Genre: Real Time Strategy (RTS), Role-playing (RPG), Simulator, Strategy, Adventure, Indie
Infectonator : Survivors
Update #43 - Minimaps, Safe Zones, and Many More! - Jul 19, 2016
Hello Survivors!
We are happy to announce that this update is a major update for Infectonator Survivors, and also a major milestone for our game development journey.
So here are some of the new features implemented in this update:
NEW DAY-NIGHT SYSTEM The Day system is now improved. Now there are two-phases in the game, Day (HQ Phase) and Night (Expedition Phase).
During the day, your focus is doing things inside the base, like researching, crafting, cooking, etc. When the sun sets (6 PM in game time) it is time to start your expedition, kicking zombie's ass and getting more supplies (or meeting new friends of course).
We believe that this change makes the game more streamlined and fun.
NEW EXPLORATION MECHANISM We also make some changes to the exploration mechanism. We change the objective from "Hunt Zeds" to "Explore". This means that you don't need (or not required) to wipe out all zombies to unlock next area. Instead, the objective now is to take your characters and open up the 'fog of war'. The game will recognize how many grids that you have explored. You need to get 75% of the area explored to get it done. But be careful now, zombies will keep on coming in waves.
You can reduce the Zombie Meter by killing as many zombies as possible during exploration mode.
You can now leave exploration mode anytime and no longer restricted by your objective. To leave the area, you must send your characters into the "Safe Zone". This zone is marked with blue tiles and a dotted line. Characters that are not in the safe zone will receive health penalties when you leave.
MINI MAP Mini map, yes you read that right! One of the most frequently requested feature is now here. You'll now find a mini map on the lower right of the screen, next to the LEAVE button.
NEW SCOUT MECHANISM Scout is also having some changes. We make it so that scouting (going into defense mode) will be a safer task. There will be no boss when scouting, you can access its mini map, and you can leave the area whenever you feel the need to cease scouting. Scouting also helps reducing the numbers of zombie you will encounter when exploring. Scouting will also unlock area information, such as area difficulty, what kind of interaction you will come across (merchant, other survivors, or boss?), etc.
INTRO MOVIE CUT-SCENE If you have checked our Facebook page, you might have seen this. Now, our game has an introduction movie that shows the initial outbreak of the apocalypse.
REVISED STAMINA SYSTEM Doing work and exploring the city will take a toll on your character's stamina and stats. When your characters get tired, their stats will receive some penalties. So you must plan ahead.
IMPROVED BANDIT A.I. Change is also made for the bandit AI behavior, so that it would not dumbly lurk around and become totally ignorant to the player. With this improvement, bandit will chase characters that are in sight, keeping their distance to the characters while in shooting range, and can stay away when panic.
MORE RESEARCH PROJECTS There are some new research projects we have added to the list.
Stay tuned!
Suggestions & Feedbacks If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter
Update #42 - Quests, Random Events, and Interactions - Jun 24, 2016
We are happy to announce our newer update!
QUESTS AND RANDOM EVENTS This is it! The quest system is completely done. This is becoming an essential part of your journey to get away and end your struggle against zeds. It is part of the car fix project and you take and finish your each quest to get important items for your car. It involves NPCs and many objects scattered across the area. You need to interact with them and go from one building to another to complete it. Sounds easy, right? Each quest will have randomized variations of the story that you can follow.
That means, that we are also having more random events that can occur while you're exploring map and building, staying at HQ, etc. Similarly, these events might actually affect your crews and it depends upon your decision.
p.s.: No image available so that you can figure it out yourself :)
EXTRA PROVISIONS We also have another interesting feature on the beginning of the campaign.
While this is optional, you can have your chance to bring extra resources, or provisions, with you. You can pick up which pack of provisions you want to have so that you can decide and manage your strategy at the start, but you need to trade them with your available tickets. So, choose carefully.
LOOT FROM FRIENDS "Take my gun and carry on the fun."
There is always a chance that you see yourself a little too late to save your friends from dying. The good thing is, you can go not with a empty hand. Don't let the fight go for nothing. Don't let your friends die in vain! Take their equipment and carry on the fight!
