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First of all, I'd like to apologize for just disappearing without notice. I've spent the last few weeks working on achievements and the daily seed/leaderboard system, but after a lot of trouble getting these features to work, I've decided to wrap up the early access without them. The final early access patch includes some UI improvements and the game's disk space requirement has been reduced by a lot. Task Men is a one man project, and my classes will be resuming soon, so, while I'm still not finished, the updates won't be so regular anymore. I'll be reworking the store page and the game should be out of early access by next week. Huge thanks to everyone who purchased the early access version and gave me feedback on the weekly patches, you can still reach me through the community hub and I'll be adding new features whenever i can.
[ 2021-02-26 19:02:27 CET ] [ Original post ]
In this patch, a soundtrack has been added, as well as some readjustments to the sounds altogether. -A BGM for each type of scenario has been added. -New fanfares for defeat/victory. -Readjusted the volume of a lot of sounds. Also fixed a few bugs that were making some skills get a lot stroger from intelligence than intended.
[ 2021-01-18 17:00:16 CET ] [ Original post ]
In this patch, I've added some more functionality to the UI: -Keyboard shortcuts to make the game easier to navigate. -Remade the recruits display and made their information quicker to access, now you can right click a recruit during the pre-fight setup to see their stats.
[ 2021-01-11 16:05:30 CET ] [ Original post ]
This is the patch featuring the least changes so far, due to the holiday season, but it is also part of what will eventually become a score system for daily/weekly seeds runs' leaderboards. The Battle Stats screen allows you to check on the efficiency of your party and look for ways to optimize your units. Right now, it only displays the amount of damage dealt, taken and the healing done by each unit in your party and in the wave, but that is subject to change.
[ 2021-01-04 16:39:48 CET ] [ Original post ]
On this weekly patch, the main change added was a new wave cycle, which makes every run last longer and become more challenging. Every Enterprise level goes one cycle further now. Aside from that, a lot of changes to recruits and monsters has been done to balance the new cycles, bug fixes and UI optimizations are also being made throughout the patches. Special thanks to the players who pointed out a problem with the challenge battles in the community hub, that should no longer be a problem now. I've been aiming to keep making changes that make it worthwhile to pick up the game again even if you've beaten every level already. As always, all the feedback from players is appreciated.
[ 2020-12-28 18:19:59 CET ] [ Original post ]
On this weekly patch, I've added the first implementation of the Enterprise Level system, which is how the game will become progressively more challenging and and at the same time more welcoming to newcomer players. The Balance changes made the game a bit harder now, although it can still feel too easy once you get the hang of it and that's what will be worked on for the next weekly patch. The SFX/visual changes are mostly experimental and there will be a patch fully dedicated to them eventually that will bring them to a more definitive version.
[ 2020-12-21 17:45:52 CET ] [ Original post ]
Hello, this is the summary of the the first weekly patch, weekly patches are going to be uploaded on monday around this time, with small changes and implementations to the game. The first weekly patch has added the following changes: -Insurance Mechanic: now when you lose a battle, you get a second chance at it before losing any morale, you also won't get the reduced rewards from the insurance-covered defeat. -Wave Descriptions: A description of the group of waves you're currently facing, with some tips on how to deal with it in case you're having difficulties. -Balance changes: The game should be fairly easier now, you get a lot more money than before, and some monsters have been nerfed. That's about the size of it, you can expect a patch about this big to come out every monday at around this time of the day until the official release.
[ 2020-12-14 18:06:48 CET ] [ Original post ]
First of all, thanks to everyone who purchased Task Men early access. The game is still in a pretty raw state, but the core concept is what we'd like to show to those intereseted: A simplistic, less hectic twist in the auto-battler genre. The plans for the future include visual/audio/UI improvements (a lot of them), balancing optimization and lots of new features, like: -A more solid progression system (ng+), so that winning a run becomes more rewarding and progressively more challenging. -A better perception of what's going on in the game, through non-invasive flavor text and tooltips that will paint a better picture of the Task Men world. -Daily/weekly/monthly ranked seeds so all players can compete against each other for spots on a global leaderboard. The features above are certain to be implemented before the end of early access, but there's like more to be added to that list in the future. We'll be reading and responding to any questions, complaints or suggestions posted in the community hub, so feel free to speak your mind over there.
[ 2020-12-10 06:12:54 CET ] [ Original post ]
- Task Men Depot [226.9 M]
- Task Men Depot [232.65 M]
The game, currently, features:
-Several unique recruits with their own stats and abilities, that can create different synergies and party compositions.
-Rings that can be equipped on recruits to enable powerful strategies.
-Dozens of unique monsters with strengths and weaknesses that grow more and more challenging as you progress.
- Memory: 200 MB RAM
[ 5804 ]
[ 1209 ]