




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Dear dungeon crawlers! The demo of our new game GRAVELORD is out for grabs! Get a taste of what's it like to be a badass gravedigger, blowing up some baddies to pieces. Be sure to let us know what you think. If you haven't already, make sure to WISHLIST the game! Thank you! https://store.steampowered.com/app/3185700/Gravelord_Demo
Dear friends! You can finally wishlist GRAVELORD! The Steam page is up and running. https://store.steampowered.com/app/1823990 Thank you!
Hi, fellow dungeon crawlers!
We've been silent for a long time, but it's about to change! We will finally announce a new game soon!
If you want to follow our road to the announcement, building up to the release, the best way is to subscribe to our NEWSLETTER!
You will get access to newest posts about gameplay and other juicy stuff one week early before they go public.
Check the posts we've posted so far:
- Comic Book Part 1
- Comic Book Part 2
- FPS Movement
- Combat Preview
Thank you!
What's next for Fatbot Games?
Hey, guys and gals!
While Patch #4 is smaller in terms of changes and fixes, it's actually a big deal -- the game is now released on Mac & Linux!
Work on the Switch port is well underway already, so that's to come in the nearest future, too.
Here are patch notes as usual:
- Support for Mac & Linux added.
- Tweaked the blackouts in the psychedelic part of the Hive to happen at specific points rather than triggering at random times during the whole ordeal.
- Fixed: Continuous damage received from enemies does not scale with the difficulty level.
(You can always find the patch notes in the installation folder in PatchNotes.txt.)
Share, comment, and enjoy! :)
Hey, guys and gals!
After two quick ninja patches in the previous days, we have a bigger patch for you today. Apart from many smaller fixes, the major one is that the game should now work on Windows 7 without a hitch!
Here are the patch notes as usual:
- Fixed: The game crashes on Windows 7.
- Fixed: In L09, you can get locked out by pushable crates.
- Fixed: Total damage dealt and taken doesn't always work correctly.
- Fixed: (SPOILER) Energy weapons don't knock on doors.
- Fixed: Use the Switcher gadget on mangles and fans crashes the game.
- Fixed: The Repeater pistol never triggers its special effect.
- Fixed: Exclusive fullscreen doesn't work.
- Fixed: When the automap is disabled, objectives don't show up.
- Fixed: Text in lore notes disappears.
- Fixed: When the game loses focus during the intro or outro, the comic skips.
- Fixed: Locked edge doors don't show the tooltip when playing with a controller.
- Fixed: Items on cursor may get lost when moving between levels.
- Fixed: You may get locked in the main valve room in L08.
(You can find the patch notes for older patches in the installation folder in PatchNotes.txt.)
The next step for us is to release the game on Mac & Linux.
Thank you and enjoy! :)
Vaporum: Lockdown, prequel to critically acclaimed Vaporum, is out now!
Get it here on Steam and also be sure to check out the Vaporum Loyalty Bundle!
https://store.steampowered.com/app/1161880/Vaporum_Lockdown/
For a tiny indie team such as ours, its a great privilege to be able to release our second game. Were super grateful for all of you, the fans who supported us throughout the development of this game. We hope you will enjoy this labor of sweat & tears, but also much love!
What started as an idea for a datadisk that would bring a few new levels and maybe 1 or 2 new minor features, has grown into a fully fledged standalone game that is as big as the original game, if not bigger.
Lockdown brings many improvements on almost everything that made Vaporum good, plus a host of new features and quality of life upgrades.
Just to name a few:
Hey guys! We are super excited to be finally able to announce the launch date of Vaporum: Lockdown. [previewyoutube=CctWfLZDCG4;full][/previewyoutube] The game is coming out on September 15 on Windows (Steam, GOG, Humble Store/Widget), shortly followed by Mac & Linux. Vaporum: Lockdown, prequel to critically acclaimed Vaporum, expands on everything that made the original game good. Follow the story of Ellie Teller, a scientist who is a part of a mysterious research project in the middle of an ocean. After disastrous events, she struggles to survive and escape the tower of Arx Vaporum. Dates & Platforms
Hey, guys and gals! We'd like to apologize for the radio silence in the past weeks. We've spent all that time working hard to finish the game. Right now, we're polishing the levels, adding last-minute details, balancing combat, and doing a lot of playtesting. As they say, the last 10% of the development takes 90% of the time. But we're getting there! We'll be able to announce the release date in the coming weeks. We're very careful with picking the best date to avoid releasing the game on or between days shadowed by much bigger mainstream titles, which have moved their dates to September. For such a small studio and such a niche game, it's critical to choose the optimal release date for media coverage. To whet your appetite, here's a short alpha video showing small snippets of what you can expect in the game: [previewyoutube=95Iuzfk7F4Y;full][/previewyoutube] For those of you speaking German, here's another video of an interview which we did for GameStar, including alpha gameplay footage: [previewyoutube=xWKknJQsQ4I;full][/previewyoutube] We're also considering doing a commented stream of the game where we would answer your questions. So if you'd like to ask questions, please get in touch with us via Discord or other social media! Thank you for all the support you give us, whether it's the messages on our Discord server or other social media, or sharing our videos and posts. Wishlist the game now on Steam! https://store.steampowered.com/app/1161880 Cheers! Tibor