RECRUIT ON MISSION Last, but not least, is this! Now, any survivors you meet on your way can be promptly recruited and effectively becoming part of your mission group. First, you will have some dialogs going on (automatically after mission in defense mode and needing your interaction in explore mode). If you need them in your ongoing squad, you can take them with you in an instant, otherwise you can either invite them to your base or, leave them. But if you happen to go away from them, there's always chance to see them again and let them be your teammate, if you change your mind.
And...!
LOTS OF BUG FIXING AND TWEAKING From in-game performance, graphic glitches, UI management, untidy game levels and objects and so on, thanks to our new programmer buddy!
So, stay tuned!
Suggestions & Feedbacks If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter
Update #41 - Fixed Version - May 24, 2016
We're still on rampage hunting bugs that show up on forum. This update just contains a few things.
CAR COULDN'T RUN "You've fixed all those car parts, there are enough fuels to start the car, and you've pick your team to send to another city (leaving the remaining useless survivors to die, so sad).
You are ready. You click the button. But, the button is grey. The car couldn't run. Sweat running down your face.
There's awkward silence in the air. Survivors outside the car staring at you. Then they are yelling, asking, why the hell you didn't choose them? They are mad. Things gotten out of control. One of them swing an axe to the front machine. The car is broken for sure. Now you're trapped in this city forever..."
Role playing aside. This is one of those bug that keep appearing on forum. Finally we could track down the problem. Let's pray you wouldn't encounter it again
SEE THROUGH WALL One room that we had just created on previous update has a transparent wall. We've made sure to paint it with the default black-colored blocks this time.
CAR TRAVEL ONLY ONCE Previously we change the travel system from 1 city to 4. This time we change it back again so that you finish the game when you successfully travel out of the city. This means that you are given certain days to complete every tasks you need to do to make your way out, end the game and you can play the new game again.
Ok, that's it for now. Our next task is balancing the game to make your life harder ;)
Stay tuned!
Suggestions & Feedbacks If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter
Update #40.5 - Fixed Version - May 18, 2016
Hey folks, we're coming again with newer, fixed update from previous version.
BASE UNDER ATTACK We got some complaints from people who felt the way the headquarter is under siege is troublesome as we cannot have control of the characters being charged by zombies and striking them back. We saw that you guys hate it especially when they leave those awfully-gross-green-thingy that slowly sinks your characters. And when they died, you tried so hard to keep them alive, clicking those empty corpse without soul, hoping your poke could revive them. This latest update will have your characters immediately go to defense mode (defense map) instead of having the zombies roaming inside the headquarter and terrifying you. Whenever those zombies come to your home, you can pick 4 survivors as vanguard to fight them on defense mode.And after you complete defending, you will go straight back to base and run your normal life again.
Here are some of fixed problems we've done:
One of the quest apparently had problem that caused the game to freeze. This one is quickly fixed.
We also have fixed bug that caused the game to crash when dead corpse gets interacted and lets it go alive. The problem also is resolved in no time.
We also received reports of the wall issue from one of the building, though we kept that for several months from its first build, we decided to fix and change the building layout so that the wall will never haunt you anymore.
Dialog timer sometimes misbehaves. Now it's already fixed.
Thank you for being patient with us and the game's development.
And hope you keep supporting us until the finish line.
We will give you more updates with more contents soon!
We will see you again!
Suggestions & Feedbacks If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter
Update #40 - We're...Almost...There - May 13, 2016
Hey folks, what's up! Hope you guys are doing alright. We're sorry for the very late update. Again, the business in the industry is super intense, we got lots of things to take care of here and there, some other projects are still ongoing and in need of our full attention as well. Even, of course, we still have our own personal matters to attend. But in the end, all we want is to make you happy with our game :) (and we personally are sorry if you still feel unhappy with a thing or two, we promise to fix it). Fortunately, we are now welcoming additional personnel joining our force to slip in more contents, speed up codes and debugging, and finish this project.
So, if you don't mind taking your several precious minutes having a grasp of our newest update, here they are:
INDIE MEGABOOTH AT PAX EAST 2016 Yup, we know you know it, especially for those of you living in States. Being in the PAX (whether it's Prime, East, Aus, etc) is a great, breath-taking experience. We met a lot of enthusiastic people who enjoyed playing our game (especially the challenge -the mode we initially created exclusively for PAX event, Australia at that time). We also happened to meet helpful and lovely staffs from the Indie MegaBooth, very keen and excited correspondents from several medias, and surely, lots of fired-up, wholehearted and passionate indie developers. We are very glad to say that we so thank you for all of you who came and play and gave supports and feedback.
