v0.32 Update: Finished soundtrack and new sound effects!
The v0.32 beta update is now out!
The main changes in this update are audio related. Here's what's new:
The completed soundtrack is now in the game! A high quality version of the soundtrack will also be available to buy as a DLC when the full release of Final Days launches.
The soundtrack composer, Chris Head, has also helped me out with the sound effects a bit in this update:
New sound effects were added for Rapid Fire, Spread Shot, and Hot Shot. Which means every ammo type now has a unique sound!
We've added new unique sound effects for each type of mutant and their boss variant. To put it in perspective, before there were only 4 different mutant sound effects. Now there are 32!
We've both spent quite a bit of time getting these sound effects sounding good in the game, so we hope you enjoy them!
For the complete list of changes, check out the changelog.
The full release launch is very close now! It'll be happening on September 18th (at around 9am US Pacific time). In preparation for that, I'll be submitting the new pricing to Valve shortly for approval. Once it's approved, it will take effect immediately. So expect to see the new pricing in place soon.
As always, please feel free to ask me any questions or share your comments with me. The best ways of reaching me are on the forums, Twitter, or Discord.
I hope you enjoy the update! :)
Cheers,
Mike
v0.31 Update, and Full Release Date Announced!
The v0.31 update is now out!
Now with new title screen!
Main changes:
Custom maps support You can now make your own maps for Final Days! If you're interested, here's a guide to get you started:
https://steamcommunity.com/sharedfiles/filedetails/?id=1458908761
There's also a brand new dedicated map making forum where can discuss and share your custom maps. And there's a map making channel over on the Final Days Discord server as well.
Customisable key bindings You can now finally customise the key bindings to whatever you want!
Fixed volume controls If you've ever noticed that the volume was overly loud and it had to be turned right down, then this should now be sorted. Volume controls are now fixed so that maximums aren't so loud, volume steps are more consistent, and music volume is in line with sound volume.
Several other tweaks and fixes
For the complete list of changes, check out the changelog.
This update also marks the transition from "alpha" to "beta". From here until launch of the full release, I will mainly just be polishing, tweaking, and squeezing in as many little bonus changes that I can. The soundtrack should also be completed soon, so you can expect some new tracks in an upcoming update!
I can also finally announce that the full release of Final Days will be launching on September 18th! :D And as I mentioned in the last announcement, the price will also be raised when the full release launches (so now may be a good time to pick up a cheaper copy... ;)).
As always, please feel free to share your comments with me or ask me any questions. The best ways of reaching me are on the forums, Twitter, or Discord.
Have fun, and enjoy the update! :)
Cheers,
Mike
v0.30 update, new music, and release plans!
The v0.30 update is now out, and I'm excited to announce that it contains new music!
New Music and Trailer!
I've commissioned Chris Head to compose a new soundtrack for Final Days. The soundtrack's about half way done now, so more is to come! I'm really happy with Chris's work, and I hope you all enjoy it too! :D
I've also finally updated the trailer video and it features Chris's new music. I hope you like it!
https://www.youtube.com/watch?v=snq3g4UIBKk
Other Changes in v0.30
In addition to the new music, the other main change in v0.30 is unlockable progress. The game now starts with only the Rendezvous campaign and Recruit & Veteran difficulties being unlocked. Other modes/maps/difficulties become unlocked as you finish parts of the game.
And don't worry, any existing progress you've made before this update still counts. The relevant parts of the game will become unlocked when the game first starts.
If you just want to unlock everything immediately, then open the credits screen and type: IWANTITALL
You can also use the dedicated server which will always have everything unlocked
Other noteworthy changes in this update include:
Support for the new rich presence features in the upcoming new Steam chat
The demo has also been updated to include the first 2 maps from the Rendezvous campaign. It cycles between them and is capped at 7 days.
Several fixes
For the complete list of changes, check out the changelog.
Release Plans
This year has just flown past for me, it's June already! So it's about time I gave you all an update on my release plans for Final Days.
