Name | Insidia | ||
Developer | Bad Seed | ||
Publisher | Bad Seed | ||
Tags | |||
Release | 2018-02-27 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse | ||
Players online |  0  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  50,000 .. 100,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 31 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 55 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Insidia Linux [984.47 M] | ||
DLC | Insidia - Founder's Pack Insidia - Wastelander Pack |
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You can unlock them for FREE by following us on our social media! All details here. During the past 24 weeks we’ve been relatively quiet on the social front, since all our efforts were focused towards improving the game. But those days are gone. We are not in Early Access anymore and it’s time to be loud! But that’s not all. There is a fourth, very unique skin joining our cosmetic ranks: Influence Overdrive Trauma! We’ll award this skin to the best INSIDIA content creators! What tomorrow brings Ahead up the white road INSIDIA is now officially released, but that doesn’t mean we’ll stop to add content! We already have several new features planned: new champions, a new map, ranked seasons and much more! Balance Naima
Infestus
Gunther
UI
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You can unlock them for FREE by following us on our social media! All details here. During the past 24 weeks weve been relatively quiet on the social front, since all our efforts were focused towards improving the game. But those days are gone. We are not in Early Access anymore and its time to be loud! But thats not all. There is a fourth, very unique skin joining our cosmetic ranks: Influence Overdrive Trauma! Well award this skin to the best INSIDIA content creators! What tomorrow brings Ahead up the white road INSIDIA is now officially released, but that doesnt mean well stop to add content! We already have several new features planned: new champions, a new map, ranked seasons and much more! Balance Naima
Infestus
Gunther
UI
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Tonight, drums echoes likes thunders and propane-fuelled flames burn bright against the darkness, as the occasional explosion signals the time for happiness and revelry. Tonight, screams of joy and cries of pain resonate together when knives are drawn for a cheerful killing spree. Tonight, the marauding clans of the Black Roads celebrate the day in which their merry life style of pillage and plunder was saved from the most insidious enemy: love. PATCH NOTES Daily Quests Common basic quests no longer require to win games in order to be completed Quests that are impossible to complete with your currently owned heroes will no longer appear |
Tonight, drums echoes likes thunders and propane-fuelled flames burn bright against the darkness, as the occasional explosion signals the time for happiness and revelry. Tonight, screams of joy and cries of pain resonate together when knives are drawn for a cheerful killing spree. Tonight, the marauding clans of the Black Roads celebrate the day in which their merry life style of pillage and plunder was saved from the most insidious enemy: love. PATCH NOTES Daily Quests Common basic quests no longer require to win games in order to be completed Quests that are impossible to complete with your currently owned heroes will no longer appear |
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Jaril
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Jaril
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BALANCE Angor
CONNECTION
MISC
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BALANCE Angor
CONNECTION
MISC
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Angor Angors role is to be a backline harasser. For this reason, the Eternal Hunger is getting back some movement speed. In addition, weve increased its damage output, but removed its on-demand stun to leave him vulnerable to anti-melee heroes such as Trauma.
Trauma No changes were made to Trauma this week. While the Fury of the Wastelands lacks movement or gap closers to reach the enemy backline, her passive (along with the removal of Angors stun) and her PBAOE attacks make her the perfect counter to other melee heroes. Gunther
Infestus
Archaios
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Angor Angor’s role is to be a backline harasser. For this reason, the Eternal Hunger is getting back some movement speed. In addition, we’ve increased its damage output, but removed its on-demand stun to leave him vulnerable to anti-melee heroes such as Trauma.
