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Name

 Indivisible 

 

Developer

 Lab Zero Games 

 

Publisher

 505 Games 

 

Tags

 Indie 

 

RPG 

 

Singleplayer 

Release

 2019-10-08 

 

GameBillet

 31.85 /

 

 

Steam

 € £ $ / % 

 

News

 41 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Mostly Positive 

Steam store

 https://store.steampowered.com/app/421170 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Indivisible Linux [36.05 M] 




LINUX STREAMERS (2)
kylinuxcastlinuxgamecast




Patch Notes - #42940 - August 3, 2020

After quite a while since the last update, we have a new patch with a bunch of bug fixes!

[h2]General[/h2]


  • Hunoch is now playable in co-op!
  • Hunochs additional attacks now cost of a pip.
  • Baozhai and Kampan now have ammo displays.
  • Fixes for Phoebe battle AI.
  • Fixed Regional Delicacies icons showing up on the map before Kogi was recruited.
  • A bunch of Japanese localization updates.
  • New ninja vanish pose for Ren to use when leaving cutscenes.
  • Soldier Enemy - Lengthened their post-shot reload time so players have a longer window to interrupt them.
  • Soldier Enemy - Modified the Port Maerifa variants damage value to be more reasonable. Adjusted Port Maerifa / Act2 first-visit Iron Kingdom variants damage to be slightly lower.
  • Soldier Enemy - Updated the very first Soldier fight (after recruiting Baozhai) to have a proper battle speed.


[h2]New Game+[/h2]

  • Fixed an issue that made it possible to miss the bow pickup in Vimana.
  • Fixed a bug causing Kabandha in Ashwat to stay underground.
  • Fixed an issue where Ratna and Mani would reappear in Ashwat when they werent supposed to.
  • Up through your first visit to Port Maerifa, Incarnations are now forced to appear in the world when you reach the cutscene where you first meet them, even if they were granted to you at the beginning of NewGame+.


[h2]Razmi Challenges[/h2]

  • Fixed Platinum threshold for Challenge #5, which was too short and basically impossible to achieve.
  • Fixed a bug that caused Challenge #40 to be unavailable after youd played it once.
  • Slightly widened an air dash gap in Challenge #34
  • Fixed several instances of spike collision not being marked as on all sides. Should fix being able to stand on spikes without getting hit.
  • Updated the platinum rank star color


[ 2020-08-03 19:25:47 CET ] [ Original post ]

Razmis Challenges DLC Available Now!



We are excited to announce that Razmis Challenges, the first DLC for Indivisible, is launching today!



Razmis Challenges consists of Forty specially crafted levels that will test your platforming and combat skills. Perfect your technique, and learn some new ones, as you use Ajnas abilities to get through each cunning construct. Each level allows only pre-selected abilities, so youll need to combine actions in new ways to succeed. And if you dont succeed? Razmi will be very pleased with her handiwork.



The challenges will appear in Ajnas inner realm once you reach Mt Sumeru for the first time (or if youve saved past that point). If you are playing from the beginning, challenges will unlock as you learn new abilities.



We hope you enjoy Razmis Challenges!

https://store.steampowered.com/app/1233840/Indivisible__Razmis_Challenges/


[ 2020-05-07 18:00:13 CET ] [ Original post ]

Razmi's Challenges DLC Announcement

Razmis been hard at work inside Ajnas brain! Shes crafted a series of fiendishly clever challenges that will require Ajnas unique set of skills to complete. Its Indivisibles first official DLC and its available this Thursday, May 7th, on PS4, Xbox One and PC for $7.99!



Constructed by everyones favorite shaman, Razmis Challenges features forty unique levels that will test Ajnas platforming and combat prowess. To make sure each level isnt too easy, Razmi allows only a handful of abilities to be used in each one.



You can access the challenges by talking to Razmi in Ajnas Inner Realm after reaching Mt. Sumeru for the first time. As you progress through the game and acquire more traversal abilities, more challenges will be unlocked!

Look for Razmi and her fancy tent, just dont ask where she got the materials for it.



Your progress through Razmis Challenges is saved along with your regular game. Make sure you save your game before you log out at the end of your session or your progress will be lost.



We hope you enjoy playing though Razmis Challenges as much as Razmi is excited to see Ajna fall on her face trying to complete them!



https://store.steampowered.com/app/421170/Indivisible/


[ 2020-05-04 20:39:19 CET ] [ Original post ]

4-Player Couch Co-op and New Game Plus now available!

Dearest Indivisible fans, today we have the juiciest of FREE updates for you!
Certainly these updates are also free if you are Indivisible-ambivalent or even an Indivisible detractor, but they're not for you, then, really...

IT'S FINALLY HERE!

Upon updating your game today, you shall receive...4-Player Couch Co-op and New Game Plus![h3]As well has a boatload of fixes, additions, and balance adjustments![/h3]...for console players, these updates should be live tomorrow morning, April 16th.

Version number: 42416

There's a lot to list, so I'm gonna break it up by type:

[h3]4-Player Couch Co-op[/h3]
That's right, up to FOUR BEINGS CAPABLE OF HOLDING CONTROLLERS can now play Indivisible together! Just plug in more controllers and you're good to go - drop in and out at any time. Co-op players control the Incarnation of their choice, and explore the world along with Ajna, in both platforming and battle!

Major bits:


  • Up to four players! Have we said it enough? <3 is so last year, the new hotness is <4! :^)
  • Drop-in multiplayer: just plug in a controller and hold a button! Config is automatic for XBox or PS4 pads, but if you wish to manually configure the buttons for extra players, go to Controller Setup from the pause menu and press F2 to cycle between players.
  • Play your favorite characters in a whole new way! The Incarnations have been fully implemented with platforming abilities, and they're each unique! Jump-cancels, dashes, healing, EX moves by spending Iddhi...try them all! "All", that is, except Hunoch. We had trouble tearing him away from blasting his quads...something about "lookin' ace for the scouts"? But he's coming in a patch later this week. After leg day.
  • Control multiple characters in battle! On the Party Select screen, any player can press the corresponding face button for the slot(s) they want to control. Player 2 can control up to 3 characters in a 2-player game, etc. To unassign a player from a slot, Player 1 can highlight the slot and hold the L+R buttons / Block and Shoot keys.
  • Not enough controllers? No problem! To play co-op with the keyboard as a separate player, use the Launch Option -player1keyboardonly. This will assign the keyboard as Player 1, allowing any controllers to be Players 2-4.
  • Want to play co-op, but don't have any gamers stuck in the house with you? Try Steam's Remote Play Together, or Parsec, for that online co-op experience right from your own computer! We filmed the promo footage with Parsec - it worked great!
  • Want to beat up your friends? There's a "Friendly Fire" option too!


Small notes:

  • Player 1 still controls the menus, NPC interactions, cutscenes, and all that jazz. Razmi is cool and everything, but Ajna is the reason we're here.
  • Co-op players gain more double jumps as Ajna gains her abilities, but they gain some abilities along with her too! Just like Ajna they can slide, wall jump, dash, and break axe walls, as well as perform the Pirate's Leap, Scallywag Spring, Air Dash/Angwu's Blessing, and all the levels of Heruka Hustle!
  • There is a co-op help menu item in the pause menu with basic instructions.


[h3]New Game Plus (NG+)[/h3]
Beat the game, experienced the five stages of grief, and wanna beat it again? We've got ya covered.

