Blasted Road Terror cover
Blasted Road Terror screenshot
Genre: Role-playing (RPG), Strategy, Indie

Blasted Road Terror

Angels Of Combustion



It is here! Yes it is finally here! Angels of Combustion update is uploaded and you can play it right now! It took full 3 weeks to prepare this one and its another huge milestone for the game as gameplay loop now goes full circle. But first things first, lets check whats new in this update.

Content



  • Blasted Road missions
  • Screenshake cap
  • Ui tweaks
  • MCV being pushed off road glitch fix
  • Ai improvements and adjustments(now ai tries to avoid highland bridges for example)
  • Minor bug fixes
  • Lot of grammar issues & typos fixed


Blasted Road


Biggest(and the only one tbh) feature of this update are Blasted Road missions. Blasted Road is endgame mode that is designed to put ultimate stress on your squad and reward you with loot you have never dreamt of before if you pushed hard and far enough.

Blasted Road missions are unlocked upon upgrading your Scout Base to max level and can be picked any time as huge will yellow arrow with Blasted Road symbol will appear in front of your vehicles and any time you click it BR mission is activated.

You can stock up on consumables in the same way you stock before patrol missions and you can even enhance terror level which stands for mission difficulty. Terror scaling is non linear, so early levels are easy enough for max level squads with just blue and few epic items.

During mission, after each 3 encounters you enter the checkpoint, where you can repair your vehicles, refresh your warriors and choose if you want to pick up reward and head back home, or, to increase terror and continue to improve your reward.

Terror is rising a little with each encounter improving enemy DPS a little and enemy HP/Fury formidable.

Near Future


In next two weeks, i would love to push the game to version 0.95. What does it mean? There are still some bugs and ui related issues i need to adress and in addition i would like to introduce new missions like Canyon Ambush or Abandoned Tunel along with new legendary exclusive loot.

If everything will go well(yes, im looking at you Zelgaris:-)) game will finally have trading cards, backgrounds and all that related stuff as well by 0.95 release.

Hope you ll enjoy the update & see you on the Blasted Road!

Tryzna



Cannibal Assault



Hello Everyone! Finally, im back with another update and today we reached version 0.9! Must say i really enjoyed this one as it added more variety to low - mid tier gameplay and couple of endgame weapons to please those grinding highest difficulties allready as well.

Cannibal Assault additions



  • Cannibals minifaction
  • Killer Cops minifaction
  • Alternate mission givers
  • Gauss Cannon
  • Dronemancer
  • Minor fixes and additions


To see more detailed notes, pelase visit community center and 0.9 version thread.

Cannibals & Killer Cops


Cannibals and KCops are minifactions that were added to enrich random encounter pool during patrol missions. These come unannounced and without any warning. Both enemies are quite tough however encounters are short so it should not cause you serious trouble as they are there really to serve as an enrichment for now.

Alternate missions


Alternate missions can be picked up in your base from randomly spawned NPCs. They usualy yeld greater rewards and alternate missions that are not spawned in your regular mission pool can appear as well. Currently there are Cannibal Assault and Killer Cop blockade missions available. Canyon ambush and tunnel ride are to come in near future.

Near Future


We have reached version 0.9 for now and final push towards 1.0 is ahead of us. Its still a lot o work ahead and will take longer than ussual 2weeks per 0.05 progression. What you should expect? Right now my focus will be implementing endgame mode and if everything will go well(cant promise as im not sure i ll handle it) online leaderboard for it.

That would be the focus of next update and i expect works to take 2 or 3 weeks from now.

After that we ll expand endgame experience with new loot, new command vehicle, scavenger base upgrade and tier 2 vehicles. In addition steam trading cards and all of that related stuff can appear really soon, so stay tuned for new BRT announcement;-)

Hope you ll enjoy Cannibal Assault & with regards

Tryzna

Drone Swarm



Hiya all again! As every second sunday, here comes new update! This one is all about loot, rare loot, epic loot and legendary loot. I would like to introduce you item traits as this little feature is probably gamechanger and gives your efforts in getting new equipment whole new meaning.

