Shmuptember version (v2.345) now live on Linux and Mac.
Bugs fixed where some one-time dialogue triggers would crash on "Minimal" dialogue mode Several chapter 4 bosses adjusted: EX Izanami has 10000 hp instead of 15k, and EX Izanagi has 20000 hp instead of 15k. EX Izanami no longer has the 360o arrow attack, and EX Izanagi no longer has the ability to teleport. EX Izanagi's Tsubame Gaeshi counter ability animation now excludes all others while active (And to recap, it lasts 3 seconds. The first second simply blocks all damage. The other two seconds trigger the attack and end the stance.) EX Izanami's laser beam telegraph is slightly longer. EX Vucub's "Death Ball" shot is considerably slower, and has a telegraph in the form of a bouncing tracer fired from the ball's direction as it moves around Vucub's arena. It still does enough damage to zero Seraphine's shields at all times. EX Thor shoots out considerably fewer lightning strikes in sequence than before (4 instead of 10) Force Field Level 3 should now stop all projectiles outright.
Fixed minor bug involving volume range (could initially exceed 0-100). Applied fix to Linux and Mac builds.
Rather than a one-shot sale, I figured I'd make this change permanent, around the same time I made that one post-release fix.
Fixed a bug involving full screen mode where in some cases the game would recognize 4:3 boundaries even in 16:9 screen sizes. Seraphine could still enter the whole screen area. Now full screen will work as it should in all cases. Fix currently applied to Windows. Mac and Linux to follow ASAP (ETA 1 week)
Linux now updated, as of Dec 5, 9:19am Atlantic/8:19 Eastern/5:19PST/1:19pm GMT. The last step before full release.
Thanks to Andrew Shouldice (known more importantly for developing TUNIC) for porting the build after a bit of fact-finding between us about Stencyl (where I have the most knowledge) and Mac infrastructure (where he has the most knowledge by far.) See the general update for more news on the build update.
Steel Seraph is in its final form on Windows, with Linux and Mac updates in progress. Before I send the game to full release, we will need to complete the Linux and Mac builds. This may take several days, but the game's long journey will be complete afterward! Major changes: Game now translated in full, to French and Russian (RU translation provided by Andrey Malishevskiy as of 2020). Text contrast improved on some stages. UI rearranged for improved readability across multiple languages. Strafe information is on the right rather than the left, Boss health and name switched so the name is on the left and the health is on the right. Shadows added to all enemies. Dodge trail uses the afterimage of Seraphine instead of a simple dot. The Apparition Dodge Tool also uses one. All controller issues solved, Nintendo Switch controller, PS2, PS3 and PS4 controller now usable in addition to XBOX and standard PC controllers. (Thanks to tester FireStorm for discovering issues with some lesser-used controllers.) ----------------------------------------------------- Fixes recommended by testers Tishero, Meowingkitty and Schmidttygames Tishero's list of bugs fixed Secondary attacks that passthrough enemy dealing damage noise is loud and over powering and floods out the rest of the game effects and music. (Sep 22, 12pm) A few bosses needs to be nerfed a little. The boulder boss has too much HP for starting out causing the fight to drag out unless holding all the weapon buttons at once. The Blue flying dude movement is almost too quick and he catches up to you with ease and a little too many missiles, again unless you hold all weapon buttons down and take him out before his wave of missiles. The phoenix boss the only real issue is the whole fire wall spawning on you. (Sep 22, 746pm) Chapter 3-A if missed dialog continuing from that point on it is trial and error figuring out what to do. (Sep 23, 415pm) The farm area when protecting the crops after defeating what is needed there is no indications that you need to go up to the top of the screen to leave. \ (Sep 22, 10:51pm The objective is now listed as "Eliminate the roots tied to the root walls blocking the way to the Farm Prime main building, then head north to save it from Demeter.") Missions requiring you to hunt down specific enemies, after