Roadmap for Eternal Step 2016 So before me and Paul sign off for the year and enjoy Christmas and some actual downtime we want to share with you some thoughts and our roadmap for Eternal Step. Since release me and Paul have managed to get a few content updates out and I'll be honest Paul has pretty much worked flat out since launch with no downtime to get those updates released. It's always been part of our plan to add content and we think we have added a nice amount since launch. But we also have some big plans for next year. Most of the updates we have done so far have been quick things we knew we could get out in a week to ensure we added more random content early after launch. Our plans going forward won't change much however we want to add more hidden and more complex enemies and hidden items. So far all our rare enemies have been relatively easy to spawn, but going forward we hope to add some that are less simple or straight forward to spawn and some weapons that won't simply just drop off enemies. We will start to add some complexity and hide things going forward. We have also added all this content free so far, myself and Paul are not sure if all additional content will be free going forward, however we stand by our studio rule which is not to charge money for any new content unless it's 33% of the base game! We will stand by that with anything we add to Eternal Step. We have loved reading the feedback and watching people play the game etc, it's a little sad to see people so quiet, however it's amazing to see that people have had a good time getting loot. Now before we show you the roadmap I think we need to make sure you guys understand something. The roadmap and updates are totally dependent on me and Paul supporting the game. I have a full time job and Paul is broke and taking extra work just to pay his bills so we have to work on Eternal Step in our spare time. At the moment we have no idea how the game has sold and although we will honestly try and fulfil this roadmap. As I'm sure you all appreciate, we all need to earn sufficient money to eat and pay the bills and can't indefinitely support a game that noone is buying! And as another one of our studio rules is to be honest, that’s what we want to do with you. So do not look at this roadmap as 100% guaranteed, however it's the things we really want to add. Roadmap for Eternal Step 2016 The below is a list of things we want to add to Eternal Step in order of how we would like to add them, however things may change. Rare monsters for every normal type of enemy We want to add the remaining Tower's rares so that each normal enemy has a rare monster that can take you out. One life mode One life mode is going to be the hardcore mode for Eternal Step, where there will be no checkpoints, you cannot pick your loot before going in, and once you die that's it. The mode will feature leaderboards for weekly and daily runs so feel free to post your highest floor and claim victory! The arena A special floor that is a gladiator-like arena with multiple fights and a mini boss at the end. New traps We want to add new traps to boost the current set with some traps being a bit more amusing like the delusion trap. Elevator floor New floor that acts as an elevator to take you up a few random floors. New weapons and armour We want to boost the current selection with even more rare weapons. The cost to create these weapons will start to get pretty high as more and more rare ones are added Random effects for normal weapons We want to boost people using normal non-rare weapons, our idea being to add some random effect statuses that a player can use to activate a temporary boost, so for example a lightning one will add a lightning effect to your weapon. This will give a bit more weight to normal weapons if you don’t happen to find a rare or run out of them. Range weapons and Magic This is going to be a bigger update as we plan to add range and magic to the Tower. We don't want to add another 2 books to the menu though as we feel the menu is getting a little overloaded, so range and magic drops will work more like a Castlevania game. They will drop allowing you to pick them up and use them straight away but you can't store them and you can only equip one at a time. So magic and range will be pickup and use. However we have put a twist on this meaning to unlock more range weapons and more magic you have find the enemy that unlocks it. Once you manage to take down these epic foes they will add that piece of magic or ranged weapon to the loot table of possible drops. We want these enemies to be tough and hard to seek out so happy hunting. The Fragment Machine This machine will allow you to spend fragments to purchase random cards ( you won't be able to select the card) You can spend a certain amount of sword fragments for a random rare card, and the fragment machine might hold hidden rewards also. Weekend Boss We want to create a weekend boss that appears just at the weekend, he will have 4 forms one for each season and will only appear at the weekends giving you some reason to jump in. More holiday content As you might have noticed we have bosses that appear only around certain holidays and then disappear and we want to carry on this trend. This allows us to add rare cards that you can only get at certain times a year. More floors Our aim is to push the floor count to 200 and have a new main boss at the end. New boss forms We want to use our existing bosses and give them new modes and new moves so at higher floors you can come across them again and them offer you a new challenge. Boss floors A floor in which a random boss may appear. Helmets This is iffy at best at the moment, however we would like to add more customising to your little crusader and have helmets be rare drops from harder enemies. More status effects Expect effects like stun etc to appear in the game as we expand our enemies. New enemies We will be adding new enemies post floor 100 when we get around to doing it. Portals We want to add a random element that presents you with more difficult content. Portals will feature multiple floors with a boss at the end but will yield exclusive loot. Combine cards This is also very iffy and we need to see if it's possible really but our idea is to combine cards to craft a new card and let you play around with it. Even more treasure and evil floors and puzzle floors We want to keep adding the random mini game floors to break up combat and mix things up. Things on this list may change, some things may get removed or tweaked but we will explain why if we have to, and of course we might also add things as me and Paul talk about new ideas a lot. So happy Christmas for OMWGusto!!! Enjoy the holidays and thank you for supporting us. Hopefully you can see some amazing stuff is planned for the coming year!
[ 2015-12-21 21:45:01 CET ] [ Original post ]
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- Eternal Step Depot linux 64 [351 M]
In Eternal Step, you battle your way through an ever-changing, endless tower. Bosses will crush you. Enemies will swarm you. Traps will deceive you. Collecting Loot Cards and skills will help you turn the tides of battle, but you never know what awaits on the next floor…
An all new rogue-like action adventure from developers Once More With Gusto, Eternal Step combines randomly generated levels and twitch-based combat. Filled with beautiful animation, inventive loot, and randomly generated levels, Eternal Step will keep you fighting the unknown across endless floors.
Key Features:
- Over 100 randomly selected floors
- An endless rogue-like gameplay experience
- Horrendously tough bosses
- Plenty of loot to tailor your play style
- Fast-paced, twitch based combat
- OS: Ubuntu 14.04
- Processor: 2 GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 4000 series or similar
- Storage: 1 GB available space
- OS: Ubuntu 14.04
- Processor: Intel i5+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA or AMD dedicated graphics with 1GB VRAM
- Storage: 1 GB available space
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