It sure has been a while since we have put out anything for Angels That Kill, but in this final update there should be enough to justify that.
Angels That Kill - The Final Cut Features
- A new field of view slider and broader options. Now you can view Noll City in a much more customizable way, along with now having a better selection of the camera sensitivity option and the audio level.
- A cleaner and more efficient inventory. Get a better read on what items mean to your characters, and have a better understanding of their thoughts with a cleaner journal.
- Easier means of navigation. A bad map with poor communication is no way to find points of interest, but now that is a problem of the past with being able to see birds guiding you the way through buildings when focusing in on them.
- Plenty of bug fixes, updated menus, reworked mechanics, and more. Enjoy having more responsive menus, tighter character controls, significantly less bugs, and new effects to bring everything together.
The next update in our upcoming title Slave RPG is out now and includes a variety of changes and overhauls.
We have also recently switched from using Dropbox to Mega to host our downloads, due to ISP errors on our end we are unable to provide direct links here on Steam, below you can find links to other sites that contain the downloads. Downloads Patreon Itch Main Changes:
- continued to overhaul most menus in the game with a new menu system that should be easier to navigate and overall more conformative
- finished adding support for the towns of Graves and The Arena by adding in NPCs and various locations to both places
- completely overhauled the way that firearms function by making them range-less, but at the cost of not being able to preform critical attacks with them and having them use ammunition
- completely overhauled the way the inventory system works by making it uniform to the new menu systems as well as changing the total amount of items the player can hold by scaling to the player strength
- various bug fixes
- more options
The next update in our upcoming title Slave RPG is out now and includes a variety of changes and overhauls.
We have also recently switched from using Dropbox to Mega to host our downloads, due to ISP errors on our end we are unable to provide direct links here on Steam, below you can find links to other sites that contain the downloads. Downloads Patreon Itch Main Changes:
- continued to overhaul most menus in the game with a new menu system that should be easier to navigate and overall more conformative
- finished adding support for the towns of Graves and The Arena by adding in NPCs and various locations to both places
- completely overhauled the way that firearms function by making them range-less, but at the cost of not being able to preform critical attacks with them and having them use ammunition
- completely overhauled the way the inventory system works by making it uniform to the new menu systems as well as changing the total amount of items the player can hold by scaling to the player strength
- various bug fixes
- more options
The next update in our upcoming title Slave RPG is out now and includes a variety of additions and changes.
Downloads Windows Mac Linux Main Changes:
- greatly expanded combat to include more areas, random radiation smoke, enemy specific attacks, slightly improved AI, random enemy status effects, player stat checks, and enemy limb selection when attacking
- changed large parts of the UI to be more universally conformative and easier to understand
- began adding Graves, a new major town and an explorable area for The Arena
- began major game balancing which includes action points being smaller and more universal, shops changing their item stock less frequently, and shops stocking more rare weapons less frequently
- various bug fixes
- smaller UI tweaks
- road-mapping for future updates
- more options
- NPC dialogue expansion
- addition of "special" playable characters when entering specific names
The next update in our upcoming title Slave RPG is out now and includes a variety of additions and changes.
Downloads Windows Mac Linux Main Changes:
- greatly expanded combat to include more areas, random radiation smoke, enemy specific attacks, slightly improved AI, random enemy status effects, player stat checks, and enemy limb selection when attacking
- changed large parts of the UI to be more universally conformative and easier to understand
- began adding Graves, a new major town and an explorable area for The Arena
- began major game balancing which includes action points being smaller and more universal, shops changing their item stock less frequently, and shops stocking more rare weapons less frequently
- various bug fixes
- smaller UI tweaks
- road-mapping for future updates
- more options
- NPC dialogue expansion
- addition of "special" playable characters when entering specific names
The first major update to our new game, Slave RPG is out now!
https://youtu.be/3JhkfQCXxSQ The first update for our game Slave RPG is out now and improves on numerous mechanics while introducing some new ones. With this update we have doubled the world size meaning that we can now place in a lot more locations to the world, while also making it feel more up to scale with what we are trying to build. We have also made the slave dens an explorable place rather than just having it show the players status screen in order to help make everything a more concrete experience, rather than a series of screens with black backgrounds to go through. We also worked on the combat significantly, and while it is still not quite up to where we would like to see it, it defiantly provides more gameplay and focus than it did prior. Races also now gain specific bonuses depending on the race category the player chooses. In Slave RPG there are six races to choose from with three categories defining them, those categories are: Arhat, Dukkha, and Sunyata. The Arhat will receive more dialogue options, the Dukkha will receive lower priced items from the shop, and the Sunyata will be immune to radiation fog. We have also fixed a few bugs that we found while play-testing the first public build, and have balanced the game a bit more to help provide a clearer means of playing. We also have a public poll on our Patreon available so that we can get some feedback for what we should focus on in the next update, you can find that here. Thank you to everyone who has supported us so far and we hope you have a good day! Patreon IndieDB Our Website
The first major update to our new game, Slave RPG is out now!
