Druidwalker is out on Steam NOW! It is the next peaceful game produced and published by Coldwild Games! Get the game here: https://store.steampowered.com/app/2231060/Druidwalker/?utm_source=announcement_steam Step into the role of a druid preparing the forest for winter. Delve into the heart of the mystical forest, explore its paths, and experience the beauty of nature. Druidwalker provides a peaceful roguelike adventure, where challenges offer opportunities for growth and reflection. Rest at the bonfire, rejuvenate, and continue your journey with renewed vigor. The game features traditional instrumental music, creating a peaceful and immersive experience. Watch the trailer here: youtu.be/-7Ho_vyXo80 It's a short experience, but a lot of love went into creating this one, so I hope you'll decide to give it a try! :) The game has been created by a multinational team of developers located in Latvia and published by Coldwild Games. Hope you have a great week ahead, Elizabete from Coldwild Games
[ 2023-06-15 16:00:04 CET ] [ Original post ]
Attention all survivors! The Early Access release of Stories from the Outbreak is finally here!
Embark on a turn-based roguelike zombie RPG with a shorter scenario that immerses players in the beginning of the zombie apocalypse. With 11 unique characters, more than 15 enemies, and three expansive maps, the gameplay is challenging, and permadeath adds to the intensity.
Form a team of survivors, traverse the area maps in search of shelter and supplies, fight zombies, and decide the fate of your crew. The game explores the apocalyptic atmosphere through pixel art and characters that speak to each other, showing polarization in views. Will different opinions prevent them from reaching their goals?
The game is available on Windows, macOS, and Linux. Join the fight for survival and make your own story in a world overrun by the undead!
Get the game here:
https://store.steampowered.com/app/1968630/Stories_from_the_Outbreak?utm_source=steamnews27march
Thank you for supporting us in our journey. Join us in our discord server to share your experiences, give us feedback, and connect with others survivors.
Best regards,
Elizabete and the rest of the Coldwild Games team
[ 2023-03-27 15:00:44 CET ] [ Original post ]
We heard your feedback and we have a patch for you! This patch includes:
- You can now see obstacles before you place down a chunk
- When selecting a guild or league, you can now see how many times you've picked each of them before
- Improved performance for people with massive amounts of food
- Added a new song for the base
- Added a celebratory sound effect upon conquering the galaxy
- Strange Asteroids now announce their arrival with a strange sound; no upgrade purchase necessary, this one is on the house
- The "Space Observatories" effect is no longer lost when you close the game
- Added sounds for attaching chunks and gaining resources
- Added a setting to pan the base/map with left-click (for playing with touchscreen or tablet)
- Added an option to flip the energy display from "production/requirement" to "requirement/production"
- Saves are now backed up before each cataclysm to a "PreCataclysmBackups" folder in the saves folder, in case you regret doing a Cataclysm and wish to revert
- Fixed an issue where the background would drift away after ascending - took us a while, but we finally did it
- Fixed an exploit with loadouts that allowed blocked ships to be bought during cataclysms
- Fixed text in wilderness combat UI
- Fixed a tutorial arrow in the Ascension menu pointing to the wrong place
- Fixed overlapping tutorial boxes in the Ascension menu
- Fixed the "play for 4 weeks" achievement actually requiring 4 weeks and ~2 days
[ 2022-11-29 14:16:24 CET ] [ Original post ]
We are announcing our new game - Stories from the Outbreak! Stories from the Outbreak is a turn-based zombie RPG. Lead a group of survivors trying to escape a dying world. Check out the Steam page : https://store.steampowered.com/app/1968630/Stories_from_the_Outbreak?utm_source=announcement_steam And here is the trailer: https://youtu.be/LkVayy4U2Ag To celebrate the occasion, all of our finished games are discounted. Enjoy!
[ 2022-06-01 11:12:13 CET ] [ Original post ]
Thank you for your updates and feedback! The latest patch adjusts balancing and some bugreports.
- Research Lab now costs only 250 metal to build (upgrade costs are unaffected)
- Philosopher's Asteroid now gives 5 free upgrades instead of 1
- Upgrades that give production per food cooked no longer have a cap
- Chunk quirks no longer count towards the achievement that requires 15 active synergies
- Strange Asteroids are considerably less likely to disappear when you pan the camera or change the zoom level
- Fixed planet names lingering on the map after a conquest
- The chance of getting lunchboxes from conquests in the same planet now decreases slower
- The file select menu now shows more information (Ascension and Cataclysm count) and is sorted to show most recently played campaigns at the top
- Fixed a crash at the 10th Cataclysm
- Fixed no longer being able to deselect buildings by clicking the ground
- Disabled splash screen that seemed to be causing the freeze on Linux
[ 2022-05-31 06:52:08 CET ] [ Original post ]
Hello, Thank you for your feedback regarding 2.0.2 update! We've fixed a few reported problems:
- Changed UI scaling so elements don't overflow anymore
- Fixed the queue/enemy power displays overlapping with the side buttons when the alternative UI mode is enabled
- If you have automatic health packs unlocked, they are also collected before going into the next battle
- Fixed scrolling UIs also changing the zoom level
- Added a space between numbers and some abbreviations in the normal notation mode
[ 2022-04-25 15:36:31 CET ] [ Original post ]
Thank you so much for playing the game and providing more feedback on it. Thanks to your suggestions and reports, we've listed the immediate changes that we wanted to make. Here's the full list of fixes and adjustments:
- Added an Ascension upgrade to start with kitchens unlocked
- The insectoid chunk bonus now also works on energy-producing buildings
- Added some hotkeys: B to build, G/M to open map, U to open upgrades
- Added a stat for "time since last Ascension"
- Added a stat for Ascensions in the current Cataclysm
- Upgrade tooltips now show which achievement they require
- Doubled (roughly) the amount of visible blessing/curse choices for Cataclysm (the amount you pick stays the same, you just have more options)
