I'm not going into a big yakking this time, bugs happen no matter how hard one tries :( . Here goes a tiny hot-fix update (1.1.1), to have a clean start for the new year...
Fixes
On the treasury menu screen (when playing in treasury mode and picking up an item) the keyboard based selection (enter/space) was broken by the mouse update and items could only be selected with the mouse. Now it is back to normal again.
Multi-monitor setups had problems with broderless full-screen modes. I tested this fix on various GPU-s and multiple monitor setups, but I was limited a bit by hardware variety. Hopefully this works properly now!
I got some reports about other minor issues too, but due to the holidays (visiting family, spending time with friends etc...) I had no time to fix them all yet and I really had no time to add new content to the game. I'll fix these problems early next year and I'll do my best to make the world of I Am Overburdened even more lively and crazy :) !
I would like to wish a happy new year to all of you and to your friends and families.
Have fun in the dungeons, see you soon ;) !!!
I Am Overburdened, 1.1.0 first major!
Hi everyone!
The first major update for I Am Overburdened is live! It took way more time than I first anticipated, but this seems to be a re-occurring thing with development :) .
Since this one is a bigger release I decided to do a Microsoft like thing and left out version 1.0.9 :P . Jokes aside, now the game has full mouse support and a bunch of new content has been added to it ;) .
Changes
The most visible and biggest addition is the mouse support. Besides having a path-finding based mouse control mode with visualization and a context sensitive pointer a simple four-way mouse movement mode has been added too. This is for players who would like to control the game with the mouse but like to plan their own routes and figure out the optimal ways themselves.
All the menus have been updated to support the mouse too. All the screens and widgets react to mouse movement, clicks and drags. The right mouse button can be used to back out from sub-menus and the middle mouse button enters the inventory screen while in-play. If this layout bugs someone I can add mouse button remapping to the game too (please leave a comment). This way 100% of the game can be controlled with only the mouse without touching any keys/buttons ;) .
5 new map templates were added to the dungeon generator to spice up the level variety. As always they been carefully crafted to preserve the balance/map difficulty.
I received some complaints about the Epic item roster. I admit there could have been more powerful end-game items so I decided to add new ones :) ! 6 new items were added and 4 of them are purple (Epic). A few even have new skills, so good artifact hunting ;) .
Fixes
Now onto the bugs. If you run into any of them and it ruined your run / play-session, please accept my apology. I do the best I can to squash every problem before releasing/updating, but games are pretty complicated and some issues slip through my net...
A problem was reported with the Spyglass item. The player could retain the skill even if the item was swapped to another one. I could not reproduce the issue reliably, but I did discover some problems in the code. It may have effected a small fraction of other items too, but I think it is fixed now.
The poison damage wasn't handled correctly so some items which react to to damage did not fire their skill. For example even if you wore an item which could save you from death it did not work if the cause of the death was poison. I fixed this!
Sadly some achievements could be opened even if the player did not reach the relevant cave level in nightmare mode. Now this is fixed.
Some players with Intel GPUs and UHD monitors informed me about display issues on start-up and in borderless full-screen mode (e.g.: weirdly sized or placed window). I found an issue and I made a modification, but I could not test it adequately (no available HW). I hope, that the game works properly on more GPUs and displays now :) .
Plans & future
This is a big update, but as you could see it took a few weeks to make. Thankfully I could complete it for the holidays :);) . I would like to make similar ones in the near future too, like the save+suspend & continue later feature, but developments like these take a lot of money & time. The game is not selling too well and it is still far from covering its development cost. Of course this is my mistake for failing to promote and market it properly. I will try my best during the holidays too, but I may not be able finance full-time development on it further. If this happens I will still make updates for the game, maybe even bigger features too, but releases will happen much less frequently. If you would like to help, please share a link to the game with your friends or write a review for it on steam. Every bit helps :) !
I would also like to wish all of you a very happy holiday and a super awesome new year!
+ have fun in the dungeons ;).
Take care!
I Am Overburdened, Sneak Peek
Hi everyone!
I really don't want to over-hype the next update or anything, just wanted to share some progress report and a new sneak peek into what is coming. As always development is taking a bit more time than expected, but tomorrow is the day! Yep, only finishing touches and double checking left and I can upload the new build (1.1.0) ːsteamhappyː .
AND of course it will feature new items + I made some sick new skills too for a few of them:
+ A little heads up: both I Am Overburdened and my previous game Operation KREEP is on sale currently. If you are planning to buy any or both of them, go check out the Magic Item Tech RETRO Bundle. You can get both of them now discounted!
See you tomorrow in the dungeons ːsteammockingː.
