Possibility of cancellation of orders + balance tweaks
Hi predictors,
First things first: now you can cancel your plans by right-mouse-click (it was requested a few times).
Also, we played many times after the last update and decided to make a few additional tweaks to make the experience more diverse and intense. The most important are:
1. Prices in the witch shop increased (+1 for every potion). 2. "Health and mana steal" skill improved (differently for different heroes). 3. "Fire" and "Ancestors Spirit" potions are weakened on high levels. 4. Attack price in mana increased almost for all heroes and their attacks.
We keep watching and are determined to improve weak skills and potions and make overpowered... Well... not so overpowered.
Happy holidays!
Complete game rework: let's go tight!
Hi Predictors,
The game and the tutorial were reworked - no more wandering around the big map. Now you fight in small areas. Then grab your loot and choose the next area you want to go to - maybe, you want more powerful potions or to improve your artifacts.
Every step is important now, and now you even see the counter about leveling of enemies.
Health and mana-restoring skills are also reworked - now you regenerate them during going through portals.
You can still play alone or with a friend, but now you have to fight together.
Enjoy!
And Happy Christmas ;)
What's next: from big maps to tight arenas, Coop up to 4 players.
We started to work on significant rework and improvements. In short, we decided to make gameplay more about battles on tight arenas than wandering around the big maps.
This will have many benefits. For example:
- Instead of wandering through the forest, it will be possible to choose which item you will go to the next arena for. In each playthrough, the player will make more interesting decisions, and his attention will be more focused. - The gameplay will become more about battles instead of "running away" from monsters. Without winning the current arena, you will not be able to advance to the next one. - It will be possible to expand the cooperative from 2 to 4 people. In the current model, it would not be easy to introduce it without abusing the ability to close portals quickly. - Learning will be more accessible because it can become entirely contextual.
The game now has integrated Steam achievements and leaderboards
Hi, Predictors!
1) Now, there are 11 Steam achievements - for tutorial and every difficulty level. 2) Every time you complete the game, you get your scores - 1 for every kill and 1000 for every difficulty level. Your best scores will be saved on leaderboards, and you can compare them with yourself, friends, and other players.
You can get your scores and achievements alone or while playing with a friend.
More everything: meta-progression, customization, enemies, quality of life
Hi Predictors!
We worked so hard last weeks, and now we can't wait while you try the last updates.
Meta-progression and customization
Now, you get a reward after every game - it could be a helm, armor, or weapon. All those items could be different rarities.
Each gives you different bonuses: helms improve your potions, weapons - attacks, armor - your empowering skills. If you like hunting for better loot - higher difficulties have higher chances for greater rewards.
New enemies
As we promised, now there are two new types of enemies (and six in total). Vampires and Ghosts are pretty strong opponents (and, one can say, very funny minions if you have necromancy ;) ). Vampires steal your health, Ghosts can clone themselves, and their attacks are improved when they have allies around.
Yes, we know what you can think about them - as almost every enemy except Lich Lord, they can become your faithful minions. We love necromancy too! But we are watching closely - it should be fun and useful, but not just one useful skill. In fact, necromancy shouldn't be stronger than other skills.
Balance, DIfficulty, and enemy spawning reworked.
Now, enemies on higher difficulties started with levels higher than 1. They still are getting stronger faster the higher the difficulty is.
Now stronger enemies appear a bit later than common ones. You won't see vampires and ghosts for a while, but they will finally come - even in the tutorial.
Different enemies and skills tweaks.
New UI improvements
Hotkeys for active skills to more dynamic play - as we play this game A LOT, we love it!
Visual quality options - some people play on laptops and sometimes even report problems with the game launch. Now there are options to change the resolution and visual quality overall - we hope it helps many to enjoy the game.
P.S. We changed gameplay videos on the store page to reflex new mechanics - there are a few minutes of single and coop games.
Have a good game!
Prepare for more everything: progression, customization, enemies
Hello!
We decided to introduce two new enemies we wrote about earlier (ghosts and vampires) with a big next update. This update will introduce meta progression and customization between runs into the game and rework the difficulty system. At the end of each playthrough, you will receive new inventory items and will be able to experiment with different builds.
This is something we are already actively working on.
After that, we plan to think and pay attention to the multiplayer aspects - depending on the game's popularity. What we find very interesting to consider: - Matchmaking with random players - Rank system - Leaderboard
We emphasize that at the moment, we do not consider the game competitive, and multiplayer (whatever it is) will be more for the fan.
If you have comments - what you would like to see first - let us know, and we will try to consider them.
What's Next: vampires and ghosts are going to the Dark Forest!
Thanks to everyone who paid attention to the game. And a special thanks to those who left reviews: this is the best way to show us that the game already has an audience waiting for updates.
As those who have gone through at least the tutorial know, there are now three types of opponents and a boss in the game.
Our immediate plans are to add two new inhabitants to the Dark Forest. Let's share our preliminary vision of these enemies (details subject to change).
First of all, we note that we are considering both of them as "mini-bosses," and the frequency of their appearance will be comparable to the frequency of the appearance of skeleton magicians.
The first new enemy is a vampire. It will have enough health to withstand regular hits, but when it hits you, it will regenerate its life.
The second new enemy is a ghost. The ghost's strength will be tied to the number of allies within a few hexes of it. The more allies, the more damage the ghost will deal. The ghost will also have a chance to summon a copy of itself.
We can't wait to see how deeper the gameplay gets with the new enemies. In the meantime, we could remind you that you can share your feedback review on the game page and discuss something with the developers in the game community.
Have a nice game!
Today's update: Tutorial+Story
After many visual improvements, we have fixed the biggest game problem - inconvenient "instructions."
Goodbye, wall of text. Hello, a little story about the Witch, the Dark Forest, and the Lich Lord.
The most important part - you can learn how to play through this story.
Enjoy!
Today update: Tutorial+Story
After many visual improvements, we have fixed the biggest game problem - inconvenient "instructions."
Goodbye, wall of text. Hello, a little story about Witch, Dark Forest, and Lich Lord.
The most important part - you can learn how to play through this story.
Enjoy!
Game news: The first video reviews and what we are doing now.
Hey guys, a few short topics to share.
1) You can watch this coop play through with comments video from the "Roguelike" curator. Thank you, guys!
Pay attention that the game version they played is outdated because they played before a massive "Witch" update - now the game has much more diversity.
We will be happy to share more (and preferably more actual) videos with the community, so if you made one, you could contact us through the Steam forum.
2) We decided to work pretty hard on visuals again - lighting, ground materials, special effects, camera position, UI, etc... According to the feedback, the game has enough gameplay mechanics (for now). Still, it desperately needs better visuals and special effects. So, we are working on it, and you should be prepared for dramatic changes :)