- Ability cooldowns now reset between fights
- Changed synergy tooltips to clarify stacking
- Moved the building placement message so it doesn't block chunks
- Moved the "enemy power" and queue buttons to bottom right corner
- Made the final Meta achievement retroactive (for people affected by the previous bug). You should get it upon loading your old save
- Fixed the blessing that gives extra Candy per Ascensions always considering that 5 days have elapsed
- Possibly fixed the exploit that allowed you to smuggle ships over to a new Ascension by starting a new conquest from the queue
- You can now link nodes in the map editor with right-click as well
- Fixed upgrades always being grayed out in the "Choose upgrades to keep" menu
- Fixed the queue menu still blocking clicks while closed
- Lowered Reconfiguring Scanners duration
- Moved the first Hydrogen Generator upgrade to tier 3, increased its price and swapped its effect with the next Hydrogen Generator upgrade
- Buffed "Vestigial might" and "Renewed Powers" upgrades
- Nerfed Schemist guild upgrades ("Energy Channeling" and "First Lizard Shooters")
- Buffed "Keyboard Strange Asteroids" ascension upgrade
- Lowered amount by which enemy levels increase per cataclysm (roughly 1.6 times higher instead of 2 times higher enemy levels per cataclysm)
- Buffed most Cataclysm blessings (Celestial Cornucopia, Spiteful Revival and Recollected Might now provide greater bonuses, Recollected Might and Lordly Defiance now also boost your production, Celestial Cornucopia level 3 now gives a chance to encounter Advanced Recipes in lunchboxes)
- Remove non-functional alternative Tortoise attack
- Enemy power now scales slower, combat should be easier now
- Lowered DPF Leviathan fire rate
- Added a production bonus to the first planet
- Graphical fix for tier 4 Strange Asteroid effects
- Fixed Wolf ability (changed cooldown, lifespan, size, look, and made it piercing)
[ 2022-04-20 17:17:12 CET ] [ Original post ]
Thank you for your support and help during release! We've identified a list of improvements that we are working on. Here's a first batch of them:
- The map queue now has a "deploy" button
- Fixed the queue not disappearing when closed
- Cataclysm menu now plays the same music as the Ascension menu
- Added new shadow graphics for Academy and Kitchen buildings
- Added 2 new lore logs, for Tortoise and Plover ships
- Fixed the final achievement being unachievable
- Added an option to move the side buttons and energy display out of the way of the asteroid field
- The energy display is now hidden while viewing the map
- Fixed clicking effects not scaling properly with zoom
- Fixed some achievements have large empty lines in their descriptions
We are proceeding with the work on other reported issues. Thank you so much for your patience and let us know if there is anything else! Best, Vladimir and Lazy Galaxy 2 team
[ 2022-03-25 13:48:19 CET ] [ Original post ]
Hello there! Small announcement: LAZY GALAXY 2 IS OUT OF EARLY ACCESS! This comes together with a massive content and polish update the game is now content complete and ready to be played as a finished product!
The biggest changes in this behemoth of an update include modding support (more info on which you can find in the modding guide, under the Mods button of the main menu), an intro cutscene, automatic combat, 14 new secret foods, a massive heap of new late game content to extend the game for post-cataclysm players (including 70 new upgrades), new Strange Asteroids, significant rebalancing, and a ton of miscellaneous fixes and polish. Full changelog below!
Well continue monitoring your feedback, theres a few small additions, polish and fixes already planned. Expect fixes and polishing, but content-wise the games finished! Were very excited for you to explore this new version of Lazy Galaxy 2 and were looking forward to trying your mods! Thank you for an awesome Early Access!
Best,
The Lazy Galaxy 2 team.
New content:
- MODDING SUPPORT MODDING SUPPORT MODDING SUPPORT
- Automatic combat, loadout & queueing system to be unlocked from the ascension upgrade tree
- A way to exchange fuel for exp in the very, very, very late game
- 3 new Strange Asteroids (also very late game!)
- 1 new upgrade in tier 1, 1 new upgrade in tier 7, 8 new upgrades in tier 8, 13 new upgrades in tier 9, 25 new upgrades in tier 10
- Guild and league exclusive upgrades in tier 8, 9 and 10, added missing ruffian upgrade in tier 5 (so, an extra 19 upgrades)
- 3 new ascension upgrades (you get the point, theres a lot of upgrades)
- 2 new achievements (both relating to the secret foods), both are also added on Steam
- 14 new secret foods you may find by attempting to create health (including mental health) hazards in the cooking system
Graphics:
- Intro cinematic!
- Fancier backgrounds (star parallax!)
- Different chunk types are now neatly aligned
- A whole bunch of icons for the new content
- Changed icon of the Honorary Junimo achievement
- Red enemy health bars in combat
- Colour coded projectiles in combat
UI, QoL, polishing:
- No more early access greeting. Were out of early access! Whaaaaaaaaaaat
- New option to double the size of custom cursors
- Hourly production now visible in resource tooltips
- Essential upgrades are now in a separate tier, and stop flashing once purchased
- Upgrades with conditional effects (All 3 architect upgrades, The Full Picture, Long-term investments) now show up darkened in the unlocked tab if youve bought them but their conditions are not met
- All upgrade tiers are now neatly sorted, thus solving all the worlds problems
- Added new stats to the stat screen
- If you have ingredients to cook a recipe another time, the ingredients dont get deselected upon cooking
- Lore logs now use a smaller font
- The Cataclysm screen can now be viewed between Cataclysms
- The Cataclysm button doesnt disappear upon ascension. After you conquer the galaxy, you may begin Cataclysm at any time
- Slight miscellaneous improvements to the look and feel of cooking, ascension & settings UI
- The options screen now has helpful tooltips explaining the less obvious options
- Some other, smaller features for smoother UI (buttons light up when hovered over and get even darker when disabled, fancier progress bars, resolving edge cases for map highlights, bold headers for many UI panels, fancier ship upgrade buttons)
Rebalancing:
- Academies, Fuel pumps and Scanners are now cheaper to build, unlocking Fuel pumps is cheaper
- Doubled the duration of Effulgent Asteroid. Its really rare, so it deserves to be overpowered!
