Achievements should be fixed now, but game developing means whenever something is fix something else breaks so let me know any issue. Sorry for taking like 2 years to fix that but that was surprisingly tricky to solve. I started developing this beautiful mess of a game literally 10 years ago so the codebase is a eldritch nightmare at this point. Anyway.
In Extremis is now available in consoles!
After what seemed like a million billion years we actually got news? Oh yeah!
I've been collaborating with QUByte Interactive in order to bring the INX experience for consoles; since this version would need some more bells and whistles, we've added some extra features and called it the DX version (but fear not, the Steam and itch versions will stays free and intact).
So, if you're a veteran INXer since 2016, our joined our cult in the free released two years back, you can now purchase it on the walled gardens of the Nintendo Switch, Xbox and Playstation triumvirate. See you on the metaphorical battlegrounds!
Switch - https://bit.ly/InExtremisSwitch XBOX - https://bit.ly/InExtremisXBOX PSN - https://bit.ly/InExtremisPSN
My new game, Things That Bounce and Explode, is now available!
Hello everyone! I just released my new game, Things That Bounce and Explode on Steam today. It is similar to In Extremis in the sense that it certainly has a shoot'em up DNA, but with the gameplay of a brick-breaker (users of Aegis of Faith please apply!), but with a heavy emphasis on build customization and experimentation. The game also has some very subtle gameplay and narrative nods to the end(s) of INX that the 3 or 4 of you who got to the Epilogue might enjoy.
Hello everyone, hope you guys are doing well. I come today with some big news. First, INX finally reached it's 1.1 version, with hundred of fixes, big and small, most notably the end of the dreaded slowdown that plagued the game since its launched, as well as several other improvements, new achievements, leaderboards, and visual adjustments.
As for the other big news, I took the decision to make the game free, no strings attached, both here on Steam and also in itch.io, where you can also make a donation. Making this game free was always an intention, and a year before launch I seriously considered releasing it as a freeware title, since it uses so much Creative Commons and public domain artwork and music. My hope is that it would inspire people in the same manner free indie games from the 00's inspired me to become a game developer. Making it commercial, in retrospect, limited its reach and appeal, as it always as an art project as much as a true-blue arcade game. The transition to free will be live as soon as Steam allows it (should not take longer than next week), and i'll give a further notice when it happens.
I understand some players might be bothered with this, specially the ones that bought it on the last sale ; because of that, I am going to give keys for my next game, a Breakout-inspired arcade game called Things That Bounce and Explode, to be released on Steam early next year to everyone that feels that way. You can sign your email and username on this form here if you are interested.
Also of note, Steam Cards won't be available anymore; the only way to free games to give them is through extra transactions, so I am considering selling a making-off e-book in the future, which would include some of the short fiction I wrote for the game too; I am too fond of the little stories in the Steam cards to consign them to oblivion (selling the soundtrack is no option though, considering I don't own the rights to any of the game songs).
Now, onto the patch notes; but before that, I also have to apologize for not including the TATE mode I promised before. Due to how the game was coded, turning the screen vertical broke several sections of the game, the menus, how weapons and enemies worked, and much more; a vertical disposition would also need to recode almost the totality of the game, something that would not be feasible for me as of right now. This was a very large project, started in 2013 and is still going on today, so changes like that can be far more laborious than they seems.
On to the fixes:
Updates -New Achievements: added achievements for each of the 3 secret endings, as well as a previously cancelled achievement for seeing all of the final midboss attack forms. -New Steam Scoreboards: added a new section of Steam Boards for the Full Loop Mode; this came with a cleanup of previous scores, but highscores should be uploaded as soon as players play any run again. -You can now have up to six lives on Easy difficulty. -You can now pause and quit during the Epilogue. -You can now toggle blinking bullets to aid visibility on the Options Menu.
Bugs -No more slowdown. Really. -Fixed several bugs regarding achievements not unlocking, including Vanguard, Sage, Wanderlust, Elevation Through Self-Destruction, One With the Universe and Tchurunarublaze. All achievements should be working properly now. -Fixed a rare bug that made Venus in Furs second form not appear. -Enemies on the fall section in stage 3-1 now leave the screen properly -Fixed movement trails on most enemies not displaying properly -Several smaller fixes to visuals and gameplay.