Hey, fellow crawlers! We are sorry to inform you that we have to delay the release of Vaporum: Lockdown. This is nothing too special with what's going on in the world, but still, we feel you deserve more than a dry announcement. Although nobody in our team has been affected by the disease directly, working from home has had a significant impact on the project. It's been a big challenge organization-wise. During this finish-line phase, the remaining tasks tend to be small but many. Which requires more communication than actual work, and that's difficult, as we can't deal with things face to face. No matter, our 5-member team is pushing through the issues as best as we can; it simply takes more time. To be specific: we're in the last phase of environmental work on levels, scripting / balancing the last few remaining puzzles, tweaking enemy animations & timings, and working on the game's boss fight (which we are very excited about!). Also, some of the nice things like intro & outro cinematics are coming together. The release day is drawing near, slowly coming out of the mist, the more we work on the game. Our current estimate is that we will be able to announce a specific release date for the PC (Steam, GOG, etc.) roughly within a month, and that it will be released during the Summer of 2020. Consoles will follow shortly after, beginning with the Nintendo Switch (being tested along with the PC version), and then XB1 and PS4. It's mostly because there are a lot of onboarding steps for each platform, and we can only do so much with such a small team. Originally, we wanted to avoid a staggered release like this, but at least we'll do our best to release on each platform in the shortest possible time. We're not happy with it, but in a team with only 2 programmers, it's virtually impossible to work on the base PC version and all the ports at once, and release the game everywhere on the same day. Such an approach would also cause a significant delay of the PC release, and we don't think that would be fair to our players either. One of the good things is that the game will be localized in all the languages as in Vaporum - but from day one (of course still allowing you guys to write your own translations). You can trust that we're doing our very best to make the game a worthy prequel to Vaporum, with all the new features working towards a much better player experience. Thank you for your understanding! We just can't wait till you lay your hands on the game! :) Stay strong & healthy!
Hey, fellow dungeoneers!
I hope youre healthy and safe, following the instructions to protect yourself and the others in these troubled times. A big shout-out to everyone whos fighting the disease or helping to overcome the whole situation!
Each member of our little studio works from home now, and despite it being a lot less effective and slower, we still tirelessly work for Vaporum: Lockdown to be the title that youll love. Today, Id like to talk about how we want to tackle the difficulty and categorization of puzzles, based on your feedback from the original game.
Some of you welcomed the hardcore challenge of the tougher puzzles, but the rest mostly preferred and enjoyed the other mechanics so typical for the genre, not so much puzzles. Its a big challenge to please both crowds without making it all just meh, while still keeping the game balanced and consistent.
Thanks to some new puzzle-making mechanics we added to Lockdown, we came up with quite some elaborate, tough, and varied puzzles over time. We sorted these puzzles according to the feedback gathered in a few rounds of internal playtesting, giving us a good idea on the order in which they should appear in the game, graduating in difficulty.
(A partial view of our puzzle prototyping scene. Puzzles Puzzles everywhere!)
But, a few questions popped up right here. What would be the difficulty ceiling for the puzzles? How many should we put in the whole game? If hard optional puzzles provide hefty rewards for beating them, how do we prevent casual players feeling left out and weaker for skipping them? And at the same time, how do we keep it challenging and rewarding enough for the so-called puzzle heads :) among you?
We came up with a solution. Enter the Supreme Puzzles Floor! The toughest, most hardcore puzzles will reside in a special, separate floor in the tower, having a bit of lore tied to them to make it interesting. Each puzzle will be locked by a special key. You will need to find these keys, scattered across the game (mostly in secrets), to gain access to the supreme puzzles.
(An excerpt from the floors cross section map that is being implemented in the game.)
Although we decided to make all these puzzles 100% optional, there still was a problem. How would these tough puzzles reward players who make the effort to crack them? Maybe put in some of the best unique items? But if we do that, will it be fair to casual players who will likely not even want to touch the supreme floor at all? Because thats a sure-fire way to force them to tackle the puzzles anyway; its something that they really dont want to do, but probably will out of fear of missing out! And that was against our original intention.
After some thought, we came up with a solution. We will not separate players by rewarding them with different loot, but by rewarding them with achievements / trophies!
Casual players dont usually hunt for every single last achievement; theyre much more interested in exploration, progress, and story. So they should not feel like theyre missing out on anything essential. On the other hand, people who crave to achieve everything the game has to offer also tend to put in a lot more effort, achievements themselves being the reward. We believe beating these demanding puzzles and getting achievements for them will be adequate in itself.
As some of you might know, we held a Level Design Contest some months ago. The goal was to create an independent level of up to 2020 tiles in size. The winning design, made by Lukas Kusnier, is actually a rather large & tough puzzle, and so we decided to include it in the Supreme Puzzle Floor.
