Imperatum cover
Imperatum screenshot
Genre: Role-playing (RPG), Adventure, Indie

Imperatum

Hotfix Part 2

Fixed an issue with saves and loading
Added a mouse speed slider in the options menu
Also added base functionality for Ultra wide displays

Week 1 Hotfixes

Hey all a big thanks to everyone who has been playing the game. We had a number of bug reports that we've been hard at work addressing. This update should cover several of those including some loading and crashing issues, loot quantity issues, and sound issues. Stay tuned for more!

Imperatum Release!

The day has finally come! Imperatum is moving from Early Access to Release. Thanks so much to everyone who supported the game and provided feedback during this process.

Below is an abbreviated list of all the changes we've made over the past few months:

Improvements:

New sound system w/ new music by Ben Nichols
Added screen reddening on low health
Added mob flash on hit
Added weapon trails effect
Added screen shake on hit for different weapons
Serialized all game systems
Added code to localize the game
Created 80 or so mob variants with new skins
Added a new checkpoint system to better update saves
Added a new cutscene and a credits scene
Added a new trap system

Balances:

Changes all affixes to be more in line with the expected power level
Tweaked mob hp and damage across the game
Balanced difficulty across the 4 difficulty modes
Tweaked mob density across all levels
Modified the xp curve to give players a more expected experience
Tweaked the skill effects to make using them feel more powerful
Balanced the base weapon dmg to incentivize use of single target weapons

Bugfixes:

Fixed all reported save issues
All audio bugs should now be fixed
Several dozen animation bugs fixed
14 VFX fixes
Fixed options menu bugs like the sound sliders not working



If you run into any issues with the release build. Please let us know in the forums and we will look into it.

Thanks again!

Big Update Coming Soon


Hey all we haven’t posted news for a while but there have been a lot of exciting changes and events over the last couple months.

First off, we won the Microsoft Dream.Build.Play competition for PC game: https://developer.microsoft.com/en-us/windows/projects/campaigns/dream-build-play-challenge

A big thanks goes to the development team and also the fans, especially those that spent some of their time providing crucial feedback as we go through the early access process. This is our first title and we really appreciate hearing about how we can make things better and provide the kind of experience that you are looking for so thanks!

We will also be attending E3 this year so if you’re interested in saying hi just drop us a line!

Finally, let’s talk about the road map for the game. We have all of the features in for the base game that we were looking to include…and a whole lot more. Most of the major bugs have been fixed. There is lots of fun polish going on right now. But the point of this is we are looking to move out of EA soon so keep an eye out for an announcement 🙂

We will also be porting the game to Xbox soon, with the other consoles in the works. We will announce an official date for this when we get one from Microsoft.

Anyway just wanted to provide a quick update since we’ve been heads down on the project for a while. Stay tuned for more!

Pro Social Update is Now Available! (Controller Support, Reward System, New Animations and More!)



The Pro Social update has been released! The Pro Social update brings gamepad support, a unique (and completely optional) reward system, new animations and much more!

See everything that the Pro Social update brings to Imperatum on the Pro Social update landing hub.

Patch Notes





http://store.steampowered.com/app/650810/Imperatum/

Crypto Update Released!



The Crypto Update has been released! Experience a new game mode that scales the difficulty (including loot drops) based off of the real-time changes in the value of Bitcoin, change traditional difficulty levels, explore the new indoor office level in Volantis City and much more with this update!

See everything that the Crypto Update brings to Imperatum on the Crypto Update landing hub.

Patch Notes





http://store.steampowered.com/app/650810/Imperatum/

Patch 4 - The Magna Update Is Live!

Hey all! Wanted to first thank you all for your support. We had a great showing at Magfest last weekend. It was great meeting all of our players!

This patch is very exciting because we are introducing some things that we have been working on for a long time. We have a new main character model, a new modular armor system, a new level, new enemies as well as 50+ fixes and improvements to the game.

Here's a preview of the changes:
Imperatum Site



Improvements

Improved weapon and skill handling and hit detection.
Improved various animations and animation transistions.
Expanded the utility of the options screen.
Added an error message UI element.

Balances

Added currency drops and increased the number of drops for elite, champion, and boss enemies.
Added a damage fudge factor which varies the damage of skills and abilities by up to 50%.
Added level requirements for second, third, and fourth tier skills.
Increased the leash range at which enemies will be called back to their home position.

Bugfixes

Fixed the function of several stats and effects such as on hit damage provided by override stims.
Fixed several bugs related to attacks and skills missing targets.
Fixed a bug where the player would be labeled as in combat and could not speak to certain NPCs.
Fixed animations to correctly scale with attack speed.

Patch 3 is up!

Hey all thanks for the continuing support. We have some exciting changes in this patch. Check out the notes below.


Fixes:

Quests will no longer turn themselves in

Serialized a number of game processes

Item affixes now properly stack

Beetles in the intro level no longer deal 0 damage

Fog of war will now correctly save and load


Tweaks:

Increased mob hp scaling

Made changes to the quest system

Changed the size and coloration of the item tooltips

Mobs placement and aggro ranges have been changed

Increased melee viability

Updates to the audio clips

The game will now pause when you open a quest window

Chains and lifesteal will no longer throw null references

Toggle-able skills will now correctly reserve psychic


Features:

Added cutscenes to give players more of the story background and context

Updated the UI dialog pane

Added more icons for the buff system

Put in 5 armor sets with unique effects

Destructibles added to all of the levels

Camera zoom and elastic camera panning are now enabled

Added a slight screen shake on critical hit

Second patch is up!

