Kartong cover
Kartong screenshot
Genre: Adventure, Indie

Kartong

Kartong Co-Labs!

Within this patch we introduced a new concept called Kartong Co-Labs! In short, it's been a passion-project of ours - having your favorite influencers mixing up the spooky formula by creating new assets, levels and challenges for you to enjoy!



We're now proud to present our first Co-Labs partner! To start it all off we have none other than Shane4Games breaking the mold! He's been busy creating a new terrifying challenge for you and It's finally ready. Will you be able to survive his challenge?

Be sure to enter Co-Labs by pressing the Co-Labs tab in the OPTIONS MENU!

Oh! Be sure to tell your favorite influencers about our project! Who knows, they might just end up creating new, malicious challenges in the future! :D

Have fun and as always,
Stay safe Kartongers!

/ Friendly neighborhood Community Manager Joy

Huge Patch and Steam Sale!

Kartong Patch notes v. 1.1

Hey there, Kartongers! In preparation for our Steam Sale we have made improvements and created some long awaited options for VR players. There is also some new content for you or your friends to compete in, even if you are using mouse and keyboard on a monitor. We've implemented LIV's Mixed Reality SDK making it possible to use their MR client and record immersive third person gameplay! On top of all that, we're also having our first Co-Lab partner introduce himself in the world of Kartong! Get ready Kartongers, this is gonna be a fun patch.

Content changes:



  • Two new CoLabs maps have been added, featuring Youtubers and googly eyes!


  • This includes a new sledge trap which is highly lethal to players and bosses


  • The new Abstract map includes 10 new map blocks with additional imagery


Feature changes:



  • Mixed Reality cameras have been added, via number keys 1-9, or LIV Client


  • +1 increased Sneak Damage against monsters that haven't spotted you yet


Gameplay changes:



  • The crossbow now has Aim-Able laser sight upgrades starting at crossbow level 6


  • It gains range later on, up to a green zero-gravity laser at crossbow level 10



  • Fixed the teleport in walking mode to be more focused on Sneaky moves


  • Added a controller binding to cap locomotion speed to Sneak threshold


  • Added new instructions to the Pause Menu for the inputs now available


Minor Fixes:



  • Tweaked leveled up projectile speeds to have better Hit Reg at low fps


  • Fixed issues where items would clip through your hands when picked up


  • Activated extra visual effects when playing on the hardest difficulty levels


  • Added an Oculus Touch button to recenter HMD. Left menu, or backspace


  • Changed the minimum smooth turning rotation value to 0 for VIVE users


  • Tweaked monster respawns based on type, and no detection in start room


And with all of that said, we hope that you'll enjoy our latest patch of Kartong - Death By Cardboard! As always Kartongers, stay safe. / The SVRVIVE team

Kartong - Death By Cardboard! is now fully released!

Hey there you awesome Kartongers! We're finally live with our full release of Kartong and we couldn't be more proud of having the best community of fantastic players. We couldn't have done this without you!

Without further ado, please do enjoy Kartong but be careful... Sven is watching your every move!

/ The SVRVIVE Team

Kartong - Death By Cardboard! Moves Beyond VR to Also Release for PC

Hey there everyone, your friendly neighborhood Community Manager here again! We would like to announce that our upcoming full-release of Kartong has had a little secret brewing up...

We're very proud to now announce that Kartong - Death By Cardboard will be our first fully fledged PC-release!

Here's a little snippet from our Creative Director, Nils:

“Our motto at SVRVIVE Studios has always been ‘Immersive first’, but with Kartong - Death By Cardboard! we had such fantastic player response during Early Access that we decided to invite non-VR gamers along for the full release. We’re excited to announce that the game now can be played both as a PC game and in its original VR mode ”, says Nils von Heijne, Creative Director at SVRVIVE Studios.


We hope that you're looking forward to April 4th, because it's time to pew pew some robot-butt!

Til next time, Kartongers!

/ Joy Bratt Martinez & the SVRVIVE Team

Kartong - Death by Cardboard! will be exiting Early Access April 4th, 2018

Hello there all you awesome Kartongers, your friendly neighborhood Community Manager here! Today we're proud to announce that Kartong - Death By Cardboard will be exiting its Early Access phase and head into Full Release on April 4th, 2018! This would not have been possible without your fantastic support helping us evolve Kartong into the game it is today. Horaaay for all of you!

Here are just some of the updates that have been added together with the community for the game’s full release:

  • YouTuber “Overlord and Maze Builder” Sven
  • Additional Wacky Enemies and AI encounters
  • New Maps and Style Elements
  • Several Menacing Traps and Gadget
  • ​Speedrun Timer's and Save Resets
  • New Weapons, Ammunition and Melee options
  • Upgraded Locomotion System and Options
  • Additional Spooky Sounds and VFX


We've also got more in store for you peeps, something really exciting that will be announced just shortly prior to release! Stay tuned for more and beware, "Sven" is watching...

