Evil Labs cover
Evil Labs screenshot
Genre: Simulator, Strategy, Indie

Evil Labs

Early Access Update v0.80 - UNSTABLE

Hello folks!

I come here with good news!

I've just released the update v0.80 to the UNSTABLE BRANCH.
I released it this way so I can test and improve a few things before releasing on the "normal" branch.
If you want to try it, just enable it on your steam (roll down for how to). But, please, first read the warnings below.
If you prefer a stable version, it's going to take a few more days (explanation below).

Attention! Saves from older (stable) versions are going to corrupt the game. Please start a new game.

Warning! The unstable version may contain major bugs (including save bugs). If you don't want to get mad about them, please wait a little for the stable version. Also, only english and portuguese are available yet.


ABOUT THE DELAY


Unfortunately, this update became far bigger than I expected and includes so many stuff that wasn't intended when I've planned the game or created the roadmap that I got somewhat swamped.
Also I had a number of setbacks since last Xmas, so it took way more time than expected.
Moreover, just for mere statistics, it was + 600h of work in almost 3 months, from Monday to Monday. It was almost like having developed an Evil Labs 2.
The good thing about this is that I believe I've been able to use many ideas and suggestions from the community to build a better game. But you can tell me later ;)
Anyway, without further delays, the succinct Version 0.80 ChangeLog...

CHANGELOG V0.80


What's new:
- Totally revamped UI with new UI elements
- Added 4 new products to produce and sell
- Added 15 new buildings (8 factories, 2 labs, 2 staff, 2 storerooms, 1 admin)
- Added 12 new researchs (and modified a dozen more)
- Added new mechanics to disease creation (save, name, etc)
- Added new mechanics to clients
- Added new mechanics to infection system
- Added raw material mechanics (buy the material needed to fabricate your meds)
- Added price system (raw material cost changes each day)
- Added regional mechanics (buy and upgrade stores on each region)
- Added logistics mechanics (pay to ship your meds to your regional stores)
- Added info buttons (general help)
- Added time mechanics
- Added report system
- Added six world regions with different characteristics
- Clients now have specific products demands regarding to their infection
- Staff daily cost
- Regional stores daily cost
- New Easter Eggs
- Dozens of new character/buildings animations
- Hundreds of new text
- New jokes (I hope =X )
- Many other new stuff!

Changes:
- Player initial money raised to $5000
- Re-balanced buildings cost
- Re-balanced disease options
- Modified the way to expand the lab
- The disease synth now can be builded anywhere in the lab
- Revamped infection system
- Revamped background/scenario
- Converted Spores + Protozoas to Parasites
- Removed the "general" cure (boxes)
- Reworked price system
- Various buttons icons changes
- Base espontaneous cure chance reduced
- Global population was removed
- Chaged the main storeroom

Fixes:
- Corrected various typos on all languages
- Fixed image display on some older PC setups (magenta screen)
- Fixed various bug related to the previous versions
- Various performance improvements

ABOUT THE NORMAL BRANCH RELEASE


What's missing before releasing v0.80 to the regular branch?
At this time I have to:
1) Do few more general tests and bug fixing
2) Work a bit on the save system
3) Finish drawing the new sky background (for the day/night cicle)
4) Work better on the main storeroom script (It has been disabled for now)
5) Create the new tutorial
6) Wait for the spanish and russian translations (which is already being done by some awesome community members)

I'm also waiting this few days to get the feedback of the new version from you guys, so it becomes better on the official release ;)

Thank you all for the support during these last few months and I'm really sorry if I disappointed you with the delays.
I hope the new version is as much fun as it was for me to do it :)

If you have any questions, suggestions, bugs info, etc, please reach me out at contact@mirabolisstudios.com

See you soon!

Tiago

PS: I created a topic in the steam community just for bug reporting of the Unstable v080.


HOW TO ENABLE THE UNSTABLE BRANCH


(Warning! May corrupt your saves!)

1) Click with the right mouse button over Evil Labs on your steam library
2) Click on Properties
3) Select the Betas tab
4) Select Unstable - Public Unstable Branch
5) Click on Close
6) Now your Evil Labs should be updating
7) Play the game!

DevLog #4 - A little info on the next update and happy new year

Hello guys, how are you doing?

First of all I want to say I am sorry to everyone who was expecting the next update by the christmas. I know it can be very frustrating and that was not my intention.

I was eager to release the next version, but I got really really sick. Just so you all get the picture, I couldn't even get up or get out of the bed.

But now I am almost fully recovered and I'm working on the final details to release the next version (mostly what is missing is the balancing and overall bug finding and fixing).

Also, I'm thinking about creating a beta branch and releasing it there first. What do you guys think?
Would you like a beta branch, so you can try things earlier? (not just this update, but all future updates)

Back to the first topic, to try to make some kind of compensation with you all, some screens of the next version (mostly images of the new features).








That said. I wish you all a Happy New Year!

See you soon!