I would like to thank all players for supporting the game, even with all its bugs and technical instability. INX is still a pretty special project for me, and I don't see myself quitting support anytime in the near future. As usual, feedback is very much appreciated.
V.1.0.7 - Some Long, Belated Fixes
Hello everyone. It's been a while, haven't it? Almost three years since the last large update, it seems. Some players faced some game breaking bugs in the game, which pushed me to do some spring cleaning in the game code, and fix some long-suffering issues. Let's get to it, shall we?
Bugs -removed several game objects that were not properly deleted when leaving the screen which caused severe slowdown for some players. -fixed a bug that got players stuck in the final tug-of-war against the last boss. -fixed a issues that created an extra character in the Epilogue
Gameplay -bullets blinking can now be toggled on and off in the options menu (default is off) -changed patterns and hitbox of pyramid enemies on level 3C -fixed an issue in which the end results screen did not skip statistics counts when pressing a button
Interface -fixes selection on menu hub, that impeded selecting Full Loop Mode -corrected the display of the Secret File indicators
Visuals -lifebar on bosses 1 and 4A are now properly displayed -added contours on enemies on level 4A to enhance visibility -added extra animation for enemies on level 3A -several visual fixes for the attacks of the last boss
I am planning some fairly major changes for INX in the next patch (which will bring the game to fabled v1.1), so if anyone have extra feedback, be sure to get in touch.
V.1.0.6 - Leaderboard Cleanup and Delayed Fixes
Hello everyone, INX is on a sale this week, so I also took the opportunities to implement some long-delayed fixes. Also, we made a leaderboard cleanup in the Steam Leaderboards, due to the fact that numerous tweaks in the game scoring systems (and resulting bugs and exploits) made impossibly high scores appear on those.
In a couple of months we're having the one-year launch anniversary, and with it, possibly the game final content patch, so if you have any suggestion be sure to get in touch.
Gameplay
-alterations were made to the Final Results screen, with further bonuses for tallying the final score
-also regarding score, an exploit that caused players score to increase exponentially was also removed
-fixed a bug that made one of the final boss patterns undodgeable
-numerous small fixes made to bullet patterns in Easy difficulty, in order to make challenge more manageable.
-remove the requisites to reach the secret stage (due to 0.4% of the playerbase managing to find it :p)
Visuals
-fixed a problem that made FPS invisible even with the "Show FPS" option selected
-eliminated particle trails that caused slowdown for some players
-bullets now blink more intensely to aid visibility
Aspects
-Fixed timings for the Sword of Songs drive
-General balancing to most aspect damage outputs
V.1.0.5 - Summertime Patching
Hello everyone! This Summer Sale has brought a lot of new players, and with them, a lot a new feedback for improving the game, so we updated In Extremis with a fairly large patch, including some much demanded functions, such as Autofire commands.
But before getting into that, just a head's up: the past updates made some alterations to scoring, causing a lot of unbalance to the game; because of that, some players got larger-than-possible scores. So, in the next update (that will also bring an in-game scoring system), we will be clearing the current Steam Leaderboards, in order to give everyone a fair chance.
Onto the notes:
Gameplay
-added Autofire options for both Aspects, that eliminates the necessity of mashing buttons.
-fixed a rare bug that caused the game to skip a large portion of the Epilogue (a section reached when finishing the game with all aspects unlocked), thus, making getting the related achievement impossible.
-increase dead zone threshold for gamepads, in order to give more precise controls
-fixed an issue with scoring that caused negative scores to appear.
Visuais
-fixed a issue with numbers showing up on the screen at The Silver City stage
-fixed a issue in which enemy shadows in A Cycle of Blood would appear on top of other enemies
-fixed visibility issues in Primordia (the background now is a bit less lighter, increasing contrast) and in Nostalgia of the Infinite (eliminating blinking bullets)
Aspects
-re-balanced Aegis of Faith recharge time and damage output
-re-balanced Hunting Horn recharge time
V.1.04 - Massive Updates and Fixes
Hello everyone! After the Winter Sale, we received a ton of feedback related to the game, so we spent two weeks hard at work in making our biggest patch so far!