https://youtu.be/3JhkfQCXxSQ The first update for our game Slave RPG is out now and improves on numerous mechanics while introducing some new ones. With this update we have doubled the world size meaning that we can now place in a lot more locations to the world, while also making it feel more up to scale with what we are trying to build. We have also made the slave dens an explorable place rather than just having it show the players status screen in order to help make everything a more concrete experience, rather than a series of screens with black backgrounds to go through. We also worked on the combat significantly, and while it is still not quite up to where we would like to see it, it defiantly provides more gameplay and focus than it did prior. Races also now gain specific bonuses depending on the race category the player chooses. In Slave RPG there are six races to choose from with three categories defining them, those categories are: Arhat, Dukkha, and Sunyata. The Arhat will receive more dialogue options, the Dukkha will receive lower priced items from the shop, and the Sunyata will be immune to radiation fog. We have also fixed a few bugs that we found while play-testing the first public build, and have balanced the game a bit more to help provide a clearer means of playing. We also have a public poll on our Patreon available so that we can get some feedback for what we should focus on in the next update, you can find that here. Thank you to everyone who has supported us so far and we hope you have a good day! Patreon IndieDB Our Website
We have launched the first public version of Slave RPG on Patreon!
https://youtu.be/ker-ZgAV_Hw Slave RPG is our attempt at a role playing game that attempts to take aspects of older classic role playing games and present it in a familiar yet modern way. It is a dystopian game that finds the player under the control of an aggressive militia in a distant future where the housing market bubble had a much larger effect on the world. Not to worry, the initial launch will include a free build, and even after that you will be able to gain access to builds at the minimum of a $1 pledge on Patreon. Below you can find more information on some of the latest game changes leading up to this release, as well as several different links. Patreon IndieDB Our Website What all is new from the previous announcement:
- More refined SADDAC system
- New dialogue system
- Overall UI redesigns
- Graphics for the player character
- Several difficulty options
- Basic story/redefined combat setup for future updates
- Much more modding capabilities
- A plethora of tweaks and fixes
- Strength: The core stat that determines the player's health and nutrition. Similar to the Charisma core stat, increasing this will provide the player with more dialogue options.
- Attack: The core stat that determines the total amount of attacking power the player has.
- Defense: The core stat that determines the total amount of defending power the player has, as well as their defense probability.
- Dexterity: The core stat that determines the player's action points, attack probability, and defense probability.
- Agility: The core stat that determines the player's movement speed. (When we update the combat this will also be used to determine the rate at which the player can attack.)
- Charisma: The core stat that allows the ability for the player to unlock more dialogue options.
The new dialogue system is much more reminiscent of older cRPGs and features a much broader range of material for each NPC. Previously, each NPC only had their own list of topics and an occasional speech check based on Charisma. Now each NPC gains the same dialogue options, with a much larger quantity, as well as speech checks based on both Strength and Charisma. New topics for the player to choose from will unlock the more the player talks with other NPC and should provide a much more streamlined experience than how it was setup before.
We also added a pause menu with dedicated options and typical submenus that you would find in a pause menu for any other game. Why the thought to add this eluded me for so long, I will never know, but because of it the UI at the bottom of the screen is significantly improved. Now the player will have a dedicated status bar at the bottom of the screen with set options to go along with it, meaning that just like the new dialogue system, we are one step closer to a traditional cRPG. We also added graphics for the player character as well as portraits of them for the new status bar, this means that you will be able to customize your look when starting a new game now. Currently the player look is not capable of being modded, nor is it affected by race/origins, but we hope to add this soon. Difficulty is now used to determine a final score and ranking for the end game screen and when we implement achievements, this will affect what is unlocked for the player. We have also added several difficulty options (bulleted list incoming) including:
- Overall difficulty: This will affect enemies overall attack and defense, providing for more challenging combat.
- Game time: This will affect the players starting debt and total amount of money gained from various actions, making for either a shorter or longer experience.
- Weather: This will affect how deadly the weather around the player is, and how rapidly it changes.
- Iron Man mode: This will change the players character to being set to a mode where if you die, it will delete your saved games and you will have to start completely over.
We have also expanded upon the ability for players to mod the game by including various options in the new mod menu that will allow for the ability to change mod packs, turn on or off various aspects of mod packs, and change the texture filter type. Hopefully from here we can expand further by allowing more aspects of the game to be modded, like the UI border and game text. That is going to be all for now, but we appreciate all of the support you guys have given us so far and we hope to see you along for this game as well. Become a Patron!
We have launched the first public version of Slave RPG on Patreon!
https://youtu.be/ker-ZgAV_Hw Slave RPG is our attempt at a role playing game that attempts to take aspects of older classic role playing games and present it in a familiar yet modern way. It is a dystopian game that finds the player under the control of an aggressive militia in a distant future where the housing market bubble had a much larger effect on the world. Not to worry, the initial launch will include a free build, and even after that you will be able to gain access to builds at the minimum of a $1 pledge on Patreon. Below you can find more information on some of the latest game changes leading up to this release, as well as several different links. Patreon IndieDB Our Website What all is new from the previous announcement:
- More refined SADDAC system
- New dialogue system
- Overall UI redesigns
- Graphics for the player character
- Several difficulty options
- Basic story/redefined combat setup for future updates
- Much more modding capabilities
- A plethora of tweaks and fixes
- Strength: The core stat that determines the player's health and nutrition. Similar to the Charisma core stat, increasing this will provide the player with more dialogue options.
- Attack: The core stat that determines the total amount of attacking power the player has.
- Defense: The core stat that determines the total amount of defending power the player has, as well as their defense probability.
