Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Indie
Everslaught
Patch 0.3.3 - Back from the dead
Greetings Clerics!
Feels like forever since we last talked, doesn't it? We want to extend our heartfelt apologies for our unexpected and lengthy hiatus.
When we paused updates on EVERSLAUGHT PC VR, we started focusing on a different endeavor, EVERSLAUGHT Invasion for the Oculus Quest. We broke this news last July and realize, in retrospect, that our announcement may have conveyed the wrong message to our PC VR community. Our intention was never to make anyone feel excluded or undervalued, and we truly regret if we gave off that vibe.
Your voices of dissatisfaction were loud, clear, and absolutely justified. We've taken them to heart, and been working behind the scenes to get things back on track. Our goal is to mend the broken trust and reignite your passion for EVERSLAUGHT.
So, let's move forward with a fresh update - welcome to Patch 0.3.3, or as we like to call it, "Back from the Dead". Here's the lowdown on the latest changes:
Highlights
Save Slots: Want to start a new campaign without erasing your hard-earned progress? Now, that's entirely possible! Kick off multiple playthroughs, experiment with strategies, or just enjoy the game in different ways. It's all up to you.
Load Times: Say goodbye to lengthy load times. We've optimized the game size and memory usage, ensuring you're back in the action faster than ever.
Better Loot VFX: Finding loot just got a whole lot more satisfying! We've enhanced the outlines and effects to make your treasure hunting victories feel even sweeter.
Story Audio Logs: We heard you - secret rooms were too...well, secret. We've now added story audio logs to various dungeon tiles, making them easier to locate. Don't worry, your love for secret rooms will still be rewarded - they'll have a higher chance of spawning in later dungeons. We've also migrated to a more recent version of Unity. This not only means better performance and visuals, but also smoother workflow for us, making future patches less of a headache.
This is just a step in the direction we want to take. We aim to be more communicative, more receptive, and more committed to making EVERSLAUGHT an unforgettable VR experience. You can count on more regular updates in the future.
Once again, thank you for your patience and support. We're eager to continue this adventure with you by our side. Please consider joining our official Community Discord at discord.gg/everslaught
Ready your Gauntlets, Clerics!
-MobX Games
EVERSLAUGHT Invasion announced!
First off: What’s happening with EVERSLAUGHT?
In August of last year we launched EVERSLAUGHT into Early Access and we were blown away by its positive reception. An amazing community has formed since then for which we were and still are very grateful. We’re super excited that so many of you stand behind our vision of bringing an action packed slaughter fest to Virtual Reality, a platform that we are so passionate about. You have motivated us to push our limits, and a couple of months after launch we were able to bring you our first big content update, which you thoroughly enjoyed.
Ever since then we’ve been silent. But silence doesn't mean things weren’t brewing in our development kitchen… We’ve been hard at it folks, been expanding our amazing team and improving our skills every day. We had the fortunate opportunity to partner up with Fast Travel Games and Meta to create EVERSLAUGHT Invasion. A fast-paced VR action game built for 1-2 players that encapsulates all core aspects of the EVERSLAUGHT experience and adds many new and exciting features, FINALLY allowing players to share the slaughtering goodness with their friends.
We’re aware this might come as a big surprise! But before we answer your loads of questions, check out the trailer first:
Cool, ain’t it? This is an EVERSLAUGHT title, natively running on a Quest 2, WITH multiplayer! Now let us explain what happened here…
Why EVERSLAUGHT Invasion?
Developing an ambitious game like EVERSLAUGHT takes a fair amount of people working full time for quite some time. This requires a hefty budget, which slowly started to run out after having launched our game on Steam. And despite our love for the PC platform, we knew something needed to happen in order for our team and the game to continue to exist. So we looked for people interested in funding the development of EVERSLAUGHT and found our new partners.
Does this mean EVERSLAUGHT is dead?
No, not at all. Our plans for EVERSLAUGHT have only become more ambitious. More than ever we want to make EVERSLAUGHT the hardcore Action RPG experience that VR players are looking for. Working on our new title EVERSLAUGHT Invasion we’ve basically pushed back our plans by about one year. BUT believe us when we say the PC version is going to become bigger and badder over the course of next year.
What do I get out of EVERSLAUGHT Invasion?
Starting development of EVERSLAUGHT Invasion meant for us that we could start fresh, use all our acquired knowledge and improve the core game from the ground up. We’ve overhauled most aspects of the EVERSLAUGHT experience, bringing new depth to melee combat, enemy behavior, character movement and lore. We aim to bring these new features over to EVERSLAUGHT and improve it with our newly gained skills, starting at the end of this year.
