Axe, Bow & Staff cover
Axe, Bow & Staff screenshot
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Genre: Role-playing (RPG), Indie

Axe, Bow & Staff

Merry Christmas and a better-looking patch!

Release notes:


  • Updated graphics and looking from the main menu to the first 4 stages of levels;
  • The heroes will now jump off the conveyor when reaching the end;
  • Fixed: the game would sometimes freeze in the loading screen;

Patch v1.3.7

NOTICE: some player reported the new installation caused the game froze at loading / unable to play the local new game. We are still investigating the issue, but if it happens to you, just re-open the game and it should be fine.

Release Notes:

  • Upgraded to Unity 5.6.2;
  • Optimized the package size of the program. Now the game loads even fasters;
  • Decreased the cooldown duration of Bow's Jump ability;
  • Now the died hero always revives at the middle lane when reaching a checkpoint;
  • Increased the size of the level icons in the world map so it's easier to click;
  • When The Lifesaver's Watch triggers, the heroes can attack and use other abilities;
  • Fixed: different gamepads could control the same hero in the local co-op game;
  • Fixed: the number of a shortcut item did not update after picking up the item;
  • Fixed: the immunity potion did not work properly;
  • Fixed: the Time Warp FX did not follow Staff in the racing mode;
  • Fixed: the UI of the control mapping was not fully localized;
  • Fixed: the speed up item in the racing mode did not show up after picking up;
  • Fixed: you could use items when your hero was dead, but could not switching between items;
  • Fixed: the Yeti boss was off screen after falling into an ice pit in Level 8-1;
  • Fixed: Bow would pop out of the vehicle in Level 3-3 after casting Barrage;

Anniversary Sales and some news

Dear adventurers,

Next Thursday, September the 29th, is the anniversary of Axe, Bow & Staff 's full release. There will be a 75% discount to celebrate by then, and the full price will drop to $5 after the sales.

I have another good news to share: the game is nominated for the Best Audio Award in IndiePlay 2017. IndiePlay is the biggest event of the indie games in China being held in every Autumn. This year, the event will start on October 28th in Shanghai, and Axe, Bow & Staff will be showcased during the event. If you are around, come by and talk to me! You are also welcome to play my new game (code name "DU2", still in early development ;)

Thank our composer for his awesome music, Naruto the Great!

Update V1.3.5

Optimzations:

  • Optimized the loading process. Now the game launches much faster;
  • Added loading screen before entering any level, as well as some hints;
  • Added some hint boards in the scenes;
  • Added a cool "lightning" FX for the Teleport skill;
  • Added the sound effect for slashing the barrier doors;
  • Added a sound effect for reminding the player that the skill he's trying to use is in cooldown;
  • Added the mark to the hero who triggers the lifesaver item;
  • Changed the sprite of the bouncing mushroom;
  • Updated the sprite of the conveyor so it's easier to tell the direction;
  • Increased the default sensitivity of the movement using joystick;
  • Re-did the save slots UI in the main menu;
  • Added the FX for energy full-charged, so you won't miss any Super Dash!
  • In the hero selection UI for local co-op, pressing Enter/Start can skip the configuration (using the last one);
  • Now the books have better effect of bonus experience;
  • ...and optimized some levels, as usual!


Bug Fixes:

  • In local co-op mode the controller would reset after finishing a level;
  • After selecting the AI-Assisted mode in Level 2-1, by default Level 2-2 would still start as All-In-One mode;
  • The goblin minions would stack up to sky in the boss battle in Level 3-3;
  • Reaching the checkpoint in Super Dash could cause a hero to die immediately when restarting from the checkpoint;
  • The rolling barrels would disappear when hitting the shield (without the shield spikes);
  • The hero in Super Dash could not move forward when Time Warp was activated;
  • The hero in Super Dash would be affected by slow-down debuff; and when the dash stopped, the hero would move backward until died;
  • In single hero mode, the Focus Fire effect could stay forever after switching back to the archer;
  • The sound effect of the conveyors would always be playing whether the SFX was turned off;

Meet Axe, Bow & Staff at PAX East 22114!

I'm happy to announce that Axe, Bow & Staff is being showcased at PAX East this weekend, thanks to IndieNova!

If you are going to the event, don't forget to pop in and grab a joystick to have some fun!

