With 4 days left, Residual reaches the 100% funding goal on Kickstarter! This means you still have a few days to get in on the EXCLUSIVE Kickstarter rewards!
Name your planet or a cluster of planets? It's still available!
Get the exclusive digital Instruction Manual on release? Still available!
Check the Kickstarter if you want to get in on these, final days to get them! - Residual Kickstarter
A new Orangepixel game is coming: Residual - and it is NOW on Kickstarter with a playable demo available! Check all the details here: Residual Kickstarter.
RESIDUAL is a survival platformer offering a combination of crafting and exploration. There are no weapons, it's just you, the planet, and an adventure for survival that's different every time you hit the "New Game" option.
RESIDUAL throws you onto a procedurally generated planet with no humanoid lifeforms. Your task? Survive! – Explore the planet both above and below ground, scavenge, mine, craft, fish, pluck, chop, climb, jump, push, pull, and solve puzzles along the way.
Discover remnants of an ancient civilization and their advanced technology. It's not known why this civilization failed, but their technology is sure to come in handy when fixing your ship once you figure out how to use it.
http://store.steampowered.com/app/1290780
Gunslugs: Rogue Tactics NOW released - 10% launch discount!
Hey! it's Pascal from Orangepixel here, and I'm REALLY happy to announce that Gunslugs:Rogue Tactics is NOW released and available! Check out the game and grab a nice 10% launch discount:
It's a combination of action and stealth, with a little pinch of rogue-like elements in there.
Hope you'll give it a try and enjoy! :)
New Orangepixel game is coming up!
I'm currently wrapping up work on my new game: Gunslugs:Rogue Tactics, and will be doing a public-beta soon!
The fight against the Black Duck Army continues in a much more serious way:
Gunslugs:Rogue Tactics is coming and it introduces the game to stealth, sneaking, tactics and much improved gameplay!
You can wishlist the game now, and jump onto Discord.gg/Orangepixel to be part of the upcoming public-beta!
More and more players are finding themselves hunting for the Terra towers, so it became apparent that most players also don't like searching the ashworld for it! Let's call it a design flaw, but this update is here to fix that and a few other things. The Terra-towers will now show up on your map after you enter and exit a portal, happy hunting!
The update is pushing now to Android, Itch, Steam and being uploaded for approval to Apple (takes up to 2-3 days).
Ashworld v1.5.1 - Rare items and the sniper
A quick update before the year ends, fixing some crashing bugs and all the rare-item quests.
Apparently it was possible to activate the sniper rifle from your inventory, and when in sniper mode you could easily switch to any other weapon and use that with the sniper-scope.. only one player noticed it so far :)
There were also some issues with the rare-items, they popped up too often (so much for being rare) which is now fixed, and the accompanying quests have also gotten a fix making them actually completable in the right way. Finally some fixes with interface issues and a skill-selection crash-bug.
Happy surviving!
Ashworld v1.5.0
A new update is here, the main feature: bigger backpack! This also fixes some problems that people had been telling me about where inventory stuff didn't seem to appear, and I couldn't figure out (for a long time) why or what was going wrong. Until this week I finally got a bright idea: the inventory system ran out of space! So here's an update with a bigger inventory, and also two new skills you can learn to expand that inventory space even more!
Also some more balancing tweaks (mostly ammo-drop rate increase). The full list of changes:
Ashworld v1.4.0 - Balancing + Fixing + on the go!
It's been a while since the last update, mainly because I was working on the mobile release.. and the iOS version is now live! So you can take this open-world on the go if you like (grab it from the appstore)
But what's new?
Well here we go:
- fix: gamepad up/down was backwards in driving (altho right-trigger also worked)
- balance: added some highlights to ledges and floors, make it stand out more
- balance: picking up weapon now always gives you some ammo with it
- balance: small slowdown on the day/night cycle
- balance: changed spawn rates on ragers, easier at start of a new game
- balance: lowered amount of enemy cars spawning at once
- balance: slightly lower energy for ragers and skellies
- fix: made weapons without ammo not "equipable"
- fix: weapons now shooting when 0 ammo, but still extra clips in inventory
Ashworld v0.7.4 - the rare-crash-bug fix update!
Latest version is up and live, it fixes some crashes and problems happening rarely and somewhat randomly when running around the world.
I'm currently focussed on finding the weird inventory bug people are running into (items not being added) and also getting an on-the-go version of the game available for early December on iOS and Android (in January)..
Fixes:
- fix: some buildings didn’t have hostage-locations (messing up the “rescue captain” mission)
- fix: make first car last much longer (at least until player gets somewhere)
- fix: rare crash in first mission after a continue-game
- fix: possible crash in garage near compound
Addition and changes:
- add: debug console commands for controller testing
- change: removed “auto-mount” on weapon pickups when using fists (shooting rockets by accident ain’t no fun!)
Ashworld v0.7.3 - garages and shops
Some buildings have been causing crashes when either entering them or leaving them, so far this was limited to garages and shops.
Luckily in most cases the players running into the bugs mailed me their save-game files which have helped me pin-point the crash within minutes, and I think we're nearing the end of those bugs!