area is checked the blue arrows do not disappear causing confusion and wondering back and forth between arrows. (Sep 22, 827pm) Left building in the Hydro plant top room. Bottom trigger seemed a tad too low, could not activate the leave room unless rolled into the bottom of the room. (Sep 26, 644pm. Signposting issue. Should be made clearer that Plasma Sphere melts the ice.) Outside the hydro plant can roll up the frozen portion skipping both the buildings (Left and Right) and enter the main building (not sure if intended). (Sep 26, 1144pm, 'Neutrals', the group pseudotiles are assigned to, now fully interact with tile collision hitboxes.) Some leaving or entering building/room triggers can be a bit finicky requiring multiple passes to get the exit prompt. (Oct 2, 637pm) When holding the X (pew pew) Button it also shoots the weapon in Y unless Y is pressed or the game is paused. (Oct 4 549pm) When dashing with the bumper or trigger can no longer move in the direction unless let go of movement input (Oct 4 549pm) MeowingKitty's list of bugs fixed Act 2-B blue arrow after beating minotaur does not go away (Sep 21, 719pm) Melting ice bridge prompt unclear making me think it was not registering that I melted the bridge (Overlaps with Tishero item) Bat animation when holding x (normal shot) and facing left (Oct 5, 1122am) Melt ice bridge prompt changing to something in regards to finding switch for door (Oct 5, 1150am) Act 2-A after boss, stuck on conference table (Oct 5, 1239pm) (These will require a response from Kitty after I send an updated interim build, no success reproducing either bug on my end.) Still not able to access Hydro West without crashing Solar Grid Air game crashes after blue laser beam ------------------------------------------------------------------------ Schmidtty's list of bugs fixed Nov 11 Act 1-E Mall Floor 3F to 2F sometimes causes soft lock. Had to fast travel to get out. Could only replicate it a second time but not again after that. (Nov 11, 128pm) Act 2-D Elevator left side. Soft lock. No way to menu. (Nov 11, 602pm) Act 3-B Pausing in building glitches visuals.. Elevator still not working here either. Found out the elevator works with keyboard "enter" key. (Nov 11, 602pm) Nekomata not dying after laser blast. Had to reload save. Worked second time. (Nov 11, 735pm) Act 2-F Possible to soft lock and die using "Flight Path to SW" May need a wall to prevent being able to got that way. (Nov 11, 829pm) Game crash after Hera City Meeting.(Attempted to reproduce Nov 11, 251pm) Crash leaving Serphine's house after beating Demeter. Top left tip still displays need to eliminate roots and beat Demeter. (Attempted Nov 11, 847pm) ----------------------------------------------- Personal fixes made Nov 15 Finesse (Dodge leads to 1 second of slow time) rules adjusted. Destructible enemy projectiles can be damaged by Rock and Roll Indestructible enemy projectiles can be Finessed. Actors and bosses can be Finessed, albeit at the risk of taking damage at the end of the dodge. Fixed a bug where some Finessed projectiles have unlimited slow time. Slightly changed "Situation"/1-B and Tutorial, and "Planetville"/Hera City tracks Remaining: Dot Eater sometimes overflows on ammunition. (Nov 15, 3:06p) Cybele Air Small shoots 90o far of where it should shoot. (Nov 16, 912p) Thor's greater technique still doesn't seem to go where it's needed (to the player's prior location after 2 seconds) (Nov 17 1159a) Explosives need to be able to hit the Koschei phylacteries. (Nov 15, 3:11p) Blink sometimes "fails" even when not obstructed. (Nov 15, 3:36p) "Exit to title" not working via keyboard. (Nov 15, 3:16p) Corsair enemies (from Hell Off Earth) attacks adjusted. (Nov 18, 528p) Small- Bullet wave, 3-shot spreads Medium- Wide 6-beam shots, straight down. Large- Destructible missiles. Nov 21 Inverted health and boss position on boss/protection target healthbar data (11:22p) Moved strafe to the right side with the weapons (11:22p) Added Shield Crash data once the Blue microjet is acquired (11:22p) Added a cracked overlay to the game over screen. (11:22p) Darkened floor tiles in the Orbital Elevator (11:22p)
Thanks to TUNIC developer and longtime colleague Andrew Shouldice , the mac build of Steel Seraph is now up to date.
Linux version of 1.11.0 now available.