- Player ship rebalance: Many ship upgrades are now multiplicative youll find that player ships have become generally stronger
- Strongly nerfed Porcupine and its special ability, it was really way too powerful compared to other ships. Its still strong! Its still Porcupine! It just doesnt plough through armies effortlessly anymore
- Slightly buffed Gecko base stats
- Strongly buffed Queens Drones, nerfed Queens suicide ability
- Slightly nerfed Salamander
- Swarm enemies have been entirely reworked theyre now weaker and spawn in greater numbers
- Angels have also been entirely reworked theyve been buffed and now fire much, much faster
- Slightly buffed DPFs
- Tiny adjustments to Warden balancing
- The second ship destroying achievement now requires 300 rather than 100 kills, in order to better suit a very relevant and up-to-date meme
- The Residue Strangeness upgrade now tracks Strange Asteroids destroyed across all ascensions
- Keyboard mining upgrades are now way more expensive, to make sure they dont break mid-game
- Upgrades that give bonuses for activating all synergies now ignore synergies that require buildings blocked by the Eldritch Blueprints curse
- Each Primordial Candy now increases fleet size by 1, to make the start of each cataclysm smoother
Writing:
- Clearer tooltip for Space observatories effect
- Fixed typos in Admin Chambers lore log
- Some clarifications and better wording for a few warnings and tooltips
- 2 new Lore logs coming soon!
Fixes:
- Fixed island chunks not providing an energy bonus
- Fixed bug where buildings (mostly academies with the OCD synergy) would incorrectly show up as losing their synergies when upgrading other buildings
- Fixed Energy side hustle not doing anything
- Fixed a small graphics problem in the Chocolate Coins upgrade icon
- Fixed bug where candy gain from ascension was calculated differently in candy tooltip & ascension tooltip
- Removed exploit where going to the menu could be used to reset Strange Asteroid cooldown
- Fixed incorrect information in the Primordial Candy tooltip
[ 2022-03-15 17:00:11 CET ] [ Original post ]
Our next game, Lazy Galaxy 2, is launching now!
Lazy Galaxy 2 is an idle/clicker game with base-building and RTS elements. It stayed in early access for more than 6 months and on full release, you can experience these new features:
- mod support
- idle combat
- late-game upgrades and improvements
As well as other bug fixes/balancing and quality of life improvements.
Get the game here: https://store.steampowered.com/app/1477950/Lazy_Galaxy_2/?utm_source=steam&utm_campaign=release_day
And as we are celebrating the Full Release of Lazy Galaxy 2, we are announcing discounts for all of our games!
Thanks for playing our games and supporting us! Hope you'll enjoy Lazy Galaxy 2 as much as we do!
If youd like to learn more about the game or want to hang out with devs and other Coldwild Games community members, youre welcome to join us at: discord server.
Want to help us out? Consider spreading the word via Twitter, Reddit, etc. and leaving a review on Steam if you enjoyed the game!
Have a great rest of the week,
Elizabete and the rest of the Coldwild Games crew
[ 2022-03-15 17:00:09 CET ] [ Original post ]
Lazy Galaxy 2 is set to launch on Tuesday, Mar 15, 2022! Here's a new trailer to celebrate the occasion and show you the latest features of the game: https://www.youtube.com/watch?v=HIHHx1Ew7KM On full release, you can expect these major content changes: - mod support - idle combat - late-game upgrades and improvements As well as other bugfixes / balancing / quality of life improvements. Make sure to wishlist the game here and get notified on release: https://store.steampowered.com/app/1477950/Lazy_Galaxy_2/
[ 2022-03-14 16:00:08 CET ] [ Original post ]
Exciting news - The 2022 Lunar New Year Sale is starting now and runs until February 3rd. And we are participating too - some of our games have discounts!!! Grab them cheap while you can ;)
Click here to see what games of ours are on sale: https://store.steampowered.com/franchise/ColdwildGames/list/35132
Thanks for playing our games and supporting us!
Have a good weekend,
Elizabete and all of our Coldwild Games crew.
[ 2022-01-27 18:01:39 CET ] [ Original post ]
As we have hinted before, the game is nearing its full release, therefore the price increase of Lazy Galaxy 2 is coming and it is coming soon. The price is going to increase on January 10th to EUR 7.99 or Regional Equivalents. Here are three main reasons why: [olist]
- mod support
- idle combat
- even more content
[ 2022-01-05 15:02:51 CET ] [ Original post ]
Next entry of Lazy Galaxy 2 Devlog is live! Take a look at the 2.0 final release plans, happening early 2022! Learn more in the video below: [previewyoutube=DyOLefCpVOU;full][/previewyoutube] The biggest changes will be :
- mod support
- new content
- idle combat
[ 2021-12-27 16:07:33 CET ] [ Original post ]
It is that time of the year again
WINTER SALE IS ON!
The last and the biggest of game sales this year is live! Winter Sale starts now and runs untilJanuary 5, 2022. If you havent finished your Christmas shopping this year, Steams Winter Sale could help you get that list checked. ;) Have a fun 2 weeks! Click here to see what games of ours are on sale: https://store.steampowered.com/franchise/ColdwildGames/list/35132
[ 2021-12-22 18:03:31 CET ] [ Original post ]
Hey all! Heres a small update with some improvements, fixes, and new lore logs.
- 4 new lore logs
- Multi-selecting buildings now allows you to equalise levels (if you have buildings of the same type, but varying levels, you can press a button to upgrade them all to the highest level)
- Bulk-opening lunchboxes now prioritises the foods you have the least of
- Doubled the production bonus from Cataclysm
- Buffed Celestial Cornucopia and Spiteful Revival
- Slightly turned down the threshold for when the game considers you idle
- Improved positioning for building panels
- Fix incorrect offline production calculations
- Fix a bug where players would receive 0 candy in late-game ascensions
- Fix Particle Generator building panel not showing up
- Fix Transcendental memory affecting the price of upgrades bought in previous cataclysms
- Slightly nerfed Transcendental memory
- Clearer descriptions for Repeated fuelling, Reverse loyalty cards, Strafe, Space observatories, You And What Army?, Stalemate upgrades and achievements
- Fix Kitchen description being obsolete
- Fix achievement notifications working incorrectly
- Fix island chunk incorrectly showing a positive effect for metal production buildings
- Fix island chunk being called sea chunk in building tooltips
- Fix typo in dark chunk effect
- Fix some cooking effects showing up multiple times
- Fix framerate settings not being applied on launch
[ 2021-11-15 15:49:45 CET ] [ Original post ]
Ascension Bonuses should be working properly now. Let us know if anything else comes up!