The bighead zombie welcomes you
And here is quick insight of other updates:
FIX CAR QUEST Aha! Quests for fixing your car are now available. There will be several special items you have to find on the city map to use for each respective car project. These items are strictly for quest only, or can only be found during/completing the quest. Since we are still developing solid story for the game, we just put in simple quest for now, but next time there will be more complex task to do to complete the quest.
NEW EXPLORATION CONTENT After adding park and cemetery fields, it's time to give more! We have placed more textures and objects for new building such as hospital, old church, pharmacy, mart, etc. We hope that we can push ourselves to add more of the scenery contents that match every area you get in to and you will find more varieties of views.
MEMORY LEAK AND MINOR BUG FIXES Another major finding is the memory leak. Apparently map is being newly generated each time the game create the ingame level, without clearing the old one. So, it keeps gradually adding and adding maps on top of each other, resulting in massive works on memory management and slowing down the game at some points. Somw minor bugs also have been fixed.
One more, we are still concerned with many bugs that we believed we found and fixed but then still caused problems to many players. Please give us some more times to fix it and hope that it won't hinder the development of this game.
Thank you for being patient with us and the game's development.
We hope that you still enjoy this game like the first time you are in love with this game XD
And hope you keep supporting us until the finish line.
We will give you more updates with more contents soon!
We will see you again!
Suggestions & Feedbacks If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter
Update #39 - A Lot Of Things Pt. 2 - April 7, 2016
Go go go! Oh no oh no oh no oh no oh no on oh on oh...
So folks! Here we are again. We're happy to say that this game is still undergoing challenging development progress, and it's going to finish! Contents and bug-free are still the main concern but we managed to put everything together, and we slowly -but surely- get there, we promise :)
CHANGED GAME FLOW A little bit of explanation here. As you know at the start of the game, your team will go through 2 distinct areas (the "defense" area and the "explore" area) before you move on to your base, preparing things to do next. Now we change a few things. Instead, after you end the first area, you will be directed into the base, and you need to explore the area of your base before you can open up more accessible surrounding areas. This isto help you give the idea why you have to do exploration on every area.
From here, now while exploring you will find a new button, "scout". We will explain this later on next update.
Self explanatory (?)
NEW EXPLORATION CONTENT: PARK AND GRAVEYARD Yes, park and graveyard scenes are now available on your screen! As you enter the park or cemetery on the city map, you will have yourself in a (hopefully) beautiful view of greeny, natural park. Well, yeah, it's a bit grubby, zeds are already taking over the place, so...
Park
We hope that we can push ourselves to add more of the scenery contents that match every area you get in to and you will find more varieties of views.
TEAM SELECTION ON SURVIVAL MODE You can have your team of choice while playing the survival mode.
Stick together, team
REVAMPED CAMP SYSTEM If you will notice something different when you move around the city map, it's the stamina attribute. It replaces the movement attribute (one move for switching over building). Thus, you will rely on this amount of stamina that your team has in order to move to building after building. Then this is how the new camp system comes. Camping will help you restore your stamina so that you can move and explore area further more, away from your HQ. And instead of taking one movement to camp, you will require a fuel to set up your camp, and you will have to use certain amount of supply (you will have different options) to restore the stamina. Try it!
RADIO We also want you to be able to have something you can do while none of your characters are in the base and still waiting for them to come back. One of the feature we add is the radio. Radio is an essential communication device in apocalyptic world, so we think that we should make use of this to give deeper experience. To run or use the radio, you need no survivor to do it (Scott will instead do it for you ;) ). The radio will help you find or make contact with other survivors, or just to seek information and news. Isn't that interesting?
So listen to the radio, and all the songs we used to kno... o well...
Oh, and you need, this:
AND ELSE...!
More Dialogs and Events
Lots of Bug Fixes and Code Improvements
Player's Profile is Now Active
Several New Icons
And the last but not least.
