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Weekly Update #20 - The Ruins of Zaicarse
Four hundreds years ago, before the unleashed Keres ravaged the land, Zaicarse was the center of the known world, a jewel of knowledge and prosperity, a golden cage of unparalleled beauty. Now, the city is an inaccessible maze of tangled iron and twisted horrors. And yet, while the inner circles of lost Zaicarse are out of reach, in the outskirts of the once great city the battle rages on, for the Age of Insidia has begun, and many want to claim the treasures buried beneath the sands. The game map has been almost completely redesigned. While this was done mainly to adjust it to the gameplay changes introduced with Update #17 and to improve the general readability, we’ve taken the occasion to rework nearly all graphic elements. Good maps are not only engaging battleground ready to host a clash of champions. Good maps must tell a story, they must convey the mood of a living, breathing world. While our old field of battle did a good job picturing the post-apocalyptic wasteland, it was a bit too generic. Now everything has changed. From under the brown sands, ruins of the old fable city emerge, with their unique style and personality. They are grand, ancient, they do possess a beauty and a grace long lost now. At the same time, the central cannon has been infused with Keres technology. Now it truly is a relic of the ancient age of Concordia, ready to be claimed. As a final touch, on the background, the twisted center of the Forbidden City can be observed, a lurking, dark presence against a blue, indifferent sky. While we wanted to give more context to our map, it was also a necessity: new battlegrounds are coming in the future and we want them to be as diverse and as unique as possible.
With its new graphic design, our beloved, gate-crushing cannon also received some new gameplay functionalities. It will now do a better job in showing which team is taking control, if the capture progress has been stopped by an enemy champion contesting or how many turns are left before the cannon will be ready to fire once again.
The release date is getting near and we must be ready to welcome new players. For that reason, we’ve added a full fledged tooltip system to the game. Now you can mouseover on most map elements and on both your and your opponent’s champions to have detailed informations about them! This system also comes with a pretty amazing highlight.
The default performance settings on low-end machines has been lowered. This should fix some freeze issues.
Trauma
[ 2018-01-30 20:21:37 CET ] [ Original post ]
Greetings, Wastelanders! This week our efforts have been focused on readability and clarity. We’re proud to present you a completely rehauled game map and a brand new tooltip system!
At the edge of the Forbidden City
Four hundreds years ago, before the unleashed Keres ravaged the land, Zaicarse was the center of the known world, a jewel of knowledge and prosperity, a golden cage of unparalleled beauty. Now, the city is an inaccessible maze of tangled iron and twisted horrors. And yet, while the inner circles of lost Zaicarse are out of reach, in the outskirts of the once great city the battle rages on, for the Age of Insidia has begun, and many want to claim the treasures buried beneath the sands. The game map has been almost completely redesigned. While this was done mainly to adjust it to the gameplay changes introduced with Update #17 and to improve the general readability, we’ve taken the occasion to rework nearly all graphic elements. Good maps are not only engaging battleground ready to host a clash of champions. Good maps must tell a story, they must convey the mood of a living, breathing world. While our old field of battle did a good job picturing the post-apocalyptic wasteland, it was a bit too generic. Now everything has changed. From under the brown sands, ruins of the old fable city emerge, with their unique style and personality. They are grand, ancient, they do possess a beauty and a grace long lost now. At the same time, the central cannon has been infused with Keres technology. Now it truly is a relic of the ancient age of Concordia, ready to be claimed. As a final touch, on the background, the twisted center of the Forbidden City can be observed, a lurking, dark presence against a blue, indifferent sky. While we wanted to give more context to our map, it was also a necessity: new battlegrounds are coming in the future and we want them to be as diverse and as unique as possible.
Keres-tech destruction
With its new graphic design, our beloved, gate-crushing cannon also received some new gameplay functionalities. It will now do a better job in showing which team is taking control, if the capture progress has been stopped by an enemy champion contesting or how many turns are left before the cannon will be ready to fire once again.
Tooltips, tooltips everywhere!
The release date is getting near and we must be ready to welcome new players. For that reason, we’ve added a full fledged tooltip system to the game. Now you can mouseover on most map elements and on both your and your opponent’s champions to have detailed informations about them! This system also comes with a pretty amazing highlight.
Patch Notes
The default performance settings on low-end machines has been lowered. This should fix some freeze issues.
Balance
Trauma
- Rage of the Wastelands No longer roots.
- Fungal Eruption Energy cost reduced to 20, down from 30.
