we have just released new update - tweaking campaign difficulty levels.
During gameplay testing we came to the idea that Hard and Extreme difficulty levels are too demanding and work against replayability and finishing the story. We decided to make the gameplay smoother by keeping permadeath only at the Extreme difficulty and allowing players to keep theirs specialization levels throughout the whole run, even after death. We also have decided to dump level cap on all levels, so feel free to grind the other bots a bit. ːsteamsaltyː
On the other hand we have enhanced the time limit penalty after death on all difficulties, so you have to decide whether to push forward, grind, or play aggressive.
Lastly you can try out the new skirmish map Lake set in the frozen wilderness. The map screams for large scale combat in teams. Try maxing the number of bots here! ːsteamhappyː
We are already baking the next big update bringing the competitive daily challenge so stay tuned. We are slowly moving to stage 2 of the Early Access!
When playing 11th Dream, you might struggle with some groups of tough enemies, bosses or maybe platforming. And sometimes, this struggling brings fatal consequences.
Starting from this update, dying in campaign leaves behind a small shadowy tombstone. You can see tombstones of other players as well, which might give you a hint where to pay more attention.
From now on, you will know for sure that you are not the only one struggling with ID Master's commands.
Hello! Today we are releasing a new skirmish map called 'City'!
The City is a desolate place with a dominant building from the old times of biological history. Compared to other skirmish maps, it is harder to find weapons. Can you conquest the forgotten temple of this long forgotten city?
Navigation of the bots is based on waypoints. Bots are moving from one waypoint to the other, searching for weapons and enemies. The following shot from the in-game editor shows how we have arranged waypoints in the 'City' map.
We are already cooking another update, stay tuned!
Michal
Blue Pulsar Games
Hi!
This week we are releasing brand new map called 'Dune' and few bugfixes.
Dune is a greenish place covered with silent ruins and plenty of weapons.
As for bugfixes:
- Shadow setting checkbox was affected by Sound setting checkbox.
- Color palette did not reset back to normal when the game campaign was reset.
- Jump height has been boosted from 3 to 3.5 meters.
- Duration level waypoints have been rearranged.
- We have slightly boosted performance of collision detection.
See you next week or on our Discord server!
Michal from Blue Pulsar Games
New skirmish map - Hill 937
Hi, we have just updated 11th Dream!
11th Dream has received a new skirmish map - Hill 937. It is mostly suitable for the horde mode, when you as a player try to survive waves of enemies as long as possible. The top of the hill is a flat area with few places to take cover. Contrary to the flat hilltop, map border is a very noisy inaccessible place full of tiny peaks.
We have also updated the preview images of campaign levels to showcase the environment.
See you next week!
Michal from Blue Pulsar Games
Music update
This week, we have dedicated our time to game music.
Music in 11th Dream has been composed and recorded exclusively for 11th Dream by Pavel Kielberger. Combination of acoustic instruments, effects and synthesizers brings unique mood to all recorded pieces.
We have added three new tracks to the game and reassigned them to campaign levels to support their atmosphere. From now on, calm pieces should not play during fighting levels and vice versa.
Happy listening!
Michal from Blue Pulsar Games
P.S. join us on our discord server, everybody is welcome :)
Update - Noise Map and Updated Jump
11th Dream has received a new skirmish map - Noise. We've also tweaked jumping of characters to make the take-off smoother.
Newly released map Noise takes place on a flat but very rough terrain covered with catwalks. The player can jump off the catwalks to take unguaranteed cover below them.
We were considering adding a shallow death zone, forcing the player to stay on catwalks all the time, but it turned to be more fun to offer at least a partial cover.
We have received few suggestions to tweak the jumping. The first tweak was implemented in this Friday's update. The impulse is not applied in one frame now but it is divided into several frames to let the player prepare for the character's take-off. This is just the first step to make jumping feel better, we'll continue our experiments on this mechanic.
If you have any thoughts, suggestions or you want to just speak with devs, you can reach us on our Discord server.
Next update will be about music! See you!
Michal
Flat-Earth Update
Hey,
We have just published new 11th Dream update with new skirmish map: Flat Earth - Ideal for large scale team deathmatch games.
We have also included a bunch of graphics tweaks and fixes, as well as campaign's Extreme and Hard difficulty rebalance towards lower enemies HP and increased NPC Damage.
Discuss 11th on our discord: https://discord.gg/yRcSHB
And follow us on instagram: https://www.instagram.com/11thdreamgame/
We will be back with new update next week!
Best,
Filip
Two new skirmish arenas in 11th Dream
Another exciting week behind us! We are adding new skirmish maps Desert and Hills to 11th Dream!
Desert is new a map of rocks, sand and abandoned ruins which offer good covers and hide useful bonuses. Visibility is further limited by thick layer of floating sand. The map gives an option to attack an enemy by surprise.
Hills is a new colorful, dreamy map under clear night sky. Encounters happen here on long range, since it is difficult to find a cover on the open areas.
We've also fixed several minor issues in Rapture, one of the levels of official campaign, and menu screen with leaderboards and player stats are now better explained.
You can listen to the 11th Dream original soundtrack on Youtube, where we are going to publish entire game OST over time.
If you have any questions or suggestions, you are welcome to join us on our Discord server! See you next week!
Out now in Early Access!
0X0010 IN HISTORY
0X0020 BEFORE BOTS
0X0030 BIOLOGICAL MIND
0X0040 CREATED TOOLS FOR LACK
0X0050 OF POWERS AND FATIGUE
0X0060 TOOLS AGAINST UNCOMFORT OF WORK
Hi,
Blue Pulsar Games is happy to announce early access release of 11th Dream. You can try our game on Steam now and ask us anything on our Discord server or follow us on Instagram.
11th Dream is a fast-paced third person abstract shooter. Our game includes both skirmish maps and a campaign aimed at fast runners and hardcore enthusiasts. It is a game that you can try to beat while you render your video or wait for a meeting.
To bring vapor of dream gaming to your screen, we are going through a rather bizarre development process using our own custom engine. The absence of accessible technology supports our creativity, delivers breaking visuals and also drives us to create and bring new artistic approaches to the 3D Shooter game genre.
Can you beat the game? https://www.youtube.com/watch?v=0-k8hL73C8A