- Dexterity: The core stat that determines the player's action points, attack probability, and defense probability.
- Agility: The core stat that determines the player's movement speed. (When we update the combat this will also be used to determine the rate at which the player can attack.)
- Charisma: The core stat that allows the ability for the player to unlock more dialogue options.
The new dialogue system is much more reminiscent of older cRPGs and features a much broader range of material for each NPC. Previously, each NPC only had their own list of topics and an occasional speech check based on Charisma. Now each NPC gains the same dialogue options, with a much larger quantity, as well as speech checks based on both Strength and Charisma. New topics for the player to choose from will unlock the more the player talks with other NPC and should provide a much more streamlined experience than how it was setup before.
We also added a pause menu with dedicated options and typical submenus that you would find in a pause menu for any other game. Why the thought to add this eluded me for so long, I will never know, but because of it the UI at the bottom of the screen is significantly improved. Now the player will have a dedicated status bar at the bottom of the screen with set options to go along with it, meaning that just like the new dialogue system, we are one step closer to a traditional cRPG. We also added graphics for the player character as well as portraits of them for the new status bar, this means that you will be able to customize your look when starting a new game now. Currently the player look is not capable of being modded, nor is it affected by race/origins, but we hope to add this soon. Difficulty is now used to determine a final score and ranking for the end game screen and when we implement achievements, this will affect what is unlocked for the player. We have also added several difficulty options (bulleted list incoming) including:
- Overall difficulty: This will affect enemies overall attack and defense, providing for more challenging combat.
- Game time: This will affect the player’s starting debt and total amount of money gained from various actions, making for either a shorter or longer experience.
- Weather: This will affect how deadly the weather around the player is, and how rapidly it changes.
- Iron Man mode: This will change the player’s character to being set to a mode where if you die, it will delete your saved games and you will have to start completely over.
We have also expanded upon the ability for players to mod the game by including various options in the new mod menu that will allow for the ability to change “mod packs,” turn on or off various aspects of mod packs, and change the texture filter type. Hopefully from here we can expand further by allowing more aspects of the game to be modded, like the UI border and game text. That is going to be all for now, but we appreciate all of the support you guys have given us so far and we hope to see you along for this game as well. Become a Patron!
Hello everyone, today we released our first prototype for our newest game slave RPG. You can find the download in the links below, the prototype was made in batch and is not representative of how we want the final project to be, but instead serves as a small starting point and something to show off for the time being.
Thank you all for your support and have a baller day!
http://www.risingsuninteractive.com/slave-rpg-downloads.html
http://www.indiedb.com/games/slave-rpg
Hello everyone, today we released our first prototype for our newest game slave RPG. You can find the download in the links below, the prototype was made in batch and is not representative of how we want the final project to be, but instead serves as a small starting point and something to show off for the time being.
Thank you all for your support and have a baller day!
http://www.risingsuninteractive.com/slave-rpg-downloads.html
http://www.indiedb.com/games/slave-rpg
Recently we have discovered that another indie game on Steam by the name of, Silhouette, has a pretty similar style as Angels That Kill. We have talked to the creator and we both have found it pretty amusing, so we here at Rising Sun Interactive wanted to send our congratulations to Apeirogon Games for being able to really create the type of game that we had originally planned for Angels That Kill.
Other than that we are still working hard on our next project, Slave RPG, and can hope to start some beta testing relatively soon. The game will take place in the Texas Wasteland in and around Parker County, where our studio is located. Currently it has five small towns to explore and an arena to battle through. We are working hard on expanding it until we feel confident to release some screenshots and more information, for a general list of features you can always visit our website risingsuninteractive.com. Also make sure to check out Apeirogon Games apeirogon-games.com and their game Silhouette, right here on Steam.
Thank you all for your support and have a baller day!
Recently we have discovered that another indie game on Steam by the name of, Silhouette, has a pretty similar style as Angels That Kill. We have talked to the creator and we both have found it pretty amusing, so we here at Rising Sun Interactive wanted to send our congratulations to Apeirogon Games for being able to really create the type of game that we had originally planned for Angels That Kill.
Other than that we are still working hard on our next project, Slave RPG, and can hope to start some beta testing relatively soon. The game will take place in the Texas Wasteland in and around Parker County, where our studio is located. Currently it has five small towns to explore and an arena to battle through. We are working hard on expanding it until we feel confident to release some screenshots and more information, for a general list of features you can always visit our website risingsuninteractive.com. Also make sure to check out Apeirogon Games apeirogon-games.com and their game Silhouette, right here on Steam.
Thank you all for your support and have a baller day!
We have released another small update for the current build, it seems that the new mouse system that we had made missed a check for a certain menu screen, but is now working fine. Thank you guys and have a baller day!
We have released another small update for the current build, it seems that the new mouse system that we had made missed a check for a certain menu screen, but is now working fine. Thank you guys and have a baller day!
We released a small update that fixed an issue with the 2.0 update that did not allow achievements to activate. That is it. Thank you guys and have a baller day.
We released a small update that fixed an issue with the 2.0 update that did not allow achievements to activate. That is it. Thank you guys and have a baller day.
Well everybody it has been a full year since we first launched on steam and we have had many changes with the game since then.
