Devilated cover
Devilated screenshot
Genre: Shooter, Role-playing (RPG), Adventure, Indie

Devilated

V0.8.13 Update

V0.8.13

- All the levels are light-baked now



- The default color is changed
- The bullet time structure is changed to be pressed once, more familiar with Max Payne. The attack speed is increased in Bullet Time.
- Automatically dual-wield weapons when picking up an item or buying an item from the merchant.
- Each hit from the player distorts the enemy. A reference to The Matrix.

- Excessive Blood is off as the default setting.
- Difficulty is reduced (except for "Sperm" and "The Horror")
- Some Kill Text words are changed (after getting feedback when not being a local)
- Limbo item is back again to make picking up an item when the inventory is full easier.
- The weapon recoil is reduced
- The grenade throwing strength + explosion radius is higher, the grenade damage to player is lower.
- Saving restores 100% HP
- Ambient sound with footstep sound being on again. 'Music Elements' setting added.
- Slaughter 2/3 (NG+) adds 150/300 more HP. Bosses damage in NG+ is multiplied, too.
- More ammo after diving/ exploding a blue corpse
- Smaller fixes


Trunks

0.8.12c

- Reverted to PLENTIFUL ammo cap & inventory slots (49 instead of 35) version with some according changes
- Folks who bought the game from The Indie House event may want to restart (to recharge newly picked up weapons), or switch back to the ammo-scarce version at 0.8.12b with the password LowkeyVibeMode

THE MINDLESS LIVES...AGAIN

Minor tweaks

- Default weapon swaying = Off
- Default camera shaking = Very low
- Music changing volume (Max and Min) tweaked

Neon Doctrine cooperation, The Indie House, and Update V0.8.12



Hey folks, Trunks here. The publisher is Neon Doctrine, they have an amazing list of games you can check out, and they are very nice guys. Neon Doctrine is bringing Devilated to The Indie House event this year.


[previewyoutube="Hrfw2XlMNzw;full"]

And the full reveal event:


[previewyoutube="bi25oCVIE7M;full"]

Below are the changes since the last May update.

If you bought in the Realms Deep event, chances are you've seen parts of them as I've been pushing them out gradually. If you are with the old builds and haven't finished, it's recommended to restart as the design is changed (password "LowkeyVibeMode" for older versions).

Push-forward combat


with in-battle colored resources. Potion system, potion shop and gem shop are removed. Ammo is reduced, forcing switching weapons constantly. Orange corpse heals 30 HP, blue corpse heals 50% all weapons' ammo, white corpse gives 1 grenade. Thanks to Demetroid for the suggestion of incorporating the push-forward design more closely in Devilated.


'Durability' is added


Previously, 'weapon disappearing' forced constant weapon switching. Now broken weapons could be kept in the inventory to be recharged at Bless Point (once per level). Merchant now recharges durability instead of providing ammo (costly)


Picking a corpse up by standing near it


instead of having to point at it. Combine Diving with Use key.


Main loop


+ Low on HP/Ammo: Explode corpse/ Use Diving
+ Low on Durability: Keep in the inventory to recharge at Bless Point/ Replace with new weapons (from merchant/ crates)
+ Out of ammo: Switch to other weapons to passively regain that weapon's ammo via blue enemies/ Replace with new weapons

Compass with next point marker

Hard to get lost now.


Kill text is added


Each kill has an absurd text flying up with a color indicating the hp/ammo/grenade resource. The default brightness is increased and the contrast is lowered. Easier to see enemies killed even in the dark now.


Enemies are more stupid


(run horizontally sometimes instead of only charging at player)


Bosses' vulnerable parts are highlighted with outlines.




Consumable orange & blue fires

in Boss fights for hp & ammo that can regenerate later.


Unlock more variations of weapons, enemies,... earlier in the game


The start of the game becomes difficult sooner.

Bullet-time is limited


just enough to fight in later levels. Incoming Enemy Arrows/ HP/ Ammo/ Dash/ BulletTime bars added around the crosshair: Easily monitored instead of looking at the screen corners.


Defeating boss rewards

Spawning 4 random items & Recharging 100% HP + Durability + Ammo for all weapons.


Enemies in Slaughter II and Slaughter III (NG+) are randomized


After completing the game in Slaughter I, the final enemy variation is maintained onto the next NG+ with unpredictability & increased enemy number instead of first levels' grunt enemies again.


Show damage stats and labels


(explosive/ energetic...) on weapons except for Staffs. Except for the Machine guns which are more consistent, damage is a rough estimation as weapons are varied.


"Retro" as the default color


instead of "Raw". The game is more cohesive in style.


Default Warrior difficulty is harder


(+50%). 5 difficulty levels instead of 10.


- Meat shield: more effective (blocking 65%) at the cost of its durability
- Maximum gold = 20k.
- Stylish bar is now a speed multiplier
- Encampment portals are scattered around the map. Some buttons are removed
- Fewer total equipment slots & inventory slots
- Movement is smoother & less restricted.
- The game is slowed down a bit
- Teleporting point is hidden in the Encampment area until the very last level.
- Added a setting to not increase music volume during combat
- Focus mode: Zooming in amount reduced, mouse looking sensitivity reduced.
- Loading screen is simplified.
- Full changelog: https://steamcommunity.com/app/570950/discussions/0/3110267314130087922/

Working with Neon Doctrine, from now on I'll keep the most updated experimental version at "FutureMan" branch

And as I've usually said, it is always easiest to manage the expectations :)

Thanks to Ty - In The Keep, Demetroid, Matheo, Adria Carrasco, Nikolay Korneev, Choo Choo, Dotoo and Shang-Pao for the feedback.



Cheers!

Publishing with a publisher

Signed. From now on, I'll be working under a publishing deal. Very nice and kind guys. Will be officially announced later.

Cheers! ;)

Hotfix

- Dashing & Bullet Time abilities are unlocked in the beginning.

V0.8.8-V0.8.10

Folks, these are the changes made from v0.8.8 to v0.8.10



Headbangging music

by Sigurd Jøhnk-Jensen
https://www.youtube.com/watch?v=raoXNaObjds
[previewyoutube="raoXNaObjds;full"]
You can buy the soundtrack at:
Bandcamp - https://sigurdjj.bandcamp.com/album/devilated-official-video-game-soundtrack
Spotify - https://open.spotify.com/album/23eL1QDmUtHZw4kQ5jFYFN?si=u8ec6Wo-QVuX1jXHq5NI3w
Itunes/Apple Music - https://music.apple.com/dk/album/devilated/1566592107?l=da

Music visualizer

is added to the Stylish bar


- Berserk mode is removed. (Now the default is 2X)

- Being dead when jumping outside of gaming area (instead of being teleported to starting position)

Map system

with fog of war is added


Checkpoint saving system

is added (Saving shrines scattered across the map)


- Enemies detecting/showing range & view distance are increased.

- Ability groups are now unlocked in order instead of abilities being freely unlocked.

Freely equip

any weapon to any slot. Equipping several Rocket Launchers at once? possible.


Lighting design

is changed, volumetric lighting is added





- Some areas are redesigned and trimmed

- All the puzzles are removed.

- Added options to reduce screen shaking.

- Added a toggle for blood splatters image effect.

Corpse outlines

are shown when being near, helping us to pick them up easier.


- Default shortcuts are changed. Press Reset Controls to retrieve the new control map. (Map: Tab; Potion: Z,X,C; Smoke:M; Spin: J). *Note: If you have played the game before, go to Controls/Restore Defaults to apply these new hotkey changes.

- More apparent player being damaged feedback

- Going back to Encampment ability is unlocked at start

Endless mode Dual Silver Shutgun

as the default and only weapon. There is only 1 difficulty in Endless mode.

Weapons are not breakable

anymore.


- If a weapon is equipped in the inventory, automatically change the current weapon to this new weapon.

- Time is even slower now when opening the inventory.

Blessing statue

in the pre-boss area giving out potions and health regeneration instead of having to solve puzzles.


- All weapons recharge price + potion prices are now depending on levels.

- A number of different bug fixes and changes (See Changelog.txt in the game folder)

Temporary Slots

to temporarily store items and make organizing items easier


Thanks to the community for the helpful feedback, especially Zach, UnderTheMayo, Daemonnnn, Daniracula and Mazerrackam.



NOW GET IN THE GAME!

V0.8.7 Hotfix

- Shovel can now be dropped.
- Stylish meter: Switching weapon will increase added amount for a short while. Amount after each hit is decreased. Gold amount multiplier is higher(0.2 to 0.3).
- Default color is changed (Not brown-tinted anymore. You can access old tinting with Settings/Color/Yellow).
- Several Cannons/ Rocket launchers are now beefier
- Music is always played even when the player is not in battle (at a smaller volume)
- "Retro" Unfiltered tex on and no Anti-aliasing as the default options

Full Changelog: https://steamcommunity.com/app/570950/discussions/0/3110267314130087922/

V0.8.6 Hotfix

- Weapons Replenishment is now available in Weapon shop (applied to all weapons owned)
- Mid-level puzzles are all removed.
- Boss puzzles recover all weapons (not just 1/2 max ammo)
- Air acceleration is increased
- More variations of jumping sound are added

Full changelog: https://steamcommunity.com/app/570950/discussions/0/3110267314130087922/

[V0.8.3] Saving system is changed

Saving system is changed, now you can save all and save everywhere (except for boss health). If you are having old save files in your system, they won't be loaded but won't be deleted either (you will need to revert to old game version for them to work). New save files have "tc" prefix.

If you want to revert back to old game build to use the old saving files, switch to version0.8.02_oldsavingsystem beta with password "LowkeyVibeMode"

This saving system is being experimented, so if you detect something that is not working as intended, please leave a post.

V0.8.3 Full changelog: https://steamcommunity.com/app/570950/discussions/0/3110267314130087922/