It's been a long and sometimes bendy path, but BlitzKeep Unleashed has finally reached completion. Because it's a part time project, it was often difficult to dedicate the necessary time to it, but here we finally are. Sorry for keeping you waiting, but we hope you love it!
Here are the changes since v0.9.1:
Improvements
Added higher res versions of the hero sprites so they look better on big monitors
Added support to directly open Steam leaderboards from the game
Added some additional iconography to make some things more clear
Updated many of the art assets in the shop to remove graphical artifacts
Re-balanced many of the costs of the items in the shop to make them more attainable and with a more even cost curve
Added a new app icon for the 1.0 launch - he's got gold armor now!
Improved art and graphics in many other places throughout
Re-balanced most of the later levels, especially Mausolia.
Bug Fixes
Steam achievements are now rewarded properly when they are already accomplished (on startup)
Fix Steam achievements for the bosses, they would be given for free sometimes previously
Removed ability to use a phone as a controller; it caused many issues and literally nobody was doing it
Fixes to the shop buttons for classes - sometimes they would say USE when they shouldn't
Fixed a scaling issue with the save slot UI
The hint sign for the stop ability now properly goes away when you pass it
Fixed Z sorting issues across the board, especially on bosses
Large v0.9.1 Update
As BlitzKeep Unleashed gets closer and closer to release, we're entering the final polish phase. Lots of quality of life improvements, balance changes, bug fixes and more. All known bugs are now fixed, which means you players reporting them is all the more important! Please use that button!
New Features
Achievements added to Steam. For ones you've already accomplished, you will need to do them again (for example, to get the achievement for buying a spell, you need to buy another spell).
Save slots added so you can play multiple saves at once.
Added a new 25 gold award for clearing rooms
Added a "waypoint reached" notification after advancing in a stage
Gameplay Changes
Major audit of classes:
Coward now retreats from enemies instead of bouncing off, but has hella boosts.
Drunk is a bit easier to control and boosts a bit more, otherwise improved slightly.
Dwarf is totally different: he's attracted to weapons, armor, potions, and gold, making it harder to control him but he picks them up more readily.
Mercenary has boost powers again, and is attracted to gold, but is weakened overall compared to Knight (less boost, less swipe change speed, less shield size, etc).
Monk no longer has bonus power, but has everything else strengthened (boost etc). He will be weaker than enemies a lot of the time now, but can use boosts to clear them.
Mystic spawns more underlings now and can also boost, but is weaker overall.
Necromancer has a higher chance to spawn skeletons and can also boost, but is weaker overall.
Ninja is nerfed a bit: slower, less boost.
Paladin is totally different: instead of stopping the clock, she has a second shield behind her.
Piledriver got a major change: he has the acceleration movement and earthquake abilities the Dwarf used to have, but they're more extreme and more powerful the faster he goes.
Scout is given slightly more boost.
Sorcerer now attracts to spell scrolls, and can boost, but is weaker overall.
Wizard now always dies to enemies but is at a normal power level, so his spells are normally powerful. He also has much more buffed fireballs (they kill all enemies), but is no longer invincible at waypoints mid-level.
Rogue also always dies to enemies and has a normal power level, and is no longer invincible at waypoints mid-level.
Made Verdantopia harder
Decreased gameplay area at edges for certain TVs and monitors
Added 2x versions of enemy sprites so they're not low res (but some still must be updated)
Improved the motion detectors in Impopolis by adding a "don't walk" decal and adjusted their positioning
Zoomed the game in slightly on wide aspect ratios
Updated the BlitzMage and the won cutscenes to look better
Improved the lighting around the player in the darkness - they now disappear into the black (rendered underneath it) and don't create light when they explode
The aimer now appears on top of the darkness
BlitzMage projectile hitboxes were greatly reduced, they were frustratingly large
Added more stop waypoints to the Puddland levels
When teleporting between levels in the Blitz Keep, the player now shrinks to look like they're disappearing
Increased the length of the level popups the first time you see them
Added shadows into the spell scrolls
Greatly increased ease of using the lightbeam in Mausolia 1, every class should now be able to play that level
Bug Fixes
Fixed bug where the shop opened with a generic Knight description and 8888
Fixed bug where some bosses had different invincibility timing on each limb
Fixed enter button missing from level select
Fixed issue where the life gem in Verdantopia still appears with 4 clones in the miniboss rooms
The bottom wall now correctly overlaps characters who walk up to it (obeying perspective)
Enemies, spell scrolls, potions, etc should all obey the same Z-sorting rules so that they also obey perspective
Lighting for the player revive was fixed
Fixed issue where you couldn't buy anything in the shop
Fixed bug where, after dying with an unusual explosion (like fire) and then being revived, your next death showed the same (incorrect) explosion.
When first entering a boss room, the invincibility shield is now properly shown
Fixed bug where the options menu appeared under some of the gameplay UI
Fixed bug where the level select stage zoom-in wouldn't remember your previous choice, always selecting the last unlocked level
Fixed color artifacts on top of some of the exit stairways
Fixed bug where the Ninja couldn't actually pick up the lightbeam spell in Mausolia 1
Major v0.9.0 update
Hi there! It's been far too long since we've posted an update to BlitzKeep Unleashed. Fortunately, v0.9.0 is a good one, and is getting very close to the v1.0.0 release!
Changelog
Features
Extreme balance pass – the entire game has been rebalanced. Previously, the stronger you got, the harder the game was (you would need to kill more enemies to level up). Although this was a nice curve, it caused unpredictable difficulty spreads (if you were diligent and killed more enemies in earlier levels, later levels would be especially difficult or even impossible). Changed the algorithm to have a predictable spread and difficulty.
There is now an option to remove the game timer entirely
Moved the delete user data feature to the options menu
Overhaul of the Askar Bridge – there are no more double lasers since they were too difficult, the lasers now turn on and off with the wind, the wind now moves predictably and is more forgiving, and the miniboss fire mazes are signficantly more predictable and easier with less waiting.
Askar Bridge boss major overhaul – the chicken boss now works quite well, throwing barrels at you and giving you a chance to hit it back.
Major tutorial changes and improvements – it should be much clearer how to play now, and some of the tutorial rooms are less tedious
Changes to the boss key – it now always spawns in the room leading to the boss, and spawns either if you are strong enough to take on the boss or if you clear the preceding room
Theoretically no rooms should be unbeatable with different classes (previously, some classes that can't boost could not get beyond certain rooms)
Greatly simplified the power system for some classes, so you're either too strong or you're not (mage, rogue), rather than needing to do weird math
Major changes to how the level select works so it's more intuitive – there is a big enter button and you can't so easily select the wrong level accidentally. The level select also focuses on the most recent level you played instead of the farthest level you've reached, making it less annoying if you go back and play previous levels
Polish
New art and animations for many of the bosses – much more beautiful and "alive" now
Some new intro animations for bosses
The shop has a scrollbar now so it's more clear that it can be scrolled
The shop now has a "NEW ITEMS" notification when more is available for purchase
The shield guard that tutorializes the glowing orbs is more obvious now
New art in the Askar Bridge
Changed text on the death screen to actually be useful with gameplay suggestions instead of flavor
Changed stop mechanic to be nearly instant to avoid pesky deaths where the character stops too slowly
Added new sound effects throughout the game
Made it possible to do a shorter simpler finish for the Spookane 1 miniboss, but gain coins for doing the harder finish
Made many trap rooms easier
Improved aiming and throwing – now you can't accidentally throw your character when you were holding your shield up, you need to initiate a new click to throw
Improvements to the stop pads – they are super predictable now and won't sometimes skip stopping you
Mausolia's light projectile is majorly improved to actually feel reasonably useable
Fix for the multi-trigger rooms in Verdantopia where sometimes they could be triggered without all being pressed. Also gave them a delay period where they remain pressed to make the Verdantopia minibosses easier
Darkness in Mausolia will no longer kill you twice in a row when you have an extra life
Now when you control multiple characters in Verdantopia, you must click on the door itself to exit (greatly reduces accidental exits with many characters)
Made the swipe mechanic move the character slightly more per swipe
Buying a new class now selects it immediately
Bug Fixes
Fixed issue with the Aimer where it would jump to the wrong angle for a frame
Latest version of Unity adds compatibility fixes for some machines
The shooters in Spookane work more predictably
Fixed some death screen issues on different aspect ratios
Major performance improvements throughout, and memory leak fixes
Laser beams now have a proper sprite when they kill you
Fixed a bug where the shield and the bubble on the player would change color as you went through doors
Fixed typos throughout
Fixes for various rooms being oriented / entered the wrong way (boss rooms, some fireball rooms)
Fixed the coin pickup animation so it originates in the right location
Fixed the swipe particle effects so they originate in the right location
Clouds on the level select are now big enough regardless of aspect ratio
Fixed several issues in Amphibia levels – giant frogs not moving and animating properly, laser issues, problems with the mines room, stop pad issues
Lots of Z-fighting issues fixed throughout
Fixed tiny logo on start
Major fixes to how multiple players syncing their power and items are handled, which fixes bugs found in Verdantopia and in multiplayer
Fixed a bug where the chain slime spell wouldn't grant experience
Fixed painfully loud boost sound in Verdantopia when many characters boost simultaneously
v0.8.5 Update Live! – New Bridge level, major fixes and improvements
The BlitzKeep Unleashed v0.8.5 update is live! Get it while it's hot.
This is the most major update we've done since going to Early Access. We took a lot of complaints and issues you all had and took major steps to improve them.
Changes
New Askar Bridge
This was a major change. We completely threw out the scrolling level, the Askar Bridge, since lots of users had trouble with it and it wasn't really anything like the core of what makes BlitzKeep BlitzKeep. The new version of the level is much more like a traditional level, except a few unique changes:
The level has no minimap.
It's very very long, with no offshoot rooms or turns (perfectly linear).
Wind blows throughout the level, at various frequencies. If you're moving around while the wind is blowing, then you will get blown with it. In some of the rooms, there are laser beams near the walls, so you have to be careful (use that Stop ability you learned in Impopolis)!
The Owlish Overlord has been redone from scratch. Now she stands towards the top of the level and throws barrels that you must dodge. Meanwhile, you can shoot barrels back at her with careful aim.
New Verdantopia Bosses
The minibosses in Verdantopia were definitely very rough. They've been completely redone, and should be a real challenge now. The final boss has been majorly tweaked visually so that it's much easier to tell what's happening in the battle.
Major Balance Pass
The entire game has been rebalanced. The difficulty curve should be a little more gradual now.
Major Art Improvements
New laser beams
New Skull tracker in Mausolia
New ghost sprite in the death screen
Special room cleanup / prettifying throughout
Better loading screen on level win
Prettier giant frogs
Animation improvements to most bosses
New safe zone graphic
Other fixes and improvements
Poor quality special rooms removed from Verdantopia
Typo fixes
Bug fix where you had to hit crates multiple times
Improved many tutorials throughout the game
Redid the multi-gem tutorial in Verdantopia
Added gold to the Abyss
Slowed down the Tank slightly
As always, please use that feedback button to report bugs or comments! We're still hard at work getting this game to 1.0, so expect bugs and other issues. If you tell us what you think, we can fix it that much faster!
Major v0.8.5 update coming soon!
The v0.8.5 update is finally in beta. Sorry it took so long, we had some major family issues come up that cost us an entire month of development. Plus, this is a major update!
In v0.8.5, expect to see:
A completely new Askar Bridge! The scrolling level obviously wasn't working well, for a number of reasons. The new level is more like a traditional BlitzKeep level, except it's got wind that blows you around. It's much more fun.
New Verdantopia minibosses, and majorly tweaked boss. Expect this to feel much more fun.
Lots of art improvements, better animations, etc.
Major gameplay balance tweaks.
A massive trove of bug fixes.
MORE
v0.8.1b Live – Bug fixes and improvements
Hello all! Here's the changelist for your weekly BlitzKeep Unleashed release.
New extra life item in the shop for 1000g! Now if you die after purchasing this item, you will come back to life immediately. Great for those harder levels! Note that the extra life does not work in multiplayer, Verdantopia, or the Askar Bridge.
The game gets slightly easier each time you die. This was already feature, but we tuned it up so it's actually noticeable now. Try enough times and you should be strong enough to beat every level... but your high score will be lower! For high score seekers, whenever you hit restart or leave a level, this handicap resets.
When you go to Quit during gameplay, it goes to the level select.
The Black Hole is
significantly* buffed. Its radius is larger, it really sucks enemies in now, and it kills every enemy, no matter how strong.
The chain acid spell is also buffed.
In Amphibia 3, the light orb enemies (the "Mote"s) will no longer attract to projectiles (like rogue knives) and have a little mini-tutorial.
Various art improvements, like the protective bubble, some boulders in Puddland, lasers, etc.
Fixes to controller input in Verdantopia when you're controller multiple characters. Significantly easier to control now.
Some typo fixes.
Thanks for playing!
v0.8.1 Live – Askar Bridge hotfix + bug fixes
• Removed the boss from the Askar Bridge, since it's buggy and blocking some progress. We'll do a bigger update later when we fix it and add it back in.
• When in The Abyss in multiplayer, you no longer need to go through the same door separately.
• Removed The Darkness from all boss rooms – so you can't be attacked by it if you run out of time in a boss room.
• Increased the time limit of several boss rooms.
• Fixed hitbox issues with some laser shooters in Amphibia and Impopolis.
• The exits in Mausolia no longer have Z sorting issues.
• The attracted orbs in Amphibia no longer attract to projectiles.
• Other minor fixes to pre-built rooms.
Version 0.8p live
Hello!
Version 0.8p is live. It adds a few features and several bug fixes.
Features
New intro popups tell you what level you're in, your character name, and your class.
New boss intro animations! They should feel a bit more epic now.
Audio levels support in Options! Turn that music down...
Now click anywhere to start the selected level (previous UX was bad, had to click directly on that level).
Actually added "Unleashed" to the intro animation. :-)
New art work in lots of places: teleportation runes, character avatars (higher res), various icons.
New art for the Malicious Maharaja. Animations are still a WIP.
Now when you buy a new class, it's automatically selected.
Fixes
Fixed horrible bugs in the Askar Bridge that made it mostly unpayable and 100% unbeatable. Is playable and beatable now, but still needs work.
Fixed major bug with the Malicious Maharaja (and other bosses, like the Amphibia ice shooter mini boss) where you win the level but then get killed by an add aferwards. Now, you cannot be harmed after killing a boss or mini-boss, or after hitting a button in a min-boss trap room.
Fixed major bug where after having beaten a level once and come back to it, you'd be started on the boss immediately when dying in the level.
It's now impossible to see the phased out "POW" rooms that were showing up sometimes and causing issues.
Fixed bug where in multiplayer waypoints would be saved which wouldn't properly reset players' power levels after death.
iCloud should no longer hassle Mac players.
In multiplayer, you can no longer select classes you haven't unlocked.
The camera no longer zooms out during multiplayer on The Askar Bridge.
Thank you so much to the users who reported some of these bugs. Keep sending them in so we can keep fixing them!