A full list of changes: ADDITIONS: -added a new map system that shows your current location -added a notification system when you make ending changing decisions -added a little more to the tutorial -added a map system to the Valentines Day Massacre gamemode when you press the "Inventory" button TOUCH UPS/FIXES: -cleaned up and organized the game files -touched up the hunger meter's appearance -touched up the quality settings to allow more lights at once -touched up the journal scripts -touched up the RSI logo at the start of the game so that it now scales properly -fixed an issue with the run toggle that would play the sound clip even if you were not moving -fixed a typo on the ending descriptions under the "Chapters" menu -fixed an error that tied the hunger system to the framerate causing it to be notable faster for some people, it now works properly off of time -fixed an error from launch that would cause the mouse to randomly stop showing CHANGES: -changed the journals to be actual text instead of a picture to make it more legible -changed the background exploration music to fade out when entering a building -changed the title on the main menu -changed the version number -changed the banner in the launcher -changed the introduction/credits/disclaimer/title screen to now be skippable -rebalanced the hunger system -increased the size of the loading notification This will probably be one of the last updates for this game (with the exception of bug fixes) while we focus on our future projects. The first of which is going to be a smaller RPG done in a similar fashion of older text based games, titled "slave RPG." You can find more information about it on our website. As always we thank you guys for your support and time, and have a baller day.
http://www.risingsuninteractive.com/
Well everybody it has been a full year since we first launched on steam and we have had many changes with the game since then.
A full list of changes: ADDITIONS: -added a new map system that shows your current location -added a notification system when you make ending changing decisions -added a little more to the tutorial -added a map system to the Valentines Day Massacre gamemode when you press the "Inventory" button TOUCH UPS/FIXES: -cleaned up and organized the game files -touched up the hunger meter's appearance -touched up the quality settings to allow more lights at once -touched up the journal scripts -touched up the RSI logo at the start of the game so that it now scales properly -fixed an issue with the run toggle that would play the sound clip even if you were not moving -fixed a typo on the ending descriptions under the "Chapters" menu -fixed an error that tied the hunger system to the framerate causing it to be notable faster for some people, it now works properly off of time -fixed an error from launch that would cause the mouse to randomly stop showing CHANGES: -changed the journals to be actual text instead of a picture to make it more legible -changed the background exploration music to fade out when entering a building -changed the title on the main menu -changed the version number -changed the banner in the launcher -changed the introduction/credits/disclaimer/title screen to now be skippable -rebalanced the hunger system -increased the size of the loading notification This will probably be one of the last updates for this game (with the exception of bug fixes) while we focus on our future projects. The first of which is going to be a smaller RPG done in a similar fashion of older text based games, titled "slave RPG." You can find more information about it on our website. As always we thank you guys for your support and time, and have a baller day.
http://www.risingsuninteractive.com/
Well everyone it has nearly been a full year now since our release of Angels That Kill here on Steam and it has been fun.
It certainly wasn't the largest launch and the game had it's fair share of issues but with this update we hope to change and fix the majority of those issues. The game will also be on sale soon for 30% off and we should have an announcement about a smaller project of ours shortly.
For more information about what this update will do please see our last announcement, we just didn't want to post a duplicate. As always thank you guys for your time and have a baller day.
Well everyone it has nearly been a full year now since our release of Angels That Kill here on Steam and it has been fun.
It certainly wasn't the largest launch and the game had it's fair share of issues but with this update we hope to change and fix the majority of those issues. The game will also be on sale soon for 30% off and we should have an announcement about a smaller project of ours shortly.
For more information about what this update will do please see our last announcement, we just didn't want to post a duplicate. As always thank you guys for your time and have a baller day.
Here in just a few months we're coming up on the one year anniversary of Angels That Kill. To celebrate we have been working on a new update that adds in new features and fixes issues that people have had since day one. Some of the larger things to come in the update: -added a new map system that shows your current location -added a notification system when you make ending changing decisions -fixed an error that tied the hunger system to the framerate causing it to be notable faster for some people, it now works properly off of time -fixed an error from launch that would cause the mouse to randomly stop showing -changed the introduction/credits/disclaimer/title screen to now be skippable -rebalanced the hunger system It has been a privileged for us to be able to release our game on Steam and we hope that this upcoming update will help bring the game closer to what we had originally envisioned with the project. As always thank you guys for your time and have a baller day.
A surprisingly large but still small update was released today to fix some of the issues present in the 1.9 update. With this latest hotfix we brought the game up to date with the current version of Unity. Due to this some of the models ended up being rotated incorrectly and while we did fix most of them, some that might have passed us by might still be present. -fixed an issue that would cause the game to crash after the Unity logo for some players -general performance boost -added in some support for future updates -fixed a bug calling a "script missing" in error logs As always thank you guys for the support and have a baller day!
A small update was released today to fix some of the issues present in the 1.9 update. -touched up the camera blur in Chapter 3 if you did not take the pills -fixed the pills interaction in Chapter 4 not properly turning off if it is set to -fixed the headbob not changing when the run toggle is turned on -fixed the police officers instantly noticing you in the start of Chapter 3 As always thank you guys for the support and have a baller day!