Major bits:

  • After beating the game, play it again with all your levels, upgrades, and Incarnations and base form Heruka abilities returned to Ajna after she discovers her powers.
  • Unlock an additional color for Ajna specific to New Game Plus! For plot reasons!
  • Enemies and bosses are harder this time around! OH MY GOODNESS are they harder. I hope your Clean Blocks are up to snuff..!
  • Meet an additional fan-favorite Inner Realm Incarnation, and fight the new Regional Delicacies for even more extra challenge!


[h3]That aforementioned boatload of fixes, additions, and balance adjustments![/h3]
We've done so much I honestly can't remember it all. Here's the bits I do remember. :^P (I'll add more as people on the dev team tell me things I forgot.)

  • Rebalanced late-game enemies to be more difficult!
  • You can now change your party in battle! HOT DIGGITY. However, swapping party members in from the Reserve during battle costs 1 bar of Iddhi and will leave them very slow until they fill one action. HP and status effects follow characters, like you'd expect.
  • Because of co-op, enemies will now "burst" if they've been in hitstun for a long time outside battle. No more cheesing enemies to death or infinite juggles with the bow, sorry.
  • Once you have reached the last save point, to aid in completing side quests more quickly you can now return to the Leylines from any Save Bell.
  • Added "Load Last Checkpoint" menu option. Does what it says, for those instances where you want to repeat yourself. For those instances where you want to repeat yourself.
  • The end credits have an all-new piece of music from Kikuta-san himself! It fits the mood much better, but if you want to hear all of it you'd better gather up those Incarnations..! (The previous credits music is now played if you watch the credits or the Contributor Credits from the pause menu.)
  • Updated the credits and the Contributor Credits. You can watch the Contributor Credits from the title screen, too.
  • Fixed a great many camera bugs, environment bugs, cleanup errors, and text bugs.
  • Fixed several occasional black screens skipping cutscenes on PS4.
  • Fixed several out-of-world exploits, none of which were particularly useful for speedrunning I hope.


And the SPOILER-related list:

  • Using Nature's Bloom on several enemies while standing on one will no longer cause the one you're standing on to unfreeze.
  • Made it much easier to jump again immediately after landing during Heruka Hustle.


And finally, extra-special thanks to the person who reminded me that I needed to update the store page with shared co-op so that Remote Play Together would work. Thank you! :^)


[ 2020-04-15 11:14:47 CET ] [ Original post ]

New Game+ and Couch Co-Op Launch Next Week!

**UPDATE**
April 1, 2020

Hey, everyone! We are going to have to push the release of New Game+ and Couch Co-Op to next week. Unfortunately, this isn't an April Fools' joke. We apologize for the inconvenience and appreciate your patience as we make the update as solid as it can be for release!


We are excited to announce that our next game update will include two new game modes! New Game+ and Couch Co-Op will be arriving on all platforms for FREE on April 2nd.

New Game+ lets you replay Indivisible with abilities, weapons and incarnations acquired in your previously completed game. Right from the start, youll be able to access secret areas and take shortcuts that require advanced abilities. Youll also have your full roster of friends fighting alongside you, because everyone should get the chance to help smash Lord Ravannavars face in!



Dont think its going to be easy! Weve made all the enemies tougher and added a number of twists along the way to keep you on your toes.

Oh, Ajna also has a brand new look inspired by the finale of the game.



If you've previously completed the game, we will try to automatically detect your progress and add a "Game Clear / New Game+" button to your save game files. Some players may need to complete the final challenge of the game one more time. Weve added a bonus track to the end credits by Indivisible composer Hiroki Kikuta as a reward! It's a preview of the OST PLUS album that will include demos, outtakes, alternate versions, and 'inspired by' tracks from the Indivisible soundtrack that is being released by Scarlet Moon Records on April 21st.

Couch Co-Op allows you to play Indivisible with up to three additional local players! Plug in extra controllers and jump in and out of the game any time you aren't in combat. Your friends will be able to run alongside Ajna (always Player 1) and use basic jumps to keep up while exploring. Additional players don't have Ajna's leaping and axe hang skills, but that's okay. When they fall behind, they'll be able to instantly teleport to Ajna's position.



Once a fight starts, each player is in control of their incarnation and all of their attacks! Theres no fun like beating up on a Pindayar with your besties!

Look for the update across all platforms beginning on April 2nd.

We hope you enjoy the new modes! Thanks for being fans of Indivisible.



How to start NG+:


  • After downloading the update, if you've previously completed Indivisible, look for the "Game Clear" button. Press it and get started!
  • If it does not appear, you will need to complete the final challenge of the game and watch the credits, even if you previously completed the game.
  • When prompted. Save your game into one of the save slots.
  • The next time you open the Load Game menu, youll see a new button appear in the save slot.

  • Press the button!

  • Youre good to go! Have fun exploring with New Game+!


    How to start a Couch Co-Op game:

  • Plug in 1-3 extra controllers
  • Press an attack button
  • Done! Go have co-op fun!




  • [ 2020-03-31 20:05:48 CET ] [ Original post ]

    Patch Notes - #40093 -

    Title screen build number 40093

    PC
    (Added Japanese text to the PC versions! Thank you for your patience. :^)

    Spoilers
    - Fixed the Manote's second summon group so it comes out even if the enemies from the first group are alive, again.

    Balance Spoilers
    - Updates to Frug and Paidal. Sorry, I'm unable to be more specific at this point. :^)


    [ 2019-11-30 00:17:37 CET ] [ Original post ]

    Patch Notes - #39986 - Nov 25th, 2019

    Title screen build number 39986

    General


    • Added a 4th digit to the hits counter; new maximum is now 9999!
    • After running up and attacking, characters now stay in place until the player's combo fully ends instead of running back to their idle position after about half a second. Should help with combos.
    • Hitting a sprite that's being grabbed now correctly deals armored damage to the victim without liberating it from the grab. Fixes a LOT of things.
    • Fixed a sprite culling bug - stretched sprites are now properly displayed onscreen even if their origin is offscreen.
    • More environment fixes!
    • More credits fixes! We even sped them up so the end-game credits are a whole two minutes faster! And here you thought the excitement was dying down...!!!!!!!!!!!
    • Upgrade/Ringsel info line at the top of Party Select no longer cuts off the end after you have enough upgrades/Ringsels to make the text really long.

    Spoilers
    - Fixed a bug where the some attacks from the Preta (evolved Hungry Ghost) would mistakenly cost you Iddhi after recovering from Clean Blocking them.
    - Status effects now correctly apply when you hit armor.
    - You can Hustle into Tanks again without starting a battle, because it was fun. :^)
    - Added a small unskippable section after the Port Maerifa Chakra Gate cutscene to make it more difficult to accidentally skip the following cutscene.
    - Fixed Garuda occasionally doing his flyby at the wrong height.
    - Improved the Clean Block tutorial in Vimana.
    - Removed Nuna from Hunoch's quest if she's not in your party yet.
    - Incarnation motes now travel back to Ajna in a maximum of 44 frames, instead of a maximum of "never actually getting there". :^)
    - Ajna being thrown while next to a wall no longer spawns Incarnations inside the wall when battle starts.
    - Corrected the attack indicator for Frug's roll.