Item Traits



Only armor items can have additional ability(bumpers, suspension, ornaments) and they ussualy sacrifice one of its stats in order to get the trait. Probabilities of getting trait are influenced by item rarity and chances go like this: Rare - 25% Epic - 50% and Legendaries - 75%.
Is the sacrifice of one of the main stat worth it? Its up to you to decide...


  • Swift - grants +1 mobility
  • Vampire - leech hp
  • Improved gunner hatch - wearer can fire in 360 degrees
  • Drivers shotgun - vehicle gets additional boomsticker turret.
  • Rage Banner - all attacks done by your squad adds +1 to its damage.
  • Flame Drone - ehm..flame drone
  • Heavy Drone - missile drone
  • Gun Drone - drone with machinegun
  • Defender system - shoots down enemy missiles
  • Minelayer - wearer drops mines
  • Damage aura - adds spining damage aura
  • Fuel scoop - adds fuel each encounter


Native epic and legendary loot



Another subgroup of armor items was added, and i personaly call it native epax. Special hand crafted items, each with its trait and without need to sacrifice any of its stats. Those are very powerfull and are meant as ultimate reward. Can be found in lootboxes or as patrol rewards, however they appear only if the loot quality is epic and better.

In addition all of the item traits got its visual effect. Rage banner adds flag on to your vehicle and raging runes pulsing below the vehicles, Defender systems scan terrain around the wearer in radar pulses and so on with each item that does not add something clearly visible like the drones or minelayer ability.

Unfortunately i did not squeezed native epic weapons in to this update as i was hoping with friday off work, however it was called off in last possible hour:-/

As an appology, i added few more long term achivements, hope you ll enjoy tracking their progress.

Thanks for your support & with regards

Tryzna

Bloodthirsty Pillagers


Hello everyone! Im back with another update, bringing the game much closer to what we all want it to be. This update brings more than i initialy expected and could have been even bigger if my health would allow. However unexpected delays happen and at least we have more content ready for near future.

Bloodthirsty Pillagers content



  • Convoy escort missions added
  • Town raid missions added
  • Hound ancient writing and cruel artifact appearances added
  • Hond minelayer ability adjusted
  • Hound cruel artifact bug fixed
  • Explosive archer added
  • Nomad Missile Team added
  • Bandit corpses and splatter bonus added
  • Spear and Arrows bullet trails added
  • New buildings added
  • First pieces of destructables around the road added
  • Patrol missions difficulty heavily tested and readjusted


As you can see quite a lot happened, there were a lot of changes related to these additions that are not listed as i dont want to turn this announcement in to boring tech stuff talk as only minority would be interested in that. However i was surprised how 0.8 changed face of the game. New mission modes brought much needed variety and especialy Town raid missions introduced alternative to patrols, even its item rewards are not that powerfull.



Patrols


I ve been testing patrols a lot in past two weeks and reached day 200 while playing Town Raids and Patrols almost exclusively. This resulted in to difficulty rebalance and some bug fixes regarding Patrol missions. Before this release enemies had reduced hit points for patrols and while that made patrols accessible at lower difficulties, it made them too easy once your squad is geared up.

In addition ammount of spare parts required for repairs was increased. In addition consumption of sp is doubled during emergency stop.

Im pretty happy with how patrols are right now in terms of difficulty. Still it needs more events to reduce monotonous feel, but there is still plenty of time till version 1.0

Near Future



Next update will focus on loot variety and itemization. In addition it will bring in first "true" epic and legendary items that ll give your vehicles additional abilities. Let me surprie you with that, but i asure you it will bring in another dimension in to group composition and if it ll be implemented right, it will make you push for hardes difficulty possible asap, as these will be game changing.

Thanks for your support & with regards

Tryzna

v.0.75 - "Hound"



Hello everyone! Im back with another update, this time with new main command vehicle. Hound is 2nd main vehichle and while designing it i wanted it to differ a bit from well known Crawler.