The largest update for the game yet is now out and features numerous changes and improvements over the base game. Hopefully this will be one of the last updates for it and any in the future will just be for any additional bug fixes and maybe some more language support. The full changelog: ADDITIONS -added police tape to the flashback/dream sequence -added a restart option in the "Extras" game mode pause menu -added a quit option in the "Extras" game mode pause menu -added more "New Game Plus" interactions -added a new cutscene at the beginning of the flashback/dream sequence to help the transition -added a new cutscene at the beginning of chapter 4 to help the transition -added a new possible main menu song edit -added more people to kill in the "Valentines Day Massacre" game mode -added a new secondary objective in the "Valentines Day Massacre" game mode -added a new interaction in the "Valentines Day Massacre" game mode -added more birds over the police station in chapter 4 -added a pause menu to the tutorial -added a brief changelog when you click on the version number in the main menu -added the ability to toggle running -added three new achievements -added the "Nightmares" game mode under the chapters menu TOUCH UPS/FIXES -touched up one of the shaders in the "Extras" game mode -touched up one of the epilogue sound effects -touched up some scripts -touched up the running speeds to be a bit faster -touched up some audio -touched up the fading in script speed after talking with the police chief in chapter 4 -touched up the flashlight intensity in the "Valentines Day Massacre" game mode -touched up some of the models -touched up the chapter colors to become more red than pink -touched up some dialogue -touched up the timing of some of the chapter transitions -touched up the amount of blur in chapter 3 to be lower if you did not take the pills -touched up the amount of blur on all cameras to be lower while image effects are on -touched up the camera sensitivity to be lower during the flashback/dream sequence -touched up the "Tutorial" cameras -touched up some of the "Tutorial" messages -touched up the "loading" notification -touched up music in the chapter 3 rooftop escape cutscene -touched up the animation in the chapter 3 rooftop escape cutscene -touched up the fisheye effect to be lower if you took the pills -fixed an issue in the "Two Dark Nights" mode where the background audio would not turn off during the ending -fixed an issue where you could not interact with the homeless man in chapter 3 -fixed an issue where the image effects option would not work with some of the cameras in the flashback/dream sequence -fixed a spelling mistake in the credits -fixed several interaction spelling mistakes -fixed the background music option in the "Epilogue" -fixed the bars in the casino entrance -fixed the chapter 3 "I'm tired..." quote interference -fixed part of the epilogue being improperly blocked off -fixed a bug in chapter 2 with the elevator -fixed the streetlight in the epilogue -fixed a light in chapter 2 -fixed being able to view the inventory during the "Tutorial" when exiting the scene -fixed one of the endings improperly displaying characters names -fixed the inventory mix up for Bickel in chapter 4 with the revolver item -fixed the objectives not showing up at the same time in chapter 4 -fixed the controls menu in the "Valentines Day Massacre" game mode -fixed the Z-fighting issue with some of the cameras -fixed the FPS limit option to accurately cap the framerate CHANGES -changed all of the GUI to now scale based on the screen size -change the frame-rate option from "30, 60, 120" to "30, 60, Unlimited" -changed the name of chapter 3 -changed the placement of one of the "New Game Plus" interactions -changed the chapters menu -changed the flow of chapter 1 -changed the intro be able to be skipped with any key -changed the size of the revolver in the inventory -changed how the birds are triggered and placed in chapter 4 to give the player a more clear understanding -changed the description for the FPS limit option -changed the texture quality to be independent of the chosen overall quality so that the map/journal/placemarkers can still be clearly seen on lower quality settings -changed all interactions to now just state "Interact"/"Interact Alt" instead of "LMB"/"RMB" to be more user friendly in case of alternate controls or controller use -changed all of the text so that the speakers name stands out in red -changed various small elements of the "Epilogue" -changed the version number No matter what else I do with Angels That Kill it has been a fun ride, as always thank you guys for all of the support and have a baller day.
The demo received a small update today, it is still version 1.9 but has been brought back up to the current main game version. The newest main game update should be up tomorrow and will fix many of the issues and bugs that people currently have with the game. A full update log will be posted tomorrow and a ReadMe text will be in the local files along with it. The new demo update includes: -being able to toggle running -touched up the cutscene GUI As always thank you guys for the support and have a baller day.
Hello everyone, today we released the demo version 1.9 and have brought the demo completely up to date with the upcoming 1.9 Nightmares Update for the main game. We hope this can help show newcomers more about the game without being outdated and also show what all we have done in the 1.9 update. Here is a quick review for the changelogs posted so far: -revamped the entire UI -fixed all known bugs(including the major game breaking ones) -fixed and touched up on a lot of different performance mishaps -added more small bits of story -tweaked various gameplay aspects -added the new Nightmares chapter -streamlined the story a bit -reworked the placement and timing of most of the birds used as markers You can find the latest demo here on Steam or on our homepage and IndieDB, as always thank you guys for the support and have a baller day.
