Devouring Stars reaches 1.1, with a couple of corrections. The main one is about the difficulty curve. The game was a bit unfair for many people out there : you build your small armada and find yourself in a tough run that just destroy your tribe (every tribe has a different set of behaviors and some are especially difficult - like fighting Dardanians at the end of a run or Molossians in middle game). That mechanic was intended, because it's a good way to try to build a new set of entities and explore possibilities. But starting fresh every time can leave you dangerously out of options, especially towards the endgame. There were three outcome to a run : you win and go forward, you lose and lose all entities, you try another destiny and lose all entities. I didn't touch the first two (so it will still be a challenge to finish a run), but if you draw another destiny, you will be able to keep the engaged entities, as well as the one you build during the canceled run ! This way, people facing especially difficult runs will be able to build up their armada again by winning a couple of levels in a run (always possible even with basic entities) then canceling for another destiny WITH the entities engaged and build previously. This way you won't face an endless cycle of defeat with only access to basics entities and memory bonus. This should make the experience better without compromising the main aim of the game (build sustainable combinations and strategies). Note that there's still can be only one Chaos (even if you build multiple Chaos, only one will be available in your inventory). This updates features other small corrections, notably a better recognition of dance patterns™ in the Curbas level :-). UPDATE : I also corrected a small broken feature in the game. You were able to exit a level just before a defeat, and eternally retry it with the same crew. It's not possible anymore : when you lose an entity, you won't have access to it anymore. Similarly, the entities you build or gain during a level will stay around if you exit and load the level again. This makes the choice of canceling a run to save your entities more meaningful. Enjoy ! François
[ 2015-08-11 09:31:48 CET ] [ Original post ]
Devouring Stars reaches 1.1, with a couple of corrections. The main one is about the difficulty curve. The game was a bit unfair for many people out there : you build your small armada and find yourself in a tough run that just destroy your tribe (every tribe has a different set of behaviors and some are especially difficult - like fighting Dardanians at the end of a run or Molossians in middle game). That mechanic was intended, because it's a good way to try to build a new set of entities and explore possibilities. But starting fresh every time can leave you dangerously out of options, especially towards the endgame. There were three outcome to a run : you win and go forward, you lose and lose all entities, you try another destiny and lose all entities. I didn't touch the first two (so it will still be a challenge to finish a run), but if you draw another destiny, you will be able to keep the engaged entities, as well as the one you build during the canceled run ! This way, people facing especially difficult runs will be able to build up their armada again by winning a couple of levels in a run (always possible even with basic entities) then canceling for another destiny WITH the entities engaged and build previously. This way you won't face an endless cycle of defeat with only access to basics entities and memory bonus. This should make the experience better without compromising the main aim of the game (build sustainable combinations and strategies). Note that there's still can be only one Chaos (even if you build multiple Chaos, only one will be available in your inventory). This updates features other small corrections, notably a better recognition of dance patterns in the Curbas level :-). UPDATE : I also corrected a small broken feature in the game. You were able to exit a level just before a defeat, and eternally retry it with the same crew. It's not possible anymore : when you lose an entity, you won't have access to it anymore. Similarly, the entities you build or gain during a level will stay around if you exit and load the level again. This makes the choice of canceling a run to save your entities more meaningful. Enjoy ! Franois
[ 2015-08-11 09:31:48 CET ] [ Original post ]
- Linux Concent [416.66 M]
- Devouring Stars - Soundtrack
There are so many games set in space, willingly limiting their scope to new instances of Star Wars-style ships, blasters and myths. Devouring Stars is an attempt at expanding the horizon of "celestial" games, focusing on the eerie beauty and poetry of distant stars, blackholes and mysterious corners of our universe.
What if you could litterally unhook the stars? What if you could be a galactic-sized entity?
In Devouring Stars you play a tribe of godlike entities trapped in Tartarus, a corner of the universe as far beneath hell as heaven is high above the earth. Hunted by 4 other tribes, you have been given the ability to draw your own fate. But to what extent?
Devouring Stars uses a couple of unique mechanics to create a different experience on the RTS and space exploration genre. Your entities have the ability to "devour" starfields, creating dynamic nebulas that will protect them. There's no tech tree or building facilities in Devouring Stars: your entities are able to merge in order to create advanced units with special abilities. Depending on the set of entities you start the game with, you will be able to go for different strategies that will evolve during the game.
Devouring Stars is mainly inspired by Dan Simmons' Illium but also by games like Homeworld, Eufloria, Starcraft or Faster Than Light.
FEATURES
- 15 advanced entities to unlock by merging the 4 basic ones (earth, air, fire, water). Each advanced unit has a specific ability like freezing enemies, controling them, attacking them from afar...
- Generated starfields offering a wide range of beautiful and differently balanced layouts
- Thousands of different settings through generated scenarios
- Direct attack, escape route, diversion... many ways to go through the game depending on your strategic choices, your entities and your enemies
- 4 enemy tribes with specific features and behaviors
- Unique particule system able to display thousands of dynamic stars
- And some well hidden secrets...
- OS: Ubuntu 12.04 LTS
- Processor: 1.6 GHz DualCoreMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 256 MB 3D Graphics Card with OpenGL support
- Storage: 500 MB available space
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