Trauma No changes were made to Trauma this week. While the Fury of the Wastelands lacks movement or gap closers to reach the enemy backline, her passive (along with the removal of Angor’s stun) and her PBAOE attacks make her the perfect counter to other melee heroes. Gunther
Infestus
Archaios
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Wastelands 2.0 PLEASE NOTE: On the live servers you will see a placeholder version of the new map, with temporary graphics. While we did enjoy the new gameplay feeling it provides, we want to hear feedback from the community before committing to a full graphic rework. Our game map has been nearly untouched for several months and was in dire need of a nice rehaul. By analysing the movement patterns done by players across hundreds of matches, we noticed there were several completely useless tiles and a least a couple of nearly-impossible to reach zones. Also, it could take a painfully long amount of turns to reposition after a bad engage. For these reason, weve reduced the size of the map and made all corners more easily accessible. Also, a reduced map size will allow us to move the camera a bit closer to the battlefield, resulting in improved clarity. Power Cores and Respawn Both Power Cores and Respawn rules have been slightly reworked. This was done not only to address gameplay issues in the current map, but to give us more flexibility while designing new ones. (Yes, another map is already in development) First of all, Power Cores are no longer towers, but ground elements. This is mostly a graphic change, since those three pillars were making the base zones look very crowded and confusing. Speaking of actual gameplay, weve removed the link between a respawn location and a specific power core. Now, when you respawn, regardless of the position, your power cores will take damage in a fixed order (the same the cannon follows). While on paper it sounded nice to have the ability to choose which power core to damage, in actual gameplay it always translated in an optimal choice over others that were obviously less efficient. Those kind of choices do not really add any depth to the gameplay and are, most of the times, an unnecessary complication. Also, this used to unnecessarily increase matches duration, especially when there was a stalemate on the central objective. With todays changes, after 3 kills the first gate will always fall, thus leading to a more rapid shift in the flow of battle and opening up new viables guerrilla strategies. For those concerned this will reduce the importance of capturing the Main Cannon, we believe this wont be the case. First of all, capturing the cannon is always the most efficient way to damage the enemy power cores and ignoring it will result in a quick demise. In addition, the mere existence of the Main Cannon forces you to leave your base and to avoid turtling strategies. Along with this changes, weve modified the tiles where it is possible to actually respawn a champion and unified them with the Deploy Beacons, under the new name of Teleport Beacons. In other words, is now possible to respawn at a much advanced location than before. This will make comebacks and last-minute contests over the Main Cannon much more easier and, most importantly, avoid those dead positioning turns we spoke of earlier on. Also, the possibility to respawn champions directly into the fight will dramatically increase the gameplay rhythm. Of course, those Teleport Beacons will ALWAYS be available, regardless of how many power cores have been destroyed. Naturally, this does not apply if all power cores are down. To avoid trivializing champions deaths, weve increased the respawn timer to 3 turns. Along with DRAMATICALLY increasing the pace of the game, this change allows us much more freedom when designing new maps. Main Cannon The Main Cannon received a minor rework. Now it fires all its shots as soon as it is captured (after the usual 3 turns) and then goes dormant for 3 more turns. Our aim, besides speeding up the game and avoiding the situation where the attacking player has no other valid option than wait for something to happen, is to give a general behaviour to all our objectives, a much needed feature considering were going to add new mechanics in the upcoming maps. We want all this different objectives on different maps to DO different things, but to work in the same basic way: you cap them for X turn, they activate and do their special mechanic, then they go off for some more turns. Clarity Our quest for clarity if, of course, not over. Weve added nice in-game icons. Also, weve redesigned champions health bars and numbers. Balance Naima
Shiryo
Infestus
Gunther
Jaril
Angor
Archaios