    Balance Spoilers
    - Updated some Oont (wizard) damage values, hitboxes, and made some attacks Clean Block only.
    - Altered behavior of Pelesit (insect/bottle): bottle idle initially has lots of hits of armor; snap speeds up all enemies.
    - Gremlin (gremlin :^) taunt increases their battle speed.
    - Updated damage for Rompo (chainsaw wolf), Gremlin, Pelesit, Fallen Deva (rainbow ring).
    - Rompo now summons some friends by howling; only once per battle.
    - Iron Kingdom Soldiers now reload after firing, but the reload animation counts as not part of their turn. If you interrupt it, they will have to waste a turn reloading next time.
    - Soldiers will now shoot at you from farther away during platforming.
    - Makara (alligator) now has armor, instead of blocking.
    - Yaksini (naga) will now KISS ya if it lives long enough. Bewaaaaaaaaare!
    - Late-game Hungry Ghost lick applies Slow, is Clean Block only.
    - Re'em (goat/ram) is now 80% as big. Still 100% as adorable.
    - Multiple updates to the Waieri (shaman sitting in a shell).


    [ 2019-11-26 00:44:08 CET ] [ Original post ]

    Patch Notes - #39810 - 11/13/2019

    Title Screen Build Number: 39810 / PS4: 1.06 / Xbox One: 1.0.0.8

    General

    • Fixed a few more issues where you could outrun the world loading and end up in walls or fall into the abyss (Ashwat, etc.)
    • Battle bugfixes:
      • Characters and enemies spread out from walls again, inadvertently removed after the last Backer Preview.
      • Sprites remember their last grounded position if they fall into a pit, and try to drop down from high platforms if they're way higher than their target.
      • Inputting a super on the exact frame a normal attack begins no longer just wastes iddhi without actually doing a super.
      • In addition to pressing both buttons simultaneously, Ajna's heal super now has an alternate input of "Hold Meter Burn and press All Guard", the same way all other supers can be input as "Hold Meter Burn and press an attack button." Hopefully this helps!

    • The in-game timer now ignores all loading times!
    • Tweaked various colors throughout the game to look better. Ren is now EVEN MORE FABULOUS.
    • Fixed clipped sprite shadows.
    • Fixed a bug in the sprite culling routine; prevents multi-part sprites from randomly flickering. Oops.
    • The Contributor Credits are now accessible from the title screen! Previously you could only view them from the pause menu. Thank you, person on Twitter, for indirectly pointing this out. <3
    • Game-wide environment polish.
    • Fixed another possible bug if Ajna is held at the edge of a diagonal wind region.
    • Even more credits fixes! The fun never ends!

    Console Only
    • PS4 in-game timer no longer counts time spent in rest mode.
    • Adjusted the base volume for sound effects on PS4, it was way too loud before compared to other platforms.
    • Fixed a bug with sprite silhouettes on PS4.

    Spoilers
    - Polished various Incarnation quests.
    - Fixed a progression issue in destroyed Lhan.
    - Fixed position of effects on Ajna's real cool pose late in the game.
    - Added extra checkpoint saves after completing various quests.
    - Removed the ability to trigger Kaanul totem cutscenes while in battle.
    - Fixed another bug with wind in the desert.
    - Wootz no longer gets an unavoidable first attack if you skip the pre-fight cutscene...thought you were real sneaky, didn't ya, Wootz? :^P
    - Put Maha Ravannavar in his place. Literally and figuratively.
    - Cihuateteo (useful birds) for platforming will now respawn without requiring you to leave the screen and come back.
    - Relocated a Kabandha from Kaanul where you often got knocked onto spikes.
    - Fixed up some Nature's Retribution shortcut spots in Mid Sumeru.
    - Iron Kingdom Soldier pitched battle now uses the correct type of Soldier.
    - Fixed a potential softlock, and other bugs, during Garuda's fight.
    - Fixed Nature's Retribution's text on the Abilities screen.
    - The Maha Ajna fight now will only fill your party with Incarnations you are currently able to play as. :^P It will also correctly fill your whole party, instead of leaving a blank spot if Dhar was already in the party.
    - If Ajna is alone in battle, she's always in the "first" position. Fixes various bugs.
    - Dhar dhoesn't take dhamage, or grunt, if you enter battle with the first Hungry Ghost without attacking it.
    - Removed the ability to remove Dhar from the party before he has come out the first time, so he actually comes out at that point. :^)
    - Added a Clean Block tutorial in Vimana.
    - Various enemies now behave properly when tangled, instead of looking around anyway.
    - Fixed a bug where you could get irrevocably stuck in terrain with a pixel-perfect slide into a tunnel.
    - Improved that new cutscene we added before the last boss.

    Balance Spoilers
    - Late-game Belu regular slash is Clean Block only.
    - Belu's swan dive attack, Belu Flop (of course!), is now Clean Block only.
    - Ahools (bats) in desert now fight in groups. Grr! Reduced HP/XP/damage to compensate.
    - Ahp (hair ghost) has the correct chance to Drain.
    - Boss Ren actually does stuff, and no longer dies in one hit. He spent the last few years building up an immunity to iocane powder, you see...
    - Updated HP of Paidal (sword guards) guarding Yan.
    - Various Paidal can do various attacks they couldn't before.
    - Fixed battle indicators on the Oont (wizard).
    - Rakshasa (big demon) slash and bite are now Clean Block only; other balance adjustments; fixed a bug where it would occasionally disappear while still onscreen.
    - Nerfed midgame Bandit (bandit :^) HP.
    - Re-added a removed Frug (coconut frog) attack.
    - Kinnari (extremely poised horse creature) tail stab is now Clean Block only.
    - Preta (bipedal Hungry Ghost) can now slap ya face again.
    - Yahui (snake lady) balance adjustments, improved the telegraph for swipe.
    - Iron Kingdom Tanks will now attempt to start battles with you when hit, instead of never.
    - The gold Paidal very late in the game now does a sane amount of damage. :^P
    - Added an extra attack for the Manote.
    - Allowed you to reach Ren in Tai Krung properly even if you sequence break to get there.
    - Tzitzi balance adjustments; Dash attack is now Clean Block only.
    - Unknown Meownster (????) can no longer miss with melee attacks when it gets bigger. Rawr!


    [ 2019-11-13 20:31:56 CET ] [ Original post ]

    Patch Notes - #39504 - 11/7/2019

    Title screen build number 39504

    General

    • Added musical fanfare to all the "Get" screens.
    • Enabled better culling of sprites to improve framerate! Sprites that aren't onscreen are totally skipped. (If you encounter problems with sprites not displaying or flickering, tell me in the comments so I can instantly feel terrible. :^)
    • Improved shadow performance across all platforms; also improves framerate.
    • Continued, the balance updates are! Mmmm. Yes.
    • Additional environment and camera polish.
    • Even more credits updates! Edge-of-your-seat action every time!

    PC Specific
    • Fixed a freeze on startup on some computers! The default video (in case a video fails to load) was not a valid video file. It has now been replaced with something appropriately ridiculous. :^)
    • Steam version now writes savedata in a much more fault-tolerant way, to help prevent loss of savedata if it crashes while writing.

    Console Specific (PS4 1.05 / XBox 1.0.0.7)
    • PS4 no longer shows a fullscreen flash of color before playing videos!
    • Fixed z-fighting issues in certain cutscenes on XBox.
    • PS4 now tracks progress in the case of several trophies that had multi-part requirements, so they don't have to be done in one session. You still have to do all the parts to get the trophy.
    • Potential fix for videos randomly playing very slowly on PS4. (Perhaps this helps the issue some players had where the ending video was way out of sync with the music.)