[ 2018-01-30 20:21:37 CET ] [ Original post ]
Weekly Update #20 - The Ruins of Zaicarse
Four hundreds years ago, before the unleashed Keres ravaged the land, Zaicarse was the center of the known world, a jewel of knowledge and prosperity, a golden cage of unparalleled beauty. Now, the city is an inaccessible maze of tangled iron and twisted horrors. And yet, while the inner circles of lost Zaicarse are out of reach, in the outskirts of the once great city the battle rages on, for the Age of Insidia has begun, and many want to claim the treasures buried beneath the sands. The game map has been almost completely redesigned. While this was done mainly to adjust it to the gameplay changes introduced with Update #17 and to improve the general readability, weve taken the occasion to rework nearly all graphic elements. Good maps are not only engaging battleground ready to host a clash of champions. Good maps must tell a story, they must convey the mood of a living, breathing world. While our old field of battle did a good job picturing the post-apocalyptic wasteland, it was a bit too generic. Now everything has changed. From under the brown sands, ruins of the old fable city emerge, with their unique style and personality. They are grand, ancient, they do possess a beauty and a grace long lost now. At the same time, the central cannon has been infused with Keres technology. Now it truly is a relic of the ancient age of Concordia, ready to be claimed. As a final touch, on the background, the twisted center of the Forbidden City can be observed, a lurking, dark presence against a blue, indifferent sky. While we wanted to give more context to our map, it was also a necessity: new battlegrounds are coming in the future and we want them to be as diverse and as unique as possible.
With its new graphic design, our beloved, gate-crushing cannon also received some new gameplay functionalities. It will now do a better job in showing which team is taking control, if the capture progress has been stopped by an enemy champion contesting or how many turns are left before the cannon will be ready to fire once again.
The release date is getting near and we must be ready to welcome new players. For that reason, weve added a full fledged tooltip system to the game. Now you can mouseover on most map elements and on both your and your opponents champions to have detailed informations about them! This system also comes with a pretty amazing highlight.
The default performance settings on low-end machines has been lowered. This should fix some freeze issues.
Trauma
[ 2018-01-30 20:21:37 CET ] [ Original post ]
Greetings, Wastelanders! This week our efforts have been focused on readability and clarity. Were proud to present you a completely rehauled game map and a brand new tooltip system!
At the edge of the Forbidden City
Four hundreds years ago, before the unleashed Keres ravaged the land, Zaicarse was the center of the known world, a jewel of knowledge and prosperity, a golden cage of unparalleled beauty. Now, the city is an inaccessible maze of tangled iron and twisted horrors. And yet, while the inner circles of lost Zaicarse are out of reach, in the outskirts of the once great city the battle rages on, for the Age of Insidia has begun, and many want to claim the treasures buried beneath the sands. The game map has been almost completely redesigned. While this was done mainly to adjust it to the gameplay changes introduced with Update #17 and to improve the general readability, weve taken the occasion to rework nearly all graphic elements. Good maps are not only engaging battleground ready to host a clash of champions. Good maps must tell a story, they must convey the mood of a living, breathing world. While our old field of battle did a good job picturing the post-apocalyptic wasteland, it was a bit too generic. Now everything has changed. From under the brown sands, ruins of the old fable city emerge, with their unique style and personality. They are grand, ancient, they do possess a beauty and a grace long lost now. At the same time, the central cannon has been infused with Keres technology. Now it truly is a relic of the ancient age of Concordia, ready to be claimed. As a final touch, on the background, the twisted center of the Forbidden City can be observed, a lurking, dark presence against a blue, indifferent sky. While we wanted to give more context to our map, it was also a necessity: new battlegrounds are coming in the future and we want them to be as diverse and as unique as possible.
Keres-tech destruction
With its new graphic design, our beloved, gate-crushing cannon also received some new gameplay functionalities. It will now do a better job in showing which team is taking control, if the capture progress has been stopped by an enemy champion contesting or how many turns are left before the cannon will be ready to fire once again.
Tooltips, tooltips everywhere!
The release date is getting near and we must be ready to welcome new players. For that reason, weve added a full fledged tooltip system to the game. Now you can mouseover on most map elements and on both your and your opponents champions to have detailed informations about them! This system also comes with a pretty amazing highlight.
Patch Notes
The default performance settings on low-end machines has been lowered. This should fix some freeze issues.
Balance
Trauma
- Rage of the Wastelands No longer roots.
- Fungal Eruption Energy cost reduced to 20, down from 30.
[ 2018-01-30 20:21:37 CET ] [ Original post ]
Insidia
Bad Seed
Developer
Bad Seed
Publisher
2018-02-27
Release
FREE
Game News Posts:
37
🎹🖱️Keyboard + Mouse
Mixed
(219 reviews)
The Game includes VR Support
Public Linux Depots:
- Insidia Linux [984.47 M]
Available DLCs:
- Insidia - Founder's Pack
- Insidia - Wastelander Pack
INSIDIA is a tactical game of swift and frantic duels. Assemble your team of four champions from a roster of steam knights, fierce punks, odd mutants and other survivors of a post apocalyptic fantasy world, then claim victory in the battlefield. Never let your guard down: simultaneous turns and a flexible combo system will always keep you plugged into the action!
When playing INSIDIA, it’s always your turn! Issue your orders in a handful of seconds, then watch your strategy unfold.
Blend your champions’ abilities to deliver devastating blows.
INSIDIA is not a simple deathmatch. Seize critical locations to control the battlefield and then lay waste to your opponent’s base.
Fight for glory in less than 15 minutes!
MINIMAL SETUP
- OS: SteamOS - Ubuntu 16.04 or higher
- Processor: 2.4 GHz Intel or HigherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA 650ti (1GB) or AMD 5770 (1GB) or Intel Iris Pro or betterNetwork: Broadband Internet connection
- Storage: 2 GB available space
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