This lying (...or "lying") corpse can be a little surprise, hmmm...
Thank you for being patient with us and the game's development.
We hope that you still enjoy this game like the first time you are in love with this game XD
And hope you keep supporting us until the finish line.
We will give you more updates with more contents soon!
We will see you again!
Suggestions & Feedbacks If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter
Update #38 - A Lot Of Things - Mar 2, 2016
It's been awhile, survivors!
A new look!
Yeah, we're almost not giving you any updates for more than a month. But hey dude, don't worry, we don't stand still staring at the moon hoping to turn into werewolf and wreck a whole building..er, I have no idea what I'm actually saying. Anyway! We had been through a lot of things going on in our office, projects, extreme weather changes, broken PC screen, and so on and so on. But here we go! Many things in the game have changed and more to come!
BASE FURNISHINGS EXPANSION Base now even looks more stuffed with more furniture. And guess what, now you can get in and help yourself in the kitchen. Yup, it's kitchen! Prepare your meal as your supply to get your health in shape at all times. Oh, don't forget to grab cooking ingredients from the garden (by growing plants or getting meats of course).
Instead of only doing a generic hydroponic planting in the garden, now you can choose which food materials you want to produce. From these natural products, you can use them as ingredients for cooking in kitchen. You will have several recipes you can choose to make dishes (or supplies) to fill up the energy.
Scott tells you about the kitchen
Gardening is even more appealing
Sleeping and eating
Not only that, stamina system is back! The characters can feel tired if they spend lots of their time working on any projects. If they feel the need to rest, they will go to their bed taking a nap for some times before they get back and continue their work if it's not done yet. And it will be the same thing if their hunger is not satisfied! If you have enough supplies in your inventory, they will eat them and let them stay alive healthily. So watch them over.
Another scene in the kitchen...and at bed. *Zzz..
HQ TUTORIAL We finally put the gameplay tutorial in HQ to provide you some brief descriptions of what you can do and how you live in the base.
He has more to say...
If it's your first time you open the window menu of particular project, Scott will give you more detailed and depth explanation. Hope it helps.
GOO TRAP One of the most interesting feature we add in this update is the goo trap. Certain zombies can leave this green nasty juice on the ground and make you stay away from it. If you accidentally step on it, you can get hurt. If you love your characters, please don't let them pass through it. You should find another safe route and move on. We expect it to give you quite a challenge in the game. Want to know how it is like?
Beware of goo!
Hey, what's that? Looks enchanting. Let's have a taste...OUCH!
Dude, I said don't go that way! Aw, whatever...*dying..*
He's strong and brave, obviously
So, what do you think?
BIGGER EXPLORATION MAP When it comes to the exploration mode, we feel that the road is too narrow. We simply add more spaces on the map and widen the road so that objects located around the road are not accidentally hidden anymore.
It surely looks bigger, right?
CODE CLEAN-UP We also make quite a lot of changes in the codes. We add more features and game balances, we fix bugs and glitches, and we revise some messy codes for more robust system functionality. We do a lot on this part, so hope it will be able to guarantee the best performance of the game.
Thank you for being patient with us and the game's development.
We will give you more updates with more contents soon!
We will see you again!
Suggestions & Feedbacks If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter
Update #37 - D.E.B.U.G - Jan 18, 2016
Happy new year, survivors!
Well, we know it's been couple of days since we went into the first month. Yet, we can assure you that our project still is ongoing! We've also set the date for the full release, so you can expect us to finish with a completed product! Our first update in 2016 comes with several bug fixes, an important ones, as we managed to spot and went after them immediately.
MEMORY LEAK One of the biggest problems in application is the memory leak. Again, we successfully found another sprite-generating problem that causes leak on the usage of the memory. We have rewrite the code and resolve the problem.
CRASH ON BANDIT A problem also occurred sometimes when you play against bandits in explore mode. A bandit which is spawned outside the screen, near the survivors' characters, can possibly cause immediate crash. If you had come across such occurrence, this fix would help.
TRAVEL We know some of you are still experiencing city-traveling phenomenon, as we were having some tests and we never encountered such weirdness. We've made another test and fix some codes. As we keep working on it, please let us know if it happens again.