[ 2021-10-30 09:43:03 CET ] [ Original post ]
Pushing a bugfix: - Ban guild/league innate perks from being kept between ascensions - Calculate food boosts on load as well (should be no more trouble with missing food bonuses) - ESC now properly closes expanded view in the achievement panel Thank you for your reports and let us know if something else comes up!
[ 2021-10-29 10:55:41 CET ] [ Original post ]
Food bonuses have been fixed and should be working properly now. Thank you for bringing this to our attention
[ 2021-10-29 06:05:25 CET ] [ Original post ]
- Fixed ascension achievements requiring 1 more ascension than intended - Fixed text on locked upgrade tiers - Fixed building "!" notification not disappearing - Fixed zoom while placing new chunks - Fixed ship prices reaching infinity - Fixed the new foods being swapped - Fixed lag spikes for saves with a lot of food
[ 2021-10-28 12:35:25 CET ] [ Original post ]
Hey all! The biggest Lazy Galaxy 2 update yet (1.3) is finally out! Free up the next couple of decades on your calendars, theres a whole lot of new content.
To those too lazy (galaxy 2) to read the changelog, heres a quick rundown of the biggest changes in the update: we now have the cataclysm system (new game+), chunk types (weve wanted this for a long time, your base will now be colourful and lively), a rework of how lunchboxes/kitchens work, new achievements, a total of 40 new upgrades, one new food item, dozens of new achievement icons, upgrade UI improvements, two new lore logs (with four more coming in a patch soon), three new Strange Asteroids, Strange Asteroid rebalancing, and so much more. Its a pretty hefty update see the changelog for a full list of all changes.
With 1.3 out of the way, were taking a massive leap towards the full release of Lazy Galaxy 2. Well monitor your feedback of the new systems and adjustments, and a small patch or a few will roll out in the coming days, but work has already started on our next major update, which should hopefully push the game out of Early Access. Ahead of us lies automatic battles, combat rebalancing, yet more content, an intro cutscene, and modding support.
Thank you for your support, and keep leaving your feedback in Steam discussions and our Discord server!
Best,
The Lazy Galaxy 2 team.
Full changelog:
New content:
- The cataclysm system: [spoiler]Now, once you have conquered the whole galaxy, you can choose to give up your progress for various powerful blessings and curses, but beware, for this makes enemies stronger as well. This is essentially a new game+ system, you can consider yourself having completed the game upon conquering the entire galaxy[/spoiler]
- The chunk type system: [spoiler]Now you can unlock different types of chunks on the Ouroboros, each with a unique effect that changes your production (this shows up in the tooltips of affected buildings similarly to synergies)[/spoiler]
- Reworked the lunchbox/Kitchen system. [spoiler]Now your chance of getting lunchboxes decreases with each time you get a lunchbox from a node, and Kitchens, rather than producing more lunchboxes, increase that chance of getting lunchboxes from combat. This should generally mean a bit less of an emphasis on food in player progression[/spoiler]
- 10 new achievements
- 30 new achievements on Steam
- Existing achievements for total metal, exp, fuel, candy production now have 2 extra levels, the energy production and building demolishing achievements have 1 extra level each
- 1 new upgrade in tier 4
- 8 new upgrades in tier 6
- 16 new upgrades in tier 7
- 7 new upgrades in tier 8
- Guild and league exclusive upgrades in tier 7 (for a total of 6 new upgrades)
- 2 new ascension upgrades
- So basically a lot of new upgrades
- 3 new Strange Asteroids
- New gourmet recipe: [spoiler]Infernal Smores[/spoiler]
- An easter egg, for those who want to commit the worst war crimes imaginable
Graphics:
- A whole bunch of new sprites for the new content: chunk types, upgrade icons, Cataclysm UI and more. Especially with the new chunk types, the game should feel quite a bit more colourful
- Tens and tens of achievements that shared the same icons now have unique icons
- Tortoises shield explosion now has a unique sprite
UI, QoL and polishing:
- (Until there is modding support) there is no longer a separate panel in the main menu for campaign selection
- Zooming has been improved (there are now more zoom levels in the base)
- Ctrl now buys 5 building levels, shift+ctrl buys 100. This also means that you cant buy max, but that shouldnt affect much, other than those few cases where you have to buy thousands of levels for Fusion Reactor
- Administrative Chamber tooltip description now shows you its final effect on your production
- Non-essential building notifications now disappear on hover
- Some improvements to upgrade UI: the general look is changed, and tiers with no upgrades left disappear automatically
- Guild and league choices now show up in the unlocked upgrades tab in their respective tiers
- Changed colours of how synergies get displayed, to have more contrast between synergies you are or are not currently using
- Hovering over food in your inventory now shows its recipe in the tooltip
- Added an option to display all recipes in the same page, with a scroll bar. that is not how books work
- Reordered ingredients in the Sacred Ice Cream Sandwich recipe. This is purely cosmetic but changes so, so much. Were talking about making a spin-off, or a sequel, just for this feature. Lazy Galaxy 3: Its Just The Sacred Ice Cream Sandwich
- The reconfiguring scanners effect now updates dynamically
- Shift+clicking a ship in the ship purchase menu now lets you fill all the available fleet slots with that ship, shift+clicking the ship remove button now removes all ships of that type
- Launchpad being prepared tooltip now disappears when reaching 0 seconds
- An enemy power bar in the galaxy map now indicates that your enemies are getting stronger
Writing:
- Two (and four more coming soon) new lore logs, each of which contains at least several words!
