Hello players,
The Steam Weeklong deal is backed with a 70% discount on Scourgebringer!
You have one week to complete your purchase!
Lets dive into this fast-paced rogue-platformer!
https://store.steampowered.com/app/1037020/ScourgeBringer/
[ 2023-09-11 16:00:11 CET ] [ Original post ]
Hello players, Let's celebrate the Steam Weeklong Deal together and save up to 65% on ScourgeBringer. Don't forget to complete your purchase before the 7th of August at 19:00 CEST. Dive into this fast-paced free-moving roguelite platformer and help Kyhra to explore the unknown and slash her way through ancient machines!
https://store.steampowered.com/app/1037020/ScourgeBringer/ https://store.steampowered.com/app/1408640/ScourgeBringer__Soundtrack/ https://store.steampowered.com/app/1408650/ScourgeBringer_Supporter_Pack/
[ 2023-07-31 15:00:41 CET ] [ Original post ]
Hello players, Lets celebrate the Publisher Week together! Save up to 60% on ScourgeBringer. Don't forget to complete your purchase before the 27th of April at 19:00. https://store.steampowered.com/app/1037020/ScourgeBringer/ https://store.steampowered.com/app/1408640/ScourgeBringer__Soundtrack/ https://store.steampowered.com/app/1408650/ScourgeBringer_Supporter_Pack/
[ 2023-04-13 17:07:46 CET ] [ Original post ]
Only a few days left to pick ScourgeBringer at a sunny special price
https://store.steampowered.com/app/1037020/ScourgeBringer/
[ 2022-07-05 11:57:08 CET ] [ Original post ]
Few days left before the end of our Publisher Week! Grab ScourgeBringer up to 50% off!
https://store.steampowered.com/app/1037020/ScourgeBringer/
[ 2022-04-26 10:12:11 CET ] [ Original post ]
Enjoy our Valentine's week with the Steam Weeklong Sale: ScourgeBringer up to 45% off
https://store.steampowered.com/app/1037020/ScourgeBringer/?snr=2_groups_partnerevents_
[ 2022-02-14 18:23:34 CET ] [ Original post ]
Celebrate the Year of the Tiger with Savings: Find ScourgeBringer at 45%
https://store.steampowered.com/app/1037020/ScourgeBringer/
[ 2022-01-29 07:58:23 CET ] [ Original post ]
Leaves fall in Autumn just as our price! During the Autumn Sales get ScourgeBringer at 35% off! If you are interested in it, you'll have until November 30 at 7 pm. Its time to discover or rediscover ScourgeBringer. [previewyoutube=S0RCeL4cuUI;full][/previewyoutube] About ScourgeBringer ScourgeBringer aims to channel the mystery and rawness of an early rogue-platformer, with fluid control, aerial combat, pixel graphics and a punchy soundtrack. The story follows hero Kyhra, who is sent away to uncover the secrets of an Eldritch monolith which is threatening to destroy her world. Armed with her trusty combat drone, she must shoot and slash her way through the infinite depths of an ever-changing dungeon, wherein gigantic bosses, ancient machines, strange ghosts and untold secrets from previous explorers await. There is no backtracking, as the games structure follows a procedural combination of pre-built challenge rooms
[ 2021-11-24 18:06:23 CET ] [ Original post ]
Just a reminder that until tomorrow its a special Winter Sales for charity on Steam. During this charity event, a part of the sales will be donated to War Child (https://www.warchild.org/). The charity is supporting children affected by war. On this occasion, ScourgeBringer is at 35% off until tomorrow at 7pm CET. A part of the profits will be donated to the War Child association. [previewyoutube=90mISzhmuSA;full][/previewyoutube] If you were looking at ScourgeBringer, it is the perfect time to get it, isnt it?
[ 2021-11-08 15:46:50 CET ] [ Original post ]
Its been a while since the last update on ScourgeBringer. Today we come back with a piece of great news: until tomorrow 7pm enjoy the game at 35% off! For those who have been waiting for a good deal to test the game, now is the time to take advantage of it! [previewyoutube=S0RCeL4cuUI;full][/previewyoutube] You only have 24 hours! Buy ScourgeBringer now!
[ 2021-09-11 17:06:39 CET ] [ Original post ]
Hello Fated Ones! Following our previous statement on modding, we are here with some cool news. We previously had doubts in regard to the possibility to publish the tools that we created while making the game. We're happy to announce that those tools are now publicly available! Instructions to access the tools are at the bottom of this news, but please consider reading the important notice first. These tools also comes with a new 1.60 game update which fixes a few outstanding issues. Please be aware: these tools were never meant to be public, we are providing them as-is, which means that you should expect very obtuse interfaces, and no technical support or planned updates to the tools. They are Windows 64bit only and can't (and will not be update to) run on Linux and macOS. Please also be aware that this update isn't about adding a Steam Workshop support. This would require much more work and as of now, bringing the tools publicly has already been quite the work. We unfortunately can't push this further and mod support will remain "old school" for the time being.
Game editor presentation and tutorial
To help you getting into the tools, we prepared a full walkthrough, powered by our french accent. Don't mind its length of almost 3 hours, it comes with a convenient chaptering to watch it in bursts. [previewyoutube=F5cQBcokHYU;full][/previewyoutube]
Limitations
Be mindful that these tools, despite being very extensive, are limited because some aspects of ScourgeBringer are hardcoded and can't really be made editable. Here's what you can't do with the tools:
- You can't create new Blessings (but you can tweak all the values of existing ones)
- You can't create new Skills (but you can tweak all the values of existing ones)
- You can't create new Roots (but you can tweak all the values of existing ones)
- You can't create more Realms (but you can entirely repurpose existing ones)
- You can't integrate new sounds or music (but we intend to publish the specs and list of sounds so that you can play around with existing ones and eventually create your own, independent bank)
Guidelines
If you wish that your mods are promoted by us, there's a few guidelines:
- You are allowed to modify textures, as long as you own the rights to the modifications (we will not promote mods which use assets from other games, unless you remade them and are paying credits to the original creator). It is however not allowed to publicly share the readable versions of ScourgeBringer's assets.
- You are allowed to modify the content files (BossCatalog, BulletCatalog, all the "Catalog" files). These are undocumented but we plan to document them for modifications.
- You are allowed to make fan translations (but for legal reasons, we won't integrate them into the game).
- Your mod should have a disclaimer that it can break the game and that the players might loose their save. Backup is highly recommended.
- Open sourcing the mod itself is a nice plus, because it allows us to validate and thus promote it.
- Modify the executable, unless we can track what has been modified in a transparent way, and the process shouldn't expose publicly the game's code.
- Make public any of the original data of the game.
- Temper with the game sounds and music, they are encrypted.
Risk of breaking your game, check out this community tool
Our editor is super tightly coupled to the game itself and doesn't allow to made "side projects", it can only directly modify the game's core, hence possibly break the game with no way back. BUT! The community has started working on a mod manager, ModBringer (by Squiblydoo). For now it only manages texture swapping, but this kind of manager might be the answer to our lack of time to make these adaptions to our editor. If such a tool should allow to safely backup and restore the original game files, we could think about publishing our editor to the community!
How to access the tools
The tools are not downloaded by default. You need to switch to a beta branch to download them. Right click on ScourgeBringer in your library, select Properties. Now click on Betas, and select the "Editor" branch. After selecting it, the editor should be downloading. You will then be able to launch it by browsing through the game's files. Please note that the editor is quite demanding and will take several seconds to boot.
Join the modding community!
We created a modding channel on our Discord. There you can discuss mods and possible modding strategies. Some mods are already being made!
1.60 change log
New:
- The code structure has been modified so that more elements can be moddable (there are still limits, but it's more open now)
- Removed analytics from the game (our server can't handle them anymore due to the number of players)
- The "enter" button is now dynamically set to Cross or Circle on PlayStation 4 depending on system settings
- Fixes "-" button not mappable on Nintendo Switch
- Fixes gamepad issues when using multiple gamepads or virtual gamepads
- Fixes pizza gun not working on consoles
[ 2021-06-07 17:06:12 CET ] [ Original post ]
Hello Fated Ones! We often get this question: "Is it allowed to mod ScourgeBringer? The EULA seems to forbid it." Let's clear this up once and for good: Yes! You can mod ScourgeBringer, to some extent. Please check below in regard to what's possible, and what isn't.
What's up with the EULA and why did it take you so long?
There's a story behind this EULA. At first, we were willing to publish the tools that we used to make the game, and we published this EULA to protect players because we wanted to encourage clean and safe modifications and not exe hacks. This was purely for a safety reason, like preventing anyone to download modified executables of unknown sources which could harm computers or hide stuff, or simply break their game/corrupt their save. Of course not all hacks are like this but this was our way to say "we're coming up with a safe approach". With time, it started to be clear to us that we would hardly find the time to publish our tools (they are too tightly coupled with the base game and they require a bunch of adaptions to properly support modding). This is still very true now, and I don't think that we'll find the time to adapt and publish them. But this might change with community efforts (please check the "What's possible?" section). So our idea was to evolve the EULA and have some tolerance, but with clear boundaries so that anyone downloading a mod knows what's inside, with ideally us validating and promoting "safe mods". This never happened as well because we didn't find the time to gather our thoughts about this and work on a more elaborated framework. Here we are now: an non-adapted EULA, a lack of time on our side, but will to support modding. Our proposal: we're officially allowing modding through this statement, though the EULA will stay the same to prevent malicious uses and we are going to open it up to fair tolerance when it comes to modding. In that regard, we will only give visibility to mods that are transparently safe.
What's possible?
If you wish that your mods are promoted by us, there's a few guidelines:
- You are allowed to modify textures, as long as you own the rights to the modifications (we will not promote mods which use assets from other games, unless you remade them and are paying credits to the original creator). It is however not allowed to publicly share the readable versions of ScourgeBringer's assets.
- You are allowed to modify the content files (BossCatalog, BulletCatalog, all the "Catalog" files). These are undocumented but we plan to document them for modifications.
- You are allowed to make fan translations (but for legal reasons, we won't integrate them into the game).
- Your mod should have a disclaimer that it can break the game and that the players might loose their save. Backup is highly recommended.
- Open sourcing the mod itself is a nice plus, because it allows us to validate and thus promote it.
- Modify the executable, unless we can track what has been modified in a transparent way, and the process shouldn't expose publicly the game's code.
- Make public any of the original data of the game.
- Temper with the game sounds and music, they are encrypted.
Join the modding community!
We created a modding channel on our Discord. There you can discuss mods and possible modding strategies. Some mods are already being made!
Are you going to publish your tools?
We would like to! These tools are super powerful to make new room or worlds, new enemies, new weapons, or new bosses. But like we noted, Our editor is super tightly coupled to the game itself and doesn't allow to made "side projects", it can only directly modify the game's core, hence possibly break the game with no way back. BUT! The community has started working on a mod manager, ModBringer (by Squiblydoo). For now it only manages texture swapping, but this kind of manager might be the answer to our lack of time to make these adaptions to our editor. If such a tool should allow to safely backup and restore the original game files, we could think about publishing our editor to the community! In any case, it's time for some action! Happy modding ScourgeBringer!
[ 2021-03-04 11:25:20 CET ] [ Original post ]
Itstime to addScourgeBringerto your games collection! If youhadaddedScourgeBringertoyour Wishlist months ago or ifyourelooking for a nervousroguelitewithagreat soundtrack,the Dear VillagersPublisher Weekis made for you! Youcan getScourgeBringerfor a fraction of the usual priceon Steam!On this occasion, discover or rediscoverthis amazinggamewith a30%discountnext week! Between March3rd at7 pm CET|10:00 am PST|1:00 pm ESTand 9th March at 7 pm CET|10:00 am PST|1:00 pm EST, we'll be holding a Publisher Week Sale.Youllbe able to expand your gamecollection at a fraction of the usual cost, with30% offScourgeBringer. Be sure to keep an eye on the time anddon'tmiss outthis limited offer. Have a niceweek! ScourgeBringeris a fast-paced free-movingrogueliteplatformer. HelpKyhrato explore the unknown and slash her way through ancient machines guarding the seal of her past, and maybe the redemption of humanity. https://store.steampowered.com/app/1037020/ScourgeBringer/
[ 2021-03-03 18:00:16 CET ] [ Original post ]
Hello Bringers! We have just released a small maintenance patch to fix minor issues. Here are the patch notes for both 1.52 and 1.51 (which released last week but didn't get notes).