    Spoilers
    - Fixed a bug in the cutscene determining how many of the first three Chakra Gates you had unlocked. Gameplay is unaffected.
    - Removed I-accidentally-a-savepoint in Ocean of Milk.
    - Fixed issue where you couldn't focus in battle against the Serpent Queen.
    - Fixed an issue where Ajna would jump during her turn if you got in battle in a very specific spot in Kaanul.
    - Added a cutscene before the last boss to help new players figure out what to do a bit more quickly. (;_;)7
    - Removed extra debug Ringsel from Kaanul, because you could hear it from inside the level. Oops.
    - Added a missing "..." in French. :^P
    - Fixed bugs in Leilani and Ginseng's quests.
    - Fixed a group of Iron Kingdom conveyor belts that correctly changed direction, but didn't change direction visually.


    Balance Spoilers
    - Adjusted AI behavior and damage/HP/XP for Cihuateteo (useful birds).
    - Made Ahool (bat) more difficult later in game, and made 'em smaller everywhere.
    - Ahp (hair ghost) drain attack now does a percentage of your maximum HP; for the more-powerful versions, spit and drain can apply poison.
    - More damage and HP adjustments throughout the game.


    [ 2019-11-08 00:38:02 CET ] [ Original post ]

    Patch notes! Build #39320, October 23rd

    Title screen version number: 39320
    This version SHOULD also now be live on PS4 as version 1.04, and XB1 ... sometime soon?

    If you were on the Unstable build, you can go back to the normal build now and your savedata should be okay.

    General fixes:

    • Adjusted Enemy HP, damage, and do-they-block-or-not for many late-game enemies, as well as in quests. Begun, the balance fixes have!
    • Updated the save file format, files are much smaller. Old saves still work! They will be automatically converted.
    • Fixed more battle softlocks.
    • Fixed garbled text in Korean and Chinese.
    • Save/load screen now defaults to the most recently used save slot.
    • Options menus now remember the former cursor position when you back out of a submenu.
    • Collapsing collision no longer restores itself in battle; fixes some possible softlocks.
    • Various translation fixes, Ajna no longer says a German line in the Italian version, etc.
    • Fixed various textures appearing as pink before they were loaded.
    • Fixed a bug where you could hit collision that was disabled; fixes several crashes when attacking random walls.
    • Adjusted level links to prevent several situations where you could outrun collision appearing before it loaded and either get stuck or fall into the abyss.
    • Fixed a possible crash when collecting a Ringsel juuuust right.
    • Level-up screen for killing enemies during platforming now correctly displays that you only earned 1/3 the XP you would have from killing that enemy in battle.
    • Dialogue bubbles are somewhat better positioned vertically, instead of all being the same height.
    • Updated the credits and the backer credits! YEAH! There are more credits updates to come, please remain appropriately excited! :^)

    PC only:
    • The game now mutes itself if the window is unfocused. Use Launch Option
      -dontmutewhenunfocused
      to disable this.
    • Divided up the data differently between packages to reduce future update sizes! This one will be the full game because everything changed, but after this they'll be MUCH smaller!
    • Fixed crash on startup on dual-core machines.
    • The "Got Character" screen now properly accepts the Esc and Enter keys.
    • Fixed a PC-only possible scenario where the save data could be corrupted if the game exited at just the right time.
    • Fix crashes related to potentially reading from uninitialized memory on certain versions of Windows.
    • Accidentally improved loading times somehow!
    • Added the -win Launch Option to force the game to start in a window.

    Console only:
    • Overall framerate improvements on PS4.
    • Drastic speedups in battle on PS4 and XB1!
    • Fixed a console-only possible scenario where the save data could be corrupted if the game crashed at just the right time.
    • Fixed a rare crash on XBox without internet. (The game doesn't use the internet for anything, but the crash was related to this.)
    • Fixed some objects appearing in front of cutscene fades on PS4.

    Spoiler'd:
    The spoiler tag doesn't like lists - it makes them difficult to mouseover - so this is an old-style hyphenated list! How nostalgic...

    - All the helpful useful ability-related enemies in various areas now have unlimited lives.
    - Fixed non-functional collision in Nuna's quest!
    - Fixed a possible softlock during Leilani's quest battle.
    - Removed the Oont (wizard) from Vimana after Tungar; it was lost, and we nicely helped it get home.
    - Fix a rare bug when encountering the Ahp (hair ghost) in Zahra's quest while in battle.
    - Ajna's Lv5 now correctly moves to the enemy's Z position on startup.
    - Lanshi can no longer accidentally waste pips by attacking at the wrong time during the recovery of another attack.
    - A perfect spear throw on Baozhai's Lv1 now adds 66% of the base damage, instead of always adding a flat 1000 damage, because that was a trivial amount later in the game.
    - Ginseng's Lv3 now heals everyone for 40% and revives dead characters ALL the time, instead of only doing this to characters that are at a positive X position in the world. (Oops.)
    - Improved some of Ginseng's sound volumes.
    - The fights while leaving Vimana are now much shorter.
    - Prettied up enemies in Sumeru Base.
    - Fixed Zebei's, Yan's, and Dhar's Inner Realm dialogue so they say the correct things now at various points in the plot.
    - Fixed various bugs with Inner Realm Incarnations.
    - Baz is more of a challenge now! Previously he was balanced for the wrong Act. Oops.
    - Fixed Yan's color 4 being a duplicate.
    - Lanshi no longer takes contact damage from barking at enemies that deal contact damage.
    - Fixed a possible softlock, as well as visual issues, with the conveyor belts in Iron Kingdom.
    - Improved Divine Wheel camera lookahead!
    - Lighting polish in many places.
    - Fixed Baozhai appearing in Ren's IR dialogue even if you don't have her.
    - Pirate's Leap is now actually locked until you get it. :^P
    - Roti now makes footstep sounds while running; Roti now makes NO sounds during all cutscenes.
    - Fixed getting stuck on top of horizontal wind in rare cases.
    - Added various map markers.


    [ 2019-10-24 07:04:36 CET ] [ Original post ]

    PSA: Indivisible and RivaTuner / MSI Afterburner don't get along!

    If your Windows version of Indivisible is crashing on startup - or when you press a key or use the joystick - please try disabling RivaTuner, MSI Afterburner, and any other 3rd-party programs that mess with the graphics card.
    We've fixed some crashes, but I've now helped several people whose game still crashed - all of them had RivaTuner installed, and exiting it fixed the problem in every case.

    Here is a thread from our lead programmer about how to fix common problems!

    Until we can determine the actual problem interaction, please try playing the game with those programs disabled. If it still crashes reliably, please respond to this post and we'll contact you to try and figure out why.

    Thank you!
    :^)


    [ 2019-10-18 05:38:08 CET ] [ Original post ]

    "Unstable" build update - Oct 17th - #39261

    For those of you on the Unstable build, we've fixed some more things!
    For those of you on the regular version of the game, please wait patiently while those brave Unstable Build people verify some more fixes, so we can finally update the real game. :^)

    Changes:

    • FIXED possible random crash when collecting a Ringsel.
    • Fixed at least one more crash-on-load.
    • Yay, the change that made update sizes smaller worked! This update is not 2.8 GB. :^)
    • The DLC validation check happens at a better time now, so you shouldn't be able to boot the game directly into a save with DLC colors and have the colors accidentally removed even though you own them.
    • Savedata file sizes are now much smaller than before!
    • Pause menu: backing out of a submenu now remembers your position, instead of sending you back to the top of the menu each time.

    Spoiler'd Changes:

    • Fixed Yan having two colors that were the same. :^P
    • Updated Act 2 and 3 enemies with more blocking, and some health and damage adjustments. It's getting there...
    • Baz now has the correct amount of health, and does his attacks correctly.
    • Bugfix - Lanshi now doesn't damage from barking at enemies that deal contact damage.