Vagabond


This talent tree branch is meant for offense, a lot of turrets, flare signal that summons friendly nomad bikers, cruel ornament that can trigger bonus attack power buff and giga laser as ultimate.
As expected, this branch is straightforward and easy to use. Its hard to go wrong with extra firepower, but second branch hides interesting talent choices as well...

Rambler


Is exact oposite of Vagabond tree branch. A lot of support talents like wardrummer, mekboy, armor plating, lot of squad stats boosts and passive water collector as ultimate talent thats great when running patrols.
Talent choices from this branch pays off in the long run and you can feel the difference especialy during long patrol missions.


Right now Hound can be purchased for 5000 screws and have no reputation requirements. This will change when we ll transit to full version of the game, but i left it accessible for purpose of testing as it ll require a lot of ballancing to be somehow comparable with Crawler.

I was bit more optimistic about content of this update as all works went really smooth at first and even i did not encountered any major problems or delays it took whole two weeks to implement new MCV as i did not realized scale of this addition at first.
Thats why there was not any time left for other additions i planned for this update, but dont worry, next update will follow in just couple of weeks.

Near future


I would love to hit version 0.8 with next update. It wont focus on any specific aspect of the game, but instead, i plan to add bit of everything. New weapons and items as i have some ideas allready and dont want to leave them in my drawer for too long. I would love to add some more area specific terrain pieces as well, add new mission type and to spice everything a bit, new visual effects as i am certain everyone would like bandits jumping out of their burning vehicles just to be ran over by your cars seconds later;-)

Hope you ll enjoy 0.75 & with regards

Tryzna

"Tormented Legion"



Hello everyone! Hope you ll forgive me one day long delay but past two weeks were absolute madness. Almost everything that could possibly go wrong, went wrong. Xmas rush at work was insane, mix in some health problems and screaming and yelling infant when you finally get home and want to work on Blasted Road Terror, add some minor hardware problems(combined with closed stores) and here you go,that was my exact situation in past few weeks.

However! Here is update 0.7! Sure there had to be few sacrifices like new items are not included in encyclopedia, but that will be fixed with new update as i will get new keyboard with all keys working as soon as stores will open tommorow;-)

Tormented Legion - additions & changes



  • Raging spearboy
  • Nomad 50cal
  • Savage minigun
  • Tanker support vehicle
  • Heavy weapons now reduces vehicle mobility
  • Improved mission objectives display
  • Collision sound warning added
  • Selected vehicle indication improved
  • New init screen
  • New squad names added
  • Obvious bug fixes and small improvements i dont remember about


Upcoming updated


We are past journey from 0.6 to 0.7 which was quite boring and there was ton of invisible changes and internal improvements to ready the game on big content additions. Journey to 0.8 will be bit more exciting as i want to add at least dozen of new weapons or variations of existing ones. New suspension and ornaments to enrich item pool. Further enhancing patrol missions AND finally new command vehicle.

New command vehicle will be bit tricky as when i was initialy designing the game i counted with multiple MCVs however kind of forget about them after few weeks in to development till early public alpha releases. Furtunately, the base for this feature is there and adding this feature wont require rewriting half of the game code.

Thank you for staying with the game!

With regards

Tryzna


v.0.675 - "Base cleanup"



Hello everyone! Update is finally here! Sure, this one is lacking new content, but it was necessary for future of this game to stop for a while and start thinking, rethink and improve whats allready in the game.

Base screen upgrades


Now, you can finally mouseover base facilities, see brief info about them without opening, and most importantly, open them if you want without rolling out the bottom facilities menu. Seems like a little detail, but i got used to it very quicky and it radicaly improved "management" part of the game.