Added the entire Hyperspace Beacon ground stage, complete with the air EX bosses, the enemy-summoning "Amon" midbosses, the Zarathustra final boss fight, and the escape from the beacon. Adjusted part of Spaceport Alpha to solve an issue with landing on the southeastern side of it and ending up in a mountain, if the player is at the bottom of the screen when they land, as well as general air to ground/vice versa transitions. Added more metal shards to 2-F air (Spaceport Alpha approach) to minimize dead air. Added a "Death Claw" pickup in Entreprises Fauconvert 1F, in case the player forgets to pick it up after defeating Pandora. Fixed visual bugs involving absent portraits on some conversations, particularly in acts 3 and 4. Fixed a bug in 2-D that caused framerate drops when Vucub's orb damaged the quarantine room in 4F of the Angel of Mercy hospital Fixed a region bug that caused some zoning regions (ones that prompt you to zone by holding the fire button) to be misaligned, leading to 'blind' spots where the prompt didn't show up despite being in the region to zone. (Next: Spaceport Alpha common area, orbital elevator, summit airlock) Improved most of the bullets in the game, courtesy of @Wht_Dragon (Twitter handle) Blue bullets are destructible, Red ones are still reflectable with (CJ-Bat), and Green ones have already been reflected in this way.
To reiterate: Added 4-B air and ground, including several EX bosses (and the Gravity Generator), which took some time to do. Added 4-C air boss (Beacon Guardian) and completed air boss rush (with the guardian at the end.) D11, 12, 13 edge cases where tiles can be hidden fixed Manananggal healing no longer adjusts its invulnerability to 1 (an edge case because I forgot, at the time, to explicitly allow only the PC's post-hit invul to 1 after healing. A latent issue) Fixed some issues where going to certain crisis trigger or dodge tool stages and then returning to the room where you select on still leaves you in trial mode (limiting your equipment temporarily and giving you a seperate, trial-specific score value.) Added an extra air checkpoint to 2-A (non-poisoned timeline) after the Quetzalcoatl passes through and escapes for the first time, if it lives that long. Sometimes when you died after facing Koschei, the game crashed. I put a conditional to check whether the PC is alive before tracking Koschei behaviour in response. Also, the Sulfurous Blast technique it has did damage on its tell due to me not setting a conditional on the ability that only allowed damage on the flame or the scorch mark. The conditional has been added now. Cybele occasionally survived at 0 hp if there was another insect on the screen. No more. Seraphine is invulnerable for 1 second upon entering a zone.
Review all ground-based (at least) scenes to check for any blank spots, D12 in particular for layering issues. D11, 12, 13 edge cases where tiles can be hidden fixed Manananggal healing no longer adjusts its invulnerability to 1 (an edge case because I forgot, at the time, to explicitly allow only the PC's post-hit invul to 1 after healing. A latent issue) Fixed some issues where going to certain crisis trigger or dodge tool stages and then returning to the room where you select on still leaves you in trial mode (limiting your equipment temporarily and giving you a seperate, trial-specific score value.) Added an extra air checkpoint to 2-A (non-poisoned timeline) after the Quetzalcoatl passes through and escapes for the first time, if it lives that long. Added 4-B air and ground, including several EX bosses (and the Gravity Generator), which took some time to do. Added 4-C air boss (Beacon Guardian) and completed air boss rush (with the guardian at the end.) Sometimes when you died after facing Koschei, the game crashed. I put a conditional to check whether the PC is alive before tracking Koschei behaviour in response. Also, the Sulfurous Blast technique it has did damage on its tell due to me not setting a conditional on the ability that only allowed damage on the flame or the scorch mark. The conditional has been added now. Cybele occasionally survived at 0 hp if there was another insect on the screen. No more. Seraphine is invulnerable for 1 second upon entering a zone.
Character portraits have been added to all major characters (Implementing this took most of the time by far but it was absolutely worth it.) Demeter battle made more forgiving, spore pods, Persephone spawns and spore clouds less oppressive. Minor bugs and timing hiccups removed, particularly in the XCLIME area (2-B), which had occasional framerate drops before exiting it. Unequipped dodge tool has the smallest cooldown before dodging can be done again (0.1 seconds) Death Claw sidequest stage (FWS Nocturne) added 4-A Orbital Elevator stage added On the whole, this update is a few major things rather than a lot of small ones.
