Gnomancer cover
Gnomancer screenshot
Genre: Adventure, Indie

Gnomancer

Polish takes such a long time.


  • Added the ability for Health Bars to be offset by mob type. Any health bars that aren't in the right place - let me know!
  • Changed upload timing of stats.
  • Changed the Limited performance option to better approach 30fps. This should only affect people on high-refresh rate monitors, where the divisor became really quite random. Again; this option is only designed for people who are trying to do Steam Remote Play or who are trying to save power/cool a laptop.
  • Tweaked rules on how and when Gnomes can teleport.

Week 2, Patch 1


  • Fixed some errors when Gnomes shoot at debris
  • Added Health Bars. Disable Damage Numbers under settings if they displease you.
  • Added achievements to track how far through the game's completion they are.

Week 1!

After a week in Early Access, things are going well. We've been watching live streams and Let's Plays and inviting people to play, and focusing our initial development time on addressing those. Whilst (as you'll see below) we've addressed and improved loads of things, the to-do list is just getting bigger - https://trello.com/b/gg63yuKC/gnomancer

So, if you're not following the daily updates, then here's a weekly digest for you!


  • Fixed some issues with stat tracking and achievements. This may mean your achievements reset, but re-running the game should force them to unlock again.
  • Updated some FAQ entries after watching a couple of streams. Keep 'em coming!
  • Wrote a threaded asyncronous texture loading system
  • Many textures are now dynamically loaded on-demand via a thread. This should greatly improve initial loading times. I've no idea why Unity doesn't support this out of the box, but it was a fun technical challenge just before release!
  • Locked away the skin menu. It's not done! Stop looking at it!
  • Added achievement for meeting (and rescuing) the King
  • Added achievement for defeating the Fire Golem, the first proper boss. Cat-in-a-box doesn't count.
  • Hooked up achievement correctly for freeing the Village
  • Made sure Gnomes can't ever get in your way. https://i.gyazo.com/20f37b3978b6a507c0433e87bb7035a7.mp4
  • Added 2/3/4 player achievements. Removed the ability to hax in extra players with keyboard shortcuts.
  • A ton more polish and detail on the first level
  • Blanked out the game camera when watching cutscenes in resolutions other than 16:9
  • Added army size achievements.
  • Tweaked the lookahead based on Army Offset for Shared camera games, affecting 2-4 player games.
  • Tweaked the point at which bosses trigger cutscenes.
  • XP per level is now displayed correctly again for people who aren't running at 300 fps. My clever system to keep the framerate up took too long to complete else!
  • Rune Rocks have got a V2 placeholder that should be a lot clearer when you've destroyed them.
  • Fixed Gnomes Raised readout, that broke when people raised over 100,000 Gnomes. You guys...
  • RuneStones no longer look at you when on higher difficulties.
  • Changed WSAD to WASD after someone nearly had an aneurism over it.
  • Added markers to show if a level is accessible, and where you need to stand
  • Added map-to-map markers to show where the next level is, when unlocked.
  • Fixed an issue with depth of field on Medium difficulty
  • Fixed alignment and tidy up in a lot of menus
  • Levels that are unlocked but not completed are now marked clearly on the map.
  • Tanks will no longer attempt to block insta-kill damage
  • Rogues will no longer attempt to dodge insta-kill damage
  • Gnomes you get bonus XP for no longer count towards Gnome deaths
  • Fixed collision on a number of fences, meaning powerups
  • Fixed an issue where mobs could move up in the air and over players at higher difficulties.

Another day another patch!

I'll be summing up each week's patch notes in a larger post, so if you aren't interested in the daily updates, just wait for the big one!


  • Fixed an issue with depth of field on Medium difficulty
  • Fixed alignment and tidy up in a lot of menus
  • Levels that are unlocked but not completed are now marked clearly on the map.
  • Tanks will no longer attempt to block insta-kill damage
  • Rogues will no longer attempt to dodge insta-kill damage
  • Gnomes you get bonus XP for no longer count towards Gnome deaths

Another day

I plan to keep at a twice-daily patch schedule until the feedback calms down and things are mostly stable. At that point I'm likely to move to 2-3 times per week, as I start to implement the larger missing systems.


  • XP per level is now displayed correctly again for people who aren't running at 300 fps. My clever system to keep the framerate up took too long to complete else!
  • Rune Rocks have got a V2 placeholder that should be a lot clearer when you've destroyed them.
  • Fixed Gnomes Raised readout, that broke when people raised over 100,000 Gnomes. You guys...
  • RuneStones no longer look at you when on higher difficulties.
  • Changed WSAD to WASD after someone nearly had an aneurism over it.
  • Added markers to show if a level is accessible, and where you need to stand
  • Added map-to-map markers to show where the next level is, when unlocked.

Polish

Streaming the game? Let me know!

  • A ton more polish and detail on the first level
  • Blanked out the game camera when watching cutscenes in resolutions other than 16:9
  • Added army size achievements.
  • Tweaked the lookahead based on Army Offset for Shared camera games, affecting 2-4 player games.
  • Tweaked the point at which bosses trigger cutscenes.

Achievements


  • Locked away the skin menu. It's not done! Stop looking at it!
  • Added achievement for meeting (and rescuing) the King
  • Added achievement for defeating the Fire Golem, the first proper boss. Cat-in-a-box doesn't count.
  • Hooked up achievement correctly for freeing the Village

  • Made sure Gnomes can't ever get in your way.
  • Added 2/3/4 player achievements. Removed the ability to hax in extra players with keyboard shortcuts.



I'm not expecting anyone to hit 1 million Player levels or Gnomes raised - that's just during Early Access so I can manage how far players actually get, without giving people Achievements I need to take away again.

Achievement patch


  • Fixed some issues with stat tracking and achievements. This may mean your achievements reset, but re-running the game should force them to unlock again.
  • Updated some FAQ entries after watching a couple of streams. Keep 'em coming!
  • Wrote a threaded asyncronous texture loading system
  • Many textures are now dynamically loaded on-demand via a thread. This should greatly improve initial loading times. I've no idea why Unity doesn't support this out of the box, but it was a fun technical challenge just as we release!

Gnomancer enters Early Access

After 7 months of hard work, I'm very proud to announce that Gnomancer is finally available to buy. The 3 of us here at ProjectorGames are super-happy with how the game's gone, and we'll be working hard to add in more features and levels and polish and bug-fixing over the next few months.

I've written a huge post detailing Early Access here and a FAQ here

I hope you'll all join me in this journey to getting the game released!

Early Access launch date - 12th of November!

The title says everything. I also just did a patch with the following changes:


  • Added Limited option for Vsync. This will limit the game to 30 fps. This is best used for keeping Laptops cool, and can also help a lot with the quality of Steam's Remote Play Together.
  • Huge performance pass over the main menu.
  • Optimisation pass on the Map screen
  • Reworked shadow qualities. You should see a further change in performance between Low, Medium and High.
  • Added improved shadow fading for low FPS on Auto mode. It's recommended you keep on Auto detail unless you've got a good reason to. This change should also make SplitScreen more playable on lower-end rigs.