The second patch for Imperatum is live. Thanks to everyone who have helped us get this far. This patch was a bit of a spicy one and we've added some new content and features we believe you'll enjoy.

Patch notes:

Added the Lava World intro mission.

Added destructible objects including barrels, chests and quest objectives.

Added cut scenes to give additional story context.

Added an autosort button in the Inventory panel.

Added a bar of buff icons to show the Player's current status effects.

Added a new currency which raises the item level of an item to the Player's current level.

Mousing over enemies while holding down Left Mouse no longer picks them up as targets.

Modified the Main Mission quest to drop Sonic Generators as quest items instead of checking Kill targets. Several boss enemies from around the Desert level drop them instead of enemies in the worm pit.

Reduced game file size.

Preloaded and pooled a variety of game elements to increase performance.

Added fields to both the Player Stats and Companion Panels for renaming both characters.

Reduced loot and combat text size. Loot also has a new border.

Two Handed Weapons now show a shadow of the item in the offhand weapon slot to show that both slots are occupied.

Many enemies and scenes have received texture updates.

New Zone Portals have been created to give a more natural feel to transistions between levels.

Balancing changes to weapons and mobs.

Fixed an exploit where hot swapping Stims would reset the cooldown on Stim Skills. Stims now cannot be unequipped if their Stim Skill is on cooldown.

Quest rewards now scale to Player's level when the quest is turned in.

Fixed a case where a mandatory Quest could be declined.

Hit point and psychic now show values over 1000 correctly.

Essence Siphon has been fixed.

Scaled champion regen affix from 300% down to 10%.

Fixed numerous issues with transistions to previous levels.

Fixed several null references that caused crashes.

Added the name of the Level the savefile loads into to the savefile descriptions.

Added new audio tracks and gameplay sounds.

Fixed some sizing issues with the Options menu.

Replaced several low quality models in the intro and city zones.

Fixed a bug with the Undo button allowing you to get negative skill points.

Fixed a bug with stims not healing the correct percent of health.

First patch is up!

Hey all! We wanted to do a quick shout out for everyone that's checked out the game so far. We are grateful for you as players and for all of the helpful feedback we've received.

Below is a list of all of the changes in this patch. Feel free to read and comment or jump in the game and check them out first hand!

Gameplay

Added new Crashed Ship dungeon to the Desert map.
Added a persistent Stash to store additional items.
Reduced the size of targeting colliders on many enemies.
Improved mechanics of shooting at enemies at a lower or higher elevation.
Enemy Damage and Health scaling increased by 20%.
Amount of Psychic Shield on armor reduced.
Activating a Stim skill will no longer interrupt basic attacks.

UI

Once a currency is clicked and attached to your cursor, you can right click open space to remove it.
Fixed the main menu to work with any resolution.
Improved the descriptions of Stim abilites in their item tooltips.
Improved the sizing of text in item tooltips.
Reformatted the Health, Shield, and Psychic text UI. Additionally, they can be toggled on and off in the options menu.
Reduced the size of the Minimap and Active quest UI elements.
Several UI elements (minimap, enemy health bar, etc) no longer block mouse input
Added a highlight to the Skill and Character buttons on the side bars. These highlights activate when you have Skill or Stat points to spend.
Added new minimap icons for Quest Kill Target, Quest Interact Object, Quest Zone Portal, and improved the old icons for Quest Available, Quest Turn In, and Zone Portal.

Performance

Pooled AudioSources.
Automatically pre-load projectiles and any effects tied to them, reducing stutters at the start of gameplay.

Bug Fixes

Fixed an error with a specific shader which prevented Behind_Geo Shaders from activating when they were occluded by certain objects.
After dying with a skill toggled on, you respawn with the skill toggle off.
Void Shurikens visual effect now matches the rotation and size of the skill
Can no longer walk through a number of objects on mutliple levels.
Hitting and killing an enemy in one hit will correctly aggro enemies nearby.
Improved colliders of large enemies such that melee attacking them will not place the you inside of their model.
Fixed Master of Elements tool tip.
Blackhole was hitting some of the affected enemies multiple times.
Improvements to colliders in multiple levels to prevent the player from teleporting into areas they should not be able to access.
Addressed issue with Elite enemies spawning without their elite monster affix added to their name.
Targeting overlay was not always appearing when using skills.
Reduced the size of terrain and objects which would clip between the Player and the camera in certain areas.
Flamethrower visual effect properly emits from the weapon and correctly matches the area in which damage is dealt.
Fixed a bug where your Secondary weapon could be deleted if both Inventory and Companion Inventory were full, you were dual weilding, and equipped a two-hand weapon.
Essence Siphon correctly affects enemies and plays visual effect.
Ground loot floaty texts were wobbling after a Teleport Strike.
Fixed the coloring of the minimap on certain maps.