Update V1.3.0

New Features:

  • Added the ALL-IN-ONE hero mode for single player. You can play like in Trine - switch between three heroes but only one will be in the scene;

  • Added a lot of hidden treasures in the levels!
  • Added a new element: the conveyors;

  • Replaced the "Slowmo Time" item with a new passive item: Lifesaver's Watch. The time will freeze time when a hero is falling too behind or too low health, giving you 3 seconds to adjust;
  • Pressing L (B on Xbox-compatible joysticks) key when in the back of a row can push the hero in front of yours forward;



Optimizations:

  • Decreased the CPU load in game;
  • Added a button to quick create a local co-op game;

  • Re-did the level entry panel in the world map scene. Now you can start a level with 3 modes: Single Hero, Multiple Heroes, and Local Co-op;
  • Added the VFX for hero death;
  • Added the animation for hero reviving;
  • Added the animations of hero running towards the finish line;
  • Added the VFX for picking up the energy gems;
  • Optimized the SFX for picking up items, discovering hidden paths, and hero level-up;
  • Added the SFX of meow!
  • Optimized the end cutscene for level 2-1;
  • After selecting a save slot, you will enter the unfinished level instead of the world map scene;
  • The item cursor will jump to corresponding grid after selecting an accessory or consumable item;
  • Staff's AI will teleport a snap trap only when it's needed;
  • ... and again, a LOT of optimization on the level design!


Bug Fixes:

  • The control mapping was not saved properly;
  • The death animations of the thieves and the bosses were not played properly;
  • When a hero bounced up on an energy, he could be hit by the monster in the upper lane;
  • The barrels were not spawned in the boss fight in level 2-2;
  • In level 5-1, the enemies would attack even the hero in their lane was dead;


Balancing:

  • The snap trap will no longer trigger when hit the switch button;
  • Decreased the duration of the Turbo Mode by 1/3;
  • Changed the offering price for the gold nugget from 200 to 100;
  • Eased the difficulty of the dragon boss fight in level 5-1;
  • Eased the difficulty of the boss fight in level 5-4;


Planned updates:

  • Hidden levels;
  • Mini-quests;
  • More level optimization;

Patch v1.2.0 - Biggest Update Ever

We have spent weeks making the new features, optimizing the levels and boss fights, trying to bring the co-op experience of the game to a new level. Hope you like this update!

Release Notes:

  • Added the energy gems. When picking up a gem of the same color, a hero can gain the energy. And when the energy is filled up, you can go "Super Dash" by pressing J + K (X + A on Xbox controllers). If all the heroes are in Super Dash at the same time, the Turbo Mode will be triggered!
  • Introduced two new objects: "Jumpo" Mushroom and the Spike Trap;
  • We have made a lot of changes to the beginning levels, to improve the experience for the new players;
  • The boss fights have been optimized too;
  • Optimized the attack animation of most enemies, to give the player more time to react;
  • The thieves are now more difficult to kill;
  • Added a mini boss at the end of Level 5-1;
  • Changed the looks of 1x, 5x and 10x coins;
  • Fixed: the music was mute after game over in some levels;
  • Fixed: the heroes sometimes became vulnerable in Turbo Mode;
  • Fixed: the skeleton wizards didn't play dead animation when killed;

Patch v1.1.6

Release Notes:

  • Optimized: AI is cleverer when steering clear of the obstacles;
  • Optimized: some upgrade icons;
  • Fixed: when Bow is killed, her Focus Fire effect will no longer stay;
  • Fixed: the item shop no longer sells the Slowmo Time and the ultimate weapons;


This patch does not include the OSX version. I'm travelling with a PC laptop so I can only build the Windows and Linux versions. The patch for the OSX will be included in the next version. Sorry for everything!

Patch v1.1.5 released

Release Notes:

  • Fixed: the music was mute after the cut scenes;
  • Fixed: the SFX before starting a level in the world map was too loud;
  • Fixed: sometimes the visual effects did not play;
  • Fixed: hitting Azdam before the fight would go to phase 2 directly;
  • Optimized: the enemy spawning in Level 5-1;
  • Optimized: the loot position of the sand worms;

Hotfix v1.14

Release Notes:

  • Fixed: the music did not play;
  • Fixed: the items picked up in Level 5-4 didn't go to the inventory;
  • Fixed: Azdam did not go to phase 2 properly;
  • Fixed: the leaderboard in game was not displayed correctly;