Update Notes 4/13/2018
[ 2018-04-14 02:17:57 CET ] [ Original post ]
We've made various fixes and improvements to the game as well as a few balance changes. We're planning to have a content update near the end of April with more stuff! Fixes/Enhancements
- Improved functionality while paused via the Pause key to allow more camera control and to continue to draw unit paths.
- Adjusted the tutorial to improve flow and fix a few minor issues.
- Fixed camera position bindings not being saved correctly.
- Fixed Techswallower (Energy Collectors) heal not consistently working.
- Corrected the material on the back of the Bannermen when using the alternate art.
- Fixed case where bots would use scry techs on a location they can already see.
- Fixed various rare edge cases where units would be summoned under the level.
- Fixed some aspects of alternate art units not being displayed correctly in the Archive.
- Fixed a bug that caused crowd control effects to stack duration.
- The duration will now be set to either the current value or the duration of the incoming effect, whichever is higher.
- Fixed a bug that sometimes caused some minimap elements to draw during cinematics.
- In Survival, the buff Sight Beacon will no longer appear on units that cloak, since that effect negates stealth.
- Easy bots will now more realistically "waste" techs on low value targets.
- In the trial Zombie Apocalypse, fixed a bug that caused certain special unit types to be raised when they shouldn't (like Holograms)
- Also in Zombie Apocalypse, raised zombies will now more consistently be assigned to the same squad as other nearby zombies, making squad-based techs and attacks more effective.
- The Survival post-game graphs will no longer display an extra red line for a non-existent player.
- Added a new context sensitive tutorial when the player moves the Harbinger around too much that explains how that pauses drawing more Glyphs.
- Adjusted the chase range for Arcanists to fix some cases where they were not properly responding to normal ranged unit attacks when idle.
- A red X icon is now displayed over objects that will prevent casting a tech due to Techshield.
- Globally broadcast status effects (such as All Seeing Eye, Hibernate, the buffs from buff control points, etc) are now displayed just over the minimap for the player that possesses them.
- When Hibernate is cancelled due to damage, the icon will now properly be removed from the player status display.
- Fixed an incorrect Glyph icon for the alternate art Decaying Horde.
- Shock Tower: Increased cost from 220 to 230 and reduced health from 1500 to 1300.
- Cacophony of Voices: Reduced Energy cost from 60 to 50.
- Vacuum Turret: Increased minimum range from 200 to 250.
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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