The 1.9 update is still underway and being worked on, currently we have some beta testers making sure that everything is being fixed smoothly. There was a small setback in updating to the newest version of unity, so we had to roll back a couple of versions and lost some progress on the way. There have still been lots of changes and additions though and hopefully 1.9 can be out on or before May 1st. Here is the latest patch notes (not including anything from the last announcement): ADDITIONS: -added a quit option in the "Extras" game mode pause menu -added more people to kill in the "Valentines Day Massacre" game mode -added a new secondary objective in the "Valentines Day Massacre" game mode -added a new interaction in the "Valentines Day Massacre" game mode -added more birds over the police station in chapter 4 -added a pause menu to the tutorial -added an beta version (for the current testers) of the "Nightmares" game mode under the chapters menu TOUCH UPS/FIXES: -touched up the running speeds to be a bit faster -touched up the fading in script speed after talking with the police chief in chapter 4 -touched up the flashlight intensity in the "Valentines Day Massacre" game mode -fixed several interaction spelling mistakes -fixed a bug in chapter 2 with the elevator -fixed the streetlight in the epilogue -fixed a light in chapter 2 -fixed being able to view the inventory during the "Tutorial" when exiting the scene -fixed one of the endings improperly displaying characters names -fixed the inventory mix up for Bickel in chapter 4 with the revolver item -fixed the objectives not showing up at the same time in chapter 4 -fixed the FPS limit option to accurately cap the framerate CHANGES: -changed the intro be able to be skipped with any key -changed the size of the revolver in the inventory -changed how the birds are triggered and placed in chapter 4 to give the player a more clear understanding -changed the description for the FPS limit option -changed the texture quality to be independent of the chosen overall quality so that the map/journal/placemarkers can still be clearly seen on lower quality settings -changed all interactions to now just state "Interact"/"Interact Alt" instead of "LMB"/"RMB" to be more user friendly in case of alternate controls or controller use -changed various small elements of the "Epilogue" As always, thank you guys for the support and have a baller day.
Update 1.9 will be the largest update the game has had yet and will feature numerous bug fixes, changes, and improvements. Also new to 1.9 will be a new chapter in the games titled, "Nightmares". The new chapter will take place before the main events of the game inside of Baley's sleeping mind. We are also working on adding additional content to the base game and improving on the flow of the game, as well as also working on adding new achievements and more gameplay to the Valentines Day Massacre game mode. Below is part of the update list we currently have to share.
ADDITIONS:
-added police tape to the flashback/dream sequence
-added a restart option in the "Extras" game mode
-added more "New Game Plus" interactions
-added a new cutscene at the beginning of the flashback/dream sequence to help the transition
-added a new cutscene at the beginning of chapter 4 to help the transition
-added a new possible main menu song edit
TOUCH UPS/FIXES:
-touched up one of the shaders in the "Extras" game mode
-touched up one of the epilogue sound effects
-touched up some scripts
-touched up some audio
-touched up some of the models
-touched up the chapter colors to become more red than pink
-touched up some dialogue
-touched up the timing of some of the chapter transitions
-touched up the amount of blur in chapter 3 to be lower if you did not take the pills
-touched up the amount of blur on all cameras to be lower while image effects are on
-touched up the camera sensitivity to be lower during the flashback/dream sequence
-touched up the tutorial camera
-touched up some of the tutorial messages
-touched up the "loading" notification
-touched up music in the chapter 3 rooftop escape cutscene
-touched up the animation in the chapter 3 rooftop escape cutscene
-touched up the fisheye effect to be lower if you took the pills
-fixed an issue in the "Two Dark Nights" mode where the background audio would not turn off during the ending
-fixed an issue where you could not interact with the homeless man in chapter 3
-fixed an issue where the image effects option would not work with some of the cameras in the flashback/dream sequence
-fixed a spelling mistake in the credits
-fixed the background music option in the "Epilogue"
-fixed the bars in the casino entrance
-fixed the chapter 3 "I'm tired..." quote interference
-fixed part of the epilogue being improperly blocked off
-fixed the Z-fighting issue with some of the cameras
CHANGES:
-changed all of the GUI to now scale
-change the frame-rate option from "30, 60, 120" to "30, 60, Unlimited"
-changed the name of chapter 3
-changed the placement of one of the "New Game Plus" interactions
-changed the chapters menu
-changed the version number
As always, thank you guys for the support and have a baller day.
We put up a slightly larger version of the demo out for today to help bring it up to pace with the game and the upcoming 1.9 release. VERSION 1.8 -touched up the amount of blur on all cameras to be lower while image effects are on -touched up the company logo -touched up the running speed to be a bit faster -touched up the tutorial camera -touched up the cursor to have a white outline to be easier to see -touched up the speed of the walking sound clip -touched up the "loading" notification -touched up some scripts -fixed a spelling mistake in the credits -fixed the gamepad camera controller to not drift when the gamepad is in use(possibly might also fix the issue where the camera drifts when using a keyboard with a controller driver on in the background) -change the frame-rate option from "30, 60, 120" to "30, 60, Unlimited" -changed some materials -changed the version number Thank you guys for the support and have a baller day.
I have uploaded a new version of the demo, it's a small update but here are the notes. VERSION 1.7 -changed the version number -fixed the Z-fighting issue with some of the cameras -reduced the file size We are also working on the newest version of the main game and the upcoming patch will be version 1.9 and will feature a fixed and correctly scaling GUI based off of the players screen size, as well as adding new cut-scenes, reworking animations, adding new post game content, and general bug fixes/improvements. Thank you guys for the support and have a baller day.
