The second major content release has arrived! Enjoy the second part of the campaign, new Trials and more!
The conclusion of the campaign and the remainder of the single player content will release when the game exits Early Access on March 28.
New Content and Features
Added Book II of the campaign with 5 new missions.
Added 10 new Trials.
Added 3 new Glyphs - 1 unit and 2 Techs.
Added alternate art/skin variants for several Glyphs.
Added a new Survival map and a new 1v1 Versus map.
When forces are under attack that have not recently been viewed, there is now a minimap animation and voice alert.
Fixes/Enhancements
Improved unit pathing near team-coded force fields as well as near large buildings.
Improved the targeting AI for healer units and units that have conditional attack effects (e.g. Cipher)
Capture points that have a delayed start timer no longer count down during prematch.
Fixed edge cases where Teleport Trap might fail to teleport targets the correct distance.
Improved the post-match summary table in various game modes.
Fixed a bug where for some users a specific setting or two wouldn't be applied properly when the game is restarted.
Fixed a bug that caused bots to incorrectly evaluate damage and heal over time effects.
Improved bot defensive placement.
Bots have better awareness of chokepoints in maps.
Added additional strategies for defensive bots for use in longer games.
Improved bot logic for when to capture points that provide team buffs.
Fixed a bug where rarely bots wouldn't put enough units in their deck.
Fixed a bug where bots wouldn't consider the clear vision provided by uncontrollable units (Berserk or capturable bosses) when targeting Glyphs.
Balance Changes
Recall now heals the targeted squad in addition to the teleport and no longer draws an additional Glyph.
Sapper: Health increased from 600 to 800 and DPS increased from 50 to 60.
Update Notes 2/9/2018
New Features
Added the ability to invite friends from within the game by clicking on the + button in the top right, on the Survival player list, or by selecting Invite from the Custom Match player options.
Added achievements for Campaign and Trials completion.
Achievements already earned will be granted retroactively on starting the game.
Fixes/Enhancements
Improved bot usage of timed buffs to apply them when its forces are closer to combat.
Improved bot behavior when it is low on units.
Made some improvements to bot deckbuilding.
Adjusted the AI for using Artillery (both bot controlled and the "Auto" setting for humans) so that when the player controls multiple copies, they don't all fire simultaneously.
Added an additional event to Chapter 5 to make things more interesting.
Fixed a rare issue where bots could get stuck attempting to place a Glyph in an invalid location.
Fixed a bug in Chapter 1 where sometimes the Gate would stop creating units.
Fixed the Spider King sometimes not obtaining the correct amount of health when minions are sacrificed.
Fixed extra Scriveners spawned via Glyphs that add additional squad members not properly activating their summon ability.
The Mimic can no longer clone units that do not have a basic attack, since it doesn't copy specials and that therefore would leave it unable to do anything useful.
Squad bar positions, control groups, and saved camera positions are now properly saved in savegames.
Fixed a bug when playing Colossus in multiplayer where sometimes a player would get red placement indicators within the shielded area even though Glyphs can be used there because that player controls the shield.
Balance Changes
Content Update 1/31/2018
Our first major content update for Early Access is here! The first part of the campaign and additional single player content accompanies a host of improvements.
New Content and Features
Added Book 1 of the campaign mode featuring 5 missions.
Campaign missions support in-mission save and load.
Two of the heroes are available to be unlocked in the current missions. If you also unlock the achievement, you will receive an alternate art version.
Added Trials mode with 10 trials. Trials are set game scenarios with special rules.
Trials have set rewards. Any Glyphs you already own the max of will be converted to Bits when awarded so you can obtain something else.
A top score is recorded (completion time or point value depending on the situation) and displayed in the Trial selection screen.
As with the campaign, more Trials will be added as we move closer to release.
Added a Survival variant of the Stygian map.
It is now possible to save and restore camera positions during a match. (Default binds: Ctrl+Numpad 2/4/6/8 to save, Numpad 2/4/6/8 to restore)
There is now a short sequence at the beginning of matches where the Harbinger appears and creates the initial Projection unit, giving players a little more time to get oriented.
Added additional team colors for Custom Matches.
Fixes/Improvements
Update Notes 12/22/2017
Some bugfixes and improvements for the holidays. We'll be back in January with some new single player content!
[B]Improvements[/B]
Improved the shader used for detected stealth units so they're easier to recognize.
Improved the readability of fonts in resolutions higher than 1080p.
The Harbinger can now attack enemies in melee range while moving.
If the Detonator dies while using its suicide charge Skill, the explosion activates at the position it reached instead of being a dud.
VSync is now on by default. (Can be changed in display options)
[B]Bug Fixes[/B]
Update Notes 12/13/2017
Our first update is primarily about improving the experience for new players and making it easier for players to connect to each other as we start growing the community.
Features
When searching in Quickmatch, there is now an option to practice against AI while waiting.
Any rewards earned in the practice match will be added on to the online match results.
Survival now supports join in progress. Games set to Public will remain visible in the game browser while in progress.
Players that join late will have their Maximum Energy set to that of the host so they won't be behind.
Balance
The Glyph Structural Shock has been added to the Starter Deck to improve its ability to deal with turtle tactics.
A copy of this Glyph will be added to your collection if you don't already have one.
Shock Tower: The turret's Skill damage has been reduced from 300 to 200.
All Turrets now have a short warmup time in between first detecting an enemy and firing, allowing the attacker a better chance to target Glyphs against turret nests.
In Survival, the number of enemy gates is reduced on Easy and Normal difficulty, so there are fewer directions that need to be defended.
Bug Fixes
Golem Gates is out now on Steam Early Access!
Golem Gates is out now on Steam Early Access! http://store.steampowered.com/app/575970/Golem_Gates/
Check out an example solo Survival Match here:
https://youtu.be/KGaARJHjuhY
Come join us in the fun!
Oh yes...we have videos!
Yeah, we have a YouTube page with content and more on the way! In the meantime, check out our videos below and subscribe to our YouTube Channel! https://www.youtube.com/channel/UCQQPd9zUYbLvGpxjjbM40cA
https://www.youtube.com/watch?v=VVDA5RXL5PU
https://www.youtube.com/watch?v=cKniS731m4Y
https://www.youtube.com/watch?v=V25KoblZIhE&t=1s
https://www.youtube.com/watch?v=-5EnYpkkx1c
Early Access Is Almost Here
We’re only days away from the Early Access release of Golem Gates, and in case you are just hearing about us for the first time or just checking in, we've put together a collection of content we’ve released up until now.
We believe we have created a fun mix of game types you may have already tried, but in a way you've never experienced. With almost 100 glyphs, players will have a wide variety of tactics they can try. In fact, we are expecting players to come up with crazy strategies we never imagined.
Thank you for being part of our community, we look forward to seeing you in game.