    [ 2019-10-17 11:23:07 CET ] [ Original post ]

    Preorder bonuses fixed! - "Unstable" build update - Oct 15th - #39210

    The preorder bonuses and Roti are now available!
    Because of the way we needed to fix it, they're available to everyone, even if you didn't preorder! ...as long as you buy the game before we fix that. :^)

    We've made some updates to the Unstable build!

    • Fixed crash-on-load on dual-core machines!
    • Fixed the buggy text in Korean, Chinese, and Russian on the Travel screen, in dialogue choices, and in the dye shop.
    • The Save/Load Game menus now default to the most recently used save slot.
    • Apparently did something that makes loading faster? I'm not sure what it is, but it worked! :^P
    • Divided the PC packages up better, to drastically reduce the size of future patch downloads.
    • The game now mutes itself when the window is unfocused, except during the startup logo; use launch option -dontmutewhenunfocused to disable this behavior.
    • Changed when the game checks for DLC, so that fast computers can't check before it is enumerated and fail to find the DLC.
    • Fixed major bug - You can no longer hit disabled collision or collision that's in a gameplay layer which is off! HA HA HAHAHAHAHA HA OOPS. This may fix some 'random' PC crashes.
    • Collapsible collision does not restore itself during battles; should fix some softlocks.
    • Performance should be slightly improved, as we are now updating animated objects in parallel. Please be on the lookout for any problems with animated objects (breakable walls, collapsible floors, etc.)
    • Added several people to the Backer credits; fixed spelling errors in the regular credits.
    • Fixed the headers in the inner realm so the text is centered.

    And spoiler-related fixes:
    • ALL Iron Kingdom Nature's-Embrace-required Balloons are now not limited lives! Thanks Discord person for the help!
    • ALL Kaanul Nature's-Embrace-required Cihuateteo (Useful Bird) spawns now have unlimited lives.
    • Fixed a bug that would despawn the Ahp (hair ghost) in Zahra's quest.
    • BUGFIX - One of Ajna's late-game supers now properly aligns with the target at all times.
    • Lanshi no longer has uncancellable sections on parts of his attacks.
    • A perfect spear throw on Baozhai's Lv1 now adds does 166% damage, instead of always adding a flat 1000 damage, because 1000 was a trivial amount later in the game.
    • Ginseng's Lv3 now heals everyone for 40% and revives dead characters ALL the time, instead of only doing this to characters that are at a positive X position in the world. (Oops.)
    • Improved some of Ginseng's sound volumes.
    • Removed the Oont (wizard) from Vimana after Tungar, because it was just weird.


    [ 2019-10-15 14:40:38 CET ] [ Original post ]

    Added "public_unstable" build for testing fixes! - Oct 12th

    Hello, everyone!

    We've created a special "public_unstable" test depot, where I can put up builds that might fix problems! ....they also might have new problems, so be aware of that and definitely back up your savedata before you try it. :^)

    If you don't need specific help with an issue, do not use this build! If you have problems while using this build, you were warned.

    Here's a list of fixes that are currently available in this branch:

    • A fix for "the game crashes on launch". PLEASE try this build if your game doesn't run at all!
    • A fix for "the birds in Kaanul don't respawn". If you're stuck without the Useful Birds because you killed them until they gave up and didn't come back, try this build!
      BE AWARE that if you switch to this version, your savedata will NOT WORK with the regular version of the game until we update it again! You can continue to play this build, though.


    To access this depot:
    • Go to your Steam Library and rightclick on Indivisible
    • Choose "Properties"
    • Choose the "Betas" tab at the top
    • In the text box enter the password imightbeunstable and then click the "Check Code" button. Pressing Enter in the box will just close that whole window without doing anything. That's no fun.
    • Once it says "private beta 'public_unstable' is now available", from the dropdown box above the text box, choose "public_unstable" and then you can close that window.

    The build should download automatically, but if it doesn't you can exit Steam and start it again to force the download.
    If the code doesn't work, and you don't want to wait for Steam to discover it should work, exit Steam and restart it, and it will check right away.

    To switch back to the regular game, simply go back to the Betas tab and choose "NONE". BUT REMEMBER, your savedata won't work until we update that version!

    I hope that was enough bold and italic text that nobody does this unless you really need to. :^)


    [ 2019-10-12 15:01:26 CET ] [ Original post ]

    Patch Notes - Build #39125 - Oct 10th

    Patch Notes, build #39125:
    [previewyoutube=RlCj3gX8MxA;rightthumb][/previewyoutube]PC Keyboard Controls Update!

    • Enter and Esc are now always OK/Cancel, and will bring up the Pause menu.
    • The arrow keys are always available as directions.
    • F1 is now a shortcut to open Party Select.
    • You may also map additional keys to OK/Cancel/Pause or movement directions, if desired.
    • Default controls were moved up to W/A/S/D/Q/E.
    • New default world controls:
      • Q/W/E: Guard / Special / Shoot
      • A/S/D: Attack / Jump / Focus(Dash)
      • Space: Additional Jump button, unless mapped otherwise

    • New default battle controls:
      • W/A/S/D: Character battle buttons
      • Q/E: All Guard / Meter Burn

    • The game will switch between displaying controller buttons and keyboard keys onscreen depending on which input device was most recently used.

      If you have already played the game, your controls will not be overwritten. If you want the new default controls, you may either choose Restore Defaults from the World Controls and Battle Controls menus or use the -defaultkeys launch option in Steam.

    Other Updates
    • Deal A Total Of 2216972 Damage Steam achievement no longer repeatedly pops up progress notifications each time you damage enemies.
    • Battle framerate improvements for all platforms!
    • Using Nature's Embrace on an enemy just as you get into battle with it no longer forces a long wait while it unfreezes.
    • Fixed various other soft locks in odd battle situations.

    A patch for the other platforms is coming sometime soon, and will include all that plus additional fixes:
    • Overall framerate improvements for PS4 and Xbox One.
    • Fixed several crashes or soft locks that occurred when skipping various cutscenes on PS4.


    [ 2019-10-11 02:56:16 CET ] [ Original post ]

    DLC Key and Keyboard Layout Issues

    Pre-Order Rewards and Backer Keys

    First off, a big apology to all of our Backers and pre-orderers!

    We accidentally ordered the incorrect type of DLC codes to send you. The code(s) you received would only work if the DLC items were being sold on the Steam Store, which obviously isn't the case.

    So we need to request a whoooooole new batch of codes and then send them out to all of you exceptionally patient people. We will update you all as soon as possible.

    Regarding Keyboard controls

    Were currently discussing the best way to make keyboard controls more intuitive. We will get back to you as soon as we are ready to make changes, but were working to get this asap.

    For those playing right now, here are the current keyboard defaults:

    Menu Navigation
    ESC = open Menu
    ARROW KEYS = Navigation / Toggle Selection
    Z to Select
    EXC or Z to go back a menu level

    World Controls
    Jump = Z
    Attack = A
    Special = S
    Focus = X
    Shoot = C
    Guard = D
    OK / Cancel = Z / A

    Battle Controls:
    Top Position: W
    Left Position = A
    Right Position = S
    Bottom Position = Z
    All Block = D
    Meter Burn / Special Attack = C

    We appreciate your patience as we work to update these issues!


    [ 2019-10-08 22:03:15 CET ] [ Original post ]

    Now Available on Steam - Indivisible

    Indivisible is Now Available on Steam!

