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Hello guys, Giving you a little update on game development and our future plans, because there was a long time since last news, but we sure want you to know that we’re still alive and active. We’ve finally finished local coop at functional level and now we’re slapping together some kind of user-interface, before releasing it. Also there are some halloween-themed content that we’ve failed to deliver in time and also a couple of new tilesets. In a week or two we’ll finish minor polishing and we’ll be ready for releasing the update. Also we will rebuild our demo version that already has a huge functional gap from actual version of the game and does not demonstrate it properly. Meanwhile, we’ve revisited our development plans and decided to cut them a little in order to keep more realistic approach in light of our development rate. Sadly we’ve decided to left story mode behind, as well as any other modes beside main one. This will keep us focused on the main game features and we hope that the final project will be better. In light of this little downscaling we’ve dropped price to $9.99 and promise not to increase it after official release out of Early Access. We will keep you in touch about any change about the development.
Hello guys, Giving you a little update on game development and our future plans, because there was a long time since last news, but we sure want you to know that were still alive and active. Weve finally finished local coop at functional level and now were slapping together some kind of user-interface, before releasing it. Also there are some halloween-themed content that weve failed to deliver in time and also a couple of new tilesets. In a week or two well finish minor polishing and well be ready for releasing the update. Also we will rebuild our demo version that already has a huge functional gap from actual version of the game and does not demonstrate it properly. Meanwhile, weve revisited our development plans and decided to cut them a little in order to keep more realistic approach in light of our development rate. Sadly weve decided to left story mode behind, as well as any other modes beside main one. This will keep us focused on the main game features and we hope that the final project will be better. In light of this little downscaling weve dropped price to $9.99 and promise not to increase it after official release out of Early Access. We will keep you in touch about any change about the development.
This one was planned as a quick balance and performance patch. It turned out as a complete revamp of existing combat and loot mechanics. We’ve added new weapon-grade - Obsidian. It drops on the later stages as substitute for Fine grade. Runic weapons are fragile uber-weapon with highest DPS in the game now - their use is a risky decision for a player, as runic weapon will worn down to the basic state very fast and will not be as usefull as even shattered obsidian. Overall damage-per-second was increased in favor for more dynamic and frantic combat. Also we’ve made enemies faster and introduced player slowdown when he moves in opposite direction form the cursor. We believe it wil lmake the game much more challenging and fun even in early-game. Upgrade system had undergone some changes too. Health upgrade is twice as powerfull, agility and speed upgrades combined into one and secondary-weapon upgrades are added. Right now you can upgrade your secondaries twice - bow and crossbow will get damage boost for each upgrade and magic will get more charges. The resources and code were heavily optimized for better performance- game’s directory was nearly halved in volume, RAM usage decreased from unbelievable 1.3GB+ to more gentle 400-500MB and initial load duration was drastically reduced. Also, there are now less CPU-devouring operations every frame, so FPS must not drop on higher levels even on fairly old machines. Monsters will try to pickup crowns from the floor now. It will give them some protection and standart 1.5 damage buff, untill you knock crown down (while damaging it). So be ready to grab it as fast as you can. A bunch of countries are added to PolandRift, btw.
This one was planned as a quick balance and performance patch. It turned out as a complete revamp of existing combat and loot mechanics. Weve added new weapon-grade - Obsidian. It drops on the later stages as substitute for Fine grade. Runic weapons are fragile uber-weapon with highest DPS in the game now - their use is a risky decision for a player, as runic weapon will worn down to the basic state very fast and will not be as usefull as even shattered obsidian. Overall damage-per-second was increased in favor for more dynamic and frantic combat. Also weve made enemies faster and introduced player slowdown when he moves in opposite direction form the cursor. We believe it wil lmake the game much more challenging and fun even in early-game. Upgrade system had undergone some changes too. Health upgrade is twice as powerfull, agility and speed upgrades combined into one and secondary-weapon upgrades are added. Right now you can upgrade your secondaries twice - bow and crossbow will get damage boost for each upgrade and magic will get more charges. The resources and code were heavily optimized for better performance- games directory was nearly halved in volume, RAM usage decreased from unbelievable 1.3GB+ to more gentle 400-500MB and initial load duration was drastically reduced. Also, there are now less CPU-devouring operations every frame, so FPS must not drop on higher levels even on fairly old machines. Monsters will try to pickup crowns from the floor now. It will give them some protection and standart 1.5 damage buff, untill you knock crown down (while damaging it). So be ready to grab it as fast as you can. A bunch of countries are added to PolandRift, btw.
There is a problem with our Steam settings. The game should be in Early Access for now, but something went wrong. We're working on it, big sorry for the inconvenience.
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