1.52
Changes:
- Re-organized achievements to be displayed in a more logical order in the Nexus computer
- Fixes Game Pass PC build crashing if Vsync is disabled
- Fixes enemies activating traps
- Fixes some challenges not appearing as completed in the Nexus computer if a save predates the 1.0 release
- Fixes "triple" jump
- Fixes accessibility settings sometime having the selection disappearing
1.51
Fixes:
- Fixes Nexus computer spawning upon resuming a save despite not having found it in the first place
[ 2021-02-11 09:33:08 CET ] [ Original post ]
Hi everyone!
One year ago, we celebrated ScourgeBringers Early Access release. The complete version launched a few months later and we're very proud to see how far ScourgeBringer went!
We want to thank you for your support. Your presence during the Early Access and since launch has made ScourgeBringer an amazing experience!
To celebrate this anniversary, we decided to give all of those who have yet to join this adventure the chance to get this incredible game at a low price.
For the first time since its release, ScourgeBringer is 30% off for 48h! This is the perfect time to discover this fast paced rogue-lite!
[ 2021-02-05 18:00:39 CET ] [ Original post ]
Hello Bringers! The newest update for ScourgeBringer is now out of beta and available to every players! Welcome to update 1.50! This update packs a bunch of new features targeted to improve your comfort while playing. Let's check this out!
What's new?
These details are mostly an update on the ones we previously posted.
Adaptive difficulty system
We heard out loud players who are having a rough day with the challenges of ScourgeBringer. We revised how the difficulty works in the game with a new adaptive difficulty system. This new system is enabled by default for all players (but can be disabled) and will automatically scale down or up the difficulty based on which Realm(s) you are struggling in or successfully clearing. The idea of this system is to follow the players in their progression more smoothly up to being ready for the Chaos Roots. This system won't make the game harder than its base difficulty, and it will always be disabled in the Chaos Roots, which is where the intended true challenge is. Our goal is to empower players into finishing the non-Chaos Roots runs with more immediate fun, while keeping the hot sauce for the Chaos Roots. If such a system doesn't speak to you, you can freely disable the adaptive difficulty in the accessibility settings. This will bring the game back to its unattended difficulty.
Achievements menu within the Nexus Computer
The Nexus Computer now has a menu dedicated to keeping track of your achievements. You can even have custom achievement notifications in-game (which can be enabled from the settings).
This is update is mostly targeted to platforms where achievements are not available, but for added value we kept it in the Steam version and added the achievements to the overall progression percentage. Please note that the achievements do not synchronize with your actual Steam achievements. They are bound to your save data, and limited to achievements unlocked before the full release of the game (before v1.40). If you unlocked achievements during the Early Access, they will now appear there automatically.
Stats menu within the Nexus Computer
The Nexus Computer also got improved with a small stats screen which keeps track of your play time, run count, and other aggregated data.
Saving during runs
You can now "Save & exit" during runs! Enjoy playing ScourgeBringer in smaller sessions, or manage urgent matters without loosing your un. Please note that this new save system if not resilient to crashes and ALT+F4'ing. In those cases, the game won't save your run to continue it later. You have to manually select "save and exit". Fair warning: if you save during a combat, the game will remove 1 HP from your save when loading it. This is to prevent exploiting the save/load to cheese the game. If you save outside of combats, no penalty will be applied.
Quality of life improvements and more settings
We added a few things here and there to improve your stay within the ScourgeBringer. For instance, the Nexus Computer now display in which Realm you can find specific computer logs. We also added a confirmation before interrupting a run so that there are no more miss-clicks. There are new options in the settings:
- Music style: you can now choose your preferred music style and disable the dynamic music system;
- Achievement notifications: you can disable/enable the built-in achievement notifications;
- Adaptive difficulty: the new difficulty system can be disabled/enabled in the accessibility settings;
- Reduce flashes: we added an accessibility setting to disable full-screen white flashes (in addition to also dampen the flashing effect on the main menu background laser).
Full patch notes
New:
- We introduced a new adaptive difficulty system which will scale with the skill of struggling players. It can be disabled in the settings (and will always be turned off when playing from the Chaos Roots)
- Achievements menu accessible from the Nexus Computer and notifications for platforms which don't support achievements
- Stats menu accessible from the Nexus Computer
- You can now save during an ongoing game and resume it later on
- We added a new music option to select your preferred style of music (Dynamic, calm music only, or battle music only)
- There is now a confirmation before exiting, restarting, or returning to the Tree
- The Nexus Computer will now display in which Realm you can find specific Expedition Logs
- We added an option to reduce white fullscreen flashes
- Added support for Xbox Series and PlayStation 5 controllers (Game Pass version is limited to Xbox controllers)
Changes:
- Peppy will now come to help even if the players already beat the 5th boss (except when playing from the Chaos Roots)
- Secret rooms are now more likely to spawn in spots where they have the most neighbors
- Smashing enemies into Realm 6 traps will disable the traps
- Increased the visibility of secret rooms and made it so perfectly smashing enemies/bullets trigger a more visible hint
- Removed flickering from the main menu animation
- Back button can now be mapped on Xbox One
- Slightly changed the Primordial Ignis to be more visible with total color-blindness
- Reworked how explosion damages so that weapons such as the cross-grenade deal more consistent damages (cross-grenade has been consequently nerfed)
- Upgraded our engine for general performance and stability improvements
Fixes:
- Fixes secret room count sometime not following the rule of "always one secret room, or two if there is only one shop"
- Fixes World 3 green drop decoration getting out of sync
- Fixes some World 6 bullets not cleaning after a battle
- Fixes Plasma saw-bot sometime disappearing for one frame when smashed
- Fixes Initial Bomb not dropping items
- Fixes Splat-flies getting stuck into walls (and possibly hidden in green smoke)
- Fixes spawning enemies being affected by the Tranquilizing mod
- Fixes a rare crash
[ 2021-01-27 20:27:24 CET ] [ Original post ]
Hello Bringers! We hope that you had a good end of the year if you are in a part of the world which had holidays! We are, and we fully recharged our batteries! We left last year with a beta update, without knowing exactly when it'll release, so here are some news about!
How is the 1.50 update doing?
You can read about the 1.50 update and try its beta by reading our previous announcement. The update is basically finished, but we can't publish it publicly just yet because we are still waiting on this update to be localized (there are 12 languages to consider). We sent the update to localization mid-December, but due to the holidays, the localization team couldn't ship promptly, which is fair and normal. We already have Chinese, Japanese, and Korean localizations for 1.50 and are expecting all the other languages real soon now. As soon as all the localizations are in the game, we will publish 1.50! We're hoping for the first half of January. Consoles will be updated a bit later because of certification processes (depending on the platforms, it usually takes up to 2 weeks once a patch is completed).
We made it to the TOP 10 on IndieDB!
Before the holiday break, we invited you to consider voting for ScourgeBringer on IndieBD's "Indie of the year" award, and you did it! Thanks to you, we're in the TOP 10, and in very good company among other games like Hades, Among Us, or Mount & Blade 2! Quite the achievement! Thank you!
A change in Flying Oak Games' pace
As you may, or may not know, Flying Oak Games is a very small company and the slightest event might impact our work pacing. This includes happy events, like Florian, the pixel artist on the team, just going dad (for the second time)! Florian took an official parenthood vacation to adapt to this event. :) This means that possible future developments on ScourgeBringer will be slowed down, except for the 1.50 update which is completed and that I can fully handle alone on all platforms. We'll keep you updated anyway. :) That's it for the latest news! Talk to you soon with the 1.50 release! Cheers, Thomas
[ 2021-01-05 09:58:42 CET ] [ Original post ]
Hello Bringers!
We are glad to be nominated for the Platformer category this year for the IndieDB Indie of the Year 2020! If you enjoy ScourgeBringer & you want to support us by voting for the game, we would be very grateful!
To vote for us, you need to go to this page here then click on the Platformer button in the Released games category & click on the vote button next to ScourgeBringer.
You have 2 days left to take part in the vote if you want to support us!
We also want to take the time to wish a great holiday season to everyone in our awesome community. Have a great time with your friends & family if you celebrate it with them & see you in January for more ScourgeBringer news.
Take care!
[ 2020-12-18 14:38:18 CET ] [ Original post ]
Hello Bringers! We previously discussed plans to update ScourgeBringer beyond its full release in this post. More specifically, we detailed our short term intention to release a comfort update. This work is now pretty much done but we need some feedback before it all goes public. Hence, we just published v1.50 (aka The Comfort Update), on a beta branch on Steam and accessible to all owners. This update focuses on polishing some more the base game, like the difficulty and some quality of life improvements (there is no new content, for now). Please mind that this beta is only fully translated in English and French (other languages are playable, but you will witness some MISSING_STRING here and there because the update didn't go into localization yet; we are waiting to make sure that things are stable before sending it out to localization).
Back your save!
Before venturing into the beta realm, we would like to highly encourage you to backup your current save, just in case. Things should be smooth and no save corruption is to be expected, but better be safe than sorry if we missed something damaging. To backup your save data, please check this forum thread and backup the 0.sav file somewhere else safe on your computer. Accessing the 1.50 beta To access to the 1.50 beta, you will have to first enable the beta branch with a password. Here are the steps: [olist]
To opt-out of the 1.50 beta and go back to the stable game, simply select "NONE" in the dopdown menu on the "BETAS" tab. Your save file should hopefully work without issue with the base game without any manipulation.
What's new?
Adaptive difficulty system
We heard out loud players who are having a rough day with the challenges of ScourgeBringer. We revised how the difficulty works in the game with a new adaptive difficulty system. This new system is enabled by default for all players and will automatically scale down or up the difficulty based on which Realm you are struggling in or successfully clearing. The idea of this system is to follow the players in their progression more smoothly up to being ready for the Chaos Roots. This system won't make the game harder than its base difficulty, and it will always be disabled in the Chaos Roots, which is where the intended true challenge is. Our goal is to empower players into finishing the non-Chaos Roots runs with more immediate fun. If such a system doesn't speak to you, you can freely disable the adaptive difficulty in the accessibility settings. This will bring the game back to its unattended difficulty.
Achievements menu within the Nexus Computer
The Nexus Computer now has a menu dedicated to keeping track of your achievements. You can even have custom achievement notifications in-game (which can be enabled from the settings).
This is update is mostly targeted to platforms where achievements are not available, but for added value we kept it in the Steam version and added the achievements to the overall progression percentage. Please note that the achievements do not synchronize with your actual Steam achievements. They are bound to your save data, and limited to achievements unlocked before the full release of the game (before v1.40).
Stats menu within the Nexus Computer
The Nexus Computer also got improved with a small stats screen which keeps track of your play time, run count, and other aggregated data.
Saving during runs
You can now "Save & exit" during runs! This is the change that is the most prone to bugs in this beta, and the actual reason we need feedback. If anything feels off when resuming, please share your feeling with us. Please note that this new save system if not resilient to crashes and ALT+F4'ing. In those cases, the game won't save your run to continue it later. You have to manually select "save and exit".
Quality of life improvements and more settings
We added a few things here and there to improve your stay within the ScourgeBringer. For instance, the Nexus Computer now display in which Realm you can find specific computer logs. We also added a confirmation before interrupting a run so that there are no more miss-clicks. There are new options in the settings:
- Music style: you can now choose your preferred music style and disable the dynamic music system;
- Achievement notifications: you can disable/enable the built-in achievement notifications;
- Adaptive difficulty: the new difficulty system can be disabled/enabled in the accessibility settings;
- Reduce flashes: we added an accessibility setting to disable full-screen white flashes (in addition to also dampen the flashing effect on the main menu background laser).
[ 2020-12-07 20:24:16 CET ] [ Original post ]
Hello Bringers!
We really appreciated all the support you gave us during the early access & since the release. Thank you to our wonderful community for helping ScourgeBringer get better than we could have imagined. We also really appreciated the great reviews coming from the press & players since the release.
It has been a great motivation for us to continue working on the game to make it better & better!
If you enjoy playing ScourgeBringer, we would be very happy that you consider nominating the game for the Steam Awards!
Since we can only nominate the game in a single category, we think that the Best game you suck at would be the best match. But if you think we fit more in other categories, we would be glad that you vote for us! Joke aside, were working on a 1.50 update to smooth out the experience for new players.