MINOR BALANCING AND MORE... And the last, but not least: we have worked some minor changes added to the game balance. And also we made the coin object (you earned from killing zombies or scavenging) to move toward the @mmo icon and will give you clear view of what actually the coin is used for.
Thank you for being patient with us and the game's development.
We will give you more updates with more contents soon!
We will see you again!
Suggestions & Feedbacks If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter
Update #36 - Random Events, Quests, Story! - Dec 15, 2015
Hi Survivors!
Year 2015 is coming to an end, and we are close to the new year. It means that it's time to accelerate! We are getting closer to the full release, and we are still working hard to put things all together. But here now, we have another small update to show:
EVENTS You'd probably seen some of the random events in the earlier version of the game. After being turned off over some period of time, we eventually reactivate and revise the event system for better user experience. We've added more newer random events, which bring you to some specific circumstances that can affect your characters or your belongings, such as health, supplies, etc, or sometimes you might just get random facts or news without any consequences.
Another important thing for you to know is that, with the new system for events, you are going to have 3 kinds of events that will happen on different time and place. 1). Daily Event happens every time you call it a day and wake up another morning. 2). City Event occurs while you are exploring the map, searching area after another. 3). Interaction Event comes when you are exploring a building and finding an interactable object (remember being in "contact" with dead corpse?). Okay, we are still having problems writing a lot of events, but hopefully soon we would be able to make loads of them.
BUG AND GLITCH FIXES
Melee Attack Bug - One of the melee combatant with stun perk actually has a weird problem with his hit, which actually makes the victim to go in the wrong knockback direction sometimes. We have fixed the pushback problem so it works in the way it should be.
Result Menu - This is related to the new system of the event that we've been working on. Since you can experience "bad incident" while encountering random event, we've made it that you will get the result without having to go back to HQ and thus handle the situation.
Weapon/Gear Button Mishap - We also resolve button glitch in weapon and gear menu.
More Balances And Minor Fixes
Thank you for being patient with us and the game's development.
We will see you again!
Suggestions & Feedbacks If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter
Update #35 - Beware of Bandits - Dec 3, 2015
Hi Survivors!
THE KICKSTARTER The Kickstarter campaign for Infectonator : Survivors has come to an end. The funding was unsuccessful and reached $5,650 out of the $20,000 funding goal aimed. Even so, this will not be the end.
If this project is your first ever Kickstarter campaign (or the first one to be unsuccessful), no worries! No funds are gonna be taken from you when a Kickstarter campaign doesn't reach its funding goal.
WHAT'S NEXT? We will continue to work on Infectonator : Survivors and update it regularly on Steam Early Access as best as we can. In fact, we have a new game update today! Yes, that's right! We will not give up, we will keep on working!
At the moment our team is working on adding more story into the game. We have completed the core gameplay mechanics and all we need to do now is to polish the game and add more content.
Sadly, without the extra funding from Kickstarter we will have to drop some non-essential features, such as multiplayer and the pet system. Even so, we will try our best to deliver the best game possible.
We are very confident that we can finish the game by early 2016. Keep up to date with our development progress by following us on Facebook or Twitter.
For all these good 35 days, we would like to express our sincere gratitude to our backers, fans, press, fellow developers, and also to everyone who has supported us along the way. We cannot make it this far without your help.
BANDITOS Alert! Now you can counter group of bandits on one of the buildings. They are there to hinder you from inspecting and hunting for items around the building.
Bandits are living humans, other group of survivors that are trying to survive the apocalypse just like you. However, they are hostile towards other survivors that are not in their group. They will use firearms to attack you, so you'll have to be careful when dealing with them.
CHARACTER SELECTION IMPROVEMENT We have also improved the character selection mechanics. You will now be able to click and select characters more accurately during gamplay. Let us know if you still find trouble when selecting characters.
UPDATES There are more with the updates:
Balancing - We have balanced the game with necessary changes and adjustments, including gear and supply drop rates, and numbers of fixing car projects.
More Layout - We have made more layouts for room and road.
Bug Fixing - Other more fixed minor bugs, such as button clicking problem, etc.
Thank you for being patient with us and the game's development.
I'll see you again in 2 weeks with more updates!
Suggestions & Feedbacks If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter