Carnival of Gods: Oppression cover
Carnival of Gods: Oppression screenshot
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Carnival of Gods: Oppression

Update before Early Access

Hello everyone,

I've been silent for a while now but don't be affraid because there are some good news.

Until now I worked a lot on what is required for the Early Access and in the same time I've updated the Demo with some of the news you will find inside the full game (the Early Access release).
Unfortunately I couldn't release the game this 11 Novemeber because of a nasty bug we have found during testing and because of the Autumn Sales on steam I had to wait to releease the game in Early Access, but now I'm ready for the release.

This 30 Novemeber the game will hit the Early Access stage (finally) and you can get the full game and play it, following I'll leave you a list of all the additions and changes made to the game for the EA.

Don not forget to follow the game on Discord and on Facebook or on Twitter (@infiniteworlds7).

Additions:

- One new world: The Deadlands with a new set of seasons

- One new Mission: Corrupting Ritual with a new Aura System applied during that Mission

- One new Magic Symbol: The Grey Pyramid which uses a lot the Consume Energy spell to inflict high damageand to apply some good Crowd Controls to enemies, the symbol has 5 new spells, 3 passives and new Consume Energy effects

- One new Weapon: Dream Weaver; a magical imbued staff which provides very high damage and a very god defense against magical attacks

- New overhead indicators for CC (Stun, Immobilize and Silence)

- New CC: Silence which disable enemies from casting the next 3 spells

- New statistics: action fail (for both physical and magical attacks, it provides a chance to fail/miss that attack), penetration (both physical and magical which bypass some of the enemy resistence), thorn (which deals some divine damage back to the attacker)

- Now, when you cchange equipment you can check an update on the stats inside Beacon Of Power (instead of closing it and re-open immediatly after)

- Added the option to lower the weight of the lights during a mission which will drastically improves FPS (this is made for low spec machines)

Changes:

- Renamed Attack Speed to Action Speed for a better understanding

- Added some visual effects to the world and dungeon

- Fixed some glitches with spells appearing in weird spots or in strange rotations

- Made some maths to adjust some bonuses to Race Talents, Symbol Passives and Weapon Glyphs (now your heroes will be way more stronger)

- Fixed a glitch which would happened on the second cast of a projectile spell

- Fixed the Demo version of the game unit speed, now they are faster then before in the way they are in the full version of the game

- Fixed a little bug which prevented the applications of Race Talents, Symbol Passive and Weapon Glyph directly on game load (this would be applied only after a mission, now it happens directly after the load game)

- Cleaned some sections code for a smoother experiene in game (higher FPS in some cases, a little faster loadings, less visual artifacts for low spec machines, etc.)

- Reworked the code about the Mod application, this fixed some rare bugs which was happening in cases where Cobmat Stances and other static effects were modifying the same stat multiple times, now everything will be correctly added and removed when it's the right time.

- Some minor changes to improve game experience (scene transition, dungeon generation speed and layout, units animation reaction on status switches like from combat to stunned and viceversa, sound transitions improvements, particle system lightening for better performance, spell effects improvements for a nicer visualization)

Early Access release update

Hallo everyone, since last update there are some news.

The game is very much alive, actually it is going to be released soon in early access, I'm planning to release it this 11 November; everything needed for the early access update it's almost complete and under testing.

I'm sorry if I've been silent for sometime now but I was hard at work to complete everything in time to release the game.

Following what to expect for the early access:
- some graphic improvements on the World Map, Dungeon and some new VFX for the combat (some more will come in the future, this is just the first iteration)
- a new playable Mission with a couple of new mechanics: Aura to apply costant effects in addition to the ones from enemies and your heroes, a new victory condition
- a new Weapon, a magical staff which is the only way to increase Penetration to inflict more damage,
- a new Symbol along with new Crowd Controls: silence which prevents to cast the following X spells, Magic Disruption which prevents the application of mods in addition to currently available stun and immobilize
- a new world type the Deadlands full of it's set of seasons and a new palette of colors
- a new Demo update containing all the graphic improvements it's ready to be released

Also two new type of enemies more robust and deadly than the others will be between you and your divine quest πŸ‘ΏπŸ‘Ώ.

Along with these new additions some more new optimizations and little fixes to improve performances have been made.

That's all for now people, like I said the game it's planned to be released in early access this 11 November if everything will work as intended.

See you in game, can't wait to know what's your experience 😁.

Demo released

Hallo people :D

In preparation for the Steam Next Fest I'm happy to announce that the game demo is released, you can now download a free version of the game and try it.

Enjoy!

First Update


Hallo everyone people

Since the realease of the steam page I've been silent, I was working on many things of the game and now I'm here to update you of what is going on.

First of all, since the game will be present in the Steam Next Fest I worked a lot on the demo to make it completly enjoyable for everyone, this means fine tuning about the difficulty, some little changes here and there on the code base to make everything appear more natural and some fixes to some glitches, this meant upload a new trailer with the changes (mainly about the difficulty) and a lot of tests.

Second as a solo developer I had to spend some time to reach some press/streamer for some advertisement about the presence of the game during the Steam Next Fest and the following release as Early Access, this is actually an ongoing task and while this isn't something interesting, indeed it's something very important to speed up the development process (dividing my time between advertise and development slow down the release of new features :D ).

As I've already said the game is going to be released in Early Access soon, this release will not come with new features, in fact I'm working on new additions: a new mission type with a some new features in it, a new weapon, a new magic symbl, a new Tyrant and a new world map. I'm working hard on these additions and during the following days you will have the chance to see them, so please keep following the game here, on Facebook and on Discord.

It is not all yet, a new Twitter page of the game has been created (very soon it will be ready for you to follow, so please have some patience :D ) and will be updated regularly like Facebook, Steam store page and Discord server, finally, during the following days a new road map with all the features which will be developed during the early access of the game, will be released to be checked.

Here we are people, plenty of news and some of them will have updates coming these days, I can't wait to see you all during this Steam Next Fest.

Thank you for your time and don't forget to follow the game on Facebook and on Discord (very soon also on Twitter) and if you like the game spread the voice with your friend, I would be really great and I thank you for your support.

Simone