    Indivisible is a hand drawn action RPG platformer from Lab Zero, creators of the critically acclaimed Skullgirls! Set in a huge fantasy world, Indivisible tells the story of Ajna, a fearless girl with a rebellious streak who sets out on a quest to save everything she knows from being destroyed.


    [ 2019-10-08 20:18:00 CET ] [ Original post ]

    Indivisible - Combat and Character Trailer


    The latest trailer of Indivisible is here!

    [previewyoutube=juSdZIKBGk4;full][/previewyoutube]

    Pre-order now to get the "Follow me, Roti" and exclusive Valve skins!


    https://store.steampowered.com/app/421170


    [ 2019-09-26 16:39:58 CET ] [ Original post ]

    Indivisible Animated Opening Revealed



    Check out the FULL animated opening for Indivisible created by Studio TRIGGER and Titmouse with music by Hiroki Kikuta! We are deeply honored to have these titans of the anime and game music industry be a part of Indivisible.

    [previewyoutube=H08y7_AFygU;full][/previewyoutube]


    https://store.steampowered.com/app/421170

    Indivisible releases on October 8th, 2019!

    Get the latest Indivisible news:
    Website - https://indivisiblegame.com/
    Discord - https://discord.gg/indivisible
    Twitter - https://twitter.com/indivisiblerpg
    Facebook - https://www.facebook.com/indivisiblerpg
    Reddit - https://www.reddit.com/r/Indivisible/
    Instagram - https://www.instagram.com/indivisible...
    Tumblr - https://indivisiblerpg.tumblr.com/


    [ 2019-09-20 19:01:04 CET ] [ Original post ]

    Pre-Order Discount Regional Pricing Changes

    Hey everyone,

    We received a lot of feedback on regional pricing for the game following yesterdays pre-order. The main complaint was that prices in some regions were much higher than expected.

    After an exhaustive review, weve significantly lowered the price across multiple regions. These changes are currently live but please keep in mind not every region received a price adjustment. There were a few places where prices were actually lower than they could be, but we havent made any increases.

    Weve also applied a 10% discount on all pre-orders!
    https://store.steampowered.com/app/421170

    If you have previously purchased the game on Steam, simply refund it and re-purchase to apply the price difference. This MUST be done before launch day.

    A huge thank you to our community for all the constructive feedback and support of Indivisible.



    [ 2019-08-10 02:00:47 CET ] [ Original post ]

    Indivisible Release Date and Pre-Order Info

    Indivisible releases on Steam on October 8th, 2019!




    https://youtu.be/Pj0c0mXrtlQ
    Pre-orders for PC on Steam are now available!
    https://store.steampowered.com/app/421170

    Console pre-orders are coming soon.

    You want a pre-order bonus? You got it. Pre-order now to receive the Follow Me Roti! bonus and have Ajnas lovable pet tapir, Roti, follow along on their adventure to save the world of Loka!

    Pre-orders on Steam will also unlock character skins in the theme of timeless Valve games such as Half-Life, Portal and Team Fortress 2. A Portal Companion Cube also awaits in game to make sure you never get lonely! Is there cake too, or is it a lie?


    [ 2019-08-08 17:09:39 CET ] [ Original post ]

    Pre-Purchase Now - Indivisible

    Indivisible is Now Available for Pre-Purchase on Steam!

    Indivisible is a hand drawn action RPG platformer from Lab Zero, creators of the critically acclaimed Skullgirls! Set in a huge fantasy world, Indivisible tells the story of Ajna, a fearless girl with a rebellious streak who sets out on a quest to save everything she knows from being destroyed.


    [ 2019-08-08 16:53:00 CET ] [ Original post ]

    New Indivisible Discord Server, Kushi Altun Gameplay



    Hey, everyone!

    Some updates for you. First, we have a brand new Official Indivisible Discord server and it's great. come over and join the conversation.

    discord.gg/indivisible


    Secondly, there's a new post detailing Kushi & Altun's unique gameplay over on indivisiblegame.com

    https://indivisiblegame.com/2019/03/15/kushi-altun-animations-and-gameplay/



    Enjoy! And thanks for being fans of Indivisible!


    [ 2019-03-22 19:07:36 CET ] [ Original post ]

    Backers! Today is the last day to update your surveys with address and platform info!



    This is it, folks things are starting to get serious.

    Indivisible's launch (date still to be announced) is rapidly approaching. The game is more or less playable from beginning to end, albeit with some bugs and placeholder.

    With the games release in sight, its time to start wrapping things up and lock down orders.

    Today is the deadline to update your survey, change your address, or change your desired game platform.

    While we will always try to accommodate, we can make no guarantees that changes will be accepted after this date, as we need to begin setting up manufacturing and distribution on two continents.

    To change or verify your shipping address or platform, please contact BackerKit customer service here:

    https://indivisible-rpg-from-the-creators-of-skullgirls.backerkit.com/faq#contact-us

    Address changes made through Indiegogo will not be accepted.


    Also of note, we still have roughly 2500 unanswered surveys.

    If you supported the game and have not received any e-mails or surveys from Indiegogo or BackerKit in the last three years, please contact indiegogo (at) labzerogames (dot) com IMMEDIATELY so we can track down your order.

    All unanswered surveys will be defaulted to Steam codes, the DRM-free PC physical version of the game, and L T-shirt sizes, and shipped to whatever address we currently have on-hand.

    Were extremely grateful for your contributions and want you to get your stuff, but if you dont have any way of being reached theres only so much we can do.

    Thanks for your attention to this matter were excited to get the game and goodies in your hands, and this is the first step to making that a reality!


    [ 2019-01-15 20:44:23 CET ] [ Original post ]

    Thorani Animation and Gameplay

    After a long hiatus, were back!

    Between E3, Anime Expo, GamesCom, PAX West, and, of course, making the game, weve been really busy. With those events out of the way, well be working to provide regular updates again.

    Todays update focuses on Thorani, a deva whose cool waters can calm even the most wrathful souls.



    Thoranis hair constantly produces a magical, healing water. She leaves puddles of this life-giving water as she runs around the battlefield and attacks, and these puddles feature prominently in her gameplay.

    If your other Incarnations run over one of these puddles, the puddle will disappear, the Incarnation will be healed slightly, and your party will gain a small amount of Iddhi.



    Thoranis Neutral Attack fires water at her target, up to three times. After damaging the target, the water pools at their feet, ready to help a comrade when they attack.



    Thoranis Up Attack lets her hair down, hitting the enemy and scattering smaller puddles around her.



    Thoranis Down Attack hits the enemy with a wave, leaving a puddle behind.



    Thoranis sole Iddhi Power changes any puddles on the field into rain clouds.

    Rainclouds wont generate Iddhi, but theyre persistent for a while, and heal any party members or damage any enemies that pass beneath them.

    That about sums Thorani up!

    Well leave you with her model sheet and a couple more animations:






    [ 2018-10-05 20:59:27 CET ] [ Original post ]

    Lead Level Designer Blog Post

    Today we have an update from Mathew, Indivisible's lead level designer!

    Read to learn more about what he has planned for the game!



    Indivisible's Level Design


    [ 2018-07-17 21:46:32 CET ] [ Original post ]

    Sneak Preview: Indivisible Animated Opening!

    We've released the first ~30 second of our beautiful animated opening from Studio Trigger!

    Check it out!


    Animated Opening Sneak Peek


    [ 2018-07-09 19:34:59 CET ] [ Original post ]

    Indivisible's Lanshi Coming To a Physical Reality Near You!

    At our Anime Expo panel, we announced that Indivisible's Lanshi would be physically realized by our friends at Sanshee!