I don’t own a Quest 2, do I get to play EVERSLAUGHT Invasion?
While EVERSLAUGHT Invasion is currently planned to only launch on the Quest 2 early 2023, we're keeping our options open to bring it to additional platforms. Depending on how things go for us from here as a small team, our ambitions are high as always. Maybe this will be one of those few multiplayer titles that become a cross-platform phenomenon. Let's see what the future will bring!
We hope you stay with us and keep supporting EVERSLAUGHT. We wouldn’t have made it this far without you and are ever grateful that you allowed us to create the hardcore VR experiences that we love to make & play. We can’t wait to hear your thoughts on everything EVERSLAUGHT and are happy to finally break the silence.
- The team @ MobX Games
Bigger Hotfix for the Major Update #1
We just can't stop! Here's another "hotfix", but this could just as easily count as another "Major" Update... or maybe let's go with "Captain" Update this time!
Highlights
- Added a 2nd weapon slot to backpack - Backpack UX/UI improved - Added "Hold to drop" for Melee Weapons - Left-handed mode fixed and improved - Enemy hitboxes improved - Enemy hit ranges improved - Fixed issues with weapon hit collisions - Vastly improved blood effects - Weapon breaking effects improved - Decreased cost for Boltslinger - Added OpenXR error message
Full patch notes v0.3.2
Enemies
- Improved enemy hitboxes and hit detection accuracy - Improved enemy attack damage frames, enemy attacks should feel fair now - Enemies now come closer to the player - Decreased enemy attack ranges to make them easier to hit with short weapons - Increased Zombie attack speeds to compensate range changes - Increased enemy Warrior damage by 2 - Increased Guardian movement speed by 15% - Increased exploder knockback - Fixed bug that caused enemies to freeze after knockback - Fixed bug that caused Brute’s to ignore some attacks
Melee Combat
- Backpack now has 2 slots, enabling you to carry 3 melee weapons in total - Increased range of blunt weapons - Improved hit collision model of weapons - Adjusted melee weapon damages - Adjusted hit strengths to improve blunt weapon feeling - Decreased weapon degradation per hit - Decreased weapon upgrade cost - Increased weapon sell gold value - Added proper effects to weapon breaking
Gauntlet Weapons
- Adjusted shotgun particles to reflect its range - Increased Boltslinger damage by 30% - Decreased Boltslinger unlock cost to 5000
Progression
- Increased weapon drops across the board - Decreased gold loss on death to 50% from 100% - Decreased XP gain on death to 33% from 100% - Decreased difficulty of first dungeon run
Levels
- Fixed skylights not affecting enemies - Improved performance of several levels - Adjusted several arena spawns
UX
- Added “Hold A to drop/swap weapon” - Added new backpack inventory UI that contains two slots for weapons - Class selection now displays current level and which skills are improved upon leveling - Adjusted wave start and arena ending indicator effects - Adjusted Audio log and several other sound effect volumes - Added error message in case of missing HMD or wrong OpenXR Runtime - Fixed left handed mode - Fixed compare UI of weapon racks - Fixed visual indicator of introduction weapon - Adjusted hit strength message to not be displayed as often
As always, we invite you to join our Discord to discuss stuff directly with us, the devs! discord.gg/everslaught
Hotfix for Major Update #1
Only a few days have passed since our Major Update, but based on your feedback we already have a quick Hotfix patch in store for you!
Fixed performance issues after Major update #1
Old savegames should now work again
Stabs should get detected much easier now
Tweaked Melee combat to apply normal damage easier
Blunt weapons knock back enemies easier now
Blunt weapons start with higher durability
Fixed enemy XP rewards being calculated wrong for higher levels
Upgrading weapons gives them a durability boost of +20
Store UI should not trigger action while using your backpack anymore
Target Dummy in Hub should react better
Fists should show damage numbers and earn XP on enemy kills
Added "Crit!" text to critical hits
Other fixes and improvements
HAPPY NEW YEAR TO EVERYONE!!!
Major Update #1 out NOW!
First we wanna give a big shout-out to all our Early Access adopters! Without you we wouldn't have made it this far! We'd love chatting with you on our Discord server. If you're not there yet, go ahead and join us at discord.gg/everslaught
We finally made it! And now, let's dive right into our official update trailer!