Coward check


Is a new ingame mechanics i implemented to prevent players from running easy or medium missions even with fully leveled and equiped squad. Before EA started i thought that experience gain reduction and drivers mumbling about low difficulty will be enought to encourage players to do more difficult missions.
I was wrong!;-) Right now if drivers start mubling about mission beign no challenge or they wont benefit from it at all you ll have to encourage them by paying share of your screw supply. Sure, you can still run low difficulty missions, but it will cost you and couse share is % it ll prevent you from farming big screw supply or gain any benefit at all.
Coward check is setted up quite generously right now, but once all your vehicles reach lvl5, its about time to move on to hard missions.

Other improvements


There s quite a few additions and improvements. Most importants is weapons tab addition in to encyclopedia. Inventory screen now shows your total squad DPS and Effective HP. Added random NPC to your base to enrich environment a bit and oh, almost forgot, there is new event as well.

Near future plans


This update was not that big, as im quite bussy in real life right now, but have last week of the madness ahead of me and once it ll pass, i ll be able to dedicate all of my free time in to Blasted Road Terror again.

Next update will be about bringing same ammount of attention the base received right now, to the main combat. You can expect combat and environment improvements like destructable decorations, effects improvements and finally enemise tab for the encyclopedia.

After this "wrap up" phase will be done, i can finally move on to adding more content and start a ride towards version 1.0

Thanks for reading & with regards

Tryzna

v.0.65 - "Tormented Crushers"



Hello everyone! After another two weeks of work, im back with another update you can download right now! This update might seems "lacking" when it comes to features, but belive me, working on ingame encyclopedia is tedious and annoying work;-)

0.65 changes and additions



  • Encyclopedia added
  • Paladin support vehicle added
  • Gudrun(not final) added
  • Berzerker added
  • Ripper visuals enhanced
  • Shader related crash - should be fixed


Ingame Encyclopedia


First iteration of ingame encyclopedia is finally here! Its quite simple right now, but it ll grow a little with each update. Currently there are two tabs - basics and vehicles.

Basics tab will take you through base interface, explains how hit points and fury work and should prepare you for your career of warchief commanding caravan of combat vehicles rolling through wasteland.

Vehicles tab contains all the information you might need about vehicles you can get from vehicle workshop. Im not listing boring stats in there, but instead of that i try to explain + and - of each vehicle and tip on how to use it effectively.

In near future i plan to add weapons and enemies tabs explaining all about enemy factions and weapos you can equip on to your vehicles.

Grammar


I wanted to dedicate entire paragraph for this. As you noticed, my english is not as good as i would want it to be, and as im not youngest, chances it ll radicaly improve is very low. With the addition of Encyclopedia, game more than doubled ammount of written text and thats why i need your help!

If you ll notice grammar mistake anywhere, or sentece that does not make much sense, please slap me in to the face yelling "correct it". We have community center for this here on steam, so lets use for that purpose as well.

Thank you!

Support vehicles


0.65 introduces new vehicle class - support vehicles. You can check brand new encyclopedia to learn more about them, but the idea behind them is to give you more options and choices when tinkering with stat numbers in pursue to find best possible combination.
Right now i think support vehicles are interesting options and great choice for Patrol missions. They are available from vehicle workshop once you reach reverd reputation with Sheriff.

Thats all for today! I ll be around almost whole day in case of any problems with the new update and after that i ll take 2 or 3 days off, as past 6 months were pretty intense and i need to catch a breath.

Road on a way to version 0.7 will be about little "quality of life" improvements. I want to smoothen game experience around the edges, improve user interface and explain certain things better to make this game more intuitive and once we ll reach 0.7 i want to focus on content and other more interesting stuff than recolouring shop windows;-)

Thanks for your support & with regards

Tryzna




v.0.6 - "Shadow of The Vulture"



Hi everyone! Im back to bring you another game update! We finally reached version 0.6 today, and even there were no content updates this time, i belive you will notice big improvements.

Lets start with the list of changes and additions and then we ll talk about some points in detail.