/ Joy Bratt Martinez & the SVRVIVE Team

Patch notes version 0.3.0

Welcome back to a massive content patch for Kartong, which will adress most of the wishes you've expressed to us so far!

Check out the exciting gameplay changes below, and please leave a review or a forum post after you've tried them all out <3

PATCH HIGHLIGHTS:



  • New Enemies, including the promised Buzzkill robot!
  • New Weapons to help you fight the tougher bosses!
  • New trap gadgets, including varied lasers and hatches
  • New enemy AI systems to help players hide & survive
  • Score and time improvements for Steam achievements!
  • Weapon Melee Damage!


MAJOR CHANGES:



Enemy Updates:



  • 1 new enemy variant, BUZZKILL - A dangerous, momentum based little fella that only gets more aggravated when taking damage.
  • Boss variants of enemies now exist, with 6,7,8 or 9 health depending on variant.
  • Easier variants of enemies also have new sounds, with 2, 3, 4 or 5 hp per variant.
  • The Respawn Queue for enemies will give you more space to relocate and hide.

Map Updates:



  • 1 brand new underground map list.
  • Additional content in the original 2 map lists has also been added.
  • 1 new laser trap, where the beam's line of sight might vary with the map's rotation.
  • Up to 20 difficulty levels are now unlocked, with boss levels at intervals of Five.
  • There is a new shortcut hatch that can spawn on two random places in the level.
  • The first 5 levels will have a smaller 3x3 city block size to help ease in new players.
  • Tweaked the fog colors to shift at different level intervals and in different maps.

Weapons Updates:



  • New weapons: Gold Gun, Beam Gun and Sword.
  • Weapons now have Melee Damage:

    • Needle - 1 damage
    • Burning Matches - 3 damage, can be thrown
    • Sword - 4 Damage, it can break after 4 strikes


  • Fired Projectile-damage balance changes:

    • Unlit Matches - 1 damage
    • Needle - 2 damage
    • Burning Matches - 3 damage
    • Gold Nailgun - 5 damage
    • Fun Snap - 6 damage
    • Golden Needle - 7 damage
    • Beam Gun - SECRET


  • All semi automatic weapons will now do damage resembling their magazine capacity.

User Interface Updates:



  • Inventory size, area and collision accuracy has been changed to avoid mistakes.
  • Inventory items are now categorized in colored segments and by relative power.
  • Players are given a random 5-digit experiment seed to make maps more varied.
  • A new speedrun-timer is available, it will deduct load screen times from the total.
  • There's a lot of new achievements to be unlocked, including finding the Laser Gun!

Locomotion and Options Updates:


  • We included teleport turning direction within the "Head based turning" option.
  • This means the default setting for Walking is decoupled hand directed forward.
  • To keep your head world rotation after teleporting, enable Head Based Turning.
  • The turning speed slider for smooth turning is more consistent with frame rate
    - this method is not perfect during Hard Drive hiccups, so Kartong prefers SSDs.

Performance Updates:



  • Improved performance by not casting shadows and decals on all dynamic items.

Sounds and Music Updates:



  • Improved sounds near level maze exit, fun snap bombs and during enemy hits.
  • Improved and differentiated sounds on different kinds of traps, creaks or resets.

Bug Fixes:


<*>Prevented player from going out of bounds at a differently designed end room.
<*>Prevented players from getting a manipulated total time by level skips in menu.

Woosh, that was a huge one! That is all for this week, we will return soon with more news about the upcoming Full Release of Kartong!

We appreciate all your reviews and hope to hear more from you soon!
/ The SVRVIVE team

Patch 0.2.10 - New Enemy!

Hey there, we've got a new wicked surprise for you!

This week we are launching one of our new enemies, a small mechanical minion with a nasty weapon. Its master is the previously announced "Buzzkill" robot, which is still getting some final electrical touches in our workshop. We have also added some physics effects when you deal extensive damage to an enemy, and corrected the damage tables for our upcoming Steam Weapon Guide. To vary things up in the abandoned parts of Kartong City, we added two new map blocks to show off some of our new art.

Lastly, if you play on SteamVR headsets you will notice a change in how the movement press works. This was implemented to make it easier to play the game with certain touchpads and various stages of wear. A click will initiate the movement, and light contact will continue to steer your character. The biggest thing to get used to is to lift the thumb when you want to stop. It is an experimental workaround while we figure out the final movement and comfort options.