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Wastelands 2.0 PLEASE NOTE: On the live servers you will see a placeholder version of the new map, with temporary graphics. While we did enjoy the new gameplay feeling it provides, we want to hear feedback from the community before committing to a full graphic rework. Our game map has been nearly untouched for several months and was in dire need of a nice rehaul. By analysing the movement patterns done by players across hundreds of matches, we noticed there were several completely useless tiles and a least a couple of nearly-impossible to reach zones. Also, it could take a painfully long amount of turns to reposition after a bad engage. For these reason, we’ve reduced the size of the map and made all corners more easily accessible. Also, a reduced map size will allow us to move the camera a bit closer to the battlefield, resulting in improved clarity. Power Cores and Respawn Both Power Cores and Respawn rules have been slightly reworked. This was done not only to address gameplay issues in the current map, but to give us more flexibility while designing new ones. (Yes, another map is already in development) First of all, Power Cores are no longer towers, but ground elements. This is mostly a graphic change, since those three pillars were making the base zones look very crowded and confusing. Speaking of actual gameplay, we’ve removed the link between a respawn location and a specific power core. Now, when you respawn, regardless of the position, your power cores will take damage in a fixed order (the same the cannon follows). While on paper it sounded nice to have the ability to choose which power core to damage, in actual gameplay it always translated in an optimal choice over others that were obviously less efficient. Those kind of choices do not really add any depth to the gameplay and are, most of the times, an unnecessary complication. Also, this used to unnecessarily increase matches duration, especially when there was a stalemate on the central objective. With today’s changes, after 3 kills the first gate will always fall, thus leading to a more rapid shift in the flow of battle and opening up new viables “guerrilla” strategies. For those concerned this will reduce the importance of capturing the Main Cannon, we believe this won’t be the case. First of all, capturing the cannon is always the most efficient way to damage the enemy power cores and ignoring it will result in a quick demise. In addition, the mere existence of the Main Cannon forces you to leave your base and to avoid turtling strategies. Along with this changes, we’ve modified the tiles where it is possible to actually respawn a champion and unified them with the Deploy Beacons, under the new name of Teleport Beacons. In other words, is now possible to respawn at a much advanced location than before. This will make comebacks and last-minute contests over the Main Cannon much more easier and, most importantly, avoid those “dead” positioning turns we spoke of earlier on. Also, the possibility to respawn champions directly into the fight will dramatically increase the gameplay rhythm. Of course, those Teleport Beacons will ALWAYS be available, regardless of how many power cores have been destroyed. Naturally, this does not apply if all power cores are down. To avoid trivializing champion’s deaths, we’ve increased the respawn timer to 3 turns. Along with DRAMATICALLY increasing the pace of the game, this change allows us much more freedom when designing new maps. Main Cannon The Main Cannon received a minor rework. Now it fires all its shots as soon as it is captured (after the usual 3 turns) and then goes dormant for 3 more turns. Our aim, besides speeding up the game and avoiding the situation where the attacking player has no other valid option than wait for something to happen, is to give a general behaviour to all our objectives, a much needed feature considering we’re going to add new mechanics in the upcoming maps. We want all this different objectives on different maps to DO different things, but to work in the same basic way: you cap them for X turn, they activate and do their special mechanic, then they go off for some more turns. Clarity Our quest for clarity if, of course, not over. We’ve added nice in-game icons. Also, we’ve redesigned champions’ health bars and numbers. Balance Naima
Shiryo
Infestus
Gunther
Jaril
Angor
Archaios
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We’re positive that having to unlock characters, and thus new gameplay mechanics, will be a challenging and fun target to pursue. Ok, but what if your favourite character is now locked? We’ll give you 1000 Keres Crystals for each level of every hero you have earned so far. So, if you played a lot in the last months, you’ll have the chance to buy them all! Obviously, if you’ve bought the Founder Pack, you’ll have access to everything immediately. Cosmetics (U Got the Look) While many more shinies will be added in the future, you will already have the chance to buy both a Color Variation Skin and an Epic Skin for your favourite heroes. To buy them you have to reach a certain level of that particular champion.