More info on the incoming 1.50 update here:
https://steamcommunity.com/games/1037020/announcements/detail/2895213456461512312
We know 2020 has been a great year for games, so we would be very grateful if you vote for us, thanks for your consideration!
PS: While waiting for the incoming 1.50 update, keep practicing... on the game! Don't reproduce at home!
[ 2020-11-26 16:55:30 CET ] [ Original post ]
Hello Bringers! The launch of ScourgeBringer took us by storm, pfeww! Thank you very much for the reception. It's been such a rush that we couldn't properly communicate with you in regards to how it's going. We're also back in full lockdown over here, so we had to adjust once more. Long story short, we are now working on more ScourgeBringer stuff! First: we are working on a comfort update. This update (which is expected to be v1.50) will focus on smoothing out some of the rough edges you may have encountered. Once v1.50 will be out, we will take a step back on the game to analyze what could be improved and/or expanded. The plan is not yet set, up until now we were fully focused on the launch and didn't think far ahead. But let's dig into what we'll be working on for this v1.50 update.
Adaptive difficulty system
We are aware that some players are having a rough start with challenges in the game. We hear you out loud. In fact, we knew from the start that some players would face some friction, but due to time constraints we had to focus on the mid-core/core experience. To help on that, we are going to introduce a dynamic difficulty system which will adapt the challenge based on your play style (this will only affect struggling players; expert players will not get an harder game from this, their game will be intact). We don't believe in having difficulty modes, which to us is something of the past. We prefer to try to design an experience that adapts itself to your own pace. We're still working on the details but this new system will undoubtedly smooth out the struggles of some players. This new system will be enabled by default for all players, though expert players will be able to turn it off in the settings, and the dynamic difficult will always be turned off when playing from the Chaos Roots. Our goal is to have a wider range of players reaching the standard ending, while keeping the hot salsa as it is.
Save in-between Realms
We know that expert players are likely to beat the game in one go, but some players might be cooler with their pace. This new update will keep track of your progress and when you will come back, you'll be able to continue from where you left. We still don't know the save will work from within a Realm itself, or only in-between, but we are working on it while also being mindful about possible save loop holes.
Stats and achievements menu
The Nexus computer will expand with two new registries. You will be able to review your achievement progress (which is likely more useful on platforms where achievements are not available), and also check some stats about your save (e.g. games played, Judges beaten, etc.).
More options and quality of life improvements
We will be introducing new settings, like the possibility to disable the dynamic music system and force the game to either be chill, and battling every times. We're also always looking into enhancing accessibility and will add an options to reduce flashes. You have been many to suggest more comfort at some specific places, so we're going to try providing more quality of life improvements here and there. For instance, we're going to add a confirmation before restarting or going back to the Tree. We're also going to make where you can find each computer log clear, among other things. This v1.50 update is expected to arrive before the end of the year. Once we're all set and comfortable with this new update, we will study what's in our power to add to the game! Stay safe! Thomas
[ 2020-11-16 19:30:57 CET ] [ Original post ]
Hey Bringers! Woooo, the release out of Early Access has been quite some work for us! We hope that you are enjoying your stay. We spent the week monitoring your feedback and chasing a few pesky bugs. We will come back later to you with responses to feedback. For instance, we would like to propose a new difficulty mode for players who could spare a boost, and continue to polish the game with new menus/modes, more flexible saving, balancing, and stuff! Once the main concerns have been addressed, we'll assess the demand of new content. But today, we're interested in the game update 1.44 which just came out (and you have noticed a couple other patches these past few days). This update is mainly targeted at removing a soft-lock in Realm 6. For your interest, here are the cumulative patch notes since the release.
Changes:
- Fury will not target enemies which are currently exploding
- Fury cooldown enhancements now are stepped to 7% (instead of 10%) and the cap is now 70% (instead of 50%)
- Blood Bullet cursed altar has been boosted to 100% damage (instead of 50%)
Fixes:
- Fixes Teleporting Blood Sentinel staying blocked in its explosion and soft-locking the game
- Fixes game freezing on Nintendo Switch when encountering Realm 6 prisms (v1.0.3)
- Fixes Cursed Second Wind preventing to restart or exit the game once
- Fixes weapon mods dropping even though the current weapons has no free slot
- Fixes Original Crab-bot and Ignis inflicting damage upon touch while they attack
- Fixes player and enemies disappearing when using the Fury on the Primordial Ignis or Splat-fly Nest
- Fixes Unsettling mod not resetting properly
- Fixes some typos
- Fixes a visual glitch in Realm 5
- Fixes a crash on Nintendo Switch when rapidly undocking and plugging joycons at the same time (v1.0.4)
- Fixes Jumping Challenge being active during a specific dialog
[ 2020-10-29 17:08:39 CET ] [ Original post ]
https://store.steampowered.com/app/1037020/ScourgeBringer/ [previewyoutube=S0RCeL4cuUI;full][/previewyoutube] Were finally here! We cannot believe it, to be honest. ScourgeBringer is officially out of Early Access. We also want to take a moment to thank the entire community for being amazing all throughout early Alpha all the way up to this point. We couldnt have done it without your support and we are so grateful for that. Alright, lets get to the meat of it. Here are the full patch notes of this update:
New:
Content: A new secret Realm with own twist and enemies: The Beyond which includes:
- 2 dedicated bosses
- 8 dedicated enemies (with 4 alpha variants)
- 1 dedicated mini-boss
- Added a whole new post-game content: The Chaos Roots (which unlocks by beating the Ordeal once)
- Game modifiers: 10 modifiers to tweak your own challenge within the Chaos Roots
- Difficulty: tweak the difficulty of enemy waves
- Blood: tweak the amount of blood dropped
- Enemies: tweak the aggressivity of enemies and bosses
- Realms: tweak the size of Realms
- Max HP: tweak the maximum starting HP
- HP: tweak the health items drop rate
- Oppression: enemy waves start to appear before the previous one has been cleaned
- Danger: traps will deal more than 1 HP of damage
- Jump: staying on ground for more than 1 second will inflict damage
- Escalation: for each beaten Realm, each inflicted damage is increase by 1
- Enemies now have a family type (among organic, construct, and devil)
- Enemies now have resistance to specific attacks depending on their type (e.g. constructs will resist to bullets)
- Added visual feedback above Kyhra when bonuses are looted to display the total bonus without having to look at the map
- New shop type: weapon shop
- New shop type: cursed shop
- Revamped weapon system which now supports BLAST.32 modifications
- Weapon modifications can be dropped or bought at shops
- New weapons: big laser, refract laser, big grenade, multi grenade, double gun
- Added 11 cursed Blessings:
- CURSED DRAGON PUNCH: Bullets deflected by Dragon Punch will target enemies, but its cooldown is increased by 50%
- CURSED SECOND WIND: Upon reaching 0 HP, you are saved and get back 34% of your max HP, but lose all of your Blessings
- CURSED GLASS CANNON: Lose 50% of your max HP, but deal 50% more sword damage
- CURSED SMASH: Instead of reflecting bullets, the Smash will refill BLAST.32 reload energy upon hitting bullets
- CURSED HIT: Depending on your current luck, you may not lose any HP upon getting hit, but you'll lose 2 HP otherwise
- CURSED TRANSMUTATION: Convert all the Judge Blood aquired during this run into normal Blood (1 to 1000)
- CURSED VITALITY: Lose 67% of your max HP and health items have no effect anymore, but you gain 1 HP every 1000 Blood collected
- CURSED DEAL: Get back 50% of your HP, but your weapon will be replaced with the default revolver with no mods
- CURSED WEAPON: Upgrades your weapon into a maxed out weapon of the same type, but you'll lose 50% max HP
- CURSED MOD: Weapon mod effects are 50% stronger, but weapon damage are 50% weaker
- CURSED AMMO: Each fired bullet also consume 200 Blood, but is 50% more powerful
- HIGH CONFIDENCE: BLAST.32 deals 5% more damage per room cleared without getting hit. Resets if hit, and capped to 50%
- INSTANT MOD: Adds a random mod to your current weapon (or replaces one if the weapon is maxed out)
- BLOOD FAVOR: Deal 5% more damage for every 1000 Blood you hold on to (capped to 50%)
- TOP PREDATOR: When on max HP, all damages are increased by 50%
- LAST STAND: When you have 1 HP left, all damages are increased by 50%
- KEEP ROLLING: Smashing shop items doesn't increase their cost
- FASTER DRAGON: Reduces the cooldown of Dragon Punch by 50%
- LARGER SMASH: Increases the reach of the Smash
- Blessings which have a progression now have a progression bar under their icon
- Added Shield and Strong Shield, which allows to get hit without loosing HP once or twice
- Items now have rarity ratings
- Added a set of super rare items that can be obtained only with some Blessings or skills
- The right stick manual aim is now disabled by default (this was misleading because the game is designed to work with the auto aim and some players were struggling because they felt using the stick was the intended way to play)
- We added an option (in controls) to manually enable the right stick aim, and added an option to only aim (not fire)
- More log files have been added and now only drops in specific Realms
- New mysteries have been added
- Two new NPCs
Changes:
Difficulty:
- Difficult rooms are now less likely
- Difficult rooms will now have 2 waves instead of 3
- Challenge rooms are now more challenging
- Some Realms will now require to beat more than one mini-boss to unlock the boss door
- BLAST.32 reload energy is now capped to the number of missing bullets (it is not possible anymore to have a full clip loaded ahead)
- Added some juice to canceling bullets with the smash when the player doesn't have Lethal Club skill
- Weapons drop rates are now bound to each Realm (i.e. the more you progress, the rarer the weapons)
- Reduced the occurrence of harder rooms in normal runs
- Changed the icon of the Fury recharge bonus to be more relatable
- Bet: smashing shop items will now yields items of the same family (health will reroll into health, etc.), and the more you smash an item, the more rare it'll get (up to a rotation of 3 items, after which the rotation will come back to the original item, while keeping the price increase)
- Living Dangerously: if an item can't be upgraded, it will now be converted into 25% of its blood value
- Determination: now also recharges the Fury
- Laid Down Arms: has been removed because it didn't make much sense with the new weapon/shop system
- Bubblegum, Suspicious Shroom, and Blue Pill items have been removed from the game because they felt too underwhelming
- Removed max ammo items because they didn't add much to the gameplay and made things more bloated
- Shops will now always propose at least a normal item and an upgraded item
- Power Pack and Force Pack have been removed from shops
- Energy Bar will now drop randomly in rooms
- Health related items drop rates have been rebalanced to drop less +MAX HP
- Items now have background colors corresponding to their family
- Drops and shops will no more propose the same weapon as the currently equipped weapon
- Stun weapons have been removed from the game
- An Ammo Crate is now guaranteed to drop upon completing a Challenge room
- All the texts have been rewritten to be smoother and more comprehensive, while also adding a new reading layers for players reaching the post-game
- All logs have been rewritten and some of them will now only drop in specific Realms
- All music have been finilized and masterized
- All sounds have been masterized
- A lot of optimizations have been made to use less GPU memory (this should make GPU with 512MB or less of memory to run way smoother)
- Optimized loadings for faster and more efficient data handling
- Fixes defaulting controls mapping isn't applied in game
- Fixes game resuming from pause while settings menu still visible if closed with the start button
- Fixes ammo and reload energy bar going too high into the Blessing and HP UI
- Fixes Gyroscopic Compass not working in Challenge rooms
- Fixes a very rare crash when starting the game in Chinese, Japanese, or Korean
- Fixes Laid Down Arms blessing not being active in Challenge rooms
- Fixes exploding bullets still exploding on the player when smash without Lethal Club
- Fixes Nightweaver being targetable by the Fury when it is off-screen
- Fixes Smashing items doesn't allow to choose which item is smashed
- Fixes Smashing computer and logs
[ 2020-10-21 14:01:16 CET ] [ Original post ]
Hello everyone,
Following our previous posts on the new content and the system changes, we wanted to share with you what some of the end game can look like with ScourgeBringer.
Once you complete the main game by beating the Ordeal once, you can unlock what we call The Chaos Root.
In this, there will be 10 modifiers that can tweak your own challenge within this place.
