Angels That Kill - The Final Cut Released & Two Game Bundle
It sure has been a while since we have put out anything for Angels That Kill, but in this final update there should be enough to justify that.
Angels That Kill - The Final Cut Features
A new field of view slider and broader options. Now you can view Noll City in a much more customizable way, along with now having a better selection of the camera sensitivity option and the audio level.
A cleaner and more efficient inventory. Get a better read on what items mean to your characters, and have a better understanding of their thoughts with a cleaner journal.
Easier means of navigation. A bad map with poor communication is no way to find points of interest, but now that is a problem of the past with being able to see birds guiding you the way through buildings when focusing in on them.
Plenty of bug fixes, updated menus, reworked mechanics, and more. Enjoy having more responsive menus, tighter character controls, significantly less bugs, and new effects to bring everything together.
With this update we are also releasing a two game bundle which includes both Angels That Kill - The Final Cut and Slave RPG for 25% off, or (we think according to how it should be set up)12.5% off of each individually if you own the other respectively. This also includes a price change for Angels That Kill, which now sits at a cool and crisp $4.99. An upcharge is a little odd generally, but this game has had a whole slew of price changes and this seems like a good "forever" price in addition to the update and bundle.
We know that this has been a long road and that this update includes pretty basic features that should have launched with the game, but we didn't really know much of what we were doing back then (not like we know much more now), and this update comes as a bit of a farewell from us to the project. We are firm believers that more work on a game could be done, and this is far from perfection, but from strangling with the old and out of date code, to attempting and figure out how to merge old methods with newer cleaner ones, this seems like a nice resting point.
So thank you to everyone who has left feedback or criticism, thank you to everyone who supported us through up to this point and with the release of our second game, and thank you to those in the future who may stumble across this game in the vast sea of Steam games and decide to give it a try.
Slave RPG 0.25 Is Out Now
The next update in our upcoming title Slave RPG is out now and includes a variety of changes and overhauls.
We have also recently switched from using Dropbox to Mega to host our downloads, due to ISP errors on our end we are unable to provide direct links here on Steam, below you can find links to other sites that contain the downloads.
continued to overhaul most menus in the game with a new menu system that should be easier to navigate and overall more conformative
finished adding support for the towns of Graves and The Arena by adding in NPCs and various locations to both places
completely overhauled the way that firearms function by making them range-less, but at the cost of not being able to preform critical attacks with them and having them use ammunition
completely overhauled the way the inventory system works by making it uniform to the new menu systems as well as changing the total amount of items the player can hold by scaling to the player strength
Minor Changes
various bug fixes
more options
As always we want to thank you guys for the support and we hope you all have a good holiday season.
Slave RPG 0.2 Is Out Now
The next update in our upcoming title Slave RPG is out now and includes a variety of additions and changes.
greatly expanded combat to include more areas, random radiation smoke, enemy specific attacks, slightly improved AI, random enemy status effects, player stat checks, and enemy limb selection when attacking
changed large parts of the UI to be more universally conformative and easier to understand
began adding Graves, a new major town and an explorable area for The Arena
began major game balancing which includes action points being smaller and more universal, shops changing their item stock less frequently, and shops stocking more rare weapons less frequently
Minor Changes:
various bug fixes
smaller UI tweaks
road-mapping for future updates
more options
NPC dialogue expansion
addition of "special" playable characters when entering specific names
As always we want to thank you guys for the support and we hope you all have a good holiday season.
Slave RPG 0.15 is now out!
The first major update to our new game, Slave RPG is out now!
https://youtu.be/3JhkfQCXxSQ
The first update for our game Slave RPG is out now and improves on numerous mechanics while introducing some new ones.
With this update we have doubled the world size meaning that we can now place in a lot more locations to the world, while also making it feel more up to scale with what we are trying to build.
We have also made the slave dens an explorable place rather than just having it show the players status screen in order to help make everything a more concrete experience, rather than a series of screens with black backgrounds to go through.
We also worked on the combat significantly, and while it is still not quite up to where we would like to see it, it defiantly provides more gameplay and focus than it did prior.
Races also now gain specific bonuses depending on the race category the player chooses. In Slave RPG there are six races to choose from with three categories defining them, those categories are: Arhat, Dukkha, and Sunyata. The Arhat will receive more dialogue options, the Dukkha will receive lower priced items from the shop, and the Sunyata will be immune to radiation fog.
We have also fixed a few bugs that we found while play-testing the first public build, and have balanced the game a bit more to help provide a clearer means of playing.
We also have a public poll on our Patreon available so that we can get some feedback for what we should focus on in the next update, you can find that here.
Thank you to everyone who has supported us so far and we hope you have a good day!
We have launched the first public version of Slave RPG on Patreon!
https://youtu.be/ker-ZgAV_Hw
Slave RPG is our attempt at a role playing game that attempts to take aspects of older classic role playing games and present it in a familiar yet modern way. It is a dystopian game that finds the player under the control of an aggressive militia in a distant future where the housing market bubble had a much larger effect on the world.
Not to worry, the initial launch will include a free build, and even after that you will be able to gain access to builds at the minimum of a $1 pledge on Patreon. Below you can find more information on some of the latest game changes leading up to this release, as well as several different links.
Basic story/redefined combat setup for future updates
Much more modding capabilities
A plethora of tweaks and fixes
Well let’s start off with the refined SADDAC system, and what better way to do that, than with another bulleted list.
Strength: The core stat that determines the player's health and nutrition. Similar to the Charisma core stat, increasing this will provide the player with more dialogue options.
Attack: The core stat that determines the total amount of attacking power the player has.