    His final size and price are currently unknown. But he's incredibly soft and cuddly, and we plan to release him alongside the game next year!








    [ 2018-07-06 21:47:53 CET ] [ Original post ]

    Writing Indivisible's Story



    Today's update comes from Indivisible's lead writer, Brandon, and discusses the story and dialog writing process!

    Hope you'll check it out!

    http://www.indivisiblegame.com/2018/06/28/writing-indivisibles-story/


    [ 2018-06-29 00:34:50 CET ] [ Original post ]

    Indivisible @ Anime Expo 2018!

    Lab Zero will have booth #3711 and will be showing the latest version of the game!

    We will also be hosting our annual panel!

    LP2 / JW Platinum
    Thursday, July 5th, 4:00 PM - 5:30 PM

    For fans of the game's music, we'll be giving away a sampler soundtrack CD featuring ELEVEN tracks from the game.





    Legendary game composer Hiroki Kikuta will be our guest of honor, and will have two autograph sessions so you can get your sampler signed!

    Kentia Hall
    7/6 - Table 4 12:20 PM
    7/8 - Table 4 12:20 PM

    Hope to see you there!


    [ 2018-06-26 21:12:48 CET ] [ Original post ]

    E3 Trailer and Backer Preview Updated!

    Today we've updated the Backer Preview - if you have access to that, be sure to check it out and give feedback on all the changes and additions!

    For everyone else, please take a look at our E3 trailer!

    https://www.youtube.com/watch?v=MIUSU2KTjjg


    [ 2018-06-08 20:46:36 CET ] [ Original post ]

    Naga Rider: Animated Opening Pre-production Art

    We've been releasing pre-production art from the animated opening being working on by none other than Studio Trigger!

    Today we've got some Naga Rider art for you today.

    Art By: Yoh Yoshinari
    Producer: Naoko Tsutsumi
    Production: Studio TRIGGER

    You can see the rest of it here:
    http://www.indivisiblegame.com/2018/05/07/trigger-op-pre-production-art/




    [ 2018-06-06 21:57:23 CET ] [ Original post ]

    Antoine Is Ready For Battle!

    Antoine is ready for battle! Expect animation streams soon!

    Antoine is also the last playable character we'll be revealing before Indivisible is launched next year.

    Including Backer characters, the final roster will be 25 playable Incarnations!


    [ 2018-05-31 04:00:15 CET ] [ Original post ]

    Indivisible Delayed to 2019



    Indivisible has been delayed until the first half of 2019.

    While we did everything we could to prevent this from happening, the simple reality is that Indivisible ended up being a much larger project than we could have anticipated when the game was conceived way back in 2015. A number of other issues related to shipping a product of this size contributed to this decision, but the main issue is just the sheer number of assets this game requires and delivering them at the quality you expect from a Lab Zero game.

    This was not a decision we made lightly, nor did we make it alone. Needing more time to finish the game meant that we also needed more money. Fortunately, 505 Games has graciously funded the majority of the extension, and Lab Zero will be kicking in our Skullgirls royalties to cover the rest.

    To help us make this new ship date, weve also hired a new Lead Level Designer and a new Lead Writer.

    What we have not done is cut down on the amount of content we promised.

    Not only do we want to deliver the game we said we would, the games structure and story made it virtually impossible to cut levels or make other kinds of easy cuts to reduce the scope of the game.

    As always, well continue to share what were working on through blog posts, streams and events. But until then, below is a sneak peek at some of the things were working on.

    We wouldnt be here without your support, financial and otherwise. And were committed to making Indivisible the best game we can, and appreciate your patience while we get it there.

    Thanks for understanding.











    Backer Preview Update
    With the exception of some new text, weve finished our work on the Backer Preview!

    Mike has been busy fine-tuning the new characters, and thats resulted in changes to how they play. Weve added character hints to help you get a better handle on the characters, and because theyve changed we had to redo some of the hints. Weve also added some new tutorials to explain some of the other new additions.

    Heres what the new character hints look like:


    These hints are meant to be a quick and easy way to learn a characters basics, but for the final release we also plan to add complete movelists for each character, with a detailed description of their battle functionality.

    505 Games is testing the build while we wait for localization of this new text to return, and we should be ready to submit for console certification once we receive the translated text and make the Xbox One patch.

    Weve locked in a release of June 8th with 505 Games. So youll get to play it before the press do at E3, where it will be shown behind closed doors.

    We think youll be pleasantly surprised with everything weve added to the Backer Preview, and look forward to your feedback!

    --

    If you need to update your BackerKit order, such as changing your games platform or your shipping address, please contact BackerKit Customer Support.

    If you have questions unrelated to updating your order, you can contact us at indiegogo (at) labzerogames (dot) com.

    Follow us on Twitter (@IndivisibleRPG), Facebook or Steam for the latest news!


    [ 2018-05-16 18:06:32 CET ] [ Original post ]

    Indivisible Animated Opening Production Art!

    In case you missed the news, Indivisible will feature an animated opening by Studio TRIGGER, creators of Kill La Kill, Little Witch Academia and Darling and the Franxx.

    You can see all of the pre-production art we've released from them here.

    Trigger Pre-Production Art

    The animated opening in now complete... but you'll have to wait until the game is out to see it.

    Until then, we'll be releasing behind-the-scenes glimpses of the work that went into making it!




    [ 2018-05-07 22:21:15 CET ] [ Original post ]

    Kaanul's Enemies

    Between finishing up the Backer Preview Update, Game Developers Conference, getting over con flu, and post-GDC follow-up work, weve been really swamped.

    Todays update is about some of the monsters youll face in the Kaanul region, which we revealed in our last update.

    First up is Tzitzi, the Snake Queens enforcer and adjutant. Using her razor-sharp talons and projectiles, Tzitzi can quickly cut anyone that opposes her to ribbons.








    Cihuateteo are wrathful spirits commanded by Tzitzi and the Snake Queen to
    guard their underground haven from intruders, and capture anyone who would try to escape.








    The titans of Kaanuls cenotes, the Yahui are massive turtle-like reptiles. If their sheer size didnt make them dangerous enough, they can set the flint in their noses and tails on fire and use it to burn their enemies.




    Dont let their cute looks deceive you - thanks to the poison they secrete, Cueyatl are deadly fighters.







    The Cueyatl is actually a variant of a frog monster created by one of our Angel backers, Sawin L. It was originally inspired by a Malaysian proverb about a frog living under a coconut shell. Weve repurposed it as a Cueyatl with his permission, but you can also expect to see them outside of Tai Krung City as he originally intended.


    Huay Chivo are half-man, half-beast sorcerers that live in Kaanuls cenotes. While they usually prefer to feed on livestock, those disappeared as the people of Kaanul moved underground. Mad with hunger, they now attack pretty much anyone and anything that crosses their paths.







    Like the Cueyatl, the Huay Chivo is a repurposed monster created by one of our Angel backers, Derek S. It was originally intended to be a shaman that roamed the Almutah Sands region, and well be reusing it in Kaanul with his permission.


    Backer Preview Update Update
    Were still working hard on the Backer Preview Update, and cramming everything in we can!

    Were aiming to submit it for certification in the next week or so. If all goes well, we hope to have it out in two weeks.

    In the Heres a sneak peek at something else weve been working on:



    --

    If you need help with your Indiegogo or BackerKit orders, we ask that you not leave comments on Indiegogo and instead contact us directly at indiegogo (at) labzerogames (dot) com.

    Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!