- Blood: tweak the amount of blood dropped
- Enemies: tweak the aggressivity of enemies and bosses
- Realms: tweak the size of Realms
- Max HP: tweak the maximum starting HP
- HP: tweak the health items drop rate
- Challenges:
- Oppression: enemy waves start to appear before the previous one has been cleaned
- Danger: traps will deal more than 1 HP of damage
- Jump: staying on ground for more than 1 second will inflict damage
- Escalation: for each beaten Realm, each inflicted damage is increase by 1
Beside these hefty challenges, we also revisited the early game difficulty by hopefully smoothing it out for a more welcome introduction into the ScourgeBringer.
Beyond all of this new content, we also focused on polishing other aspects of the games. For instance, the lore and logs have been fully refreshed and enhanced for a more compelling involvement in the story. New mysteries will await you
In our pursue of improvements, small things also got a boost, like quality of improvements such as quick bonus feedback (its in the small things, right?):
Pfeww, that was a lot. Were now all geared up for the release!
See you in two days for the full release of ScourgeBringer!
As always, feel free to join our Discord and enjoy hanging out with us :)
[ 2020-10-19 14:00:41 CET ] [ Original post ]
Hello everyone, Can you tell were releasing a game soon? :P We just wanted to let you all know that on October 20th at 19:00 CEST, we will be having a really fun launch party on Thomass stream: https://www.twitch.tv/mrhelmut Thomas will be joined by Florian (ScourgeBringer artist) Joonas Turner (musician), Pia (writer), Adrien (ScourgeBringer comic artist) and myself! The current plan is: 19:00 to 20:00 - free talk / game presentation 20:00 to 22:00 - Joonas comments on the soundtrack, live play Itll be iconic. We hope to see you all there! As always, feel free to join our Discord and enjoy hanging out with us :)
[ 2020-10-19 08:53:58 CET ] [ Original post ]
Hello there,
Along with the new content we described yesterday, we made a ton of changes to the games core for the upcoming October 21st release!
To add more diversity, we revamped the weapon system which can be customized with modificators. Ever wished for a crazy bouncing laser?
For the weapon to get also more incentive to be used, we are introducing resistances to some enemies. Some will be resistant to smash attacks, and enemies will now have a type (e.g. creatures, devils, and constructs) with specific weapon mods to go against them.
The item system also got a treatment and each of them will have a rarity grade, and obtaining the rarest ones will require to find secrets or use the advanced bargain skills at your disposal. We are also introducing two new NPC with our shop!
Welcome Xipos, who are selling weapon mods and upgraded weapons.
And also Lefanu, who is opening its cursed shop which demands your own HP to get already upgraded items.
To close on todays post, lets show off some of the new weapons we made to make them more appealing! Here comes the difract laser, and the cross grenade launcher!
See you on Monday for news about the post-game content and revised difficulty!
[ 2020-10-16 14:02:08 CET ] [ Original post ]
Hello everyone,
We wanted to share with you some news about the New Realm and what can be expected to drop alongside the full game on October 21st!
In addition to all the content youve seen before, we have also added in a new secret realm.
This realm is called The Beyond, and it will feature 2 dedicated bosses, 8 new enemies with 4 alpha variants, and 1 dedicated mini-boss.
There are 13 new achievements as well as 3 different endings you can get.
We are introducing cursed blessings, 11 of them!
But wait, theres more! There will also be new normal blessings, and we revisited previously released content by introducing new normal enemies, and 8 new mini bosses! Some realms will have up to 3 mini bosses required to open the boss door.
There are also some secret rooms and a mysterious altar where you sacrifice your Judge Blood.
See you tomorrow for details about what we changed to the weapon system and more!
As always, feel free to join our Discord and enjoy hanging out with us :)
[ 2020-10-15 14:00:39 CET ] [ Original post ]
Were just days away from our October 21st release date, and we have a lot to share before then. Thanks again to everyone who has supported us along the way, we could not have done it without you.
Over the next few days, we will detail all the new and changed content coming to the full release!
But today we wanted to share with you our new trailer, which is very punchy and shiny!
Enjoy the madness:
[previewyoutube=PPaLBk3lxrw;full][/previewyoutube]
Additionally, were announcing bonus content which will also be available on October 21st. We will introduce a Supporter Bundle, which will contain the following:
- The game itself;
- The Supporter Pack, which contains an exclusive 12-page prequel comic, 20 early prototypes, and a dozen of artwork;
- The Original Soundtrack from Joonas Turner.
Note: each item will also be available separately! And if you want the bundle but already owns the game, a discounted option will also be there for you.
See you very soon with more details about the full release content and changes!
As always, feel free to join our Discord and enjoy hanging out with us :)
[ 2020-10-14 14:01:22 CET ] [ Original post ]
Hello Fated Ones, We hope you are doing well. We are making our swift way to our release (October 21st!), we also wanted to announce that we will be raising our price around that same time (from $14.99 to $16.99). As such, we want to put ScourgeBringer on sale one last time before the base price is raised. Its a good time to pick up ScourgeBringer if its been on your wishlist. It is 20% off until Monday evening. [previewyoutube=NKbUqj8vJdo;full][/previewyoutube] Thomas had a great AMA in case you missed it, where he discusses more about the game and was quickly answering everyones questions. If you want any more questions answered, feel free to head on over to our Discord via #questions-for-the-devs: https://discord.gg/flyingoak https://steamcommunity.com/games/1037020/announcements/detail/2718438382005069763 In addition, Thomas talks about all the upcoming features and details to expect for the upcoming full release content. We strongly encourage you to have a look there, to get a feel for what you can expect soon. As always, were so appreciative of this community and we are working so hard to prepare a great game for you! Feel free to join our Discord regardless and enjoy hanging out with us :)
[ 2020-09-10 12:50:53 CET ] [ Original post ]
https://store.steampowered.com/app/1037020/ScourgeBringer/ [previewyoutube=zU0f_pNYXP4;full][/previewyoutube] We can hardly believe it, but the time is almost here! ScourgeBringer will be officially released on October 21, 2020. ScourgeBringer 1.0 will come packed with new stuff: - The Beyond: a new secret Realm, with not one, but two new bosses - Chaos Roots: a new post-game mode, with a bunch of run modifiers to spice up your game - System revamps: a new gun modification systems with weapon mods; a revamped item system, with new stuff like shields - Story reshaped: rewritten dialogs, rewritten (and new) logs, more lore, and of course endings - New shops and NPCs: get weapon upgrades, or pay with your own HP for cool items, and meet new Greed's acolytes - New content to previous worlds: new mini bosses for more diversity, new blessings - Secret rooms: will you find them? After 130 weeks of development, 30 weeks of Steam early Access, 4 updates and 150 pizzas, we can hardly believe the date is almost upon us. We couldn't have done it without the support of our amazing community. Thanks to the countless feedback, fanarts, and laughs we've had along the way.
[ 2020-08-31 10:05:44 CET ] [ Original post ]
Hello Fated Ones!
gamescom 2020 is going all virtual this year, and ScourgeBringer will be a part of that!
Were delighted to take part in a few events, from a Ask Me Anything with Thomas Altenburger, and a very eventful Lets Play.
The full ScourgeBringer schedule can be found here:
AMA with Thomas, co creator of ScourgeBringer (27th August - 10:00PM CET, on Twitch)
Join ScourgeBringer's AMA with Thomas, co creator of the game: https://www.twitch.tv/mrhelmut
___
Join IGNs livestream (29th August) of ScourgeBringer, where we will reveal a brand new gameplay trailer:
https://www.ign.com/articles/gamescom-2020-schedule-date-start-time-how-to-watch
___
ScourgeBringer let's play stream (30th August 8:00PM CET on Twitch, in French)
Join our ScourgeBringer stream with RogueJusticeFR & learn more about the game! (French language): https://www.twitch.tv/roguejusticefr
We may have some cool surprises coming this weekend so keep an eye out!
[ 2020-08-27 14:01:54 CET ] [ Original post ]
We're super excited to expand the universe of ScourgeBringer to Heave Ho!
Kyhra will be one of the playable costumes you can wear while you attempt to be the last person standing.
https://store.steampowered.com/app/905340/Heave_Ho/
The free Heave Ho update featuring Kyhra will be released on August 20, 2020.
[ 2020-08-17 14:40:20 CET ] [ Original post ]
Hey Bringers!
The next update to ScourgeBringer is going to be a big one. Quite likely the biggest and most important to date! Why so? Because it is going to be the full release of the game! But hey, were far from ready! We have a plan! A big one. Now is a good time to talk about all your feedback. They are extremely valuable, and trust us, were reading them all (sometime late, but were reading them). Working with feedback is complex but awesome. Throughout the games development, there are numbers of feedback that we couldnt address just now because we wanted to first build some foundations before going into the details. Hence, the next update will likely feel like a different game, because we will be rolling out all the revamps weve been holding back until now. Here is what you can expect from the next update and how those features relate to your feedback.
Difficulty
Difficulty and learning curve are THE biggest feedback. We are very closely monitoring this, as well as preparing ways to improve on that. We know for a fact that players are roughly spread throughout these categories:
- 10% of players are really struggling with the game;
- 80% of players are just fine with games progression;
- 10% of players are excellent and getting bored rapidly.
Diversity
This is the second biggest feedback that you are sending to us, and were dedicated to work toward it. We have already been busy on revamping the item and weapon systems. Items will be more relevant (we removed the least significant ones as well) and we will introduce a rarity system. We want the items and weapons to work more closely together, and were presently exploring having items which will modify weapons behaviors (this is still experimental, we dont know if its going to make it into the game as-is). We are also going to introduce new types of shops to work with this items and weapons revamp. Besides this, we will introduce a bunch of new mini bosses! Our goal is to have multiple of them for each Realm. Speaking of enemies, we would like to push forward the synergy between the BLAST.32 and Kyhras blade. Therefore, you can expect an enemy revamp to introduce resistances to specific attacks (which we hope will also work in synergy with the weapons revamp). Secret rooms are also going to be a thing! And of course, we are working on bringing several new Blessings that will change the gameplay.
Lore
The games lore is currently being reworked by Pia, the narrative designer on the project! When we first released the Early Access of ScourgeBringer, I (a programmer) wrote the games lore. It could have been okay, but we felt like you and the game deserved better. Thats why we partnered with Pia (and why we slowed down on adding more lore in the previous update). She is bringing a lot of fresh air to the project and is helping us to better shape the games story. What does this mean for the game? There wont any major change in the story, but some stuff is going to be added, and some other removed or altered, in order to make more sense out of everything. The computer logs are going to be reworked, and there are going to be many more of them. Were also working toward having a story with multiple reading layers. If you beat the game with the normal and the true ending, you should have a different understanding of what happened. Also, another illustrator joined the project to work with Pia on a special something aside from the game itself. More info on that later!
Hard mode & run modifiers
Theres so much we would like to tell you about what we are preparing! But we would like to keep it as a surprise. We are working toward making the hard mode not just something harder, but something different that you will be surprised to discover (we hope so). This special game mode will unlock after beating the game once, and its features will be entirely integrated into the story of the game. This is through this post-game content that you will access a whole new Realm and unveil the true mysteries of the game. We cant wait for you to discover it! Stay tuned to what Garo has to say.
Enhancements, bugs, and quality of life
Besides all of the above, we are reading all feedbacks and continuously trying to adjust/fix the current content. We are adding more visual cues, polishing things up, and squashing bugs on a daily basis. We would like ScourgeBringer to be a polished game before being anything else. This is our personal touch. We believe that a good game first needs a well-polished foundation before eventually expanding. We hope that this post shed some light on our plans and that you are as pumped as we are to reach this milestone! Talk to you soon for some content reveal! Cheers! Thomas
[ 2020-08-07 11:20:45 CET ] [ Original post ]
Hey Bringers! Thank you very much for the reception to the Old World update! We're super pumped and already hard at work on the next update and your feedback! We released a little patch to address a number of possible controls issues (e.g. gamepad not working, nothing working, game being stuck on the first dialog or on the disclaimer...). We went through a FULL rewrite of all the controls code in the hope to make them super robust and generic. Since this is a big code change, we are considering this new code as experimental and would like to invite you to report any oddities or positive changes to your situation. See you soon for a roadmap update! Cheers!
[ 2020-07-30 15:27:17 CET ] [ Original post ]
[previewyoutube=https://www.youtube.com/watch?v=liC4QDUT;full][/previewyoutube]
https://store.steampowered.com/app/1037020
Hello Fated Ones!
