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💛MOAR Next Fest Community Stream💛
💛Thank you so much to all of you who have streamed the game! :) 💛
If you would like to see your stream here or featured on Steam Next Fest June 2022 click here: https://store.steampowered.com/news/app/1594690/view/3369269318678835695
Follow Relyea on these channels: YOUTUBE: https://www.youtube.com/c/RelyeaGaming TWITTER: https://twitter.com/helyearelyea
Follow Rex Strider: TWITCH: https://www.twitch.tv/rexstrider TWITTER: https://twitter.com/RexStrider INDIE GAME COLLECTIVE: https://beacons.ai/indiegamecollective
Follow Mbaderson on his channels: YOUTUBE: https://www.youtube.com/c/MBaderson TWITTER: https://twitter.com/MBaderson
Follow The Net Leech: YOUTUBE: https://www.youtube.com/c/TheNetLeech TWITTER: https://twitter.com/TheNetLeech
Public Demo v3.2
- the Shore of Credits level is finaly live in the demo, thank you so much everybody! - added gallery to the pause menu - added light to the pause menu for better weapon inspection - horse can be mounted by touching the mount text - horse needs to be mounted to make galopping sound :) - enemy in VEA archives can be killed - how many ragdolls can your computer handle? - minigun is not controlled like a joystick anymore - audio is still on while game is not focused - fixed some sky flickering - fixed crouch bug - added msuic to wave shooter - hooked up some missing sounds to the sound setting - added music and ambience volume slider - added Pawnees to the main menu
Revamped Break Saber level
Hey Folks, here is a short video about the refreshed Break Saber level, with fancy new blades and much bouncing. It is already live in the demo! Have a lovely day or night!
Public Demo v3 - updates
NEW FEATURES - Unlocked the level The Last Taxi, this is going to be a story mission, it is still beta, but I wanted to let you ride the horse. :) - Added a new level for the tutorial as an homage - Revamped the Break Saber level, to be darker with little zombie torches, also added a default weapon to it. - new saber PATCH NOTES - switched up spaceship controls (tester request) - fixed SA2RA rotation in the spaceboat - thumbnail images at game start menu - flying into Earth will start a mission - there should be really only one, armored knight coming at a time - there is a lot of things happening under the hood, will show them to you in a new trailer soon.
Knight tuning
Tuned the frequency of the knights down a bit, but it will need further adjusting.
Patch notes - Public Demo v2
NEW FEATURES - added new armored enemy type with 30% spawn rate PATCH NOTES - added welcome message to main menu - adjusted menu button colors - reload my dear line is much less frequent - added game starter panel to pause menu for easier game starting - simplified game mode starting to a big button - adjusted menu slider colors - added "max enemies at once" to gameplay settings, to tune difficulty and performance - shortened wave shooter levels a bit - increased enemy damage - fixed the uncontrollable chaos generated by the chicken - bonuses fly out after 15 seconds - fixed up some collisions
Cumulative patch notes up to version: Public Demo v1.7
- added some variety to headshot voiceovers - updated weapon selection menu, to be more straightforward - fixed the enemies occasionally fall under ground in the shooting range - removed weapon swoosh sound when not in hand - fixed the too long duration of slow life bonus - bullet count is only visible after weapon picked up - started to work on an example map for the story mode - started to work on a new armored enemy time" - fixed gunblade fire mode - fixed recentering issues in spaceship - adjusted space explosion sizes - added some bigger asteroids - added some color variation to space explosions, and som emp explosion background - fixed some sound class issues with pistols and flamingos - removed activating shield sound in space - fixed enemies stucking in cow skulls - stopped dead enemies form eventually hurting the shield - added skip button too assistant messages - Fixed weapon collisions - you can now kill with our hands - adjusted enemy colors no exclude very dark color - fine tuned menu opening, no accidental falling under ground - fixed virtual desktop support - added setting menu before main title level - rebinded default controls based on player feedback - added crouch and jump
I’ve spent the last 1-1,5 years developing this game. Today I probably managed to finalize the key art for it. It also changed it's name since the first tries :) In the end I went with featuring the main character, SA-2RA (after the player), because she is going to be the one visible at all. I hope it is to your liking :)