Climbing a mountain is often divided into different stages, just like the development of a video game. We are thrilled to present you with another milestone for Insurmountable today. Starting now, Insurmountable is available in all the well-known console stores. Whether you prefer a cozy climb on your couch or during a long train ride: from today, everything is possible.
We want to take this opportunity to thank all of you again. Without you, Insurmountable wouldn't be where it is today. Even though we have been working on other games for some time, we are very proud of Insurmountable and are thrilled that you continue to send us so much feedback. A big thank you also goes to all the users on our Discord. The exchanges, the funny images, and the tips you post continually motivate us to give our best. We are delighted to see what a great community has built up around the game.
Good luck out there, mountaineers!
ByteRockers’ Games
Hotfix 2.0.7
Hey Mountaineers,
first of all, we like to thank all of you for sharing your feedback and the awesome stories of your (successful) climbs!
This update adresses the following issues that some of you had while playing the game:
Fixed a bug where some players would get stuck in the login/authentication screen
Fixed a bug where Thai/Persian/Gregorian system languages caused a freeze in loading screens
Improved performance during scene transitions to prevent potential freezes in loading screens
While this should address the most common issues, please do keep sharing any problems that you might encounter with us. Also, if you are still stuck at some point, please make sure that you meet the minimum system requirements and have Visual C++ as well as DirectX v11 or above installed.
Good luck on your adventures, Mountaineers!
Insurmountable 2.0 is here!
Climb to new heights!
Insurmountable - the roguelike mountaineering adventure - just received a massive new update today that completely shakes up the meta-game with a bevy of new side missions, changes, as well as a mysterious new storyline to unravel!
This brand new trailer shows what the game is all about: [previewyoutube="37BzE-sHlxY;full"]https://youtu.be/37BzE-sHlxY[/previewyoutube]
If you want to know more - The 2.0 trailer showcases everything that’s new:
[previewyoutube="QYNwd93YKC0;rightthumb"]https://youtu.be/QYNwd93YKC0 [/previewyoutube] In Insurmountable, you’ll be tackling three dangerous peaks as one of three different climbers. Dangerous terrain, unpredictable weather and various events and challenges are waiting for you! The 2.0 update brings with it a brand new metagame centered around your base camp and new side missions to keep you busy - bolster your progression and flesh out your journey!
Insurmountable’s 2.0 update is now available to everyone who owns the base game!
Key-Features of Update 2.0:
A brand new story awaits players. Gone are the individual stories. Now, the three characters find themselves in a time loop, caused by the research station which is now their base. They have to free themselves and find out more about the mysteries looming in the mountain range.
Base Camp - The base is an almost entirely abandoned research facility in the mountain range. Here, players can choose their next mission, upgrade kit and skills, and decide on which items to bring.
Mountaineering Map - Found in the base camp, the map indicates which missions are available, which ones are completed, and which ones are not yet unlocked.
Prepare Accordingly - Upgrades and preparing for missions include collecting knowledge in different areas such as items, characters, terrain, and the environment. How much knowledge is received depends on the mission. Knowledge is essential to level up their respective areas (items, character skill trees, team upgrades).
Procedurally generated maps are a big part of the 2.0 update as side missions will rely heavily on this feature, allowing players to climb a wider variety of mountains.
New Feature: tracking is a new goal that players have to find and reach in order to clear a mission.
The new and improved tutorial will be context-based and offer new players information according to their progress.
Balancing & In-game Skills have been completely reworked.
See you on the peaks, mountaineers!
Insurmountable 2.0 is coming!
Greetings Mountaineers!
We - that is Daedalic Entertainment and ByteRockers Games - are beyond excited to announce that Insurmountable - the roguelike mountain-climbing adventure, is getting a massive 2.0 update that revamps, updates and expands on the base game to reach even greater heights!
Check out the 2.0 trailer:
[previewyoutube="QYNwd93YKC0;full"]
Increasing the content and features of Insurmountable 1.0 (or 1.3 to be very precise) will also mean that we will increase the price of the game to accommodate the upcoming changes. This will happen on monday the 14th of march, so that until then, all of you who were still hesitant of getting the game have the brief opportunity to buy the game at its current price and still enjoy everything the 2.0 update will have to offer!
Insurmountable 2.0 will feature a completely new story, new side missions and new skills along with a staggering amount of balance changes and reworks on the familiar gameplay! Gone is the known structure of playersclimbing three mountains in a row for victory. In 2.0, we have completely redone how each individual run is handled.
In addition to the three main mountains, which are now called Main Missions, there will be 10-12 Side Missions per run that players can tackle. Each mission carries rewards that strengthen the climber for the whole run and you can go back to base after completing each of them. In this base players can get upgrades, choose their next mission and make preparations, as well as advance the brand new, reworked narrative. Grab Insurmountable at its current price before the update while you still can (again: price change will be 14th of march) and familiarize yourself with the 1.0 - gameplay before the arrival of 2.0!
Insurmountable is currently available on Steam, with the 2.0 update going live on April 14th.
Good luck out there, mountaineers!
The awesomeness of randomness | Insurmountable DEVBLOG #13
Happy New Year. I hope you had a good start into the new year.
This is our first Dev Blog in 2022, today we focus on the Random Map Generation.