The Old World update has just been released, and were so excited to see how you enjoy it.
As always, we want to thank our amazing community that continues to enjoy, support, and feedback on our game. We wouldnt be here without the players support and were really thankful we get tons of feedback throughout our journey!
This update is quite large as it contains a whole new realm in addition to skills and altars. As always, we have a few changes to showcase as well.
PLEASE NOTE: there's a new experimental difficulty management!! If the game feels off to you, be it too easy or difficult, please let us know. We are heavily investigating this and quite keen to hear feedback on it so we can adjust as soon as possible. We invite you to leave feedback here https://steamcommunity.com/app/1037020/discussions/0/2788242818205531094/ or on our Discord.
Here is the full changelog:
New:
Realms:
- A new Realm has been added, along with its set of enemies, mini-boss, and boss.
- Challenge rooms: you will now occasionally encounter difficult optional rooms.
- A new alternate mini-boss has been added to World 1 (more will come later).
- Some rooms now have alternate easier or harder enemy waves to make the game more diverse with a more progressive difficulty.
- It is now possible to enable/disable unlocked skills.
- Persistent Blessing: you can start a run with a random Blessing from your previous run (providing that you found at least 3 of them during your previous run).
- Round-trip slap: dashing on a stunned enemy will extend the stun duration by 50%.
- Biting back: when you take damage from an enemy, it will be marked for 1.5s during which it'll take 50% more damage.
- Starting package: you start runs with 500 droplets and a 2x combo.
- Chain Dash: shortly after killing an enemy with a Dash, you can immediately perform another very long Dash.
- Heavy hitter (requires Lethal club skill): smashed bullets deal 50% more damage.
- Biting harder (requires Biting back skill): when you get hit, all enemies are affected by Biting back
- Added a setting to tweak enemies bullets speed.
- Added a setting to tweak HP regeneration.
- Added a launch parameter "-noSound" to start the game without any sound initialized.
- A new NPC has been added to show up on rare occasions and cheer up learning players.
- Added support for Traditional Chinese.
- Stun-locking enemies by spamming Ground Pound should be greatly reduced.
- Exploding enemies (e.g. Splat-flies) can now be smashed back and will explode at other enemies or on walls (not dealing damage to the player).
- We fully remade the level generation algorithm, it is now more robust and produces levels with a way better room spread and no more missing/unreachable rooms.
- Aim snapping while Dashing will now ignore enemies if they are currently doing contact damages (e.g. bats dashing).
- BLAST.32 now has a maximum distance from which it can be from Kyhra and can't be too far away from her.
- Updated the Altar icon on the map to be more relevant.
- Doors won't open until bosses/mini-bosses have dropped their loot.
- The bestiary has been reorganized to be in the same order as the enemies appear.
- The game will now remember that you beat the boss of the last available world to unlock the next branch skill once the next game update is available (you won't have to re-beat the boss after the update availability to unlock the new branch).
- Item drops will now spawn consecutively instead of all at once.
- Logs will not drop until you talk to Garo for the first time.
- "Hatching" enemies will no longer be cleaned by Fury.
- There is now a slight air control upon finishing a Dash.
- Ground Pound: Kyhra no more dashes straight to the ground if the skill hasn't been unlocked (it'll be a normal dash downward).
- Dirty Barry: the skill has been revamped and now gives a damage bonus to stunned enemies for all ranged weapons (instead of giving a different starting weapon).
- Raining Blood: the skill has been removed because it wasn't useful and gave too many Judge droplets (it has been replaced by Round-Trip slap).
- Optimized our engine to have a lower file footprint (about 50% less files).
- Korean has been retranslated.
- Simplified Chinese has been retranslated.
- Japanese has been retranslated.
- Fixes bosses going out of bound if smashed too hard.
- Fixes wall sliding sound playing when paused.
- Fixes item drops getting stuck if a boss is beaten while being off the map.
- Fixes invisible block during the Smash tutorial.
- Fixes a very rare crash involving lasers.
- Fixes Bileranhas making very annoying sounds upon beating it if there are Splat-flies around.
- Fixes Bileranhas vomit continuing even after beating it.
- Fixes Instant Gift blessing not playing the "skill point cashing in" animation.
- Fixes Extreme Torque physics which could have unpredictable effects.
- Fixes Kyhra jumping when closing the skill tree or nexus computer is the cancel action is bound to the jump button.
- Fixes Adult splatfly bullets going backward.
- Fixes "space" keyboard key resetting default binding when setting a binding.
- Fixes bosses not properly canceling their attack when stun/ko.
- Fixes Dragon Punch sound playing too many times.
- Fixes World 4 mini boss not teleporting and doing its spinning attack inside the room.
- Fixes CJK languages line breaking rules.
- Fixes various typos.
[ 2020-07-22 13:00:26 CET ] [ Original post ]
Greetings, Fated Ones!
The Summer has begun and, with it, new revelations are coming!
Today, we come to you with the updated roadmap for ScourgeBringer - more precisely, we are here to announce the release date of the next major update of the game. It will be the last update before the full release!
The Old World update, carrying the fifth world of ScourgeBringer, will release on July 22nd!
SPOILER WARNING PAST THIS LINE Just like the Living Walls update, the Old World comes with a lot of new elements: a fifth world with its lot of new enemies and its boss, a new series of unlockable skills, new blood blessings to strengthen Kyhra during your runs and new achievements to show off as you get better and better in our game.
However, this time, we have a lot more to brace ourselves for: the Dungeon will now include new room types, like the dreary Challenge Room, the level generation has been enhanced and the mini-bosses have been modified as well! We also made a lot of changes based on your feedback, and there is more revamping to come before the full release! We will soon tell you more about how we manage your feedback and what are our plans to address them. ScourgeBringer is going to be deadlier and more exciting than ever, so get ready - July 22nd will bring the biggest update this game has known since its Early Access release. Get ScourgeBringer now in Early Access: https://store.steampowered.com/app/1037020/ScourgeBringer/
[ 2020-07-10 14:19:23 CET ] [ Original post ]
Hello Fated Ones! Weve been hard at work on the next update. Which, by the way, if you are not aware, we create weekly newsletters that showcase our most recent developments. Feel free to sign up for them if youre interested. The Escapist will be having an Indie Game Showcase this Sunday and ScourgeBringer will be a part of that. Join Thomas tomorrow, Sunday June 14, at 2:30PM PT / 8:30PM CEST where he will be playing ScourgeBringer and talking development with the Escapist team. You can find the stream here: https://www.twitch.tv/escapistmagazine
[ 2020-06-13 17:14:46 CET ] [ Original post ]
https://store.steampowered.com/app/1037020/ScourgeBringer/
Hello Fated Ones!
Were so pleased with the reception of our latest update, The Living Walls. How have you been enjoying it?
We wanted to provide an updated roadmap for you. As you may remember, our previous one was here.
It was last posted on February 28, 2020 and since some time has elapsed, we thought why not give it a bit of a refresh?
We are heavy into the development for our next upcoming update, title to be announced soon. We have been exploring a few visual options for our next world, some of which we have kind of teased on our previous newsletters.
If youre not signed up to our newsletters, you can do so over here.
The (still untitled) 5th world update will focus more on improving the game diversity, with enhanced enemies and more diverse room types.
The (also still untitled) 6th world update will bring the end-game, with adjustments to the difficulty (for both starting players, and post-game experts), as well as adding more build options.
As always, we look forward to your feedback both in-game and over on our Discord.
Cheers!
Trish
[ 2020-05-22 13:57:37 CET ] [ Original post ]
Hello, Fated Ones!
Since it seems like we wont have the chance to see you anytime soon in big events, we thought now would be a good time to take a look at our memories from PAX East 2020!
We went to Boston in late February to showcase some of our main games of the year: The Dungeon of Naheulbeuk: The Amulet of Chaos (which was introduced for the first time to an international audience there), Recompile, ScourgeBringer and Edge Of Eternity.
We put up ScourgeBringer on our booth, so PAX East visitors would be able to try it out. We were very glad to see that you liked it as much as we do!
We also introduced our games to many press sites & always had the full booth during the 4 days of the event. We got great feedbacks from players there & the PAX East public was very kind & interested. Thanks a bunch if some of them are reading this!
We were very happy to be at PAX 2020 this year, and we hope that soon, well have new amazing events to tell you about!
[ 2020-05-06 16:21:15 CET ] [ Original post ]
Hello Fated Ones! We have had great responses from our very first large update, The Living Walls! We're really pleased that we're inline with our vision of the game as well what players would like to see. We also received some feedback about the newest update that we thought required some immediate fixes. Here are the patch notes for this update: Changes: Gameplay:
- The Living Walls level generation has been updated to be less "corridor-y"
- Updated item physics to make them less likely to overlap
- Fixes game restarting/exiting when clicking after alt-tabbing or going out of focus (the game now ignore the first input upon gaining focus again)
- Fixes bestiary having two unfindable enemy entries (they have been removed)
- Fixes clicking on "back" in the Nexus computer UI not working
- Fixes Esc key pausing the game instead of closing the skill tree or the Nexus computer
- Fixes Adult splat-flies explosion bullets not appearing if a splat-flies is the last to be killed
- Fixes Weavers sliding
- Fixes Spore glitching on edges
- Fixes various typos
- Fixes some lasers going through enemies/player while they should not
- Fixes Dragon Punch video tutorial not playing at the correct speed
[ 2020-05-01 13:32:09 CET ] [ Original post ]
[previewyoutube=lep9HS93Tic;full][/previewyoutube]
https://store.steampowered.com/app/1037020/ScourgeBringer/
Hello Fated Ones!
The Living Walls update has now been released and were so pleased to see how you enjoy it.
Weve been looking through the community feedback and applying changes where it has been both feasible and inline with our own vision of the game. Were truly humbled by the amount of people who interact with ScourgeBringer on a day-to-day basis. We wouldnt be here without the players support and were really thankful we get tons of feedback throughout our journey!
Okay, but enough of the cute stuff. Lets get into the UPDATE!
This update contains a whole new world, The Living Walls. Yes, were like those movies who put their title in the film script. Weve also included 5 new Blessings and 4 new Skills. Were looking forward to your feedback on all these elements!
To all our achievement hunters, we also have 6 new Achievements! Who will be our world-first, we wonder?
For those who are curious, here is the full changelog:
New:
Content:
- Added a new Realm, The Living Walls
- Gyroscopic Compass: When standing still, BLAST.32 will point toward the next Guardian, or toward the Judge if the Guardians have been taken down
- Concussion: Smashed enemies are stunned for 50% longer if they hit a wall or another enemy while being stunned
- Dragon Punch: Allows to combine the Smash and Dash attacks together to perform the most savage counter attack (has a cooldown)
- Extreme Torque: The more an enemy has been rapidly hit by slashes, the more a Smash will be powerful on it
- The hot stuff: Slows down incoming bullets as long as the player is standing still
- Instant gift: Gives an amount of skill points equals to 10% of the skill points spent
- Quality looter: dropped items have 33% chance to be their upgraded equivalent
- Threat Dampener: enemies have 25% less HP (10% less for bosses)
- Generous Altar: subsequent altars will yield 4 blessings
- Players will now randomly find computers from the Old World throughout the ScourgeBringer which will drop lore information (and a certain NPC will help out to archive and gather them)
- A bestiary is now accessible from the Tree after finding a specific item
- Garo has more things to tell depending on the context
- Blood Altars now show on the map with a "!" mark if no Blood Blessing has been picked yet
- Fury now has a proper visual and audio cue to highlight when it gets ready
- Enemies will now bleed as they lose HP to give an hing toward their remaining strength
- Added 6 new achievements
- Lethal Club: smashing bullets now also slightly recharges BLAST.32
- Replaying introduction now defaults to "never" (which should avoid the intro from replaying after a crash and making you think that your save has been wiped)
- Smashed bullets are now tinted and have a particle trail
- Exploding enemies will no more be targeted by the aim assist
- Stagnant fumes have been redesigned to stop emitting once a room is clear
- It is no more possible to do a Smash+Dash without the proper skill (it was never intended and the actual Smash damages were not dealt throughout the Dash anyway, it was just a visual illusion)
- Remade the item drop rate logic to be more parametrable and reliable
- Fury recharge items will no more drop if the player already has the Fury fully recharged
- Bosses have been tweaked to start being vulnerable once their health bar has finishing appearing (instead of being something more fuzzy)
- Fixes Floor is lava achievement
- Fixes going out of bound when dashing down through a door with game speed about 100%
- Fixes some edge cases with laser collisions hitting even when obviously out of range
- Fixes grounded enemies getting detached from the ground if hit by smashed bullets from a lower angle
- Fixes free software licences in the credits
- Fixes a crash when entering a new room
- Fixes various typos throughout all languages
We will still continue to collect and consider feedback throughout our journey over on our Discord. Feel free to come by and say hello! Cheers and enjoy, Trish
[ 2020-04-29 17:02:45 CET ] [ Original post ]
Hello Fated Ones,
In case you have missed it, we wanted to let you know that our next update (The Living Walls) will be released April 29th 2020. The time of the release will be approximately 4-5pm CEST.
