Brave adventurer: is it freedom that you seek? Then so it must be. Henceforth (or at least within a week) this game shall becometh free of charge. If you purchased this game already, may we honor thee with a full refund.
Money has never been the sole object of our desire. This game is a labor of love. It may still take many more years to perfect. So stay tuned! We do the work so that our own pups will enjoy the game when they are of age. Especially that they may see the artisanship and values instilled within.
And so it is dear friends, lest the time pass too quickly that the crest of success wanes within our lifetime. Enjoy the game! Provide us your feedback so that it may be improved yet. It is the genuine interest from friends like thyself that has made it possible for a few amateurs to withstand the rigors of development and bring such a game to bear.
Sincerely,
Andy and Sara Your Infamous
v1.167
Added
Deck editor: quickly equip items and creatures in the deck editor tab between matches
Replays: game hosts can download a replay after a match and view it from the main menu (Important to note: at the moment, replays will only work with the version of the game that they were created, so replays you create will not be compatible with future updates)
Guide wiki: provide detailed in-game info about items and creatures, more to come
Map editor: for advanced users only; basic instructions to build a standard map provided
Changed
New heroes now start with a complete loadout (6 items and 6 creatures)
Players can now build creep camps using a new resource: nest eggs
Creep camps drop nest eggs upon death instead of mushrooms
Mushrooms spawn over time at each team's crystal
When collected, eggs will instantly spawn a random unit from your loadout
Production penalty for large units is less severe, so they are built ~2x faster
Each team starts with 90 supply by default
Max health bonus from fortitude attribute is 2x, so all units have ~2x more health
Enchantments now count as items rather than creatures
Neutral creep heroes spawn 4 guard towers near their nest at the beginning of each match
Increased Lightfoot movement multipler from 1.125 to 1.25
Otter hero now starts with Calm (reduced mana cost of abilities) rather than ImmuneSlow
Crafty skill provided by the Backpack now also increases team supply
Helmet upgrade now provides ImmuneSlow instead of Thorns
Shield bash is now instacast in the direction a unit is facing rather than point target
Reduced lightning strike radius by half
New cutscene audio dialogue volume slider available in settings panel
Fixed
Lowered default volume of cutscene audio, more mastering to come
Dash ability provided by Sword upgrade now actually dazes opponents
v1.147
Changed
Upgrades no longer lost upon death
Bugs spawn from creep camps ~2x faster
Increased hero respawn duration by ~2x
Increased hero level rate by ~2x
Decreased swim rate from 1/2 default movement to 1/3
Reduced Thorns return damage multiplier from 1 to 1/2
Increased WhirlingDervish cooldown from 6 to 30 seconds
Decreased WhirlingDervish damage multiplier by 1/2
Fixed
Slow effect should no longer freeze up the game
v1.143: now available!
Illustration by Ryan Francis
To our friends and furs,
It has been a year since we've last updated the game and made it available for early access. We have since learned a lot from players along the way. So for the past year we have been brewing up a major update to address a variety of feedback, one that we hope you will find worthy of an official release. Here's what we focused on:
greatly improved performance, interface and controls
original music produced by Nick Ingvoldstad (AKA Caerus)
single-player (or co-op) campaign written by Brendan Bagley
improved standard match format: redesigned items, units, resources and economy
public games listing
partial gamepad support
In many ways, this is an entirely different game. The core gameplay has been greatly simplified and refined. There is still more to come. Although the standard match format is not likely to change much, in the future we'll introduce new items and creatures and carefully address game balance. There is still so much to explore in the early days of this game that the most exciting thing for me is to see players come up with creative strategies that will ultimately define the way this game is played competitively.
Of course, there's always room for improvement, so we'd love to get more feedback on how to improve the game further. While this game brews on the periphery of the esports landscape, be on the lookout for local gaming groups to play this game casually. We've had great play-test sessions with the updated format and found it to be lots of fun with our local crew. Our next priority is to connect players and run tournaments for competitive folk.
This is an indie game and though we welcome press, we spend little time on promotion and rely on folks like you to spread the word. So despite the low player count at the time of this writing, this game is very much alive and kicking. Please reach out to us on the Steam message boards and stay tuned for more!
May the Fury commence!
Sincerely, Andy Domin
p.s. here's a multiplayer protip: our official tournament style of playing the standard match format is to play with teams of 2v2 and declare victory after 2 out of 3 matches. The players that are not hosting get to select the first map, and losers thereafter select the next.