Tiago


PS: If you are wondering about the little bulldozers on the screens, if you click them you can buy a lab expansion (now it is piece by piece, rather than unlocking a whole floor at once)

DevLog #3 - The next update news

Hello folks!

How are you doing? Good I hope :)

I am still working in the next update (that BIG update I told in the last post) and I want keep you all informed about its progress.

So, long story short, what is done right now?

1) I've finished designing, drawing and animating the new buildings. That correspond to +14 new buildings (2 staff, 2 labs, 8 factories, 2 other)
2) I designed the new production system and I'm close to finishing coding it
3) I finished drawing and implementing the new scenario
4) I revamped the UI, adding the new elements to it
5) Finished planning and designing various new features
6) Finished the new time system (now you'll have a sales report at the end of the day)
7) Added the 4 new products
8) Improved the lab expansion feature, which in my opinion is far greater than it was before (now you dig it little by little)
9) Rethinking, planning and design of the new store and infection system
10) Added some Easter Eggs
11) Various other smaller things

Ok, but what is missing?

1) The new pathfinding to better fit the new features
2) Coding and designing the new elevators
3) Coding some of the new features
4) Coding the new infection system
5) Adjustment of the new features on the research/disease menu
6) Implement the new tutorial
7) Testing and bug finding/correction

I hope I'm able to finish all the last tasks until friday and release the update on the same day, but considering there are some tricky ones, I may have to delay it until next week.

As good news, it won't take until xmas, lol ^^

I hope you all understand why it is taking that long. But I am adding a lot of features/improvements that weren't planned when I first released the game.

However, as I always said, I do want to make a great game with your help (the players), and that's why I am working on these big improvements, mostly which were suggested by you! ;)

A little tease...


Oh... I was forgetting about that update steam released a few days ago. That wasn't my doing, I really don't know why steam updated the game, as it is using the very same package.

As far as I have tested the game, everything is ok, but if you guys encounter any issues, please let me know. And sorry for the sad news =\

See you soon!

Tiago

DevLog #2 - A little change of plans and the next update

Hello folks,

I've listened a lot of players these last weeks and gathered a lot of feedback from gamers at the SBGames, that made me changed update release plans a bit.

So, instead of releasing the "Infection Update" this week and the "Production Update" in a couple of weeks, I'm going to release them all together, so the game feels more complete and I can speed up the game development as I won't have to work in the same mechanics twice.

This way, the next update is going to make big changes in the overall gameplay, with new features like:
- New UI
- 12 new buildings (including placeable storerooms)
- 4 new products (to produce and sell)
- Name your disease
- Revamped selling mechanics
- Revamped disease creation mechanics
- Revamped infection mechanics
- Raw material
- Logistics mechanics and cost
- Disease combos
- New tutorial
- Bug fixes
- And more...

I hope you all understand why I had to change the plans and I believe you'll like the upcoming results.

See you soon! ;)

Tiago

Next update and SBGames Expo

Hello guys!

How are you doing?

Some people have asked me about the next update, what I am working on and when it is coming live, and I want to keep you all informed.

I've finished about 70% of the next update, which is going to add new features for the disease creation and infection, four new buildings, various new researches, an improved UI and a lot more...

And when it is coming live? In about 10 days.

Why that long if almost everything is done?

As most of you know, I am the solo developer of Evil Labs and I'm not be able to work on the game from today to monday, because I'm going to participate in a game expo called SBGames, which is going to be held in Curitiba, Parana, Brazil from tomorrow (11/02/2017) to 11/05/2017. _o/

So, if you live near Curitiba, or will be there this weekend, come to Mirabolis stand. I'll love to get to know you :)

I'm really sorry for the delay on the next update. But this expo is going to grant me a lot of knowledge and experience (who knows, maybe I'll even level up, right? lol)

Thank you all for the understanding and I hope to see you at SBGames 2017 at Curitiba, Brazil.

Tiago

PS: A little taste of the next update...

Early Access Update v0.76 Hotfix

Hello again guys,

I did a quick hotfix after the update 0.76. These are the changes:

- Reduced the floor expansion 1 cost to 50RP
- Reduced the floor expansion 2 cost to 200RP
- Enabled background playing (Alt+Tab)
- Corrected the requeriments text of the Human Resources research
- Fixed a bug with the hiring of a higher level staff
- Fixed a bug that sometimes happened when promoting a staff and closing the info tab
- Fixed a bug with promoting a staff that is working

If you happen to find any bugs please let me know :)

See you soon!

Tiago

Early Access Update v0.76 - New Staff

Hey there folks!
How are you guys doing?

It took a while, but the Update 0.76 is finally here! \o/
It took longer than I thought, however, in my defense, this is the biggest update so far. Lol.
This update includes 200+ new staff animations and a bunch of new mechanics for the game, like the staff promotion system.

Although olders saves should work just fine, I recomended that you start a new game, so you can enjoy the first steps with new staff classes. ^^

By the way, are you a native speaker of any language that isn't already in the game yet?