So yes, in 2 days!!
What the update will bring, in a nutshell:
+ 1 new World.
+ 4 new Blessings.
+ 4 new Skills.
+ 6 new Achievements.
+ Lore elements added to the game, including a bestiary.
+ Changes and fixes (will go into detail on April 29th).
We cover a few of these developments over on our previous update, in case you missed it.
We look forward to hearing what everyone thinks of the new update soon!
As always, we welcome you with open arms into our Discord channel for any kind of thoughts and feedback you may have. Even if its not about the game.
[ 2020-04-27 14:39:40 CET ] [ Original post ]
Hello Fated Ones!
Its been a while since you heard from us so we wanted to give you a quick update. If you are interested in weekly updates, by the way, feel free to sign up for our newsletter!
Weve been hard at work on our upcoming update: The Living Walls!
Hopefully, this will be released in a matter of weeks!
I personally encourage you to listen to Joonas Turners guitar playthrough of The Living Walls while reading this update. Just, trust us. Its epic.
SPOILER: THIS WILL BE REVEALING THINGS IN THE UPCOMING UPDATE!! IF YOU WANT A COMPLETELY VANILLA EXPERIENCE, PLEASE LOOK AWAY NOW!!
Okay, now that its out the way, lets get into the good stuff!
Firstly, we want to show you what The Living Walls will look like, some enemies included:
As you can see, platforms are no longer something that will completely protect you!
Now, with some more enemy variety:
We really cant wait to hear feedback about this one.
IM NOT DONE YET!! NEXT UP, LORE UPDATES!!
Oh yes, were adding in expedition logs and a bestiary.
Mini Shroom and Daddy Shroom, just vibing, as nature intended:
Some more details about where we are with development:
- Added the 4 new skills for the next branch unlocking (they are all implemented, but are lacking better effects for now):
- Gyroscopic Compass: When standing still, BLAST.32 will point toward the next Guardian, or toward the Judge if the Guardians have been taken down .
- Concussion: Smashed enemies are stunned for 50% longer if they hit a wall or another enemy while being stunned .
- Dragon Punch: Allows to combine the Smash and Dash attacks together to perform the most savage counter attack (has a cool-down) .
- Extreme Torque: The more an enemy has been rapidly hit by slashes, the more a Smash will be powerful on it.
- Some new Blessings in-bound:
- The Hot Stuff: Slows down incoming bullets as long as the player is standing still
- Instant Gift: Gives an amount of skill points equals to 10% of the skill points spent
- Quality Looter: dropped items have 20% chance to be their upgraded equivalent
- Threat Dampener: enemies have 25% less HP (10% less for bosses)
- Generous Altar: subsequent altars will yield 4 blessings
- Finished all base enemies of World 4 (that's 5 normal enemies + 4 alpha versions) .
- Started to make a mini boss.
- We will continue working on the bosses and polishing up the update. So we are well on our way to completion.
(Arachnophobics, close your eyes now)
Oh, speaking of bosses! If you made it this far, here is a very Steam exclusive sneak-peek at our newest boss
DONT IT LOOK EPIC?! Name pending, but we hope to think of something clever and full of puns! Thats our mini-update for you, we hope it was worth the wait. As always, we welcome you with open arms into our Discord channel for any kind of thoughts and feedback you may have. Even if its not about the game. Until next time Trish
[ 2020-04-10 13:51:27 CET ] [ Original post ]
Hello Fated Ones! You might already know that EGX Rezzed, the video game event in London, had to cancel their main event that was planned today. It was a very logical but sad decision for everyone. And for us too as we planned to showcase ScourgeBringer there. But the EGX staff is very resourceful and came up with a great idea for an online event. Among many other things (expect some cool streams all weekend long) they partnered with Steam to highlight the games that were supposed to attend the show. ScourgeBringer is one of them, and it is now discounted by 10%. If you've been on the fence, we hope this is the wave that will tide you over the edge. That pretty much sums it up, feel free to join our Discord if you have feedback or want to be part of the community!
[ 2020-03-27 15:53:31 CET ] [ Original post ]
Hi Villagers,
Were maybe stuck at home but were still have great news to share!
You might already know that EGX Rezzed, the video game event in London, had to cancel their main event that was planned today. It was a very logical but sad decision for everyone. And for us too as we planned to showcase many of our games there.
But the EGX staff is very resourceful and came up with a great idea for an online event. Among many other things (expect some cool streams all weekend long, see below) they partnered with Steam to highlight the games that were supposed to attend the show.
So we are happy to announce that you can find our Rezzed Digital line-up on a new dedicated page, here on Steam: https://store.steampowered.com/sale/rezzeddigital
This line-up includes:
https://store.steampowered.com/app/986310/Recompile/
Watch the trailer:
https://youtu.be/zvLuHKEr-VE
https://store.steampowered.com/app/269190/Edge_Of_Eternity/
Watch the trailer:
https://www.youtube.com/watch?v=Sb0Bd1-tCIY
https://store.steampowered.com/app/970830/The_Dungeon_Of_Naheulbeuk_The_Amulet_Of_Chaos/
Watch the trailer:
https://www.youtube.com/watch?v=IB4AWoTILSo
https://store.steampowered.com/app/1037020/ScourgeBringer/
Watch the trailer:
https://www.youtube.com/watch?v=fpurPOkyMp8
As said, all weekend long the EGX team and their media partners, including Rock Paper Shotgun, Eurogamer, Jesse Cox & Outside Xbox, will offer several stream featuring the indie games from EGX Rezzed 2020. You can follow the online event here:
The EGX livestream link on Youtube: https://www.youtube.com/watch?v=L0yK9wRam4o
The schedule of the event is available on EGX website.
As the EGX staff said, this week Rezzed Digital is bringing EGX Rezzed to your home, so take care & stay safe at home!
[ 2020-03-26 17:19:16 CET ] [ Original post ]
Hi Villagers,
Were maybe stuck at home but were still have great news to share!
You might already know that EGX Rezzed, the video game event in London, had to cancel their main event that was planned this week.. It was a very logical but sad decision for everyone. And for us too as we planned to showcase many of our games there.
But the EGX staff is very resourceful and came up with a great idea for an online event. Among many other things (expect some cool streams all weekend long, see below) they partnered with Steam to highlight the games that were supposed to attend the show.
So we are happy to announce that you can find our EGX Rezzed Digital line-up on a new dedicated page, here on Steam: (lien vers la page showcase).
This line-up includes:
https://store.steampowered.com/app/986310/Recompile/
Trailer:
https://youtu.be/zvLuHKEr-VE
https://store.steampowered.com/app/269190/Edge_Of_Eternity/
Trailer:
https://www.youtube.com/watch?v=Sb0Bd1-tCIY
https://store.steampowered.com/app/970830/The_Dungeon_Of_Naheulbeuk_The_Amulet_Of_Chaos/
Trailer:
https://www.youtube.com/watch?v=IB4AWoTILSo
https://store.steampowered.com/app/1037020/ScourgeBringer/
Trailer:
https://www.youtube.com/watch?v=fpurPOkyMp8
As said, all weekend long the EGX team and their media partners, including Rock Paper Shotgun and Eurogamer, will offer several stream featuring the indie games from EGX Rezzed 2020. You can follow the online event here:
The EGX livestream link on Youtube: https://www.youtube.com/watch?v=L0yK9wRam4o
The schedule of the event is available on EGX website [https://www.rezzed.com/]
Take care & stay safe at home!
[ 2020-03-26 15:35:13 CET ] [ Original post ]
Hello Fated Ones! Weve now released the Smoothness Update. This update is meant to smoothen the rough edges previously found in the last beta update. This update contains a better base game to build bigger updates, coming soon. Please note two things in particular which are: Enhanced Weapon Systems Were still working on bringing further enhancements, but had to delay some parts of it because those enhancements (tht are not included in the game yet) rely on gameplay features that are not in the game yet. This includes enemy vulnerabilities, for example. Rewarding Exploration We are going to add more ways to reward exploration in the future (more than just the items for now). Stay tuned for that! Please see a full changelog below: New
- Localized the game title to Chinese.
- Gameover screen displaying your performance and lore about enemies.
- The game will now track your game stats (play time, enemies killed, boss killed, blood earned, etc.); For now they are displayed nowhere but that may come to be useful in the future.
- The map and mini map will now display an exclamation mark (!) to show any items on the ground in each room.
- Beating a boss will now force traps (e.g. spikes) to instantly disarm to avoid getting hit after the last hit (this is only for bosses).
- Upon clearing all rooms, players will be rewarded with extra item drops (there's no particular feedback yet, but we'll later add a "full clear" message upon clearing the last room of a level).
- Garo will now occasionally talk about enemies that killed the player (mostly bosses, providing a few tips and some lore).
- Bullet Bending: makes you invulnerable for 0.2s after deflecting bullets with the Smash.
- Stun gun: can stun if the target is vulnerable.
- Shock wave: protective weapon that repels enemies and bullets.
- Stun wave: enhanced Shock Wave that also stuns enemies.
- Pulse laser: heavy railgun to instantly fry things up.
- Rapid laser: semi-automatic railgun.
- Rocket launcher: standard rocket launcher, boom.
- Multi launcher: high throughput rocker launcher.
- Mini nuke: devastating rocket launcher, very slow to reload.
- Added a setting to display (or not) run stats upon a gameover.
- Added a button to reset custom mappings to their default values.
- Deflecting bullets with the Smash no more slightly moves Kyhra toward the target.
- Upon properly defleting a bullet, the Smash will scan for close forward bullets to avoid getting hit by rows of bullets.
- All bullets will now get cleaned upon completing a room.
- Bileranha will no more attack during its death animation.
- Bileranha can now be smashed during its second phase while it's doing it's "bone throwing" attack.
- "Floor is lava" achievement now requires a room to have at least 3 enemies.
- We added a mechanism to prevent bosses to be fully wrecked by shotguns or miniguns (while preserving their raw power).
- Increased attack anticipation time of Munching-slug and Electro-fly enemies.
- Bosses will no more drop map reveal items.
- Map reveal items will not drop if at least 2/3rd of the map has already been explored (this will also prevent map reveal items to drop twice).
- Single room reveal item, and partly revealed item have been entirely removed.
- Drone and Fury reload items, and combo items will no longer spawn in shops.
- Mini-bosses and bosses now have a guaranteed full drone reload item drop.
- Bosses now have a guaranteed full fury reload item drop.
- Added some collisions and layering to items so that they are less likely to overlap.
- Items now have a longer time upon spawning before they can picked up to avoid picking up items while hitting the last enemies.
- Max ammo bonus items now also affects the bullets per reload stat of weapons.
- Allowed to set the game speed setting up to 150%.
- Mouse Aim setting now has an intermediate option to use the mouse aim only for shooting (and not for dash or smash)
- Moved Game pad style setting to the controls tab.
- The random "seed" of each run is now properly displayed on the map screen and on the gameover screen (though there is no UI to start a seeded run, for now).
- The slash through effect has been changed to a blood splatters to make the game less flashy and more impactful (we'll continue to work toward reducing photo sensitive effects).
- Fixes using the mouse in menus when mouse aim is off.
- Fixes some inaccuracies in bullet collision detections.
- Fixes Turbo Loot blessing now yeilding the intended guaranteed health drop.
- Fixes enemies not getting knock back by smashed bullets.
- Fixes Alpha crab-bot lifting from the ground if hit on the very frame it appears.
- Fixes enemies fixed to walls being flipped when entering a room.
- Fixes player getting hit while performing a Fury if they were within a boss or enemy attack collider.