At this point in time, I don't have a firm release date. But tentatively, I'm planning to release Final Days out of Early Access in a few months time around September (give or take a month).
There are still a couple of "must have" features that I am committed to delivering before release, namely:
Customisable controls
Support for custom maps
I will also continue to further polish the game. I'll particularly be focusing on polishing gameplay (e.g. further improving the "Escape" campaign).
Anything else I can do in this time will be a bonus
There is obviously a lot more I'd like to do with Final Days, and I've received a lot of great ideas from the community. But time and money is a big factor for me. I've now spent around 3½ years in total developing Final Days, and have used up most of my savings in the process. It's been a tough journey (and has gone on longer than I planned), but I'm proud of what I've managed to achieve by myself in that time. I only hope that you, the players, also enjoy what I've created. And hopefully if sales do well, then I can afford to continue updating Final Days with new features (or maybe even make a new game)!
I have also always intended to raise the price of Final Days as I added further content and features. I haven't done this yet, but I can now confirm that I will be doing this for release. My tentative plan is to increase the price from US$4.99 to US$7.99. I hope you agree that this is a reasonable price.
So if you've been waiting to purchase Final Days and want to save a few bucks, then grab a copy while it's still in Early Access! The Steam Summer Sale should be coming up soon I think... ;)
Anyway, this has turned into quite a long post, so I'll wrap it up here. Hopefully I haven't missed anything. But if you have any questions or comments, then please let me know.
Cheers,
Mike
Bots & Matchmaking Update (v0.29)
The v0.29 update is now out, and as promised it adds in bots and a matchmaking system!
It has taken a little longer than usual to get this update out because implementing bots has been a lot of work. But I hope you find that the wait has been worth it :)
My aim with the bots was not to make them too smart, but to be good enough to help fill out games and make them more fun. Their main goal is to provide basic cover for the human players. And if all the human players die, then to try and keep the game going long enough for the human players to respawn.
And the new matchmaking system should make it much easier to get a game going. You just need to specify your preferences for the type of game you want, and it will take care of the rest. You will be connected to the most suitable game based on your preferences, the progress you've already made, network latency, and many other factors. If there are no suitable games available, then a new game will be automatically hosted with bots enabled.
There were also several other changes and fixes. For the complete list, check out the changelog.
As always, please feel free to share your feedback and suggestions with me. It is always appreciated! The best ways of reaching me are on the forums, Twitter, or Discord.
I hope you enjoy the update! :)
Cheers,
Mike
Minor Update: International characters support (v0.28.1)
This is a minor update which adds much better support for international characters such as CJK (Chinese, Japanese, Korean) and many more (e.g. in player names, chat messages, etc).
Previously only the most common Latin and Cyrillic characters were supported. Any other characters would just be shown as question marks. But now other characters are dynamically rendered using Windows font fallback.
It seems like a simple thing, but it was actually very difficult as the framework I'm using does not support this at all! It's not perfect, and some characters still can't be rendered (e.g. most emoticons), but it's a big improvement from how it was.
I'm hoping this will pave the way for potential translations of Final Days in future. At the very least, I hope to provide the tools for people to create their own translations and share them with the community via the Steam Workshop. (If you'd be interested in this, then definitely let me know so I can gauge some interest.)
If you have any issues or feedback, then please let me know. The best ways to get in contact with me are on the forums, Twitter, or Discord.
(By the way - If you missed the announcement for the v0.28 major update last week, you can read it here.)
Cheers,
Mike
v0.28 Update: Escape improvements, and more!
The v0.28 update is now out!
There are a LOT of changes in this update, so I'll try to summarise them as best I can. This update focuses mainly on behind the scenes changes which may not be immediately visible, but make the game feel a lot better and more balanced.
IMPORTANT NOTE: Due to a major overhaul to difficulty progression, this version starts with fresh leaderboards. The old scores are still there though and can be viewed in the leaderboards screen.