Major changes:
- VIVE walking with touchpad only requires one click, see info above
- Shot matches will stun when unlit, and deal 3 damage when on fire
- Two new map blocks are added to the Abandoned City map pool
- The new enemy has a weak spin attack and stops if it can't see you

Minor changes:
- Set a new default renderscale to 1.25 to fix the blur from last patch
- Bazooka shots can now burn up the burnable walls around the city
- Overkill effects are added to the 3 enemy types, activating at -2 hp
- Some minor loot table tweaks and new obstacle assets were added
- Improved quality of ambient occlusion and textures on some items

Please let us know if the enemies behave weird, or if you are getting stuck somewhere due to physics. If you get stuck while walking, you can always teleport away with the right hand to get unstuck. If you need to recenter your HMD orientation and position while playing, leave the headset on the floor and press BACKSPACE. This recenter is experiemental and will not work correctly with Windows MR headsets yet. When it does we will put the recenter button in the menus.

That is all for this week, we will return soon with more news about the next update we will push just before the holidays.

We appreciate all your reviews and hope to hear more from you soon!
/ The SVRVIVE team

December news update

Hello there, hope you´re enjoying the difficulty slider and treasure map from last week! We are currently working on the AI system to support a new enemy. It is not the one that we revealed earlier, so it will be a bit of a surprise. As you may have seen in the forum we are looking for more feedback in the following areas. We hope you have some time to share your thoughts with us this week, so the upcoming patches can be as good as possible.

Submit Feedback on level generation and map features:
http://steamcommunity.com/app/602480/discussions/0/1488866180600032180/

We have also seen some spread out suggestions for locomotion changes, including:
- Click-once walking instead of constantly having to press the Vive Touchpad.
- Adding On/off options for the wrist turning feature when you are teleporting.

If you are for, or against, any of these features - Let us know what you prefer in the comments!

We are also curious about which difficulty levels you've beaten :)

Thank you for your continued support,
The SVRVIVE Team <3

Patch notes - Kartong Update 0.2.9

Hello there!

Hope you haven’t experienced too many paper cuts since we last talked <3
Today we’re releasing an exciting new patch. As we already shared in our latest news update - it includes a miniature map! Go collect them Gold Chests! Keep the feedback coming, and like mentioned earlier we’re also working on some new map types and city blocks, but that’s for a later release :)

Major:
- Added a mini-map to Gold Chest loot table. Find one to get a better overview of the level!
- Added 6 new city blocks that increase the map variety for returning players
- Added a difficulty slider in the seed menu. Go back and play earlier difficulty levels to get more loot for the more difficult levels, or just let your friends try the game from the beginning!

Minor:
- Fun Snaps can now burn down burnable walls that hide paths or treasures
- X-ray glasses and Sneak Power beans can now be activated near your face
- Changed pivots for some items, allowing the hands to hold them more naturally
- When going back to Tutorial, your inventory will now be temporarily emptied.
- Chest loot table random generation was offset by one level, this is now fixed.
- Switched dynamic shadows default setting from Off to On.
- Save file fixes

Many more chunks will be added in future patches, but we wanted to give you at least something new for now <3

Hugs from the SVRVIVE devs

Another news update!


Hi again!
We have a little update for you regarding the next patch. We've seen some new interest in additional graphics options and renderscales, so we'll start there. In next week's patch you will be able to change the Renderscale with a slider, going from 100% to 200%. If you want to save some performance or you feel like the game is too dark, you can also turn off the Dynamic Shadows.

There are a couple of difficult under-the-hood fixes remaining until we can reveal a confirmed changelist, but the most likely game changer will be our new Mini-Map! You will find them as rolled-up scrolls that you can open by using the trigger. Once opened, they will show the map of the current level you are in. Opened maps will be discarded when you transition to the next level, where you can spend another rolled-up scroll if you want. The map shows walkable areas and treasure boxes (for now), and it will cross them off when you've opened the boxes. Pretty handy for a treasure hunter, wouldn't you say?

Along with this, we will apply a loot table hotfix for the currently "predictable" cogwheel locations. It was simply a little offset detail in the randomization system that we needed to evaluate further. With the new map, it should be easier to keep track of unopened boxes anyway. So let us know if the unpredictability is satisfying to solve with the new map item!

We'll be working on new map types and city blocks over the next month, and some of them will sneak their way onto Steam along the way for extra testing. If you see a building crane in Map Seed 523 (after the patch goes live next week), let us know what you think so we can improve the fit!

Be aware that your progress may reset between patches until the save slot and difficulty select systems are ready. Until then, use the reset as an opportunity to show the tutorial and first levels to a friend or scaredy cat. We'll try our best to keep the save files compatible later on, so please have patience while we work things out for the long run.

More details next week! Thanks for playing and keep posting your great suggestions in the forum :)
/The SVRVIVE dev team