Cheers!
I Am Overburdened, Holidays & Plans...
Hello there dungeon crawlers!
I've been pretty silent recently, but rest assured a new update will be released for the game in a few days ;) . It will be a big one and I hope you will love it. The thing is it took a bit more work than I anticipated :( , that is why I did not post for a while, but if you followed my TODO list or me on social media you know it is shaping up nicely and I'm working on it like a mad man :) !
Here is a little sneak-peak, just so you know what to expect:
Of course it will have new content too beside the big new feature. I'm hoping to release it in a day or two as a holiday present ;) .
A little news for those who are new here & planning to buy the game or my other game Operation KREEP. They both will take part in the Steam holiday sale. KREEP is already discounted so go check it out ;) . I Am Overburdened cannot be discounted yet due to store rules, but it will be in a few days so hit the wishlist button ;) !!!
I Am Overburdened, 1.0.8 what took me so long?!
Hi everyone!
I know I mentioned that this update will be ready early this week, but I went a bit overboard with my ideas and making the new content took longer than expected.
Good news is, that this build has crazy sick new items and item skills :) !
I hope it was worth the wait.
Changes
7 brand new items! Most of them have new never before seen skills too and I'm really excited about those. They will allow more varied strategies/builds and different ways to play the game :) . Extra kudos for Snake eyes for helping me in fixing some pesky bugs, here it is what we talked about ;) :
A tiny ease-of-use functionality was added to the pause game menu. If the player stands nearby an item (revealed item pickup, opened chest or shop item) the "Tome of Artifacts" will open on that one. This way if you unlocked an item before and you find it in the shop you can check its details in a few steps. Special thanks to Oscar and neutonm for their suggestions.
This list is relatively short, but the game has some really fun new stuff. I'm hopeful you will like it and it will keep you entertained in the dungeons of I Am Overburdened until the next updates ;) .
A little sneak-peek into the new stuff:
What comes next? I can promise more updates, but most of the entries on my task list takes longer time than a day or two. The first thing to arrive will be Trading Cards! I would love to deliver bigger updates too like the "save and continue later" feature and mouse support, but both of them is around a week-long work if not more, so I have to ask for your patience regarding these changes :) .
+ I'm open for voting too! If you would like to vote about what bigger features or what type of new content should come next feel free to chime in with some comments ;) !
Oh, and before I forget, if you believe I Am Overburdened deserves a Steam award don't hesitate to nominate the game ːsteamhappyː .
Stay tuned!
I Am Overburdened, 1.0.7 tiny change in plans
Hello there!
Just a mini update this time. I'm going forward with adding more items to the game, but I wanted to solve some issues before weekend. You can expect a much bigger update probably early next week.
Changes
The "Parrying dagger" item had a problem. Its description and actual skill did not match up. I wanted to address it somehow, but in the end I decided to add both items (the described and the actual existing logic) to the game. So now the "Parrying dagger" does what its description says (with a tiny nerf, because it was a bit too powerful for a yellow item) and there is a new item in the game ;) . Kudos for lordatog for discovering the issue and for everyone who gave suggestions on how to resolve this bug.
A bunch of typos and grammar errors were fixed in the item descriptions. Kudos for Equveni for notifying me about these mistakes.
The Hungarian localization was missing the achievement texts. Now in the game and on the store-page the achievements are localized + the store-page itself is localized too.
I'm really excited about the new items, especially about the new skills I'm adding to the game. Currently I have 5 sort-of ready so you can expect at least half a dozen new artifacts to collect next week ;) !
I Am Overburdened, 1.0.6 getting rid of the clones
Hi everyone!
Another update with some new content goodies too ;) !
Again, not a gigantic one, but more is coming of course.
Changes
The chance of finding an item multiple times within one run was significantly reduced. It is not completely eliminated from the game, so there is still chance to run into an item you've found before or wearing already for example on a shop level (wanted to keep it as a minor risk with items/chests/shop), but this will happen much less frequently. This change affects both normal and nightmare mode. I think the game is more fair and has less frustrating occasions thanks to this.
The item re-roll chance change affected the balance heavily (made the game less random but also a bit easier), so some tweaking had to be done on monsters. Nothing major, just some tiny attribute changes and some skill chance changes here and there. On some levels their spawn chance was modified too to achieve a better pacing / difficulty curve, so one of them actually became less of a threat!
5 brand new dungeon templates were added again, raising the variety of the generated levels for the 1.0.6 version by a big leap. I also updated a few old ones. I'm pretty happy how diverse maps the generator makes by now. No repetitions during a run :) !