    [ 2018-05-01 02:12:51 CET ] [ Original post ]

    Welcome to KAANUL!

    Hi Everyone!

    In today's update we take you into the mysterious world of Kaanul, home of Tlatchlibol players Hunoch and Xiboch. Let us know what you think by commenting below and thanks for all of the support!



    On the far side of the world lies Kaanul, a prosperous nation surrounded by lush rainforests.





    While historically the people of Kaanul were thought of as warm and welcoming, an event shook the world sixteen years ago turned them inward. Kaanuls ruler, the Snake Queen, had a prophecy that an obsidian wind would take all of her people away.

    For their safety, she began moving her citizens into a massive underground Haven they had excavated so they might weather out the coming disaster. Ever since, Kaanuls citizens have lived their lives both above and below ground.



    But recent events have convinced Kaanuls Snake Queen that her prophecy will soon come to pass, and she has ordered everyone to move into the Haven so that she may permanently seal it with a magical barrier. Lead by the Queens adjutant, Tzitzi, the change has been swift and severe.

    To reach the Haven, Kaanuls people had to navigate the treacherous cenotes beneath their city.



    These caves run through a leyline, infusing the water with an energy that causes it to float and take on unusual shapes.



    The Haven itself is meant to be a home beneath their home, a place they can weather the end of the world in peace for decades, if necessary.





    The Haven even features a Tlatchlibol court to keep the people entertained.



    But not even the heroic plays of twin superstar players Hunoch and Xiboch can stop the people from wondering if the Queens prophecy is nothing more than a delusion, and if theyve had their freedom taken from them for nothing.



    Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!



    DISCLAIMER: Please note that everything above is concept art, and subject to change in the final game.



    If you need help with your Indiegogo or BackerKit orders, we ask that you not leave comments on Indiegogo and instead contact us directly at indiegogo (at) labzerogames (dot) com.


    [ 2018-02-06 22:53:26 CET ] [ Original post ]

    New animations gameplay - ZAHARA

    Hello Everyone!

    Happy Wednesday to you! Today we are very excited to share character animations and a little backstory for the incredibly talented Zahara. Let us know what you think in the comment section below and thanks so much for your support!



    Hailing from a faraway land, Zahra seeks to soothe this troubled world with her music.



    Wielding nothing more than her trusty Oud, Zahra is a bard and has no direct means of attack. Instead, she functions purely as a support character, using her inspiring songs to buff the party, as well as debuff her enemies.

    Each of her attacks plays a song, which she will continue to play for a set period of time, until the player instructs her to play another song or until she is interrupted by an enemy.



    Playing the same song repeatedly will stack its effect, increasing its power and duration. Each song has three levels of power, and stacking it beyond that will help prevent it from being interrupted by enemies.



    Zahras Neutral song is Empower. While playing this battle hymn from her tribe, the partys attack power is increased.



    Meanwhile, her Up song is Cheer, a ceremonial melody which refreshes the spirit and increases the rate at which the partys actions recharge.



    Finally, Zahras Down song is Fortify, a soulful dirge which reduces the Iddhi cost of blocking and reduces the damage taken when blocking.



    Zahras Level 1 and 2 Iddhi powers function a bit differently from other characters, as they add additional effects to her songs. And this is where her musical talent really begins to shine.

    Her Level 1 Iddhi power instantly heals the party for a small amount, and will also apply a regeneration effect as long as shes playing a song. The strength of the regeneration effect is also increased with the strength of the song.

    Zahras Level 2 Iddhi power adds a debuff to all enemies while the song is playing, which varies with the song. And, again, the strength of these unique debuffs will increase with the power of the song theyre accompanying.


    • Neutral / Empower: Applies Featherweight effect on enemies, making them float in the air longer to help with juggling.
    • Up / Cheer: Applies Guilt effect on enemies, which causes them to receive a portion of the damage their attacks base damage.
    • Down / Fortify: Applies Confusion effect on enemies, which may cause them to attack each other or themselves.

    As for her Level 3 Iddhi power well, we dont want to spoil everything.

    And finally, heres a look at Zahras final model sheet



    If you need help with your Indiegogo or BackerKit orders, please reach out directly to indiegogo (at) labzerogames (dot) com.

    And don't forget to follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest updates!

    All the best,


    Team Ajna


    [ 2017-12-20 17:20:01 CET ] [ Original post ]

    Naga Rider Animations, and Backer Preview Information!

    Hello Everyone!

    Today's update showcases Naga Rider's animations and gives the latest info on the Indivisible Backer Preview so check it out and let us know what you think!

    Naga Rider



    The hero of Tai Krung City, defender of the dharma, protector of the people: he is Naga Rider!



    A true hero of justice must always have a signature stance! Or several!



    Naga Rider utilizes his Iddhi to manifest psychic armor, forged from his very thoughts.



    Naga Riders Neutral Attack is a three-hit combo, striking with the swiftness of a snake!



    With his Up Attack, his Iddhi takes the form of a rising Naga Spirit!



    With his Down Attack, Naga Rider conjures his thoughtform legless mount and crashes it into the enemy.



    Naga Riders Iddhi Attacks make him even more deadly with bursts of Iddhi energy, vanquishing all evil that stands in his way!



    A snake that kicks? Absurd! Naga Rider unleashes his signature Naga Kick to finish off his opponent!



    Youll have to wait for the final game to see his Level 3 Iddhi Attack, which is centered entirely around his mount!



    Backer Preview Update

    After some additional delays we are currently on track to send the Backer Preview out in about a week! But, as always, keep an eye on Facebook and Twitter for the latest information.

    With the Backer Preview coming soon, we will be charging the following individuals on Friday, October 20th:


    • All BackerKit Pre-Orders
    • The handful of IGG backers that initially pledged less than $30 and later upgraded to a $30-or-over tier

    BackerKit preorders will continue as planned until 12/31, and new orders after 10/20 will be charged every few days.

    And that is all for now. Stay tuned for updates on development updates and other news in the future and thanks so much for your support!

    Best,

    Team Ajna





    [ 2017-10-17 17:11:44 CET ] [ Original post ]

    Welcome to Tai Krung City!



    Tai Krung City is the largest city in Navar State, a bustling metropolis crammed into a narrow mountain crevice.



    Because of its unique geography, Tai Krung is seemingly stuck in perpetual night. The primary source of light outside? The bevy of neon signs adorning the citys many shops and restaurants.











    We wanted the Tai Krung environment to feel lively and lived-in, and we even came up with a fantasy script so that the signs would be consistent.





    Ginseng and Honey are originally from Tai Krung City, where their parents run a popular apothecary.



    Exploring Tai Krung City will not only take Ajna and her cohorts to the citys rooftops, itll even take them through peoples homes!





    At the top of Tai Krung City is Maras Den, a heavily fortified nightclub run by the notorious kingpin, Mara.





    Mara is flooding the city with Ohma, a powerful drug created from the waters of the Ocean of Milk.

    The only thing standing between Mara and complete domination of Tai Krung City is Naga Rider! Expect us to cover Naga Riders animation and gameplay in the coming weeks!

    All the best,

    Team Ajna


    [ 2017-10-02 19:53:44 CET ] [ Original post ]

    Anime Expo 2017 - LABZERO PANEL!

    Hi Everyone!

    If you have some time check out our panel talk from Anime Expo 2017. The entire LZ crew is there and we shared tons of information about character design, level building, and more! Hope you enjoy!

    All the best,

    Team Ajna


    [ 2017-09-05 23:12:07 CET ] [ Original post ]