To keep the champions’ progression smooth and engaging, we’ve also changed the level threshold for certain rewards. Skins have been made easier to acquire (previously they would unlock at level 15 and 30) while avatars have been moved a bit up on the ladder, respectively at level 15 and 25. Of course, if you’ve already unlocked a reward, you’ll keep it! BUG FIX Fixed several bugs concerning the Pale Solstice achievements! Fixed a bug with Angor’s Ultimate |
Four hundred years ago, the world was ravaged by a terrible Keres explosion. A cloud of black dust covered the sky, imposing a never ending night over the Wastelands. Finally, after thirteen years, on the very first day of winter, the sun shone once again. Ho! Ho! Ho! You can obtain a new skin for Gunther and Infestus, a new title and a new avatar playing Insidia during this Holidays. How? Unlocking a special achievement chain. Find ‘em, Santa’s Little Wastelanders! Gameplay Until now, it was possible to activate a Champion two turns in a row if his only action was to walk. While this did provide with some strategic depth, we felt it was both confusing and easily exploitable. For instance, it was nearly impossible to stop an high initiative Champion from walking inside a base. For these reason, from today, a Champion will always become unavailable after performing any kind of action. Jaril Shifting Spores Shiryo Shiryo was one of the first Champions to join our roster and was practically untouched in the past months, while nearly all other heroes were revamped and updated. This, of course, caused his kit to become quite obsolete in the current state of the game. With today’s fix, we’re hoping to see the Spirit Blade make a triumphant return in the meta! Stats: Hp reduced to 4, down from 6. Dirge of the Ancestors |
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Winds of Change Keres Rune Map Some very secluded and almost never used tiles (top and bottom row) have been eliminated. |
Winds of Change Keres Rune Ride the Lightning Balance Trauma The time has finally come to end Trauma’s reign of terror. With her incredible movement range, decent damage and an absurdly strong alternate stance, the Fury of the Wastelands has been a must pick in most teams for quite too long. While we were considering how to nerf her, we did take our time to evaluate her stance changing feature and we found it a bit lacking. Though we still like the idea of character switching abilities mid-fight, we felt that, in the case of Trauma, it wasn’t properly executed and it wasn’t leading to interesting gameplay choices. For these reasons, we’ve decided to split Trauma’s kit in two different characters. The Trauma we all know and love (well, sort of) will be a force, axe wielding warrior, focused on melee AOE damage, and, in some weeks, she will be joined by her sister, Coma, a swift and deadly gunslinger. So here are the new stats and skills for Trauma: HP: 6 Movement: 4-6 Initiative: 50 Kill the world Cull the weaks Rage of the Wastelands Archaios With the removal of Quick Abilities, it has become a little too easy to pull off maximum damage from Archaios’ Overload. To compensate, we’re removing the Weakened component from the projectile as well as reducing by a tiny bit Archaios walk range Walk Range 4, down from 5 Overload Jaril Spore Cloud Angor Stampede Game Improvements
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UI Improvements We improved and reorganized the Player Account tab. Now It’s easier to find what you are looking for, so you have more time to crush your enemies! That’s all for this week, Wastelanders. And, by the way, it was Madonna who sang that thing back in the day, like two hundred years ago. |
Priorities: less is more. Since to understand how Initiative works is quite essential to play Insidia, we also decided to remove the ability types that could blatantly violate the priority rule.