Let’s get into it!
The random map generation in Insurmountable so far has been that the mountains the player moves on are partly handcrafted and partly randomly generated.
First, let's look at the handcrafted mountains.
Handcrafted Mountains are made of a chain of different areas. In the picture above you can see the structure of a mountain. The highlighted sector is an area.Small decoration objects and bigger chunks are randomly generated at every game start.But these chunks have also small handcrafted areas within the bigger areas like in these two pictures.
The advantage of these handcrafted mountains is simple: We can guide the player as we want and have much more control over the level design without losing the ability of random generation.
Disadvantage is the amount of work to create all the areas and different chunks, and for a small team like us it is not possible to create enough content in a short time. They have different gameplay, a more epic look and a lot of love and details inside.
Now let’s talk about the random mountains. The experience from creating handcrafted mountains came in handy when switching to complete randomness. With this type of generation, we can create an almost endless number of mountains. The difference to the handcrafted mountains and the combination of smaller random areas are that we now use a whole map for each level, which is created only by parameters and will change with every build. These two Pictures are the same mountain which built two times differently.
We still use chunks, but instead of building a lot of different ones, we now use a small amount which also have randomness in height and surface settings.
We create the different values for the height, shape, object distribution, surface distribution and the event placing by using a set of noise maps.
Those maps are new generated, when a new Map is loaded. The values for each noise map can be set by the mission type, so the mission itself can set the difficulty for each map.
But this comes with some disadvantages. The Players guidance us now reduced. It is less obvious where is the best way to the top. It can happen that an initially good path to the top turns out to be a dead end. Random mountains are more challenging than the handcrafted ones. At the end of the game, it is not that much a problem but in the early stages, we want a smooth increase of the difficulty.
If you want to support us and be part of the community feel free to follow us on Twitter or join our Discord. There you can also send us your ideas, suggestions and wishes for the game, discuss these ideas with the other members or be one of the alpha testers for version 2.0.
We hope you can overcome the insurmountable in your life. Have a nice day!
With the Christmas sleigh to the peak | Insurmountable Christmas Blog
Greetings, Mountaineers!
Today let’s get into the Christmas spirit together. This special Christmas Blog is less about content, and more a note of thanks with a few beautiful Christmas pictures.
Let's dive into this small but very pretty round.
This year was just fantastic for us. As a small indie developer, we could have never have imagined how many people would love our game. We were always happy about constructive criticism and kind words. And we say it in every Dev Blog and also here again: Thank you for reading our Dev Blog.
Here are some beautiful pictures of Insurmountable.
To give our Dev Blog readers a little gift, we've included some nice wallpapers in this post. If you want to download them bundled, you can use the link to get all three wallpapers here. We hope you like them.
However, we have a small request for you. Indie DB is currently letting the community vote for the Indie of the Year 2021. We already made it to the TOP 100 with your help. Now we need your help once again to bring home the award. We would be happy if you could leave a vote for us. You can find our IndieDB page here.
If you want to support us and be part of the community feel free to follow us on Twitter or join our Discord. There you can also send us your ideas, suggestions and wishes for the game or discuss these ideas with the other members.
We hope you can overcome the insurmountable in your life. Have a nice day!
Good planning is half the job | Insurmountable DEVBLOG #12
Greetings, Mountaineers!
Welcome to our DevBlog #12. Last time we looked at the Mission Table, which allows you to decide which task to tackle next. In this week's DevBlog, we'll look at other interesting places in the base and how they help you in your preparations for the upcoming expedition.
Let's jump in.
In version 1.0, the player climbed 3 mountains in succession. In the process, he found a wide variety of equipment on his journey. With the mission system, it was clear to us that the old equipment system also needed improvements. The new idea–the playercan think about what is important for his expedition and can choose from different items to take with him on his mission.The player can still find items on his ascent, of course. As the story progresses, the selection increases. This individualization allows for different ascension approaches. However, you can always carry only a certain capacity with you. The whole thing looks like this:
Next, we come to character improvements. Here, too, we chose to go with more customization possibilities. “Active talents” can be unlocked in talent trees. In addition, each character has its own talent tree to promote different play styles even more. The characters also play differently and have more edges and corners. In order to skill abilities, the player needs the new “upgrade points” for the respective character. In addition to the skill tree, passive skills can still be found on the mountain. These help either over a short or a slightly longer period of time, but disappear again after each mission. Here you can see a small preview of the skill tree of the Adventurer:
Last but not least, there are the team upgrades. These are passive effects that work independently of the character being played. There are three types:
“Event Knowledge” can positively influence the effects of the occurring events.
“Environment Knowledge” can reduce the negative restrictions caused by weather effects.
“Terrain Knowledge” can reduce the restrictions caused by negative terrain types.
To keep track of all the different improvement points, there is also the possibility within the base to look up your progress in the different Proficiencies.
Thanks for reading our DevBlog.
If you want to support us and be part of the community feel free to follow us on Twitter or join our Discord. There you can also send us your ideas, suggestions and wishes for the game or discuss these ideas with the other members. You can currently vote for the Indie Game of the Year on IndieDB. We would be very happy if you could leave a vote for Insurmountable. You can find our IndieDB page here.
We hope you can overcome the insurmountable in your life. Have a nice day!