- Every map node has a small description
- Small congratulatory message upon conquering the whole galaxy
- Chunk quirks flavor text and description have changed now that there are multiple chunk types
- Slight adjustments to a few ascension upgrade flavour texts/names
Rebalancing:
- Another round of Strange Asteroid rebalancing: buffed Organic, Saccharine asteroids (but Saccharine no longer affects battle rewards, see fixes), nerfed Metallic, Sparking, Researchers asteroids
- Hydrogen Generators have been very significantly buffed
- Most food has been nerfed
- Energy side hustle now has a cap
- Keyboard mining related upgrades are now significantly more expensive
- Prevented battle rewards from reaching obscenely high numbers in the mid-game
- Late game combat now made slightly easier (enemy levels scale a bit slower), so that players dont get stuck at a massive wall right before conquering the whole galaxy
- Porcupines have been significantly nerfed (possibly too significantly expect more comprehensive combat rebalancing in the future)
- Changed how boss battles spawn (now more bosses spawn once you beat many nodes)
- Space wilderness now has an increasing amount of enemies the further you are in the game
Fixes:
- Fixed main menu Continue button not appearing in the first session
- Fix some buildings not upgrading to high levels due to infinite metal costs (now it takes waaaaaaaay longer to break the game this way)
- Clicking buildings near the edge no longer causes the building inspector to appear in wrong locations
- Fix the candy tooltip showing infinite candy when reaching high levels (I bet you wish, but no, were still gonna give you finite amounts of candy)
- Some significant performance improvements
- Architect upgrades (all production boosts when all synergies are active) no longer affect energy production
- Fixed the cookbook sometimes incorrectly showing all ingredients of recipes being available
- Fixed the Halcyon Dessert description incorrectly showing a bonus to candy gain
- Fixed some rounding errors
- Grouped together different all ship bonuses
- Resetting an effect (by destroying a Strange Asteroid while under the effect of the same type of Strange Asteroid) no longer displays incorrect numbers in the buff
- Researchers Asteroid no longer affects energy production
- Asteroids Destroyed stat no longer displays incorrect numbers
- Fixed scrollbars in the fleet menu
- Fixed ships in fleet menu showing incorrect hp amounts
- Improved Porcupine performance, fixed Porcupines activating their ability more than once
- Ships that are in combat are no longer saved to your save file (fixing a small exploit)
- Fixed exploit where Saccharine asteroid could be used for massive battle rewards gain (now battle rewards are calculated a bit differently)
[ 2021-10-27 15:58:01 CET ] [ Original post ]
Next entry of Lazy Galaxy 2 devlog is live! Following 1.2 update, we've been working on the next ascension tier system that is going to be introduced in 1.3. Find out more in the video below: [previewyoutube=NF3NuoWXiXs;full][/previewyoutube] We'd also like to let you know that we've seen very-late-late-game building/ship upgrade number issues (with infinite metal) and we are working on solving this. Expect it to be live in 1.3. Best, Vladimir & Alex, From Lazy Galaxy 2 Team
[ 2021-09-28 13:56:00 CET ] [ Original post ]
Thank you for all the feedback/reports. One possible causes of league membership / faction selection has been addressed. Let us know if you encounter it or any other issues.
[ 2021-09-14 12:41:32 CET ] [ Original post ]
Thank you for all the feedback and bugreports! We're in the middle of solving these and here's the first batch of changes in 1.2.1:
- similar ship boosts from items are now merged instead of being separately displayed
- food boost multipliers are now properly adding up
- calamitous asteroid multiplies production rewards as well
- ability cooldown displays adjusted
- ability hotkey ordering adjusted
- optimized the building upgrade (the game should not freeze anymore on large upgrade quantities)
[ 2021-09-09 12:47:16 CET ] [ Original post ]
The second major update of Lazy Galaxy 2 has been released! Thank you everyone for your patience. In 1.2, we focused on improving the already existing parts of the game, rather than making a lot of new content. Large changes in this regard include reworks of cooking and synergy UI, making unique sprites for every Strange Asteroid and ascension upgrade, and crazy amounts of rebalancing most upgrades, Strange Asteroids, the battle rewards formula and Mule rewards formula have been strongly affected by this. And, while we really focused on improvements, those hungry for new content will be happy to learn that theres a small new gameplay system read more in the changelog. In the following days, wed like to release a patch or two to finish up any smaller things that didnt make it in 1.2, and after that, work begins on 1.3, our next big update. The current plans for 1.3 are rather ambitious; in contrast with this update, 1.3 will focus mostly on adding lots of new content, including new gameplay systems, new upgrades, achievements, and so on. If you want to learn more about our future plans, weve updated our roadmap for them. As before, your feedback helps us make the game we want to keep it coming in our Discord or Steam Discussions. See you in 1.3! Best, Lazy Galaxy 2 team. Full changelog: New content: > [spoiler]League system! Leagues are similar to guilds, but you unlock them in tier 5 and they give various boosts to your ships, depending on which league you choose[/spoiler] > [spoiler]League-exclusive upgrades for each league in tiers 5 and 6, with the exception of tier 5 Schemist upgrade (which well add soon), so a total of 5 league-exclusive upgrades for now[/spoiler] > [spoiler]Tier 6 has 4 new upgrades[/spoiler] > [spoiler]Research lab now has a 7th level, which has an overwhelming amount of 2 upgrades (dont worry, well add more)[/spoiler] > [spoiler]4 new achievements, all of which league-related (were planning on adding them to Steam as well soon)[/spoiler] > [spoiler]New lore log! Unlocked by[/spoiler] [spoiler]ascending 5 times.[/spoiler] [spoiler]For more info, see Writing section[/spoiler] User interface: > The cooking screen is now very different, including new graphics and QoL improvements! After centuries of technological advancement, the Oxelg have now invented book > The stats screen has now been revamped, showing different stats than before > The synergy panel has been reworked as well. It now indicates whether you have unlocked a synergy, whether you have used it at some point, and whether you are using it right now. Also, icons yay! > Custom cursor! Can be enabled/disabled in the options menu > The developer console is now only available if you do some super secret things Graphics: > Every type of Strange Asteroid now has a unique sprite, partially destroyed states included. RIP to the fabulous veined Strange Asteroid, which is now out of use > All ascension upgrades now have unique icons > Changed sprites for Perfect extraction and Asteroid beam upgrades to fit better with their contents > Each synergy now has a unique little icon > Changed Ouroboros scale in the galaxy map > And, of course, graphics for upgrades & achievements in the new content section QoL and polishing: > Panning can now be done with right-click > Selecting multiple particle generators and hovering over the harvest button now shows