0.6 - Changes & Additions



  • Selling empty slots - fixed
  • Z axis for buzzsaws - fixed
  • vehicle inventory bug - fixed
  • shelter water bug - fixed
  • item level scaling bug - fixed

  • Wasteland enrichment - half destroyed bridges, cactuses, vultures - done
  • Improved ground collision warnings - done
  • Vehicle collision warnings - done
  • Tavern NPCs - done
  • Black Market NPCs - done
  • Warehouse Rework - done
  • Armory facility - done
  • Vehicle movement dynamics rework - done
  • New patrol item level formula - done
  • Spear thrower - idle animations - done
  • Lightflamer - idle animation - done
  • Minigun - idle animations - done
  • Tinkerer facility gfx - done
  • Night, Dust storm and Heavy rain weather brightened - done

  • Ghoul Hunt Missions Rework - done(for now, still not final)


Bug Fixes


Not much to say here, they were all known before i started working on this update and none of them gave me a headache while attempting to fix it. Only notable change here is item level formula - i wanted to replace it in 0.7 but bug related to it accelerated this change. This new formula takes base upgrade level in to account as well, so there wont be that huge difference between purchased/dropped items as was before. Sure dropped items will always be better, even with slightly worse rarity, but there wont be that huge leap anymore.

Additions


I felt like wasteland environment need some more love. Added new sand dunes, ground crackles, cactuses(even cactuses with vultures sitting on top of them) and some additional big decoration items as well.

Collision telegraphs were added as well and now its really hard to miss collision warning and lose vehicle by not paying enought attention. In addition vehicle it self will detect collision in advance and will display another warning both on it self and on its item plate.

Weapons received some more love as well! Not all of them but Spearthrowers, Miniguns and Light Flamers received its own idle animations. I know, it does not affect gameplay in any way, but game certainly feels much better when your crewmen scratch themselves time to time, look in to the distance or make rude gestures. In future i want to add two or three possible animations to every manned weapon(enemies included).

Save wipe


I dont want to enforce save wipe so its up to you if you ll decide to follow my recommentdation. I strongly advise to reset your save files now. Dont worry, you wont lose achivement progress anyway and without this step, your feedback and experience wont be relevant anymore.

Thats it for today! Hope you ll enjoy "Shadow of the Vulture" !

With regards

Tryzna

Plasma Storm - v.0.55 is here!



Hello Everyone! Two weeks passed and i am back with another update! Main focus of "Plasma Storm" update is item variety and especialy new weapons. Some other changes and fixes were applied as well and the project is now ready for works on 0.6 update but more about that latter.

0.55 additions and changes



  • fixed armor/deflect bug
  • nerfed deflect ammount on items
  • squad name position when purchasing supplies fixed
  • squad name generator recognizes new weapons

  • added flak cannon
  • added plasma gunner
  • added plasma accelerator
  • added gunzerker + enraged variant
  • added Boris
  • added 3 new bumpers

  • Black market Item availability now scales with its upgrade level
  • Patrol missions item reward now scales with mission difficulty (example - easier patrols wont give hi-tech stuff while on harder difficulties there is bigger chance for advanced weaponary like plasma gunners)


There are two new weapon types. Flak weapons do explosive dmage on critical hits and kinetic damage on normal hits. This means the more crit chance your squad have, the less dependant it is on weak explosive weapons like spearthrowers to get rid of enemy shields.

Plasma weapons work simillar to flak weapons, the critical hits do double damage to enemy fury(not as strong as explosive bonus) and normal hits do regular heat damage which always ignore enemy armor values, making plasma weapons ideal alternative to light flamers or incinerators.

Next update



Next update will wrap everything up and bring game to version 0.6. There wont be many additions but instead it ll focus on "polishing" of the game as a whole. I want to focus on improving and enriching environments(both outdoors and base), UI improvements, add some weapon animations as only fully animated weapon is still 50cal machinegun, add few more squad names and finaly, improve ghoul hunt missions as they are quite poor in their current state.

The update should be ready within two weeks as always.

Thanks for your support & with regards

Tryzna