Name | Medievalien | ||
Developer | dOOb games srl | ||
Publisher | dOOb games srl | ||
Tags | |||
Release | 2021-02-11 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | Mostly Positive | ||
Steam store | |||
Public Linux depots | Medievalien Depot Linux [5.44 G] |
Hi Guys! |
[h2]Changes[/h2]
[h2]Fixes[/h2]
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[h2]Version 0.3.4[/h2] |
Hello everyone! |
Hello Everyone! |
Hello Everyone! |
Hello Everyone!
[h3]Mountain Biome[/h3] The first map you complete is what we internally call the Forest biome: it can have 3 variants: Forest, Ruins and Village. Completing it will bring you back to the lobby, giving you a chance to recover health and progress the story a little further. In the intro cinematic, you probably noticed the spaceship partially crashing towards the mountains; that's where you are headed. In order to reach the alien vessel you first have to venture inside the mountain through abandoned halls of a lost civilization and very gloomy caverns and tunnels. [h3]Underground Keep[/h3] One of the two variants of the Mountain biome will be the Underground Keep. These zones will feature remnants of a community which used very advanced magic, and that has somewhat completely disappeared; something deeply wrong has happened in these ruins way before the alien invasion, and things that were meant to be forgotten have started to awaken.. Here are some quick screen grabs of some of the generated zones you will find: [previewyoutube=UDCe7QlPR94;full][/previewyoutube] [previewyoutube=3a_G8AyRPno;full][/previewyoutube] We hope you enjoyed this little preview. Next week we'll present the second biome variant called Caverns and some previews on the enemies you'll have to face to reach the end boss. Stay tuned! -- dOOb games |
Version 0.2.7
[h2]Fixes[/h2]
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Version 0.2.3
[h2]Fixes[/h2]
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Version 0.2.1
[h2]Fixes[/h2]
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New Content
These basic versions will be replaced during your run around level 2/3; you'll recognize them as they will have a different, more menacing, avatar. This change will help new players acclimate to the playstyle when doing the first runs, while also giving a chance to fetch the first crystals and start a little bit of permanent progression. We want to hear feedback from you on this, we have a lot of knobs we can tweak yet; the end goal is to make a wonderful game experience for everyone. [h2]Closed Encounters[/h2] Most zones now have their accesses locked by energy walls. You will be able to pass through them when entering, but they will close behind you as soon as you get inside. This change completely replaces the disengage mechanic we had in place before. We listened to your feedback, watched hours of gameplay (thanks for our Roguelike Advisory Council for providing the footage!) and came to the conclusion that the disengage mechanic, while useful on paper, was causing more unexpected and unwanted outcomes than intended. Other Changes For completeness, here are the other minor changes we applied on top of the ones above:
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Version 0.1.3
[h2]Changes[/h2]
[h2]Fixes[/h2]
= Community inspired / reported change! |
Version 0.1.2
[h2]Balancing[/h2]
[h2]Fixes[/h2]
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Version 0.1.1
[h3]Quality of Life improvements[/h3]
[h2]Balancing[/h2]
[h2]Fixes[/h2]
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We are proud to announce that our humble three-person project is entering Early Access today.
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Our pre-beta launch last weekend was a smashing success. We owe a special thank you to our Roguelike Advisory Council for bringing this to life and for helping us field a mountain of feedback and insights from the community. |
Our pre-beta launch last weekend was a smashing success. We owe a special thank you to our Roguelike Advisory Council for bringing this to life and for helping us field a mountain of feedback and insights from the community. |
Version 0.1b3
[h2]Changes[/h2]
[h2]Fixes[/h2]
Again, thank you all for the suggestions! |
Our pre-beta launch last weekend was a smashing success. We owe a special thank you to our Roguelike Advisory Council for bringing this to life and for helping us field a mountain of feedback and insights from the community. |
Our pre-beta launch last weekend was a smashing success. We owe a special thank you to our Roguelike Advisory Council for bringing this to life and for helping us field a mountain of feedback and insights from the community. |
Our pre-beta launch last weekend was a smashing success. We owe a special thank you to our Roguelike Advisory Council for bringing this to life and for helping us field a mountain of feedback and insights from the community. |
Our pre-beta launch last weekend was a smashing success. We owe a special thank you to our Roguelike Advisory Council for bringing this to life and for helping us field a mountain of feedback and insights from the community. |
Our pre-beta launch last weekend was a smashing success. We owe a special thank you to our Roguelike Advisory Council for bringing this to life and for helping us field a mountain of feedback and insights from the community. |
Update 0.1a40
[h3]Improvements[/h3]
[h3]Fixes[/h3]
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[previewyoutube=_6edyuy-SOw;full][/previewyoutube] |
Greetings, friends! |
[previewyoutube=jQXRAN04q0o;full][/previewyoutube]
Medievalien is an ambitious game, but this first look is near and dear to our hearts because its the first time much of this content will be exposed to players. If youre a fan of indie games and are already looking forward to playing our project, were grateful for your support and excited to have you on this journey with us. All of the shares and tweets and Reddit posts have been incredibly moving and have already made this a special experience for us. See you soon! -Medievalien Team |