- Fixes Adult splat-flies "teleporting" if hit by a dash right after a smash when they are about to explode.
- Fixes Omega Lock-prism loosing its "!" mark when first attacking.
- Fixes MAX combo staying on screen after picking up Ultra Combo blessing.
Game over screen:
New splatter effect:
[ 2020-03-12 15:22:28 CET ] [ Original post ]
Hellooo Fated Ones!
Were well on our way to polishing the Smoothness update that we hope to release very soon.
In the meantime, were humbled to announce that weve won two awards from the Valencia Indie Summit!
Thank you to the judges who tried and enjoyed our game!
[ 2020-03-11 15:03:28 CET ] [ Original post ]
Hellooo Fated Ones!
As promised from our previous post, here is our updated and detailed roadmap as of February 28, 2020. It is a bit later than we anticipated, but we were taking the time to ensure we could commit to these deadlines and updates as best as possible before we posted about it. Please note this roadmap can be subject to change and we commit to letting you know if it does.
We are deep into the development of the next update (Smoothness) which is due in March 2020. This first update is a small one that we wanted to publish as soon as possible to address some of the rough edges of the current version (hence the title Smoothness).
The next updates are all going to be big updates, full of features and content.
The Living Walls update will bring a new world (the 4th one), full of enemies and new challenges.
The (still untitled) 5th world update will focus more on improving the game diversity, with enhanced enemies and more diverse room types.
The (also still untitled) 6th world update will bring the end-game, with adjustments to the difficulty (for both starting players, and post-game experts), as well as adding more build options.
If you made it this far, please enjoy how our game over screen is coming along. As a little treat.
[ 2020-02-28 14:06:17 CET ] [ Original post ]
Hello Fated Ones!
Pfeww, this Early Access launch has been dauntingly cool! Again, thank you very much for the warm reception of ScourgeBringer! I mean, really, that's huge!
We know that you are all waiting for our Early Access plans to be detailed, and that you have many many feedback and concerns about the game's future.
Worry not! We are on it and here to stay. :)
We are already hard at work on the next content update, due later this month. But most importantly, we know that you are willing to be informed about what's to come.
Here is a preview of the next couple updates that we are planning!
Please note that the full roadmap will be revealed next week, and will be three times this preview size!
(More info after the image!)
Our first objective will be to push forward the core gameplay of the game. Like reworking the weapons to be more relevant, reworking the items, and making runs more rewarding.
Then will come a whole new Realm to explore! With its boss and enemies, as well as new skills, blessings, and achivements!
We heard your feedback
You have been a lot to give us your feedback or write a review! That means a lot to us, as it helps us to shape the roadmap and take note of your concerns and joys. We heard you regarding the diversity and the challenge. We are dedicated to address them and we can't wait to share with you the full roadmap which will tackle those concerns, and many more. We are here to stay and keep making this game bigger and better. Please keep rocking! See you by The Chiming Tree! Thomas
[ 2020-02-13 16:45:48 CET ] [ Original post ]
Hello Fated Ones! Wow! This Early Access launch has been quite something! On behalf of the whole team I'd like to thank for the reception! We will do our best to deliver! We've already been busy at work to fixing the few issues that you reported on our Discord and on the Steam forums! We are preparing a nice roadmap that we will post early next week. You can get a sneak peek on the forums. We really are dedicated to make this Early Access among the good ones. Interacting with you will be a key to it, and we'll start right away to expand the game and enhance its design! You rock! Please have a great weekend! Here is the cumulative patch notes of v1.02 and v1.03. EDIT: we're adding the Korean translation next week!
Change log
Changes:
- Some rooms have been changed to avoid teleporting into toxic fumes
- Setting the buttons preference to "Nintendo" will now invert the A/B button in menus (A = Select, B = Cancel)
Fixes:
- Fixes Polish menu titles
- Fixes Bubble Gum item not working properly
- Fixes Hard Skin blessing bonus rounding
- Fixes a typo in English during the tutorial
- Fixes a crash when reaching 100 000 droplets
- Fixes a crash if HP unexpectedly get negative
- Fixes a crash when skipping the intro at the speed of light
- Fixes a crash when displaying previous feedback on the feedback panel
- Fixes the map not disappearing when dashing into a room while holding the map button
- Fixes Explorer achievement
- Fixes Showtime! and Ultra combo achievements
- Potentially fixes Kyhra disappearing while smashing on the Game Pass version of the game
[ 2020-02-07 17:42:53 CET ] [ Original post ]
[previewyoutube=Jk5aq2oc25I;full][/previewyoutube] Hello Fated! Were so happy to release Early Access as of RIGHT NOW! LAUNCH DISCOUNT: Dead Cells owners will receive an additional -10% discount upon adding ScourgeBringer to their cart (offer available until Feb 13, 2020). What do you get when you purchase the game right now? In short: 3 fully completed Realms, a tutorial level, and introduction to lore. Here is our current roadmap for the continuous updates you will see after the purchase of your Early Access game. Small hint: more realms and lore inbound! To all our Alpha testers: thank you from the bottom of our heart. We cant wait to continue rocking the development of ScourgeBringer and hope youll continue with us on this awesome rockin journey. We will still continue to collect and consider feedback throughout our journey over on our Discord. Cheers, Trish
[ 2020-02-06 14:43:28 CET ] [ Original post ]
Hello Bringers!
With the Early Access coming, we want to talk about some content thatll come with the release.
Early Access is only 7 days away! If you havent already, be sure to Wishlist and Follow ScourgeBringer so that youre updated when we go live with our Early Access.
https://store.steampowered.com/app/1037020/ScourgeBringer/
We know that some of you want to know these details before getting the game, so here we are!
First, we want to announce that ScourgeBringer will have Steam cards! Heres a sneak peak of what they will look like:
We hope you like the amazing artworks made by our art director Florian Hurtaut! The Steam cards will be implemented as soon as the Early Access starts.
We also want to share all the available settings in the ScourgeBringer Early Access, coming with accessibility features to make it playable to the largest audience! Heres the full list:
General options:
Languages (English, French, Italian,German, Spanish, Polish, Russian, Brazilian Portuguese, Simplified Chinese, Japanese, Korean)
Type of controller (Playstation / Xbox / Nintendo)
Key bindings
Screenshake (OFF/ON)
Vibration (OFF/ON)
In game timer (OFF/ON)
Data analytics (OFF/ON) (we collect anonymous data concerning your runs to work on the balancing, bug fixing & improvement of the game in general)
Full control rebind
Accessibility:
Game speed (10-100%)
Auto slash (OFF/ON)
Blinking background (OFF/ON)
Text rendering (Pixelated / HD)
Video / audio:
Resolution / fullscreen mode
Framerate (V-sync / 60 fps / no limit)
Pixel perfect (maintain original pixel ratio)
Music / SFX equalizer
That pretty much sums it up, feel free to join our Discord if you have feedback concerning the available options! Dont forget to stay tuned for the incoming Early Access release, there will be some surprises coming with it!
Cheers,
Trish
[ 2020-01-31 16:00:27 CET ] [ Original post ]
[previewyoutube=-a9FrNwU8yY;full][/previewyoutube]
Hello Bringers!
Our Alpha testing has gone very well thus far, thanks to everyone who has played and also submitted feedback.
Because of all this feedback, we feel pretty confident in our roadmap that we have previously published. So therefore, were very excited to announce an official Early Access date: February 06, 2020!
If you havent already, be sure to Wishlist and Follow ScourgeBringer so that youre updated when we go live with our Early Access.
https://store.steampowered.com/app/1037020/ScourgeBringer/
Until February 6th, we will continue to distribute Alpha keys on our Discord and our Twitter so you can potentially give it a try before buying it in Early Access.
If you have already played the Alpha, you might be wondering what you will receive in Early Access! We got you covered there.
In Early Access, right off the bat, we will be implementing an entirely new world, the beginning of our story cinematic and tutorial levels, and general quality of life improvements. Naturally, throughout Early Access, we will continue to update the game as well.
Were so excited to be able to share what weve been creating for Early Access with you soon and we cant wait to hear what you think!
Cheers,
Trish
[ 2020-01-21 15:00:20 CET ] [ Original post ]
We are very excited to announce that well be doing a big open alpha weekend this Friday :)
We will be giving out keys on our Discord and our Twitter starting Friday, January 17 at 5PM CEST, until Monday, January 20th.
Our publisher Dear Villagers will also give out keys on Twitter and Facebook during the weekend, so stay tuned!
With the alpha key, you will get access to the current state of alpha (Update 6) and the key will remain active until the Early Access release.
While you play, if you notice any bugs or have general feedback, feel free to press F1 on your keyboard to give us feedback. You can also share it on the #feedback channel on our Discord. Thanks for taking the time to notify us, that really helps us a lot!
This weekend will be the last chance to receive an Alpha key as well, because were getting very close to the Early Access. We want to focus on debugging and adding new content for Early Access! Dont forget that you can subscribe to Flying Oak Games newsletter not to miss updates & events for ScourgeBringer.
We hope you will have a good time playing ScourgeBringer this weekend and we cant wait to see what you think of the game!
Cheers,
Trish
[ 2020-01-15 16:26:29 CET ] [ Original post ]
Hey there!
We are pleased to release a new alpha build of ScourgeBringer!
We have implemented many balance changes to items, shop, World 1, the altars, the skill tree, and the Super Fury (special ability). Weve implemented, improved and fixed many quality of life features within the game as well.
All of these changes are based on the feedback youve given us over at the Discord and we cant thank you enough for taking the time to write out your thoughts on the game.
We also added Steam rich presence support which is a cool neat feature.
We are now off to work on the next step of our game: early access!
You can see our roadmap here.
Feel free to access the Alpha through our Discord server.
Your feedback on previous alphas have been tremendously valuable, so please keep them coming!
You can read the full patch notes after the .GIF showing you the new Super Fury.
Have fun!
Cheers,
Thomas
New:
- Updated our engine's runtime to something completely different and new. You can expect better compatibility and performances throughout all OS.
- Added high resolution font rendering mode in accessibility settings
- Added support for Xbox Live and Windows Store
- Added Steam rich presence support (the game will tell to you friends in which world you are currently playing)
- Added anonymous analytics support (and a setting to disable them for privacy)
- Added a different sound effect to each drone weapons
- Reworked the skill tree (some skills have been moved, modified, fused, or entirely replaced by new ones)
- Reworked the items (removed irrelevant ones, and added random drops when cleaning rooms)
- Reworked the altars (removed irrelevant ones and added more of them)
- Reworked the Super Fury to recharge over time instead of using tokens
- Moved the combo system to a skill in order to make the learning curve smoother
- Removed demo mode (we'll implement a new a better demo mode soon)
- Made all button prompts clickable by mouse
- The cucumber now has a "purpose"
- The shop will now always have one health-related item, one utility items, and a weapon
- Introduced new enemies to World 1 (bats) and revamped some of them (flies)
- Bosses can now do some zoning to keep the player moving
- Fixes game not starting as borderless fullscreen if borderless fullscreen is set
- Fixes items tootlip being one over another
- Fixed items getting stuck in walls
- Fixes Altar of Blood mouse selection
- Fixes settings having control issues
- Fixes spawning enemy sound looping after game's over
- Fixes drone reload meter to wrongly scale to bonus items reducing the reload requirement
- Fixes Double-Bleeding altar not giving the correct amount of blood
- Fixes typos
[ 2020-01-10 15:32:07 CET ] [ Original post ]
Hey there Bringers! We have some special news for you today. ScrougeBringers exclusive Alpha demo will now be bundled up with Yogscasts JingleJam2019 Humble Bundle: https://www.humblebundle.com/yogscast/yogscast-jingle-jam-2019 As always, feel free to check out our Discord server which we invite all our community to discuss and feedback on the game. See you around, and stay fresh! Cheers, Thomas
[ 2019-12-16 17:00:50 CET ] [ Original post ]
Hey there!
We are pleased to release a new alpha build of ScourgeBringer!
This is a pretty update! It adds a whole new world, with its own set of enemies, mini-boss, and boss.
The skill tree has also been expanded with a new branch that will lead to being able to smash bullets back at enemies! It truly is a game changer!
We are now off to add much more content, well into our roadmap.
Feel free to access the Alpha through our Discord server.
Your feedback on previous alphas have been tremendously valuable, so please keep them coming!