Last but not least a new Joey speech (hint) was added to the game. It is triggered when the player tries to pick up another instance of an already equipped item, just to convey the idea, that it is the exact same thing and only one item of a given type can be carried.
What else is coming?
I'm still experimenting with minor balance changes, nightmare still could use some help :| , but it is slowly becoming better and as you can see I'm also focusing on producing new content :) . The next content update will take a little more time as I'm working on new items and new item skills (especially excited about those, they will be awesome ;)), but they are complex to create. I think the next package will be ready by the end of this week or early next week. I will also add trading cards to the game in a few days...
The first update which contains new content too is released ;) !
Not a huge one, but there are some goodies in there...
Changes
The content update consists of 5 brand new dungeon templates. I spent some time to carefully balance them too (a little more about this after the change-list). Since the generator tends to select templates used "long ago" or not at all yet during a run you will meet them even if you boot up to game only for one or two short runs ;). I think they turned out really cool and more will follow ;).
From this build the free chests on the early levels (The Flooded Cave 1-3) will guarantee an item! This was added for balancing reasons and fair play. Especially for making nightmare mode less of an RNGesus. More fine-tuning will follow, already experimenting with some stuff ;).
Some tiny user interface changes made it into the game. The "Help" menu can be accessed from the "Game Paused" screen due to popular demand :). Now the "Game Paused" indicates if you are playing on nightmare or on treasury mode.
Two items suffered a tiny nerf. I'm sorry about it, no substantial change, but they were a bit too OP.
A bug was fixed which wrongly started the game on normal mode if you launched it in nightmare/treasury mode from the main menu really really fast shortly after the application started (kudos to Snake eyes for discovering it and narrowing down the concrete problem).
Balancing
I'm constantly working on improving the balance of the game, trying to make it more fair. Especially on nightmare, sorry about it, I know it still needs a tiny bit more tweaking :( . Dungeon templates are no exceptions, maps need care too otherwise the game could generate something totally unacceptable. The following is a bit far-fetched, but you get the idea :D :
I posted this to the community discussions board too, but wanted to share it again :):
I loved making this game and I love working on the fine-tuning of it and these updates. I'm really thankful for the community for being this helpful and understanding and for contributing this much for its future. Means a lot.
+
I got a hold on a new: T-shirt
Sadly another "deadly" bug was discovered. I hope I'm winning this battle and no other pesky little issues will be discovered. Please accept my apology. I try to be really thorough with my work, but games can be complicated under the hood and I Am Overburdened is no exception.
Fixes
A crash bug was fixed which was triggered by the "Shoulder cannon" item on rare occasions. I scaned through the code of all the item skills to triple check these logics this time.
Sadly the generator could come up with dungeon levels where some of the tiles are unreachable (stairs blocking the way, see the attached image). I fixed the affected map templates and extended my testing system to save me from these pitfalls. Before uploading a build now it checks if something like this could happen with the dungeon templates (no blocked parts in the maps from now on ;)).
I added a "fall-back" solution if the directory installed by Steam ends up being read-only. If the game can save to it's install folder this change literally does nothing, but if it can't start or can't save (settings, unlocks etc...) now it will be able get back on it's feet and save stuff to the user folders. In the future this will need a more robust solution as cloud saving "dislikes" this approach (no worries it still works perfectly, but do not start changing the read-only flag on your install folder on a daily basis ;) !).
Please accept my apology if you run into any of these problems and kudos if you reported it to help me fix it ;):) !
Now I'm continuing work on the first bigger content and balance update ;) !
Again, if you are interested, I'm keeping track of my development progress here:
Magic Item Tech - I Am Overburdened Trello Board
Stay tuned!
I Am Overburdened, 1.0.3 low hanging fruit update
Okay, here we go again ;) !
As the name suggest these modifications were relatively easy to add. I wouldn't call this a hot-fix now, just an ease-of-use update.
Note that the upcoming content updates and bigger changes will take more time. I'm going to publish new changes (items, maps, balance fixes etc...) for the game, but producing them will take more than a day or two, so the next update comes closer to the weekend. Thanks for your patience in advance!
Changes
When you open your inventory the last picked up item will be focused! If you checked it and open the inventory again or you are inspecting statistics (or when you have no items yet) the Chest slot will be focused. From that slot all the items can be reached in maximum three steps so no more inventory rummage ;).
The story scene and the boss fight cut-scenes can be canceled with the escape key or the back button of the controller :) !
Some props were missing from the tool-tip pages of the help menu screen. Now they are there.
I would like thank you for your helpfulness and support for the further development of the game. I received many tips, suggestions and ideas in the community forums and as you can see I'm working on making them a reality :) .