We hope we will please both camps this way, giving you hard puzzles to beat, if youre up to the challenge, but without making it too tedious for those who dont necessarily enjoy them.
Wed love to hear your thoughts! Is there something we havent quite thought of? Do you have ideas on how to make it better? Feel free to comment here on social media or drop us an e-mail at support@fatbot-games.com!
Thank you!
Tibor
Check out our new short webcomic! A small story snippet from the history of the Arx Vaporum, its universe and protagonists! Be sure to leave some feedback and don't forget to wishlist the game!
https://store.steampowered.com/app/1161880
First of all, we'd like to thank you all for your continuous support! We really appreciate every bit of it! The first reason for postponing the release is quite typical for gamedev. Even though we originally planned to make something smaller, we think that you, our community, deserve a little more than just a short "level pack". The project has grown into a fully fledged, standalone game that expands on everything that made Vaporum good, and also brings a lot of new, fresh ideas. Since we're a small team of enthusiasts, the desire to enrich and "fatten" the experience has won over releasing it too early without a lot of "meat". On the other hand, of course, such a decision costs time. You can be certain of one thing though -- we will use all this added time to make sure the game is as fun and enjoyable to play as we can make it! The second, more sinister reason is obvious, currently affecting the lives of all people around the world. The SARS-CoV-2 virus, causing an infectious disease, has already hit our country as well. Since Friday 13, our game studio has been on "lockdown". Yes, we're well aware of the irony in the game's name and the date, and we also feel quite cringy about what takes place in the planned storyline of Vaporum: Lockdown and what is taking place in the world right now. It's quite eerie. By lockdown, we mean that all team members now work from home. This is quite ineffective and slow compared to being together in the studio and being able to discuss things live, face to face. We also want to express a great deal of respect and gratitude to people who make extra selfless effort to help the infected and prevent the spread of the disease, every day. We'd also like to appeal to you to be responsible and follow the directions of your local health organizations. Dont forget to wishlist Vaporum: Lockdown and share the information we post. That's the best you can do to help us. Thank you for your support! On behalf of the whole team: Tibor Repta (Co-founder) & Matej Zajaik (Co-founder)
Explore the ominous hallways of Arx Vaporum! Wishlist now on Steam
https://store.steampowered.com/app/1161880
Visit the damp pits and gloomy tunnels of the sewage system of the Arx Vaporum in a new batch of screenshots from Vaporum: Lockdown.
https://store.steampowered.com/app/1161880
Here are some new visuals from the new levels in Vaporum: Lockdown. Gaze upon the dark technical corridors of Arx Vaporum and dont forget to wishlist it on Steam now!
https://store.steampowered.com/app/1161880/Vaporum_Lockdown/
Hey there, everyone! By the end of last year, we announced a level design contest, giving you guys a chance for your ideas to get into our upcoming game Vaporum: Lockdown, a prequel to Vaporum. The author of the winning submission is Luk Kunier. Congratulations! From all the submissions weve received, his design clearly stands out, in both visual & textual presentation and the core idea it revolves around. The clever combination of existing mechanics and interactive elements makes it an ideal candidate as a part of our special level in Lockdown. You will find a special floor filled with the toughest puzzles and unique rewards. All these will be purely optional, so if you dont feel like it, you can skip them altogether. Luk will: - Have his puzzle included in Vaporum: Lockdown. - Be credited in Vaporum: Lockdown. - Receive a signed Vaporum Signature Edition for the Nintendo Switch. - Receive a key for Vaporum: Lockdown for the platform of his choice. We are very happy to be able to include at least some of the communitys ideas directly into our upcoming game! Were also happy to continually receive support and feedback from you guys. Thank you! https://store.steampowered.com/app/1161880
Hey there, fellow crawlers!
We have a small Christmas present for you, a glimpse into an area you will get to explore in Vaporum: Lockdown.
We know were a little quiet, but thats because we are tirelessly working on the prequel. More specifically, building individual levels, iterating on puzzles, and tuning combat zones for the best possible fun experience. Take a look at one of the levels (and their inhabitants) that was supposed to serve the whole tower with food, the Hydroponics Lab.
One of the very first endeavors of the Arx should be to establish permanent food independence. Based on the Supreme Bureaus Security Regulation for Scientific Research in Long-Term Isolation, commissary Rowan Rogers (#241191) has issued an order to build a hydroponic bay in one of the first finished parts of the tower. Representatives of the Research Board hope that the installation will not only secure basic food supply for the scientists, but also allow to observe and research the interaction between the new substance and known flora.
Memo Scientific Research Board (21. 4. 116 SBR)
As you know from our annoucement, we're working on Vaporum: Lockdown (a prequel to Vaporum), due to release in 2020. The community has received Vaporum very well, but has also given us a lot of suggestions on how to improve the game, or even add original situations and gameplay elements. Based on that, we decided to call upon you, Vaporum and dungeon crawler fans, to join forces in the creative process in making Vaporum: Lockdown!
We're announcing the Lockdown Level Design Contest!
The goal:
[ 6078 ]
[ 2031 ]
[ 4226 ]