Changes made between March 4 and July 4, for 1.8.0 1- Walking movement accelerates to posted speed in 0.2 seconds rather than immediately going to that speed. 2- Text box and menus have a monitor-like appearance, menus have been massively adjusted for presentation. 3- Controls have been changed. S- Strafe D- Dodge Z- Repeater X, C, V- Special 1/2/3 A- Strafe + Repeater F- Special 1+2+3 at the same time F3- Language Filter F4- Strafe Toggle F5- Visual options F6- Audio options F7- Gameplay options F8- Key config + control options F9- Load F10- Save F11- Quickload on previously used slot (send 'game not previously saved' interface message if this is null) F12- Quicksave '' '' '' '' '' '' Console Buttons are unchanged. 4- Floor tiles are less griddy. 5- Explosions are more impactful, look better. 6- Boss explosions centre the boss for a while as it does multiple booms, then recentre Seraphine. 7. Used multiple layers for certain blocking tiles, and have those tiles interspersed between those layers, depending on stage context. 8. Added the remaining "modernized" versions of tracks that previously didn't have them. 9. Gradualized as many sounds as needed it. 10. Change the basic enemy bullet to be more comparable to the Blaster Master 0 bullet, only at the size the basic bullet is at now. 11. Equipment now autoequips to an available blank slot if you get it while you have blank slots. 12. Sped up the tutorial flight stage to match other act 1 air stages. 13. Condensed tutorial text immensely. 14. Zoning is no longer automatic. Hold the repeater key or button to zone to a new stage. 15. A few points of general confusion have been clarified, with more explicit instruction and signposting in those specific areas. 16. Missiles L1 in a more obvious location after fighting the Minotaur 17. Solved Pause + Strafe oddity where holding strafe while pausing would lock Seraphine's position as if strafe toggle was on, even if strafe was still triggered by 'holding'. 18. F11 and F12 require a second press to confirm quicksave/load, to minimize accidents 19. For now, dodges will have a cooldown between 0.2 and 0.5 seconds depending on the dodge tool. May revert. 20. Minimized prompts overrunning the text box. 21. Autosaving happens between scene changes, on the last save slot the player saved at. 22. Widened the manual zoning width and height (depending on zone), to minimize rare cases where 'sweetspotting' Seraphine's location was required. 23. Constrained, aggressively, the boss cam explosions. They would repeat excessively in some areas. 24. Solved discrepancies between weapon highlights and weapon icons that could trigger when navigating the equipment menu in some rare cases.. 25. Addressed hazard death crashes in all areas. 26. Addressed the problem of typos coming from certain letters being ignored. 27. Added "Direct" and "Narrative" dialogue modes as options. Direct condenses dialogue to the most essential elements while still sounding like a conversation. Minimal skips all dialogue not triggered via an interlude/cutscene (which can be skipped) or talking directly to an NPC. I will have a sale on this game for 50% off for the duration of the Summer Sale (4 days.)
Version 1.7.1 of #SteelSeraph is available on Windows and Linux, across #GameJolt, #ItchIO and Steam. Changes: -Bugs related to certain kinds of controllers removed (PS4 in particular suffered) -FWB Maginley 20th floor transition icon and transition regions now functional -Rocket Level 1 buffed to 40 instead of 15 damage, obstacles requiring rocket destruction have 40 health but must receive that much damage in one hit to be destroyed. Things stronger than rockets in terms of raw damage can also destroy those obstacles, but at the time you get the rocket, it is the most damaging weapon you have shot for shot. -Ice blocks in the Hydro Plant that require Plasma Sphere are given a dark blue tint. -Explosions are more prominent. -Clarifying text added, pertaining to Gorgons at Red Sector A requiring Rocket level 2 or something at least capable of 90 damage to destroy. -Clarifying text added, pertaining to optional boss Koschei at the experimental climate area (XCLIME Area), if you end up attacking its phylacteries and attempt to shoot Koschei itself. -The vast majority of air enemies have only 1 HP, and can be destroyed immediately by any weapon. #GameDev #MadeInStencyl In addition, I am planning a 50% off sale starting March 8, and ending on March 22. Thank you all for your patience. I will continue to look into the Mac problem.
Version 1.7.0 of #SteelSeraph is available on Windows and Linux. Changes: -A new and improved HUD -Two act 4 sidequests (Hell Off Earth, Argos Panoptes) with endgame subweapons -A fully implemented final version of the microjet (All tiered, non-optimal weapons upgraded to level 3, all Crisis Triggers and Dodge Tools acquired even if missed previously, a 'Shield Crash' ability that empties the shield and forces a crisis trigger (at an improved version) if you hold Strafe and Dodge for 5 seconds, and a new look.) -Flow improved throughout, particularly in levels like X-Clime (Act 2-B) and Jeong Island Cave (3-A). #GameDev #MadeInStencyl
Windows, Linux and Mac updated to 1.6.1. Version may still show as 1.6.0, an admitted oversight. 1.6.1 Changes: At the fringes of scenes without direct transitions to other scenes, the game prompts (Map) for Fast Travel, as a reminder of how to zone between distant locations. If Map is prompted this way, map level is set to 3 (whole-world) immediately. Tumble dodge tool only has normal startup (0.1 seconds) instead of 0.2. Key button prompts are now -specific- to the controller type. Game now prompts (Repeater) for talking to NPCs you're in proximity to. Added balloons to all characters capable of granting and clearing objectives. 1.7.0 will be about expanding act 4's content, something initially planned for 1.6.1 but not fully ready.