Further work on "Escape" I've done a fair bit of work on "Escape" (which is now a campaign by the way) to make it a lot more playable and enjoyable. There were several changes, but the major ones were related to improving the procedural generation and the overall progression.
Difficulty progression overhaul There were still some issues with the difficulty progression which have come to my attention recently. So I've spent quite a bit of time overhauling it to get it better balanced and more enjoyable. I have made a lot of changes in this area. But of particular note, it should be a lot more forgiving for single player games now (but still challenging).
Eradication improvements After analysing the difficulty progression, I found that the progression for Eradication mode in particular was a bit broken and not very smooth at all. So I've overhauled this a bit to make the progression a lot smoother and more balanced. It should be a lot more achievable to actually complete floor 50 now (and get the associated achievement).
Power Shot and Heavy Auto Most people (including myself) seemed to find these ammo types in particular to be a little underwhelming. So I've made some changes to try and make them feel more powerful. I hope you like them!
Many other changes, tweaks, and fixes!
For the complete list of all changes and fixes, check out the changelog.
I still have further plans and ideas to try out for "Escape", but I'm saving them for a later update. This is mainly because I wanted to get the difficulty progression overhaul out to everyone sooner.
As always, please feel free to share your feedback and suggestions with me. It is always appreciated! The best ways of reaching me are on the forums, Twitter, or Discord.
Thanks for playing, and I hope you enjoy the update! :)
Cheers,
Mike
Current Status and Plans
Wow, 2017 is over already! I hope everyone had a great Christmas and New Year! :)
I've been a little quiet on the development front recently because December was a bit of a crazy month for me (I'm sure most of you can relate!).
I thought now would a good time for me to give you all an update on where Final Days is at and where it's going.
When I first launched Final Days on Early Access, I anticipated that I'd be releasing it around this time. Obviously that hasn't happened yet. But when I released was always going to be based on the feedback from the community. So I have been listening and considering everything, and there are still a few things that I want to get done.
So in regards to that, here are the current "must haves" which I'm working on getting done before release:
Flesh out "Escape" mode further Escape mode is still a work in progress and is a bit basic at the moment. I've got a few ideas in mind to make it more interesting. And I've actually already been working on some improvements for the next update (I plan to release an experimental build soon actually).
Bots and a matchmaking system Quite a few people have asked me to add bots to the game. And I have also received some complaints about it being hard to find a multiplayer game. So I'll be trying to address both in one go. I'm hoping the bots should help fill out games when there aren't enough players about. And the matchmaking system should make it easier to host/join games. I'm not sure how well it will actually work, but I will definitely give it a go and find out!
Support for custom maps At a minimum, I at least want to allow people to play maps that they've made themselves.
Customisable controls This one speaks for itself and is quite important in my opinion.
There's obviously so much more that I want to get done. But unfortunately, there's only me developing Final Days and time is a factor.
In saying that, here are some of the things from the top of my list which I'd like to get done (in no particular order). No promises that I can get any of these done, but I will definitely try to!
Improve ammo sharing mechanic (it's still a bit clunky to use)
Healing mechanics (e.g. ability to heal other players)
More items such as mines, flares, firecrackers (for distracting enemies), molotovs
Look into maybe adding some kind of sprint mechanic, and rework how the shove mechanic works
Customisable characters (e.g. choose colours, player head)
Additional campaigns, maps, and modes
Some kind of basic ability to build/repair barricades and structures
More enemy types (particularly ones with projectile attacks)
More ammo types
So how much longer will Final Days be in Early Access? That's a tough question to answer. I still want to try and deliver the best experience I can at launch. And community feedback still plays a big part in that. But at this point, I'd anticipate about another 3-6 months of development.
Anyway, I've probably talked enough! I hope this has been valuable to you. As always, please let me know if you have any comments. Your feedback is always appreciated! :)
Cheers,
Mike
Free copies of Final Days up for grabs!