But first, to adress one thing: we planned Mac & Linux versions back in december, but due to hardware difficulties, those ports are going to take a bit more time than we initially anticipated. Those versions are probably coming in our next patch, v1.1.
Onto the notes:
Performance Issues
-we received several complaints about slowdown in specific stages and also while playing the game though several sessions; we adressed those specific points by removing visual effects that caused the framerate to drop, but are still fixing the cumulative slowdown; there should be significant performance improvements in this version, though.
Gameplay
-fixed a problem that caused the bonus score won by finishing Drive without being hit to be awarded even if the player was hit
-reduced life on "Primordia" maze turrets, "Danse Macabre" dark predators,"Nostalgia of the Infinite" spinning tops and "Under the Water" fish foes; slightly increased life for Comedy & Tragedy and Venus In Furs second form
-fixed bullets not disappearing when concluding Retrobot and Voluptas Mors battles
-in "Under the Water, the giant monster death animation no longer kills the player
-fixed Retrobot's flames hitbox and eyeshots
-fixed a bug that caused some bullets in the Voluptas Mors battle to become static
-added a multiplier lock when collding with the big bodies in "Of Lurid Daydreams"; decreased nipple enemies bullet speed; and increased the contrast for the warning of coming phallic enemies (no pun intended).
-slightly increased lightspots area on "Danse Macabre"
-reduced speed for Red Right Hands in Mater Tenebrarum boss battle
-made some changes to reduce the overall difficulty and intensity of "A Cycle of Blood"; fixed overlapping and distortion on the landmines self-destruction sound effect
-retooled the light tunnel section before the true last boss
-reduced the life of the Other to make the battle easier
Aspects
-changed depth for Familiar Friend
-reduced damage output for Hunting Horn and Aura of Fury Drive
-tweaked the workings of Hunting Horn, and added more effects for further communicating impact
Effects and Visuals
-enhanced visibility for letter bullets on the ASCII stage in "011001100110000101110100" and on the toy robot bullets at "Nostalgia of the Infinite"
-fixed some bosses lifebars no displaying correctly
-added screenshake to boss individual pieces destruction effects
-corrected the effect on Superinformation Avatar assistants death effects
-fixed Voluptas Mors right eye uncontrollable blinking colors
-fixed effects in "The Silver City"
-Show FPS option now displaying properly
-fixed display of time played in the Stats screen
-changed the sound effects for the violin enemies on "The Great Stage" to make them sound less annoying
v1.0.3 - New Updates
Hello everyone! Just rolled a new patch with some minor, but eagerly demanded fixes to In Extremis; here are the updates:
-The Other encounters are now more frequent and easier
-The Op Art enemies in Ewige Blumenkraft now have borders to aid visibility and collision prediction
-Further reinforcement on how to unlock new aspects was added on several moments of the gameplay experience; the terminology "Threshold" was also removed to avoid confusion
-Several minor adjustments to aspect damage outputs and enemy positioning in stages
v1.0.2 - Difficulty Balancing and Assorted Fixes
Heya folks! In Extremis has been updated today, with an emphasis on giving more choices and fairness regarding difficulty.
-All aspects were given a slight damage boost in comparison to their previous damage outputs
-The Other had a design revision to its health system make the fight more doable
-Extend levels were revised, and a new tier was added; now, extend options are at the 300000,600000,1000000, and 2000000 point levels
-Fixed a bug that caused audio distortion in A Cycle of Blood landmines
-Fixed an issue that caused Retrobot battle music to keep playing after beating him
-Added a "Reset to Default" command in the Controls menu
-Added audio feedback for when the multiplier resets before boss battles
-Familiar Friend now returns to players automatically when offscreen
-Added a scoring bonus for when players finish Drive without taking a hit (more information in the "Tips and Tricks" post at the forums).