Windows now updated to 1.6.0. Linux and Mac changes to follow. November 1 (1.6.0) Changes: Act 4 prologue added (briefing before going into any stages.) Demeter Battle changes -Persephone health nerfed from 1000 to 500, speed nerfed from 20 to 15. -Spore pods face the player and fire 3, rather than 5, bullets per second. They can fire from off screen, but the bullets are slow enough to dodge. -Spore pod clouds form on spore pod death. If the spore pod times out rather than being destroyed by Seraphine, the post-death cloud radius doubles. -Gas collision damage nerfed from 400 to 100 (10/24) -Air mouse movement speed now matches regular air speed. (10/26) Windigo changes -Changed how the pre-Windigo scene works (interlude cooldown instead of page advances) -Instead of immunity, half damage on weapons used too often -Minimized animation timing inconsistencies both before and during battle. Nymph changes -Nerfed Kirin bullet speed (50 --> 30) (10/26) -Disable mouse and halt mouse movement when the mouse is not onscreen (10/26) -Allow both d-pad AND joystick movement in all stages. (10/26) Minotaur arrows now clear on defeat. -Nerfed Nymph health from 15k to 10k -Nerfed Pragmatichorisis enthrallment hazard slightly (15% less when Seraphine has 0 shields) -Psychikravgi telegraph moves around while charging, shakes screen and turns white when it activates. -Nymph 80%+ enthrallment sound distortions now take the form of 10 different 'wrong' sounds. General -Seraphine and her weapons will move approximately 33% faster -Signposting improved in areas where it was found to be unclear. For example, at the start Seraphine is warned to rescue the engineers if she attempts to enter the second floor of Fauconvert before she has taken out the Golem in District 13 . -The Hera City theme has a different instrument for its main melody, one that's a bit smoother. - Use Right Stick- On by default instead of off. (10/26) -Gamepad is now stable, and bugs related to sticks, buttons as well as inputs have been fixed. -Shutendoji is defaulted to left facing. -Prevented entry into other areas during Doji fight. Lengthened the long form dialogue box significantly. -'Black box' glitch eradicated in areas where found. -Made it so that in menus that allow for it, the down face button (A on Xbox, X on PS) is confirm, and the right face button (B on xbox, O on PS) is cancel. Fix quick key config, for the interface and to make sure confirming makes everything work. CJ-Bat is now 40/120/360 damage per swing. In addition, swinging the bat holds Seraphine in place for a half second. Changed how mid-conversation scene changes work, slightly (The moment the time scale becomes 1 again, it triggers. Formerly, they was based on page advance button presses.) Gauges for ammunition and crisis trigger duration (when active for Awareness, Mercy, Patience) are more visible. Eliminated a narrow area in the east part of D-12. Removed 'mid-game zoom', as it caused problems with visibility and refuses to work with Linux. In most cases, especially on ground, enemy bullet speed has been capped at 30 unless heavily telegraphed. Forced a .5 second message timer cooldown after getting equipment. Added a zoning cooldown of 1 second that requires you not to fire in order to tick down, before entering a new area. Also, require a button press (clearly marked) to enter an area. Maintained speed while strafing on the ground.
The latest the next update will be is in late October. The reason for this is that I plan to make major improvements on this game in gameplay, visuals and (in some cases) music. Seraphine and her weapons will move approximately 33% faster I plan to have destructible rubble in some areas that can be taken down with any weapon. Signposting will be improved in areas where it was found to be unclear. For example, at the start I intend to close off areas like the second and third floor of Fauconvert before Seraphine has taken out the Golem in District 13 (unless there are any objections to the idea.) The Hera City theme will have a different instrument for its main melody, one that's a bit smoother. Whole-scale war on bugs, even the most latent, hard to find ones there are. THE GAME WILL NOT BE UPDATED UNTIL THE BLACK BOX BUG IS CONFIRMED SQUASHED. A continued call to streamers and reviewers who are interested in indie/early access/games from untested developers. Thank you for your patience.