In collaboration with ProjectMQ, I will be giving away free copies of Final Days all throughout this month! Final Days will be part of ProjectMQ's #IndieFeatureMonday promotion for December (which is starting very soon). Further details will be announced on Twitter, so be sure to follow @ProjectMQ and @plus7software for your chance to win. There are also 3 other games up for grabs this month, so there'll be plenty of prizes!
Also while I have your attention, I thought I'd mention that voting is now open for IndieDB's 2017 Indie Of The Year Awards. So if you like Final Days and would like to support it, please consider giving it a vote. Just making it into the top 100 would be amazing! :D
The Final Days v0.27 "Eradication Mode Update" is now out!
Here's a summary of the main changes:
New "Eradication" mode! Clear a bunker of mutants floor by floor. How low can you get?
Procedurally generated levels mean that each game is different!
More forgiving to new players! v0.26 was still a bit too brutal for new players in particular. So I've tweaked the enemy numbers again so that they ramp up less in the earlier stages, and more in the later stages. This makes the early game more forgiving to new players, and the late game more challenging for experienced players.
More arcade feel! I've added and improved several effects to give more of an arcade feel to the game. Global leaderboards are now also displayed at the end of a game so you can compare your top scores.
Destructible pipes! There's now more stuff to blow up! All levels now have pipes added to them, which can be destroyed with explosives and will collapse.
More tension! For some added tension, the levels get darker as you progress further in the game until it's eventually pitch black!
Several bug fixes!
For the full list of changes and fixes, you can view the changelog on the forums.
As always, please feel free to share your feedback and suggestions with me. It is always appreciated! The best ways of reaching me are on the forums, Twitter, or Discord.
Thanks for playing, and I hope you enjoy the update! :)
Cheers,
Mike
v26 Update: Achievements plus a lot more!
The Final Days v26 update is here! It has a lot of changes in it, so here's an overview of the main ones:
Achievements This update adds Steam Achievements to Final Days! There are a total of 74 so far. I've still got a few more ideas for achievements as well, so I'll likely add some more in a later update.
Demo players can now join full version games! The only limitation is that demo players can't pick up full version item drops (e.g. pipe bombs). So your friends who don't own Final Days can now just use the free demo to join your games (and hopefully buy it if they like it ;D).
Ammo Progression There is now some basic progression to the ammo types that are available to you. Now only Rapid Fire ammo drops in the first stage, and drops of other types gradually become unlocked in later stages.
Difficulty Rebalancing I've been noticing that new players in particular are having a tough time with the "normal" difficulty level. So I've spent some time making a few changes to make the game a little more forgiving for newer players while still keeping the challenge there for experienced players.
Campaign mode now has 7 waves per day instead of 5. This is to extend the overall duration and challenge a little, as well as further differentiating it from Last Stand mode a bit more. Note that the enemy numbers still peak to the same levels, so the waves themselves shouldn't be any harder. There's just a couple more waves in between now.
Power Shot tweak To try and make Power Shot ammo a little more valuable, it now has a much faster aiming speed than the other ammo types
Brightness I've received feedback from a few people over time that the game brightness was too dark. So I've increased the brightness a little and added a new brightness adjustment setting to the video options.
Screen Scaling & Resolutions
There are now 4 new scaling quality options to better help balance quality with performance. This includes a new "high" quality option which is better than the previous best quality option. The default "medium" quality option has also been optimised.
Available fullscreen resolutions are now fixed scales of the display resolution which are nicely upscaled to the display resolution (e.g. 1920x1080 (x1.00), 960x540 (x2.00)). Note that whole scales (e.g. x2.00, x3.00, etc.) look sharper than fractional scales (e.g. x1.25, x1.50, etc.).
Available windowed resolutions are now standard 4:3 and 16:9 resolutions, as well as a few fractions of the display resolution (i.e. 1, 3/4, 2/3, 1/2)
For the full list of changes and fixes, you can view the changelog on the forums.
As always, please feel free to share your feedback and suggestions with me. It is always appreciated! The best ways of reaching me are on the forums, Twitter, or Discord.
Thanks for playing, and I hope you enjoy the update! :)