You can read the full changelog after the gif.
Have fun!
Cheers,
Thomas
Note:
- We expectionnaly unlocked the 4th skill branch earlier (once Boss 1 is beaten) because World 2 kind of require it. All the skills will be reorganized/remade later.
New:
- Added a new category of enemies: Alphas, bigger versions of existing enemies (including in World 1)
- World 2 with its own enemies:
- 4 new normal enemies
- 3 alphas
- 1 mini boss
- 1 boss
- A new skill branch with 5 new skills:
- Parry: allows to destroy bullets with the Smash
- Raining blood: bosses drop more skill points
- Dirty barry: start new games with an enhanced revolver
- Manual override: allows to choose a zone of attack when doing the special attack
- Lethal Club: allows to throw bullets back with the Smash
Changes:
- In mouse aim mode, slash, dash, and smash direction will now use the mouse direction
- Reworked bullet contact particles
- Made flies to be less spammy
- Added new gamepad brands to the auto mapping
- Made slash/dash/smash and auto aim less snappy and more accurate
- Made the "!" mark bigger on bosses
- Improved aim assist (less snappy, more accurate)
- Adjusted a bunch of things regarding how smash and other attacks are impacting enemy timings
- Fine tuned the physics and controls when smashing
- Added debug launch options to test specific Worlds or setup:
-
- "-debugStartingLevel 2": make the game to start directly at the second world (mind that using this option will break the "restart" option and make the game to softlock)
- "-debugMap": always generate the same map to quickly test out things
Fixes:
- Fixed map opening sound to repeat if holding the map button while choosing a blessing
- Fixed the drone getting into firing position even when ammo are empty
- Fixed enemies having difficulties to go around corners
- Fixed wall crabs firing toward their walls if the player is right on them
- Fixed ground pound not generating any waves if done next to a wall
- Fixed enemies firing on walls when they try to corner the player
- Fixed special softlocking some enemies in specific conditions
- Fixed bosses attack chances being miscalculated
- Fixed chain stunable enemies
- Fixed clicking to bring up the skill tree might purchase a skill
[ 2019-10-25 12:55:38 CET ] [ Original post ]
Hey there Bringers!
It is time for a new Alpha update! Quite a big one! :)
We moved forward on our roadmap and added the calm hub world. You will start all your runs from here and will be able to pop up the skill tree to enhance Kyhra's abilities!
We also started to give more life to the NPCs which in the future will distill more lore and advises.
Feedback from the community have been quite awesome, as always. Thanks a lot! We hope that we've been addressing them in proper ways, and if some are still to be fixed, don't worry, we'll get there! Please keep them coming!
You can check the full changelog right after this news!
Feel free to access the Alpha through our Discord server.
Let's keep on rocking! We're now working toward our next milestone.
See you around, and stay fresh!
Cheers,
Thomas
Important note:
- All prior settings are reset by this version. This is due to a change within our file format.
New:
- Added the hub world from where every run will start and from where the skill tree is accessible
- Added permanent skill tree (accessible from the hub world)
- Added 13 of the 29 skills
- Added dialogs to the NPCs (they don't have that many lines for now, but the system is fully implemented, hence it'll be easy to add more as we go)
- Added portal to next level when beating the boss (which brings back to the hub for now)
- Added Altar of Blood sounds
- The game now saves your progress (skill points and unlocked skills)
- Added button prompts to tutorial
- Added more juice to the boss HP bar
- Added a setting to disable to the low HP blinking background feedback
- Added a demo mode: using the "-demo" launch parameter will run the game in a demo state with exit and settings disabled, as well as load/save being disabled and defaulting the game with 3 skill points available. The demo can be reset with F3.
Changes:
- Some of the default abilities of Kyhra are now a skill (fast travel, kill combos, ground pound...)
- Keyboard and mouse inputs are now ignored when the window is not focused
- The map will now be locked while in combat
- Simplified keyboard keys and mouse buttons names to be shorter
- All menus now loop when navigating
- Mouse wheel can now be used to scroll through menus
- Made the "!" smashable symbol more visible
- Traps are now disabled when rooms are cleared
- Made the base revolver more precise and the master revolver more impactful
Fixes:
- Fixed super attack soft locking if you hold down the slash input
- Fixed super attack soft locking if you launch the attack right before the only remaining enemy is about to go an invulnerable state (e.g. teleporting)
- Fixed smash sound when spamming the smash input
- Fixed mouse selection having a priority over keyboard inputs
- Fixed mouse selection still working on Altars while the game is paused
- Fixed pause menu being accessible (yet invisible) while teleporting Kyhra
- Fixed gamepad vibrating with low HP warning pattern after the teleportation animation
- Fixed teleportation not properly landing Kyhra on ground
- Fixed boss not being properly invulnerable during its introduction animation
- Fixed gameplay still running during the game over animation
- Fixed inputs still working during the game over animation
- Fixed tutorial mouse inputs
- Fixed pause not being unpausable with gamepad pause button
- Fixed a few typos
[ 2019-09-09 13:00:45 CET ] [ Original post ]
Hello Bringers!
Here comes a new Alpha update! We continued to follow our roadmap and added the fast travel and the temporary upgrade systems.
You will now find Altars of Blood within the ScourgeBringer that will grant you their blessing.
We also continued to address the precious feedback you all have been sending us! Keep them coming!
You can check the full change log right down this news, with a couple gifs to illustrate the new content.
It's also probably worth mentioning that alpha registrations are done by asking our bot on our Discord server.
We're already busy preparing what's next, though we will first work toward a Gamescom demo for next month.
In the meantime, stay cool and hydrated!
Cheers!
Thomas
New:
- Added fast travel through the map (this will later be limited by skill acquisitions)
- Added Altars of the Blood: in each world, you can find an Altar of the Blood that will grant you new powers (Blessings of the Blood) lasting for the current run
- Added 12 Blessings of the Blood
- Added French localization of the tutorial
Changes:
- Enhanced map display
- Upgraded our Linux and macOS runtime (stability and performance improvements on those platforms)
- Removed the unimplemented languages from the settings until they are implemented
- Allowed to bind the "back/share/select/-" gamepad button in the settings (PC only, because that's forbidden on consoles)
- Changed the enemy bullets color to be different than the player ones
- Removed the unused "return to hub" pause option and replaced it with a quick restart option
- The super attack is now automatically slashing, but you can still slash yourself to speed it up
- The game auto-pauses when the window gets out of focus
Fixes:
- Fixed map input style being saved as mouse aiming (and therefore not restoring properly)
- Fixed mouse selection of the mouse aiming setting
- Fixed Linux issues with http requests
- Fixed middle mouse button not being bindable
- Fixed tutorial typos and wording
- Fixed "New Game" not being selected when engaging the main menu with a gamepad
- Fixed returning from pause or menus ghosting the previous input from closing the pause/menu
- Fixed shop items being selectable before they appeared
- Fixed hits on bosses not counting as combo hits
[ 2019-07-29 13:02:02 CET ] [ Original post ]
Hello Bringers!
The launch of ScourgeBringer's alpha has been a blast. All your feedback have been very relevant and helped us to focus on what matters.
Today, we are releasing Alpha 2.
It adds the super attack and revamps the weapon system (including new weapons and items). It also addresses a bunch of the issues you've highlighted, though all not yet, but we'll get there as we publish new updates.
Accessing the alpha: for the time being, alpha access are managed through our Discord.
You will find right after the gif the full change log!
Thanks for your support, and let's continue rocking the feedback!
Cheers,
Thomas
New:
- Added the super attack
- Added 14 drone weapons to drop and find in the shop
- Added 6 new items (most of them are related to the new drone reloading system)
- Added the full level map
- Added an option to disable the mouse aiming when playing with only a keyboard
- Polished the settings and pause menu to have sounds and animations
- Added more gamepad support, and possibly fixing a specific Xbox One controller issue
- Added a deadzone to the aiming stick and slightly increased the moving stick's one
- Implemented the auto-slash accessibility setting
Changes:
- Reworked how the drone reloading works: the reload bar now consists in charging the full bar in order to get back X ammo (X depends on weapon), and it is more required to have an empty clip to reload
- Changed the default drone weapon: it's now a manual revolver
- Removed 2 items that were no more relevant to the new drone reloading system
- Removed the Bodyboulder last bullets upon exploding
- Removed the drone reloading gain from hitting with drone weapons
Fixes:
- Fixed a few typos
- Fixed max HP no being reset after a run
- Fixed scrolling in the settings not being reset when browsing through tabs
- Fixed possible crash if the Settings file doesn't exist
- Fixed gamepad vibrating when playing with keyboard
- Fixed pending money carrying over the next run
- Fixed mini-boss not cashing the correct amount of money if the player is leaving the room too quickly
- Fixed enemies not dropping the correct amount of money
- Fixed world 1 shop room having missing tiles above its northern door
- Fixed mini-boss continuing to fire upon exploding
- Fixed the shop freezing the pending purchase if an unbuyable item is hit before the pending purchase has been cashed in
- Fixed smart aim not snapping correctly to bosses
- Fixed "exit" from pause menu not working if the player just got hit and has invulnerability frames
- Fixed ambient sounds still playing even if the music volume has been set to 0
[ 2019-07-08 14:13:11 CET ] [ Original post ]
Hey hey Bringers!
In regard to our open development process, we are pleased to announce that we started rolling out the first Alpha of the ScourgeBringer!
The game is still highly unfinished and not worthy of a public release on Steam.
And yet, we need feedback from the community to make sure that we're heading toward the right direction. Hence, we are organizing a private Alpha, which we will update regularly with fixes and new content up until it matches the quality that Steam players deserve.
How to get private Alpha access?
Alpha access is, for now, only available through our Discord server. Join us and you will be guided to the preview program registration process.
What to expect?
A real Alpha, which means a totally unfinished game with broken and missing content. As of now, the Alpha contains only one world out of the six planned. There are also a bunch of features missing, which are going to be added progressively to the Alpha as we progress. We posted a road map on the Steam community hub so that anybody can follow our progress.
When will the game release on Steam?
ScourgeBringer will release on Steam when we feel like it has reached the quality you all deserve, with enough content for you to already enjoy playing for extended sessions. This will most likely happen when the game goes out of Alpha and enters Beta through a Steam Early Access. If you want to wait for that to happen, simply wishlist the game and you'll get notified in due time! Hoping to see you around! Cheers, Thomas
[ 2019-06-18 14:27:39 CET ] [ Original post ]
Hey Bringers!
I am Thomas, lead designer on ScourgeBringer. We are super pumped to finally unveil our new game that we are making with sound designer Joonas Turner and publisher Dear Villagers.
ScourgeBringer is a super fast-paced rogue-platformer. You can image it as a blend between Devil May Cry and Celeste. You can jump around, climb and slide on walls, and slash, dash, smash, blast ALL THE THINGS!
http://store.steampowered.com/app/1037020
Join us on Discord or subscribe to our newsletter to get weekly updates about our progress on the game!
You will get the chance to possibly join the alpha / beta of the game and interact directly with the team!
We're looking forward to show more content and blast our way through Steam!
Cheers,
Thomas
[ 2019-03-05 12:16:27 CET ] [ Original post ]
🎮 Full Controller Support
- ScourgeBringer Linux [284.93 M]
- Get the raw feel of a metroidvania through a fast paced rogue-lite
- Slash and shoot your way smoothly with fluid platforming controls
- Sharpen your skills with a frantic combat system focused only on attacking
- Dash forward with other-worldly adaptive music
- Defy a dozen giant bosses holding the secrets of the Scourge
- Explore the infinite depths of an ever changing dungeon
- Uncover mysteries and alternative routes to find mementos of previous explorers
ScourgeBringer is being made with the help of the community!
You can follow its development through our weekly newsletter, or join our Discord and maybe get in the alpha test.
Joining the alpha test will unlock extra rewards within the full game when it will be out on Steam.
- OS: SteamOS. Ubuntu. Debian. Arch Linux
- Processor: 1.5 GHz CPUMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: OpenGL 3.0 compliant graphics card
- Storage: 300 MB available space
- OS: SteamOS. Ubuntu. Debian. Arch Linux
- Processor: Dual-core 2Ghz CPUMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: OpenGL 3.0 compliant graphics card
- Storage: 300 MB available spaceAdditional Notes: XInput compatible controller recommended
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