Defense: The core stat that determines the total amount of defending power the player has, as well as their defense probability.
Dexterity: The core stat that determines the player's action points, attack probability, and defense probability.
Agility: The core stat that determines the player's movement speed. (When we update the combat this will also be used to determine the rate at which the player can attack.)
Charisma: The core stat that allows the ability for the player to unlock more dialogue options.
The new dialogue system is much more reminiscent of older cRPGs and features a much broader range of material for each NPC. Previously, each NPC only had their own list of topics and an occasional speech check based on Charisma. Now each NPC gains the same dialogue options, with a much larger quantity, as well as speech checks based on both Strength and Charisma. New topics for the player to choose from will unlock the more the player talks with other NPC and should provide a much more streamlined experience than how it was setup before.
We also added a pause menu with dedicated options and typical submenus that you would find in a pause menu for any other game. Why the thought to add this eluded me for so long, I will never know, but because of it the UI at the bottom of the screen is significantly improved. Now the player will have a dedicated status bar at the bottom of the screen with set options to go along with it, meaning that just like the new dialogue system, we are one step closer to a traditional cRPG.
We also added graphics for the player character as well as portraits of them for the new status bar, this means that you will be able to customize your look when starting a new game now. Currently the player look is not capable of being modded, nor is it affected by race/origins, but we hope to add this soon.
Difficulty is now used to determine a final score and ranking for the end game screen and when we implement achievements, this will affect what is unlocked for the player. We have also added several difficulty options (bulleted list incoming) including:
Overall difficulty: This will affect enemies overall attack and defense, providing for more challenging combat.
Game time: This will affect the player’s starting debt and total amount of money gained from various actions, making for either a shorter or longer experience.
Weather: This will affect how deadly the weather around the player is, and how rapidly it changes.
Iron Man mode: This will change the player’s character to being set to a mode where if you die, it will delete your saved games and you will have to start completely over.
While neither are implemented in this first public release, we know that the game lacks any proper story for the player to go through and the combat is fairly dull. We have set up various nodes in the gameworld for story events to take place in the future, but we don’t want to start adding that in yet as we are still working on the details and want to finish the base mechanics first. As far as the combat goes, that should be improved upon in the next update and will allow for a more traditional turn based combat with timed actions.
We have also expanded upon the ability for players to mod the game by including various options in the new mod menu that will allow for the ability to change “mod packs,” turn on or off various aspects of mod packs, and change the texture filter type. Hopefully from here we can expand further by allowing more aspects of the game to be modded, like the UI border and game text.
That is going to be all for now, but we appreciate all of the support you guys have given us so far and we hope to see you along for this game as well.
Hello everyone, today we released our first prototype for our newest game slave RPG. You can find the download in the links below, the prototype was made in batch and is not representative of how we want the final project to be, but instead serves as a small starting point and something to show off for the time being.
Thank you all for your support and have a baller day!
Recently we have discovered that another indie game on Steam by the name of, Silhouette, has a pretty similar style as Angels That Kill. We have talked to the creator and we both have found it pretty amusing, so we here at Rising Sun Interactive wanted to send our congratulations to Apeirogon Games for being able to really create the type of game that we had originally planned for Angels That Kill.
Other than that we are still working hard on our next project, Slave RPG, and can hope to start some beta testing relatively soon. The game will take place in the Texas Wasteland in and around Parker County, where our studio is located. Currently it has five small towns to explore and an arena to battle through. We are working hard on expanding it until we feel confident to release some screenshots and more information, for a general list of features you can always visit our website risingsuninteractive.com. Also make sure to check out Apeirogon Games apeirogon-games.com and their game Silhouette, right here on Steam.
Thank you all for your support and have a baller day!
2.0 Hotfix #2
We have released another small update for the current build, it seems that the new mouse system that we had made missed a check for a certain menu screen, but is now working fine.
Thank you guys and have a baller day!
2.0 Hotfix #1
We released a small update that fixed an issue with the 2.0 update that did not allow achievements to activate.
That is it.
Thank you guys and have a baller day.
One Year Later Update 2.0/Game Announcement
Well everybody it has been a full year since we first launched on steam and we have had many changes with the game since then.
A full list of changes:
ADDITIONS:
-added a new map system that shows your current location
-added a notification system when you make ending changing decisions
-added a little more to the tutorial
-added a map system to the Valentines Day Massacre gamemode when you press the "Inventory" button
TOUCH UPS/FIXES:
-cleaned up and organized the game files
-touched up the hunger meter's appearance
-touched up the quality settings to allow more lights at once
-touched up the journal scripts
-touched up the RSI logo at the start of the game so that it now scales properly
-fixed an issue with the run toggle that would play the sound clip even if you were not moving
-fixed a typo on the ending descriptions under the "Chapters" menu
-fixed an error that tied the hunger system to the framerate causing it to be notable faster for some people, it now works properly off of time
-fixed an error from launch that would cause the mouse to randomly stop showing
CHANGES:
-changed the journals to be actual text instead of a picture to make it more legible
-changed the background exploration music to fade out when entering a building
-changed the title on the main menu
-changed the version number
-changed the banner in the launcher
-changed the introduction/credits/disclaimer/title screen to now be skippable
-rebalanced the hunger system
-increased the size of the loading notification
This will probably be one of the last updates for this game (with the exception of bug fixes) while we focus on our future projects. The first of which is going to be a smaller RPG done in a similar fashion of older text based games, titled "slave RPG." You can find more information about it on our website.
As always we thank you guys for your support and time, and have a baller day. http://www.risingsuninteractive.com/