Angels That Kill: Change-Log 1.8 ADDITIONS: -added and extended upon the new game plus mode, this includes more interactions for Bickel while also flushing out the story and providing new content TOUCH UPS/FIXES: -touched up the running speed to be a bit faster -touched up the hunger system to deplete faster in correlation with the increase in running speed CHANGES: -changed the version number
Recently we have been a bit busy with personal reasons so we haven't had the ability to make any announcements, but we didn't stop working on the game! We have talked amongst ourselves and taken everyone's feedback into consideration, and we believe that we were wrong in our initial pricing of the game and that we feel much more comfortable offering the game at a lower price for everyone to enjoy, so as of now you can purchase the game for 2.99 USD. Aside from updating Angels That Kill, we have also been working on our next major project titled "Synthetic Dreams". It is a cyberpunk strategy shooter focusing heavily around its gameplay, Angels That Kill was a fun project for us, but we want to make something much more direct and gameplay focused. We also know that the first build for Synthetic Dreams is nothing impressive, but we did include it in the latest Angels That Kill build (as a .zip file: steamapps/common/Angels That Kill/SD version 0.0.1) so that everyone can see what we are doing with our time and gain an understanding for what we are hoping to create. Here are the patch notes for the latest build: Angels That Kill: Change-Log 1.7 ADDITIONS: -added another dumpster near the police station -added traffic cones -added a small garden in front of one of the buildings -added the option of using the hunger system when playing(can be changed by selecting "restart" in the game pause menu, or on the main menu after completing the game) -added a bit more general dialogue TOUCH UPS/FIXES: -touched up the camera blur amount in the tutorial -touched up the hunger meter in the "Two Dark Nights" gamemode -touched up the company logo -touched up the cursor to have a white outline to be easier to see -touched up the chapter names to progressively become more red -touched up the "loading" symbol to become red after completing the game once -fixed potential issue in chapter 3 where Baley would state "I'm tired...." and it would not turn off -fixed some spelling errors in the "Two Dark Nights" gamemode CHANGES: -changed the version number -changed the name of the "classic" mode option in the main menu after unlocking 100%
Angels That Kill: Change-Log 1.6 ADDITIONS: -added a slight texture to the road -added random dog barking audio clips -added some brick textures to a couple of buildings TOUCH UPS/FIXES: -touched up Bickel's hunger bar to start a little higher -touched up the birds location to be higher up so that the player can see them from further away -fixed committing suicide not turning off the hunger system CHANGES: -changed the version number -changed the purpose of the key for the epilogue
Angels That Kill: Change-Log 1.5 ADDITIONS: -added a sound effect when interacting with a dumpster -added a small description when interacting with a dumpster -added a few more general detail models and textures to the city TOUCH UPS/FIXES: -touched up the hunger background bar to be notably darker -touched up some scripts -touched up several interactions in chapter 2 -touched up the "Epilogue" sign in the chapters menu to appear after beating the game once -touched up the birds to be visible through the fog, regardless of the fog level -touched up the hunger system to deplete a little slower in the normal game mode, and deplete faster in the "Two Dark Nights" game mode -touched up the chapter two objective notification -fixed the gamepad camera controller to not drift when the gamepad is in use(possibly might also fix the issue where the camera drifts when using a keyboard with a controller driver on in the background) -fixed a few spelling errors -fixed police officer sharon's dialogue with bickel showing up before investigating the crime scenes CHANGES: -changed the version number -changed the "Two Dark Nights" game-mode to unlock after beating the game once instead of achieving all of the endings We have also gotten back from Steam, and it turns out there is a recommended policy put in place preventing price changes from recently added games, the game will still receive a price change, but it will not be for a while. This does not mean that we are just going to ride along and wait for the price drop, we will continue to support the game through fixing any issues, or by adding more to the game. We believe that there is always more that we can do for games that we can create, and while we know that at some point we will no longer be able to support every game we create(because of any potential personal reasons, too much works, or lack of on-hand laborers), we believe that the support for Angels That Kill still has a while to go. We are currently overlooking the audio design of the game and seeing what all we can improve upon there. We do appreciate all of the feedback and support form you guys and we hope that we can continue to provide worthy content for you all.
Angels That Kill: Change-Log 1.4
ADDITIONS:
-added two new achievements in relation to the following:
-added a new hunger system:
-added toon-lines to the outsides of NPCs to define them more
TOUCH UPS/FIXES:
-touched up several buildings
-fixed one of the police car lights not flashing
-fixed the stairs blockade not turning off sometimes
CHANGES:
-changed the version number
-changed all of the birds to be black to help with notifying where they are
Angels That Kill: Change-Log 1.3 ADDITIONS: -added rebindable keys using the launcher -added another brightness level TOUCH UPS/FIXES: -touched up some scripts -fixed the inventory items discriptions clipping out on the bottom of the screen -fixed the text error when talking to mindy in chapter 2 CHANGES: -changed the version number -changed the wording in the intro to Chapter 2
Angels That Kill: Change-Log 1.2 ADDITIONS: -added more to some of the existing dialogue -added more dialogue -added more people around the city TOUCH UPS/FIXES: -touched up the endings dialogue -touched up some scripts -touched up the volume of the radio in the police station -touched up the volume of the casino music -touched up the speed of the walking sound clip -touched up the volume of the police sirens in the tutorial -fixed the pills effect not turning on if you skipped the Chapter 3 cutscene -fixed launching issues for some people CHANGES: -changed the version number
The game was launched today and we have been listening to everyone's feedback, with that here are the first patch notes:
Angels That Kill: Change-Log 1.1 ADDITIONS: -added more birds as waypoints -added more to some of the dialogue -added more to the objective descriptions TOUCH UPS/FIXES: -touched up Baley's journal in Chapter 1 to give more insight into where to obtain a map -touched up Baley's journal in Chapter 3 to give more insight into Sullivan's shop -touched up the police car lights -fixed the XXX on Bickel's map being improperly placed -fixed the improper text when talking to the homeless child in Chapter 2 -increased the font size CHANGES: -changed the version number We hope everyone who has played the game so far is liking it and we will continue to build upon the game giving it more detailed interactions and maybe a new chapter or two down the road. We have also made the decision to change the default price from 14.99 USD to 9.99 USD. This means that while it is on sale you should be able to get it for around 7.00 USD. We apologize to the people that have already bought the game at it's old price, but we have made this decision based off of the feedback from you guys. Steam is currently approving the change in price so it might not change for a little bit, but it will. As always thank you all for the feedback and have a great day.