the sum of their rewards > Bought X levels toasts now only show up during multi-select > If clicking asteroids gives resources other than just metal, little icons of other resources fall out of asteroids > The small combat preview when you view base during combat now has a minimise button rather than close, and its text doesnt go under the button Writing: > New lore log! Unlocked by [spoiler]ascending 5 times[/spoiler]. For more info, see New content section > Made it clearer how playtime achievements work > Made Harmony description slightly clearer > All achievements have names now! No more of that Combat achievement 5 nonsense > Changed names of level 2 Asteroid Harvester achievement and level 7 Hydrogen Generator achievement, replaced them with our patented Peak Comedy > Fixed a typo in Shine upgrade description Rebalancing: > All strange asteroid effects, with the singular exception of Sparking asteroids, have been heavily rebalanced both their effects and chances of spawning. Most of them have been nerfed, to improve the until now shaky balance between active and idle play. Well also look into further improvements to idle play to make it less terrible > Academy production cut by half to balance out all the other increases to exp production > A lot of upgrades (so many that a full list would be unreasonable) have now transitioned to having multiplicative, rather than additive scaling with other upgrades, and other upgrades have been rebalanced to account for this. In human terms, this means that the whole game has been massively rebalanced! Be warned, this might have a serious impact on your production, and well continue adjusting these in future updates > Catering services upgrade now scales with food cooked across all ascensions, but has a cap > OCD now requires a multiplier of 5, rather than 10. Get those Fusion Reactors back up! > Halcyon Dessert no longer affects Fractal Matter > The battle rewards formula has been significantly improved. The hope is that it isnt underpowered in the late game or overpowered in the early game, but further adjustments might come > Mule rewards no longer scale with your production, but rather the regular battle rewards. We are aware that this might significantly affect some peoples strategies, as a lot of late-game players would rely on abusing Mules, but this is an unintended strategy that we want to discourage as much as possible. The goal for Mules is that they act as a risk that can yield extra rewards, rather than a main source of income. Once again, further adjustments might come > Amount of enemies in battles now scales with how many nodes you have completed, rather than being a set number for each node > Slightly lowered enemy lore log spawn chance Fixes: > The asteroid field no longer resets when you add a chunk. That Strange Asteroid wont get away from you anymore! > Hide building level prices if theyre 0 (specifically applies to energy prices of energy buildings) > Esc now closes the upgrade panel after purchasing an upgrade > Upgrade progress bar now calculates percentages correctly and rounds percentages down > Fixed the Multiverse asteroids upgrade > You no longer get achievements for cooking all of a recipe type just by discovering recipes (rather than cooking) > Void achievement can no longer be cheesed by forfeiting at the right moment > Fixed bug where ascension upgrade tree would falsely claim you cant afford an upgrade
[ 2021-09-08 13:29:17 CET ] [ Original post ]
Patch 1.1.2 is out! This is mostly a small bug-fixing patch for the 1.1 content update we released last week. It addresses some of the issues that have been reported recently, and has some small changes and QoL as well. Changes:
- Enemy scaling is slightly harsher
- Replicator scaling per level has been doubled (come to think of it, I haven't seen a single soul use them)
- Asteroid harvesters and academies now show their resource icon in the build menu
- Right-clicking on ingredients (either from your ingredients or the cooking area) now deselects them for cooking
- Tortoise's ability's GFX now uses a unique (placeholder) effect rather than being a generic explosion
- Added a button to view ascension upgrades between ascensions, available after your first ascension, in the upgrades menu. You cannot buy ascension upgrades between ascensions
- Changed the upgrades menu to use tabs, like the achievements/stats panel
- The build menu now shows build limits (once you've built at least 1 of a building) and buildings that have reached the cap are grayed out
- Player abilities are now off-cooldown immediately after deploying
- "Ultimate Showdown" achievement now unlocks in real-time, instead of at the end of the fight
- Added a panel with changelogs in game (shows up automatically, can also be opened by clicking the version number)
- Improved performance when buying multiple building levels at once (especially in multi-select)
- Fixed the warning for changing conquest showing up even when the deploy button is on cooldown
- Fixed some synergy tooltips incorrectly showing their boosts as being additive
- Fixed tooltips disappearing every time a ship fight finished
- Fixed the "disable tutorials" prompt appearing behind the settings menu
- Fixed 'buffs' like space observatories or strange asteroid cooldown persisting between ascensions
- Fixed combat ability buttons not showing up if you bought the upgrade mid-conquest
- Fixed being able to smuggle chunk rewards through ascensions
- Made the word "ship" in planet tooltips plural-sensitive
- Tooltips no longer show resource costs if they're 0 (ex. upgrading a solar panel)
- Fixed conquest progress disappearing after reloading the game if you had progress in multiple planets at the same time
- Fixed kitchen not granting more than 1 lunchbox at a time, ever
- (Possibly) fixed hangar ship slots filling up in reverse order
- Renamed some pause menu buttons to make their effects clearer
- Made Fractal matter synergy conditions clearer
- Fixed incorrect description for "Keyboard Strange Asteroids"
- Made the scientist guild's basic effect slightly clearer
- Fixed a typo in "Shine" upgrades flavour text
[ 2021-08-18 12:42:19 CET ] [ Original post ]
The first major update of Lazy Galaxy 2 is live! Thank you everyone for your support and feedback a significant part of bug fixes and quality of life improvements, as well as other additions, happen because of your suggestions and continued interest in the games development. For 1.1, the biggest changes are new content (tier 6 upgrades and ascension upgrades that unlock various quality of life improvements), reworking of the Galaxy Map (enemy level scaling is now a little more lenient) and a lot of rebalancing (especially Strange Asteroids, guilds, and adding a build limit to Kitchens). Weve also addressed a whole heap of smaller problems, including but not limited to the notorious Wolf problems. A full changelog is included in the second part of this announcement. Were already starting work on 1.2 to both address your feedback and bring the game closer to our vision for it. Our plans for the upcoming updates include reworking a lot of the UI (especially cooking, stats, synergies screens), adding further upgrades (tier 7 is up next), reworking major calculations for upgrades (thus rebalancing the whole game), adding a tier 2 ascension system once the player conquers the whole galaxy, reworking Kitchens, a new system focused on spicing up combat and letting players further customise their approach to battles, and, of course, tons of fixes. You probably wont see all of this in the next update, but well do our best to make it as exciting as possible. We are open to hear your ideas and wishes for 1.2. Perhaps youve found some bugs or have suggestions for improvements? Leave your thoughts in our Discord or Steam Discussions it helps us create something that will be loved by both us and our players. If youve been browsing our Discord or Steam Discussions, youll notice that many changes in 1.1 are actually community suggested. Best of luck and stay tuned, The Lazy Galaxy 2 team. Full changelog: New content:
- An ascension upgrade that lets you purchase all available upgrades in a tier
- An ascension upgrade that lets you select all of a building type for upgrading & demolishing
- An ascension upgrade that lets you use all instances of an ability (for example, all Wasps use their shotguns at once)
- Added upgrades for each guild in tiers 4, 5 and 6 (so, a total of 9 new guild-exclusive upgrades)
- Added 7 new upgrades in tier 5
- You can now unlock tier 6 upgrades, and theres 13 of them
- 10 new Steam achievements
- When you start gaining enough experience for at least 1 candy per second, the candy tooltip now shows how much candy you generate per second, rather than how much exp is left until the next candy
- The guild selection screen now makes the advantages and disadvantages of each guild clearer
- Guild-exclusive upgrades now show which guild theyre from
- Tier 4 upgrades are now neatly sorted, just like the first 3 tiers
- You can now open all lunch boxes at once with random rewards by shift+clicking a lunch box
- You now learn a recipe as soon as you input 3 correct ingredients cooking it is not required
- All lore logs are now left-aligned
- The stats screen now shows Strange Asteroids clicked and Strange Asteroids missed
- Rounded bulk buy is now enabled by default
- The game now warns you about losing progress if you decide to attack multiple nodes at once
- Fleet health is now calculated based on total fleet health at the time of launch so destroyed ships are now factored in
- The battle rewards panel now also warns you that all enemies have become stronger
- Completing a node now fully heals all ships
- Added flavour texts to upgrades that didnt have them: Academies, Administrative Chambers, Ascension, Asteroid Harvesters, Chunk quirks, Combat abilities, Fusion Reactors, Guild Membership, Harmony, Hydrogen Generators, Infinity, Kitchens, Morale boost, Particle Generators, Recycling
- Changed the punchline in the Data Recovery upgrades flavour text to a funnier one
- Slightly adjusted Gamified harvest flavour text
- After months of hard work, we have added the word directly to the flavour text of Energy drinks. This is the most requested feature, and should double the overall fun factor of the game
- Fix a silly mistake in Evolution flavour text
- Fixed some missing periods and incorrect capitalisation in a few upgrades
- Renamed Achievement Unlocked achievement to Achievement Obtained
- Renamed Administrative Chamber upgrade to Administrative Chambers (hey its your choice to spend your free time reading this changelog)
- Fixed a grammar error in the Revenge upgrade
- Changed the name of level 3 meta-achievement, gave a name for its 6th level
- Changed the Unburstable achievement description to make it more clear which faction you should even be fighting against
- Renamed Ice Cream to Nice Ice Cream
- Shortened text in the energy tooltip so that it would fit on screen with mono-spaced font
- Kitchens now have a build limit of 10, your excess Kitchens get automatically harvested and sold (with 100% returns). They will be reworked entirely in future updates, this is just a temporary fix to prevent large scale Kitchen abuse. pleas stop
- Nerfed Strange Asteroids: Doubled base Strange Asteroid cooldown, significantly nerfed Metallic Asteroids, nerfed Calamitous Asteroids
- The Halcyon Dessert food no longer affects the Unlucky Luck and Spectroscopy synergies
- The default offline progression is now significantly higher, but still very low until you buy upgrades
- Nerfed Trader guild: Joining the Trader guild now increases metal production 1.25 times, rather than 1.5, Information economy now gives 2% to experience production per Scanner level, rather than 3%
- Significantly buffed the Scavenger guild: Their default bonus is now 4 times stronger (+1% metal production for each click in the last minute, rather than +0.25%), Asteroid geology is now 5 times stronger, Gravity thrusters now boosts clicks twice as much
- Doubled the effects of Gratis Omelette and Apocalypse Marshmallows
- Infinite Cycle achievement now requires 25 ascensions
- Doubled the chance of enemy lore logs spawning
- Enemy levels now scale up a bit faster at the beginning and then slower once you reach the mid-game, and enemy level scaling speed is no longer affected by what route you take in the galaxy map
- Very-late-game nodes now have two bosses, instead of one
- The first nodes manually created battles have been adjusted to account for the new enemy scaling speed
- Changed the battle rewards formula significantly. This adjustment doesnt entirely fix the problems associated with battle rewards well return to battle rewards in future updates
- Late-game nodes now give less space in your hangar
- Wolf damage turned down by roughly one third
- Very slightly increased Porcupine damage
- Significantly reduced damage done by Mules redirected projectiles. Now this ship should be offensively worthless, as intended, and Quit Hitting Yourself is a little harder to achieve
- Higher Insectoid Burster turning speed, so that they can catch up with Wasps without doing any socially awkward U-turns
- Very slightly increased Warden Bulwark ship damage (those are the large ones shooting rockets)
- Swarm boss is now microscopically stronger
- Fixed the Reconfiguring scanners cooldown not applying to the asteroid spawning right after you click a Strange Asteroid
- Harvesting Particle Generators no longer contributes to the accrued metal in other Particle Generators
- Fixed Master architect and Grandmaster architect upgrades sometimes not working properly despite having all synergies of the respective tier active
- Fixed an issue with buildings sometimes not changing colour when using the upgrade as much as possible option
- Fixed Scanners and Particle Generators sometimes moving around a pixel when changing colour
- Hangar now takes ship health multipliers into account when displaying ship health
- Wolf and Tortoise abilities can no longer be infinitely spammed
- Healing explosions now use the correct sprite
- Fixed laser abilities sometimes not piercing properly
- Pyrrhic plunder achievement now ignores the 5% healing you may have between battles
- Golden highlight for unfinished nodes no longer disappears if you restart the game
- Golden highlight for unfinished nodes now appears on all unfinished nodes if there are multiple
- Golden highlight for unfinished nodes now appears right as you deploy, rather than after finishing the first battle
- Price tooltips in the ascension upgrade tree now turn red based on how much candy you have left to allocate
[ 2021-08-12 15:49:43 CET ] [ Original post ]
Thank you for your support with Lazy Galaxy 2!
The bug reports and suggestions really help to move the progress forward. 1.0.5 is mostly a bugfixing update, but there's a visual change in strange asteroid sprites (see above!).