For Linux users: Some have noted problems loading the game. I'm working on solving these problems and I'd appreciate testers. I'm going to give keys to anyone who shows interest. E-Mail: jordan.s.h.thomas@gmail.com This message is meant to replace a suggestion to install a library, which in hindsight is too high-risk to advise on a platform such as this.
There are some builds of linux and linux-adjacent OS (Ubuntu 18.04, for example) that have failed to run the game because of a requirement of GLIBC-2.29. Here is the link to that version of GLIBC and how to run it: https://www.gnu.org/software/libc/started.html I will continue to address any issues remaining with Linux distros other than my own (it works on my machine's VM and I don't have access to other distros.)
July 13 (1.5.1) Changes: Linux and Mac versions of 1.5.1 are available along with Windows. Bugs fixed with regard to collision and facing, and Seraphine's House setting off unintended flags. Opacity reduced on some background and walkable area layers, to add contrast/readability I was informed by other players that 1.5.0 wasn't installing properly on Linux machines. I've added the necessary depots -explicitly- to the package, and spent extra time testing the game on Linux directly, and the problem is, to the best of my knowledge, solved as a result. If there are any persistent problems with the game, particularly on Linux and Mac (the latter of which I lack -direct- access to but know people who have it), let me know and I will continue to solve them. Thank you.
Steel Seraph has been updated to 1.5.0, and is now on Linux. Changes: + Districts 11/12/13 are smaller (5x5 screens instead of 10x10). + Minimap is added to ground stages: Green- NPCs Purple- Player Red- Enemies Blue- Bosses Yellow- Equipment + Acts 3-B (X52I Omnistation) and 3-C (Nymph battle) added, thereby finishing act 3. A Mac build is coming, TBA.
Steel Seraph is now half off for the duration of the Steam sale (until July 9th). In addition, we have three new videos showing off act 3 in its entirety. We're continuing to polish the act up over the weekend, and we plan to release the update (1.5.0) to Mac, Linux and Windows in the first week of July. https://youtu.be/vkysBuJ4MT0 https://youtu.be/JrSBZit_D94 https://youtu.be/GMigGQZVTKk 1.5.0 includes a minimap, a smaller version of districts 11, 12 and 13 as requested by players, and act 3-C, meaning 3 of 4 acts are complete, which counts for 16 of 19 chapters. Thank you all!
1.4.0 changes: Zoomout for bosses (Game option, off by default) Gradualization of pause menus restored after initial Stencyl 4.0 problems Pre-dialogue sound on mission control messages Act 3-A (Jeong Island Cave rescue) added. 1.5.0 plans: Minimap Linux/Mac builds
1.3.0 Changes: -NPCs and bosses that warrant an arrow have the main/side arrow underneath their arrow to distinguish main objective NPCs/bosses and side objective NPCs/bosses. -Main and side arrows enlarged. -The prologue to act 3 has been added, before 3-A actually starts. This includes all NPCs new to act 3 and their dialogue. -Lingering main arrows in District 13's comm terminals fixed. ---------------------------------------------- Next major update (1.4.0) plans: -Stages larger than 5 screens by 5 screens will be halved in size both ways, and condensed. (Thanks to American Beetle for that suggestion, it was well received by our team.) -3-A Air will be added -Further general improvements and debugging to be announced on completion of the update.
Working on some navigability fixes (such as an arrow/signposting problem in XRD building after defeating Golem) for v 1.3.0, and act 3 content New scenes: Seraphine's house (where she gets the call about a non-combat demonstration of the Microjet by a local film crew.) Mount Syrinx (The takeoff point leading to 3-A Air.) After building 3-A and solving the XRD navigation problems, we will post 1.3.0 and update it here.
Steel Seraph
Green Lander Games (Jordan S. Thomas)
Self-Published
2019-04-15
Indie Adventure Singleplayer EA
Game News Posts 28
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
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https://www.steelseraph.ca
https://store.steampowered.com/app/1052390 
Steel Seraph Depot Linux [178.37 M]
Séraphine can strafe, dodge, equip three special weapons simultaneously, and survive otherwise fatal hits as long as she has at least 1 point of shield strength on her microjet.
Equipment Types:
Weapons- Special weapons with limited ammo.
Crisis Triggers- Special tools that trigger effects once you're one hit from defeat (where your shield gauge is zero)
Dodge Tools- Special tools that add a property to your dodge.
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