Side Generators: interactivity goes a long way While Side Generators provided and interesting tactical choice, their impact on the game was a bit too slow and their overall design felt a little dull. So, we’ve reworked them a bit. Side Generators are no longer a take & hold objective. Instead, every 5 turns they will spawn an energy globe. When a Champion moves over one of these globes, its team instantly gains 20 energy. Energy Globes can spawn randomly in a fixed set of tiles around the Side Generators, but their location will be highlighted one turn before they actually spawn, so that players will have time to react and plan their strategy accordingly. Energy: more is more. We’ve raised the maximum energy that can be stored to 50. In this way, you will not be compelled to use the most expensive ultimate as soon as you hit 30 energy out of fear to waste points. The Future All these reworks are just the first step in our effort to make the game less convoluted and more fun. The next objective will be to redesign and expand the in-game UI to better underline what actions a player has chosen and who is doing what during the Resolution Mode. Of course, we will keep listening to your feedbacks so, if you have any suggestions, please write them on the Steam forums or on our Discord channel! Don’t be shy: Insidia can grow only through your contributions! UI
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UI REWARDS
Coming Soon
PLEASE NOTE: one of the points above could be false. |
Spore Cloud Music & Sound Sounds load and unload system has been improved. UI Daily Quests - Visual feedbacks have been improved Loading Screen - Artwork updated Bug Fix As usual, the game’s general stability has been improved and some minor bugs have been fixed. |
While challenges are always fun, we know that being forced into a specific playstyle can be frustrating. For this reason, you will be able to reroll one of your quests every day to receive a new one that is granted to require a general objective. With the addition of Daily Quests, we hope to offer you many interesting short-term goals. Of course, this is only one half of the deal. Very soon we’ll complete the backbone of our progression system by adding achievements, long-term challenges with awesome rewards, to the game. After that, we’ll be finally ready to open up the in-game shop and let you purchase new champions and new skins with your precious Keres Crystals! Quality of Life If the game is minimized or not in focus, the game icon will flash as soon as you find a match. (Windows only) Bug Fix As usual, the game’s general stability has been improved and some minor bugs have been fixed. |
A green moon rises over the jagged wastelands. Its coming heralds the hallowed night of the oldest memories. Everywhere, from the savage Black Roads to the most secluded village of the Reaping Fields, bonfires are lit against the darkness, as people gather together to once again sing the ancient stories. Tales of ghosts and witches, of monsters and terrors, of the horrors brought upon the world by the Fall. And yet they must be sung, for only a living union of voices can make fear fade away. The Hallowed Moon Many Halloween themed features have been temporarily added to the game. It’s time to celebrate! Balance
UI
Bug Fix As usual, the game’s general stability has been improved and some minor bugs have been fixed. |
Balance Naima With this update, Naima received a partial rework. While her Energy Mine was useful in some situations, we felt it was a bit counter-intuitive and confusing for new players. Since the Silent Seeker is one of our basic character, also featured in the tutorial, we want her gameplay to be as straightforward as possible. For this reason, we’re removing the mine in favor of rooting projectile attack that should be both more active and more consistent with the other abilities in Naima’s kit. Since the new ability, Pin Down, gives Naima a more reliable way of inflicting roots and a bit of damage, we’ve toned down her Overwatch.
Lobby
UI
Bug Fix As usual, the game’s general stability has been improved and some minor bugs have been fixed. |
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Before every match, by placing him on the golden platform you can choose one of your champions to become the Captain of your team: he will receive a 500% boost to all experience gains! In the future, as champions level up, they will gain access to epic skins and unlock new titles and avatars! Keres Crystals After every victory, you will earn 100 Keres Crystals. Not much, right? Well, in a (very near) future, you will also be able to complete daily quests to receive even more KC. But what are those Crystals for? SOON™ you’ll have the possibility to exchange them with new champions, skins, titles or avatars! Milan Games Week Tournament Thanks to ASUS ELEMENT GAMING we could host the very first INSIDIA tournament! It was quite an amazing experience to see so many passionate players challenge each other in tense matches and it really gave us the strength to push even harder with our development efforts! All the contenders that managed to win at least a match received the CHALLENGER title and a special Archaios R.O.G skin but only one among them proved to be a real scourge of the wastelands and claimed the unique IMPERATOR title! Congratulations to ELLE BI! If you miss the tournament and its sweet rewards, don’t be afraid, for many more will follow SOON™! UI Improvements
Bug Fixes Fixed some network bugs. The game client should now be way more stable. |
Melee Stance
UI Several minor feedbacks, like button sounds, have been added. Tutorial The tutorial flow has been slightly adjusted Many typos have been fixed Bug Fixes A nasty bug that was causing some disconnections has been fixed |
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