- Strange asteroids now have different sprites
- Abilities that fire towards the cursor cannot be intercepted anymore
- Changed the Plover's ability projectile sprite
- Added a setting to round bulk-upgrades to the nearest "clean" number (ex. holding shift to upgrade a lvl 32 building will upgrade it to just lvl 40)
- Added a setting to buy as many building/ship levels as possible when holding shift/ctrl
- Snapping the camera between chunks is now done with Z/C rather than tapping the directional keys
- Camera panning with keyboard is faster
- Fixed "Quit hittin yourself" achievement completing when you lose
- Fixed a bug where clicking above a chunk placement preview would make that new chunk invisible until you restarted the game
- Fixed chunks not spawning with obstacles (making the game far easier than was intended)
- Legendary synergies now display properly in their menu
[ 2021-08-04 14:17:46 CET ] [ Original post ]
Thank you for your feedback and bug reports!
- Fixed space wilderness rewards and scaling
- The connections on the map now change color when you have an ongoing conquest or have cleared a path
- Clicking the planet you're currently fighting in will show the fight rather than the fleet menu
- The forfeit button is no longer clickable when it makes no sense to use it (ex. right after winning)
- Fixed being able to close the guild choice menu with escape key
- Fixed being able to mine asteroids (with the keyboard upgrade) while ascending
- Fixed another issue that was causing the background to slowly drift away
[ 2021-08-02 10:51:28 CET ] [ Original post ]
Thank you for all the support and feedback that you've given so far! We wanted to roll out the patch to address some immediate issues:
- - You can no longer close the conquest victory popup by clicking outside of it (was too easy to accidentally dismiss while clicking around in the base)
- - Fixed the background moving every time you closed the map
- - Fixed clipping in upgrades menu post-ascension
- - Fixed some early game tutorials appearing and lingering if you've 'skipped' past some of them
- - Ship HP/Lvl/DMG in the fleet menu now uses notations and should not overflow
- - Removed the screenshake setting (which wasn't doing anything)
- - The white flashing overlay is now a dark grey, and is interrupted when you return to base from combat
- - Leveling up ships in combat is no longer possible
- - Mute in background is now on by default
- - Fixed text for Data Recovery upgrade
- - Minor icon changes
[ 2021-07-30 17:51:22 CET ] [ Original post ]
The day is here! Lazy Galaxy 2 is launching into early access.
For the last 8 months, we've worked hard to bring this vision of Lazy Galaxy 2 to you. Despite early access state, the game should be offering much more depth compared to full release of the first Lazy Galaxy entry.
In this version, you are going to see:
[olist]
[ 2021-07-29 16:00:04 CET ] [ Original post ]
With 1 day until early access launch left, we are happy to present you the trailer! [previewyoutube=EY0N0mMOQLI;full][/previewyoutube] Check out the updated features and designs in the video above :) We hope you enjoy the game once it launches!
[ 2021-07-28 12:59:41 CET ] [ Original post ]
The third part of Lazy Galaxy 2 devlog is live! In this devlog, Alex talks about the features expected on early access launch and the amount of content prepared for release. See it here: [previewyoutube=4le52pUVwhM;full][/previewyoutube] The game is set to release in early access this Thursday, July 29 :) Stay tuned and see you then!
[ 2021-07-27 15:52:17 CET ] [ Original post ]
Hey everyone! Lazy Galaxy 2 second devlog is live! In this devlog, Alex talks about the development progress, space battles and what are we working on before launching the game in early access. Check it out here: [previewyoutube=4eTWdhWVrVk;full][/previewyoutube] If you have any questions - fire away! Best, Vladimir & Alex
[ 2021-07-02 14:19:09 CET ] [ Original post ]
Heya! Lazy Galaxy 2 has been announced more than 2 weeks ago, and we think it's about time you find out more about it. In today's 3 minute devlog, learn about Lazy Galaxy 2 game mechanics, building and combat system: [previewyoutube=GT4b__XzCkc;full][/previewyoutube] Got any questions? Ask away! Make sure to follow the page in order to get informed about next devlogs / Lazy Galaxy 2 announcements. Best, Vladimir & Alex
[ 2021-05-28 11:41:32 CET ] [ Original post ]
Hello everyone!
Coldwild Games is happy to announce a direct sequel to Lazy Galaxy game, called, *drumroll*, Lazy Galaxy 2. Yup, you've heard it right. We've taken the name of the first game and added "2" besides it.
You can check it out here:
https://store.steampowered.com/app/1477950/Lazy_Galaxy_2/
What can you expect from it? Glad you asked!
Lazy Galaxy 2 is an idle/clicker game with base-building and RTS elements. Lead an evil (albeit lazy) alien race to conquer the universe! Expand your base, fight vicious foes, and conquer the galaxies. Acquire combat experience and convert into candy, the most precious alien resource!
It tries to expand upon Lazy Galaxy 1 formula by adding maps/spatial conquest, paired with pre-built player campaigns and greatly enhanced basebuilding system. You don't even need to play the first game to enjoy it.
Lazy Galaxy 2 is a game that you can run minimized while watching your favourite Netflix show. Build the base, check out the universe map and send your fleets to start the conquest. No micro-transactions are planned, the game is a single-player premium, pay-once, keep-clicking-forever title.
Wishlist the game here: https://store.steampowered.com/app/1477950/Lazy_Galaxy_2/
[ 2021-05-12 11:00:36 CET ] [ Original post ]
- Lazy Galaxy 2 Linux [181.66 M]
You can enjoy Lazy Galaxy 2 even if you have not played Lazy Galaxy 1! The game is our attempt to improve on Lazy Galaxy 1 formula by making the base building deeper, changing the battle system, adding the custom maps to allow for more spatial conquest.
Key Features:
- Conquer the galaxy! Build your base, build your fleet, fight the enemies
- Campaigns / hand-crafted scenarios with planned map editor support
- Achievements matter! Unlocking in-game achievements adds permanent researches that improve the gameplay
- Control units directly or idle it out! Micro-control is rewarded, but not necessary. You can idle out the battles or seek more active participation
- Multiple development paths will add variety to incremental/base-building gameplay
- OS: Ubuntu 16.04 and Ubuntu 18.04
- Processor: x64 architecture with SSE2 instruction set supportMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: OpenGL 3.2+. Vulkan capable
- Storage: 512 MB available space
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