Want to help translate the game?

If you do, please reach me out at contact@mirabolisstudios.com ;)
I would love to see Evil Labs in your language :)

Now for the update info...

Early Access v0.76 Changelog:

What's new:


- Added new buildings: Tools Cabinet, Science Closet, Project Room
- Added new staff types: Scientists and Engineers
- Added Workers Lvl 2 (Advanced Workers)
- Added Workers Lvl 3 (Master Workers)
- Added staff promotion system
- Added requirements for staff hiring
- Added staff hiring tips at staff menu
- Added some new icons to the research menu
- Added new researches: Science Closet, Advanced Scientists, Master Scientists, Tools Cabinet, Advanced Workers, Master Workers, Project Room, Advanced Engineers, Master Engineers...
- Added a tooltip for the staff firing button
- Added AZERTY Keyboard layout option (can be turned on at the options menu)
- Added the possibility to zoom out (mouse wheel)
- Added a news box to the initial game screen (only in english for now)
- Added a changelog box to the initial game screen (only in english for now)

Changes:


- Changed workers tooltips
- Changed tooltips for staff hiring
- Ajusted various itens of the research tree to fit the new mechanics
- Human Resources research cost reduced to 100 Research Points
- Human Resources Office cost reduced to $800
- Administrative Office cost reduced to $1500
- Ajusted research tooltip text space size

Fixes:


- Repaired the staff starting needs, now every staff starts with all the sliders at 10%
- Fixed the staff needs sliders so you can freely click on the needs sliders bar
- Fixed the virus research
- Fixed the bacteria button (disease menu)
- Corrected the icon of the 2nd lethality button
- Repaired the tooltips box size for the build menu
- Fixed a bug that prevented the construction of power buildings when electricity was negative
- Fixed a bug that sometimes prevented the game from loading
- Repaired the staff counter
- Corrected various staff collisor size
- Fixed a bug that prevented disease synthesizer upgrades from saving
- Other small fixes and changes

What's coming in the next update:


- Accountant Office (finally!)
- Clone Laboratory
- Robotics Laboratory
- Cafeteria
- Activities Room
- Some secret content ;)

DevLog #1 - The next update

Hello there folks! How are you doing?

It has been a few day since I posted anything in here, I am sorry for that. I have been working a lot these days, but I want to keep you all informed.

I just finished drawing all the staff animations for the next update, which is going to be focused on the staff.

It correspond to more than 200 new animations that will include 3 stages of the current Roadmap.

Yes, that is right!

I changed the plans a bit and next path is going to have:

  • Staff upgrades (a basic evolution system)
  • Engineers
  • Scientists
  • Workers lvl 2 and 3
  • New buildings
  • New researchs



So, when is it coming out? Probably on sunday, if everything goes accordingly, because I have a lot programming to do yet. But no later than wednesday. ^^

Thank you all for your patience and support!

Tiago

Early Access v0.75a Update - Hotfix

I was informed a nasty bug that prevented the game from loading in some cases, but now it is fixed :)

I also done a couple of other changes.

Early Access v0.75a Changelog:

Bug fixes:


- Fixed a bug that prevented game from loading after researching Bacteria
- Fixed the wrong remaining infected count
- Fixed text size/font on TV screen
- Changed a few strings of the text in russian

Early Access v0.75 Update

Hey guys!

I am very sorry for the delay of this update, however I ran into some problems last week.
But after that nasty eye infection I am back in action!
I wish I had done more stuff, but unfortunatelly that slowed me down.

Another important information about this update is the addition of the Russian language.
This was only able to happen because of the community help, to be more specific because of the voluntary work of Roman Koledin. Thank you very much Roman!

So, without any furter delays, this is the v0.75 ChangeLog:

What's new:


- New building added: Genetics Lab
- New building added: Necrotic Lab
- New building added: TV Room
- New researchs unlocked: Genetics Lab, Genetics Lab Upgrades, Necrotic lab, Necrotic Lab Upgrades, Recreation, TV Room, Expand Left 1, Expand Right 1
- Added 5 new research icons
- Added a minimize/maximize button to the character info menu
- Added a new main song
- Added scenario victory theme song
- Added scenario lose theme song
- New language support: Russian (thank you R0man!)

Changes:


- Changed the base game text font (visually it is the same, but the older one doesn't had support for cyrillic/russian characters)
- A few changes in save/load menu UI
- Other minor changes

Fixes:


- Fixed some blurry text on the building info menu
- Repaired a bug that freeze the game after winning/losing a scenario
- Other minor bug fixes

What's coming in the next patch:


- Accountants Office
- Advanced Factory
- Science Closet
- New character: Scientist
- New researchs
- Other stuff ^^

PS: For some technical reason I was unable to include the custom camera key bindings in this version. I am going to add it on the next update.

PS2: If you are good in any language that isn't currently in the game and want to contribute please get in touch! :)