[previewyoutube="PFxgYt4w6o4;full"]
New weapons & Melee Combat overhaul
Meet our new Gauntlet Weapon, the BOLTSLINGER!
Wanna switch it up from the close-range Hand cannon? The Boltslinger now gives you a ranged weapon that can shoot at a high frequency. It's very efficient against those pesky Archers, as well as the now extremely dangerous Exploders to take them on from afar. Collect enough Gold in the game to unlock it at the brand new Gauntlet Weapon Station in the Hub. We hope you'll enjoy using it just as much as we have making it!
Also, we've added a range of new Blunt Melee Weapons, here's a few of them:
Despite their shorter range, blunt weapons are extremely useful against armored enemies as they can wreak havoc against their armor quickly. They also have the ability to knock back enemies (if you swing hard enough), which is especially useful against the weaker enemy types. They do have a disadvantage though, as you can't repair their durability - which means they'll eventually perish in your hand!
Melee Combat overhaul
We've also significantly changed the way weapons detect collisions and interact with the environment, making it feel more physical while still maintaining the fast-paced playability.
Weapons will now experience different kinds of drag depending on the surface type of the weapon and the colliding material. This means that hitting a piece of wood for example will spawn wood particles and feel different compared to hitting a stone wall, sand, etc.
Hitting an enemy will now also display visual effects depending on the hit direction, and enemies will display proper hit reactions.
This rework of the melee combat system is just the start, and will allow us to expand the melee combat in directions that weren't possible before, with future updates. We'd love to hear your feedback on it and for you to share your ideas and thoughts for future implementations!
New enemies
This will be the first time that we are adding new enemies to the game, but not only that, we also improved some existing ones and gave them more attacks! These new additions are focusing on increasing the variety of the horde and creating more interesting combat scenarios that also raise the difficulty.
Corrupted Militia
This remnant of the City guard is equipped with 1 of 3 melee weapons. Be careful with his 3 attack combo as it can deal a great amount of damage quickly. These foes will sometimes drop their weapon as loot.
Heavy Guardian
There is a new foe joining the Guardian family, say hello to the Heavy Guardian! He is equipped with two short range hammers and can do multiple attacks in quick succession. His silver armor is quite resilient but once you're through he'll fall more quickly than his counterpart. Don't get reckless though, his hits hurt!
Brute
This deformed monstrosity isn't to be taken lightly. He might not look like a big threat, but his range and damage is the highest of our lower tier enemies.
Other enemy changes
We've done some major improvmenets to our existing enemy types as part of this update, so be on the lookout for new attack and movement patterns, as well as some balancing changes we think you'll find more fun!
Story / Audio Logs
We know you've been looking for clues as to what happened in this forsaken place, or why. With this update we're finally introducing something to satisfy your curiosity to a degree: Our new audio log system!
You'll be able to find up to 7 professionally voiced Audio logs with this update, distributed across the City tutorial area and hidden in the Dungeon later on. This system finally gives us the ability to deliver parts of the lore of EVERSLAUGHT, for which we have big plans for upcoming updates.
Secret Areas & new levels
We've been working hard to advance the core identity and atmosphere of EVERSLAUGHT and are happy to bring you more varied and interesting dungeon locations and some hidden surprises for those of you who like to explore.
Secrets
First, let's talk about the biggest addition of new levels, the secret paths! We've added hidden arenas and challenge rooms throughout the dungeon. These are optional challenges that reward you with either an Audio Log or a rare chest. There are 4 secret paths to explore in total with this update and more will follow in the future.
New Arenas
We've added 2 new arenas!
This is the third outside arena we've added to EVERSLAUGHT and it's the biggest one yet. Height differences play a big role here, so be on the move if you're being overwhelmed by the horde and watch out for archers on elevated points!
This arena introduces a few new visuals we've been experimenting with. We quite like the outcome, and will develop more variety in our themes as we go.
New Rooms and Corridors
We've expanded the dungeon generation system with a few new parts, some of them corridors and some bigger rooms. We wanted to start fleshing out the inner workings of the dungeons and further develop the mechanical aspects of our game. This for example is the new elevator room, used to transport all kinds things into the deeper recesses of the dungeon. Be careful, this room is visited by summoners on rare occasions!
