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https://store.steampowered.com/app/1120770/Gods_of_Havoc_Fall_to_Earth/ Michael Flynn releases 'Gods of Havoc: Fall to Earth', a tribute to the forgotten god game genre. A game so far removed from it's RPG Maker roots that the RM Forum staff required pictorial proof of it's construction in the engine before they'd allow it to be posted on the site. Conceived and created by a single developer, 'Gods of Havoc: fall to Earth' is the second in a completed trilogy of games which sets the player up as a god to a fledgling civilisation. In a gaming atmosphere where simulation is highly regarded, the lack of traditional god games is puzzling, said Michael Flynn. Having grown up loving Mega-drive god games like Populous, Power Monger and Megalomania, I've never understood why the genre seemed to die out. The 'Gods of Havoc' trilogy is my solution to this gaming oversight. Each game is set in a different era of a civilisations history, where the need for, and belief in, gods might be beneficial. At the core of each game is a empire building simulation in which, regardless of player input, a civilisation will spread across the map, colonising, building, waging wars, creating terrible machines, and converting other races. Gods of these races will try to stop them by summoning space monsters, warping space, ordering crusades and empowering crusaders, creating magical fortresses, and causing natural disasters. As a god, the player is also equipped with these powers and must use them to counteract, and defeat the other gods and their followers. Michael has been asked often, why a threefold launch? Creating three different games in the same engine has allowed me to cut down creation time while still creating games with very different strategies, enemies, and aesthetics, he replied. Adding that, it also allows players to chose their favourite setting (space, medieval, or post-apocalyptic), and enables me to offer each at a piously low priceof $7.99 per game. He's also been asked repeatedly, why RPG Maker? The latest iteration in the series, RPG Maker MV, is quite a ways removed from the older versions. Switching from Ruby to JS means a far more versatile engine, which I hope can be seen in these games. Also, it's simply what I'm familiar with. https://store.steampowered.com/app/1120770/Gods_of_Havoc_Fall_to_Earth/
'Gods of Havoc: Into the Void' launched today. A strategy god-game with high levels of nostalgia, and the first game of it's type to be created in RPG Maker. Take a look... https://store.steampowered.com/app/1117340/Gods_of_Havoc_Into_the_Void/?beta=0
Last year, I created a small, intense, strategy game for the DreamHack Austin Jam. It Won! With a little refiniement it's just been released on Steam. https://store.steampowered.com/app/1109310/Expansion/
Two parts of the upcoming, Gods of Havoc trilogy, are now available for viewing, and wish listing on Steam. https://store.steampowered.com/app/1117340/Gods_of_Havoc_Into_the_Void/ https://store.steampowered.com/app/1120770/Gods_of_Havoc_Fall_to_Earth/ If you want to stay up to date with release now, and information on the third and final game Gods of Havoc: After the Fall, click the wishlist button!
Hello space explorers,
Three small announcements, more on each will follow shortly.
Yes! Void Monsters 2. A massive open-world kingdom to explore (even bigger than the first), new monsters, a new enemy, new mechanics, and beautiful new music. Looking at a June release. Some pictures at the bottom of the post!
This will include, new ships, items, planet types, and colony types, alongside addressing some of the larger bugs. This is scheduled to drop in April, providing I can get the proof reading done in time!
If you like scifi or speculative fiction: please take a look at Emlyn Filch's - The Homestead Universe on Patreon and consider becoming a Patron! Much of Void Monsters 2, and the Colony prospector update is thanks to him! Every $ helps induce further writing!
Additions: Four new battles, scattered throughout the world. Each battle drops a new evolution item. These evolutions are of a new class, 'Dökkálfar' are are a sneak peek into the upcoming 'Jester of Darkwatch Wood' expansion which will take place after the main quest and involve 2 new classes, new monsters, a new area to explore, and a cool new story-line. More on that to follow in the next few weeks. For now, enjoy the new monsters, if you can find and defeat them. Fixes: A few small grammatical errors. House 11 won't permalock after the last battle.
