app/575970 
The Game includes VR Support
Golem Gates Linux DS [776.56 M]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
In a desolate land ravaged by ancient wars, you are the Harbinger, an outcast with the ability to manipulate and command nanites from ‘The Ash’– a leftover power manifesting itself in your barren world’s atmosphere. Ancient warrior machines spawn from Golem Gates while an unseen force compels you to take up arms. Wielding the power hidden within ‘The Ash’, you’ll battle the golems and unravel the mysteries surrounding their long-lost creators.
Golem Gates blends elements of real-time strategy (RTS) and card battle. Collect cards (called Glyphs) containing your forces and powers. Strategically weave them into a deck to prepare for battle, then create them on the field to defeat your enemies in fast-paced and highly tactical battles with streamlined management to keep focus on the action. Play singleplayer or multiplayer in local matches with bots, online matches with other players, single and co-op Survival, and a full single player campaign. (Campaign not available in Early Access)
Golem Gates blends elements of real-time strategy (RTS) and card battle. Collect cards (called Glyphs) containing your forces and powers. Strategically weave them into a deck to prepare for battle, then create them on the field to defeat your enemies in fast-paced and highly tactical battles with streamlined management to keep focus on the action. Play singleplayer or multiplayer in local matches with bots, online matches with other players, single and co-op Survival, and a full single player campaign. (Campaign not available in Early Access)
- Dynamic Diversity: Nearly 100 Glyphs provide the options for your strategy: Units, buildings, traps, buffs, debuffs, and techs. Create your own unique battle plan and counter your opponents'. Randomized drawing puts a slightly different spin on every battle - eliminating monotonous build sequences, rewarding deckbuilding skill and strategic planning in equal measure.
- Streamlined Strategy: Build your forces and enhance them with Glyphs; no production or research buildings needed. Capture resources in King of the Hill style without dedicated gathering units. Keep your focus where it belongs: on the battle.
- Fight Where You Have Sight: Glyphs can be played almost anywhere you have an existing presence. Add more forces to a battle to turn the tide, transform a scouting party into an army, place emergency defenses to respond to the enemy, or hide an outpost in a direction the enemy doesn't expect. The choices are yours, but beware: the enemy will do the same and with the right Glyph your forces can be destroyed as fast as they were created.
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