The latest update includes the following changes:
-changed the version number to 1.6 -fixed the colliders being turned off for parts of the casino -touched up the "rain heavy" audio level -touched up Baleys map -touched up the quality settings -touched up some misc colliders -optimized the game Also, the game's release date has been changed to come out here in just a few hours on the 20th! Thank you to everyone at Groupees, RWS, Dennaton, and where this all started, IndieDB.
The latest update includes the following changes:
-changed the version number to 1.5 -moved the pills in the tutorial to be more easily seen -fixed the inventory camera in the tutorial -adding flashes -added the word "credits" to the start of the credits -touched up the tutorial journal The game is also still set for release on the 25th, all we are doing is touching it up and fixing any bugs we find. Thank all of you for the support so far, it has been a fun ride, and we hope to hear from you in the future.
It is a relatively small update, but here it is:
-changed the demo version to "1.4" -fixed the controls menu bug -added inverted mouse axis options As we are getting closer and closer to launch, we appreciate all the feedback we can get from you guys to help shape this game up and fix any bugs we might have missed. Right now this update is only available on Steam, but will be available to download on IndieDB and the games website on monday.
The latest update includes the following changes:
-changed the version number to 1.3 -changed the name "mouse sensitivity" in the options to "camera sensitivity" -changed the gamepad controls menu -touched up the city ambient audio level -touched up the gamepad controls -fixed the inventory not turning off colliders -added a notification at the top of the controls for "right handed/left handed" Since it has been a little bit since we last talked about the game itself, here is some news! Right now we have just gone over fixing up some things regarding the inventory and interactions, as well as just finishing the gamepad configuration. Currently we are working on the inverted camera options and just general bug fixing. Everything is still on schedule for the release on November 25 and we can't be more excited to be able to share this with you guys. As always, take care and thank you for the support.
Angels That Kill
Rising Sun Interactive
Rising Sun Interactive
2015-11-20
Indie Casual Singleplayer
Game News Posts 43
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
4 user reviews
(4 reviews)
https://www.risingsuninteractive.com/
https://store.steampowered.com/app/383240 
The Game includes VR Support
Angels That Kill Content Linux [1.02 G]
Angels That Kill - The Final Cut Soundtrack
Angels That Kill is a dark, first person adventure game. It tells the story of two men as they uncover the truth behind a murder that has shaken the city. Play through both sides of the story and discover the truth behind the murder.
Play as Micheal Bickel, a Vietnam War veteran that now works as a Noll City detective, and play as James Baley, a drunk and drug-ridden retired boxer who has lost everything and moved to Noll City to start again. Go through the different days playing as both characters and work around the case, interact with the population and make decisions that could affect a number of people. Hide, run, investigate, explore, and discover while becoming a part in Noll City in this tragic time.Play both sides of the story.
Go through both the suspects and the investigators story, to discover the truth and interact with the people of Noll City. Play through two different perspectives and have unique interactions based off of who you play as.
Stay alive under a steel sky.
Keep a watch on and maintain your hunger level by scavenging through dumpsters to stay alive in this deserted time. Every scrap of food you take for one character is another lost for the other, so make sure you balance your portions carefully.
Explore all your options.
Just because there is a story doesn't mean that you cant help make it, choose between right and wrong, make decisions you didn't mean to, and discover your own ending.
Unlock and play through alternate game modes.
As you progress through the main campaign you will be able to unlock more game modes to play around in.
Explore the world.
It might not be the biggest game ever made, but it is packed full of secrets and goodies waiting to be discovered.
Immerse in a noire inspired world.
Every aspect of the game has been carefully detailed to appeal to any noire(or noir) lover.
Change the world to your choosing.
You have the ability to change the amount of rainfall, the amount of fog, the lighting, and more.
- OS: Ubuntu 12.04+Memory: 2 GB RAMGraphics: Graphics card with DX10 (shader model 4.0) capabilitiesStorage: 700 MB available space
- Memory: 2 GB RAM
- Graphics: Graphics card with DX10 (shader model 4.0) capabilities
- Storage: 700 MB available space
- OS: Ubuntu 12.04+Memory: 4 GB RAMGraphics: Graphics card with DX10 (shader model 4.0) capabilitiesStorage: 700 MB available space
- Memory: 4 GB RAM
- Graphics: Graphics card with DX10 (shader model 4.0) capabilities
- Storage: 700 MB available space
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