Additions: Four new battles, scattered throughout the world. Each battle drops a new evolution item. These evolutions are of a new class, 'Dkklfar' are are a sneak peek into the upcoming 'Jester of Darkwatch Wood' expansion which will take place after the main quest and involve 2 new classes, new monsters, a new area to explore, and a cool new story-line. More on that to follow in the next few weeks. For now, enjoy the new monsters, if you can find and defeat them. Fixes: A few small grammatical errors. House 11 won't permalock after the last battle.
Additions: -Igloos are now numbered. Fixes: -The daily quest turnin bug has been fixed. This will no longer be an issue on new saves but for people already with the problem there is a fix. See the below thread. http://steamcommunity.com/app/807060/discussions/0/2949168687320981536/ -The pocketwatch will now never speed up time to x15
Additions: -Igloos are now numbered. Fixes: -The daily quest turnin bug has been fixed. This will no longer be an issue on new saves but for people already with the problem there is a fix. See the below thread. http://steamcommunity.com/app/807060/discussions/0/2949168687320981536/ -The pocketwatch will now never speed up time to x15
Additions: - A Kat added to the the Leskova Den which sells a special MageGem. FIxes: - It is now possible to leave the Blackroot Warehouse District properly. - Leskova Rune Temple now spawns monsters correctly.
Additions: - A Kat added to the the Leskova Den which sells a special MageGem. FIxes: - It is now possible to leave the Blackroot Warehouse District properly. - Leskova Rune Temple now spawns monsters correctly.
Fixes: The entrance to the upper tomb in Spring City should note stay open after the Ruby Wand puzzle.
Fixes: The entrance to the upper tomb in Spring City should note stay open after the Ruby Wand puzzle.
Fixes: - A bug that stopped some people walking over cobwebs in the Ancient Temple - Some spelling errors. - Code improvements to lessen 'postman' lag - Ion Silium can no longer crash the game during conversation.
Fixes: - A bug that stopped some people walking over cobwebs in the Ancient Temple - Some spelling errors. - Code improvements to lessen 'postman' lag - Ion Silium can no longer crash the game during conversation.
Changes: - Arena combatants now wait for two hours instead of one, allowing more time to get to the battle. - More seed variations added to the 'Fungi Caves' and 'Leskova Forest' Fixes: - The arena no longer glitches when using rings to teleport away. - Fairy seeds now grow correctly. - The 'Ancient Temple' now spawns enemies correctly.
Changes: - Arena combatants now wait for two hours instead of one, allowing more time to get to the battle. - More seed variations added to the 'Fungi Caves' and 'Leskova Forest' Fixes: - The arena no longer glitches when using rings to teleport away. - Fairy seeds now grow correctly. - The 'Ancient Temple' now spawns enemies correctly.
I've finally managed to create and upload a Linux package for those asking. I've not had a huge amount of time to test it so please let me know if you find something odd and I'll do my best to get it fixed asap! Beth (a fellow Ubuntu warrior)
I've finally managed to create and upload a Linux package for those asking. I've not had a huge amount of time to test it so please let me know if you find something odd and I'll do my best to get it fixed asap! Beth (a fellow Ubuntu warrior)
Additions: - Added a dash option. [shift] on keyboard [X] on gamepad. Fixes: - Ozark Journal quest is no longer offered twice. - Leskova map no longer causes lag after closing.
Fixes: - Slowed down the 'wait' while sleeping to avoid crashes. - Master chests no longer drop junk. - Haegl runes now drop from more enemies. - Ethelbane no longer crashes when using resurrect.
Additions: - Key change option available in the main menu. - New lockpicking skill levels and chests. Fixes: - DayOver Script now performs loan calculations correctly. - Chest in the Growing Woods now accessible.
Additions: - 'Void Repellent Cheese' added through crafting and in The Dairy. Repels random monster attacks by 50% for 100 steps. Bug Fixes: - It is no longer possible to get 'stuck' in The Void. - Crafting multiple lockpicks no longer causes crashed. - Assassination quests are now delivered correctly.
Additions: - Map vendor added to Blackroot. - Maps of Spring City, Blackroot, Leskova, and the Swamp. Changes: - Outside wanderers made passable for ease of map traversing. Fixes: - Tent 23 Blackroot can now be accessed properly. - Leskova residents now sleep at the correct time. - Lighting on 'The Path' fixed to reduce CPU usage.
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