Graphic Settings
Another addition to EVERSLAUGHT coming with this update are new graphic settings to customize and improve the performance of your gaming experience, which you can now find in the settings menu. For now, resolution scale, texture resolutions, shadow quality, antialiasing levels and the mash level of detail (LOD’s), are customizable. Additionally a FPS counter toggle can be activated that should allow players to find a sweet spot and maximize frame rate for that juicy 90Hz or even 144Hz VR gaming goodness. If you’re having trouble with the frame rate holding up we recommend trying out the predefined medium setting and see how things improve. We’ve also been working on overall performance and got rid of the most prevalent issues affecting a smooth experience.
Intro Overhaul
We reworked multiple aspects of the introduction to make the first hour of EVERSLAUGHT a more fun and tighter experience that will delight veterans and newcomers alike. We have balanced enemy spawns, progression and fixed a couple of issues all around. With these changes, a greater variety of enemies and increased numbers, players will get into EVERSLAUGHT's action faster and experience RPG elements like the level ups much earlier. This should better prepare the player for what is to come further along the game.
Sadly we haven't managed to add in save slots yet, so if you want to start a new savegame, please join our Discord so we can help you make a copy of your old save game and start a new playthrough without losing the old one.
General Improvements
Gauntlet Rotational Interface (GRI) has received an update, selecting options using the GRI has become much faster and more intuitive.
Killing an enemy with a gauntlet weapon, be it the Hand Cannon, Boltslinger or Grappling Hook, now knocks them back. Let ‘em fly!
Several nasty frame rate killers have been taken care of
Fixed camera clipping of light rays
Balancing changes
Our goal with balancing EVERSLAUGHT is to achieve a difficulty that is fair and rewarding while at the same time creating a challenging and intense experience. The balancing with this update will have a great impact on these key factors:
Increase difficulty on all player levels.
Give enemies a stronger identity and purpose, especially in the horde.
Make the 3 classes, Warrior, Vanguard and Rogue feel more impactful.
Previously the difficulty felt lackluster and many players haven’t reported dying more than a handful of times. That's not enough! Going forward we are increasing both enemy and player strength levels to deal with this. This will heighten the high risk, high reward approach we are going for in our combat. Working out the identity and impact of single enemies and our 3 classes, firstly meant creating specific advantages and disadvantages for all scenarios. We hope that players will feel the differences this creates with every level up and unique enemy encounter. However , the level cap will remain at 20, as content for anything above that threshold is still in development.
Now for a full list of all balance changes included in this update:
CHANGES
Player:
Dash duration increased from 0.32 to 0.42 seconds
Dash speed lowered from 13 to 10.5
Overall mobility is unchanged, this will allow for more controlled steering while dashing.
Enemies:
Increased enemy amounts in all levels, especially in the early game
Enemy types are now unlocked at lower player levels
Guardian armor scaling adjusted
Levels:
Increased number of arena waves
Changed enemy spawn positions in all levels
Decreased breakable amounts
Level spawning order and unlocking changed
BUFFS
Player:
Healing cost decreased from 12 to 10
Healing amount increased from 20 to 25
Gauntlet weapon damage now additionally scales with player level
Classes:
Warrior fist damage increased by 30%
Rogue movement speed bonus at level 20 increased to 43% from 20%
Rogue crit chance at level 20 increased to 40% from 27%
Rogue hook cooldown at level 20 lowered to 1.5 from 1.75 seconds
Rogue dash cooldown at level 20 lowered to 0.65 from 0.77 seconds
Leveling Warrior or Vanguard has previously felt like the safest bet for staying alive and dealing consistent damage, we are addressing this by increasing the Rogues strength substantially.
Weapons:
Elemental damage (Shock & Fire) Increased by 50%
Chain lightning damage increased by 50%
Slow effects are stronger now
Enemies:
Exploder damage increased from 24 to 32
Exploder damage to surrounding enemies increased by 40%
Exploder blood drops increased from 24 to 30
Corrupted damage increased from 10 to 13
Corrupted attack speed increased by 30%
Warrior damage increased from 16 to 19
Archer flee distance increased
Archer attack range increased by 25%
Summoner movement speed increased
Summoners start fleeing earlier
NERFED
Classes:
Warrior health increase at level 20 lowered to +60% from 75%
Warrior melee damage at level 20 lowered to +36% from 52%
Vanguard additional blood orbs at level 20 lowered to 28% from 70%
Vanguard hook distance at level 20 lowered to 13m from 17m
Vanguard gun damage at level 20 lowered to +2x from +3.15x (Remember, gun damage now additionally scales with player level too)
Weapons:
Additional blood orbs (weapon skill) reduced by 50%
Increased Hand Cannon cooldown from 0.4 seconds to 1 second