ScourgeBringer let's play stream (30th August 8:00PM CET on Twitch, in French)
Join our ScourgeBringer stream with RogueJusticeFR & learn more about the game! (French language): https://www.twitch.tv/roguejusticefr
We may have some cool surprises coming this weekend so keep an eye out!
ScourgeBringer's Kyhra is Coming To Heave Ho!
We're super excited to expand the universe of ScourgeBringer to Heave Ho! Kyhra will be one of the playable costumes you can wear while you attempt to be the last person standing.
The free Heave Ho update featuring Kyhra will be released on August 20, 2020.
Details on the upcoming full release content
Hey Bringers!
The next update to ScourgeBringer is going to be a big one. Quite likely the biggest and most important to date!
Why so? Because it is going to be the full release of the game! But hey, we’re far from ready!
We have a plan! A big one.
Now is a good time to talk about all your feedback. They are extremely valuable, and trust us, we’re reading them all (sometime late, but we’re reading them). Working with feedback is complex but awesome.
Throughout the game’s development, there are numbers of feedback that we couldn’t address just now because we wanted to first build some foundations before going into the details.
Hence, the next update will likely feel like a different game, because we will be rolling out all the revamps we’ve been holding back until now.
Here is what you can expect from the next update and how those features relate to your feedback.
Difficulty
Difficulty and learning curve are THE biggest feedback.
We are very closely monitoring this, as well as preparing ways to improve on that. We know for a fact that players are roughly spread throughout these categories:
10% of players are really struggling with the game;
80% of players are just fine with game’s progression;
10% of players are excellent and getting bored rapidly.
For the excellent players, there is a dedicated chapter further down to this post. We believe that you will be surprised by what we’re cooking up, and you can expect a hot sauce type of challenge.
For the struggling players, we are constantly looking into smoothing out the rough edges of the game. Besides adjusting the difficulty curve, we are also trying to revamp some of the game’s systems to work better together. For instance, we are considering opening up the skill tree way earlier (e.g. removing some of the barriers which require to beat bosses) so that some of the most relevant skills can be acquired more smoothly (e.g. throwing back bullets at enemies).
And for all the players, we are focusing on bringing more diversity to the game!
Diversity
This is the second biggest feedback that you are sending to us, and we’re dedicated to work toward it.
We have already been busy on revamping the item and weapon systems. Items will be more relevant (we removed the least significant ones as well) and we will introduce a rarity system. We want the items and weapons to work more closely together, and we’re presently exploring having items which will modify weapons behaviors (this is still experimental, we don’t know if it’s going to make it into the game as-is).
We are also going to introduce new types of shops to work with this items and weapons revamp. Besides this, we will introduce a bunch of new mini bosses! Our goal is to have multiple of them for each Realm.
Speaking of enemies, we would like to push forward the synergy between the BLAST.32 and Kyhra’s blade. Therefore, you can expect an enemy revamp to introduce resistances to specific attacks (which we hope will also work in synergy with the weapons revamp).
Secret rooms are also going to be a thing!
And of course, we are working on bringing several new Blessings that will change the gameplay.
Lore
The game’s lore is currently being reworked by Pia, the narrative designer on the project!
When we first released the Early Access of ScourgeBringer, I (a programmer) wrote the game’s lore. It could have been okay, but we felt like you and the game deserved better. That’s why we partnered with Pia (and why we slowed down on adding more lore in the previous update). She is bringing a lot of fresh air to the project and is helping us to better shape the game’s story.
What does this mean for the game? There won’t any major change in the story, but some stuff is going to be added, and some other removed or altered, in order to make more sense out of everything. The computer logs are going to be reworked, and there are going to be many more of them. We’re also working toward having a story with multiple reading layers. If you beat the game with the normal and the true ending, you should have a different understanding of what happened.
Also, another illustrator joined the project to work with Pia on a special something aside from the game itself. More info on that later!
Hard mode & run modifiers
There’s so much we would like to tell you about what we are preparing! But we would like to keep it as a surprise.
We are working toward making the “hard mode” not just something harder, but something different that you will be surprised to discover (we hope so).
This special game mode will unlock after beating the game once, and its features will be entirely integrated into the story of the game. This is through this post-game content that you will access a whole new Realm and unveil the true mysteries of the game.
We can’t wait for you to discover it! Stay tuned to what Garo has to say.
Enhancements, bugs, and quality of life
Besides all of the above, we are reading all feedbacks and continuously trying to adjust/fix the current content. We are adding more visual cues, polishing things up, and squashing bugs on a daily basis.
We would like ScourgeBringer to be a polished game before being anything else. This is our personal touch. We believe that a good game first needs a well-polished foundation before eventually expanding.
We hope that this post shed some light on our plans and that you are as pumped as we are to reach this milestone!
Talk to you soon for some content reveal!
Cheers! Thomas
1.31 new controls code!
Hey Bringers!
Thank you very much for the reception to the Old World update! We're super pumped and already hard at work on the next update and your feedback!
We released a little patch to address a number of possible controls issues (e.g. gamepad not working, nothing working, game being stuck on the first dialog or on the disclaimer...).
We went through a FULL rewrite of all the controls code in the hope to make them super robust and generic.
Since this is a big code change, we are considering this new code as experimental and would like to invite you to report any oddities or positive changes to your situation.
The Old World update has just been released, and we’re so excited to see how you enjoy it.
As always, we want to thank our amazing community that continues to enjoy, support, and feedback on our game. We wouldn’t be here without the players support and we’re really thankful we get tons of feedback throughout our journey! 💞
This update is quite large as it contains a whole new realm in addition to skills and altars. As always, we have a few changes to showcase as well.
PLEASE NOTE: there's a new experimental difficulty management!! If the game feels off to you, be it too easy or difficult, please let us know. We are heavily investigating this and quite keen to hear feedback on it so we can adjust as soon as possible. We invite you to leave feedback here https://steamcommunity.com/app/1037020/discussions/0/2788242818205531094/ or on our Discord.
Here is the full changelog: New:
Realms:
A new Realm has been added, along with its set of enemies, mini-boss, and boss.
Challenge rooms: you will now occasionally encounter difficult optional rooms.
A new alternate mini-boss has been added to World 1 (more will come later).
Gameplay:
Some rooms now have alternate easier or harder enemy waves to make the game more diverse with a more progressive difficulty.
Skills:
It is now possible to enable/disable unlocked skills.
Persistent Blessing: you can start a run with a random Blessing from your previous run (providing that you found at least 3 of them during your previous run).
Round-trip slap: dashing on a stunned enemy will extend the stun duration by 50%.
Biting back: when you take damage from an enemy, it will be marked for 1.5s during which it'll take 50% more damage.
Starting package: you start runs with 500 droplets and a 2x combo.
Chain Dash: shortly after killing an enemy with a Dash, you can immediately perform another very long Dash.
Altars:
Heavy hitter (requires Lethal club skill): smashed bullets deal 50% more damage.
Biting harder (requires Biting back skill): when you get hit, all enemies are affected by Biting back
Settings:
Added a setting to tweak enemies bullets speed.
Added a setting to tweak HP regeneration.
Added a launch parameter "-noSound" to start the game without any sound initialized.
NPC:
A new NPC has been added to show up on rare occasions and cheer up learning players.
Languages:
Added support for Traditional Chinese.
Changes:
Gameplay:
Stun-locking enemies by spamming Ground Pound should be greatly reduced.
Exploding enemies (e.g. Splat-flies) can now be smashed back and will explode at other enemies or on walls (not dealing damage to the player).
We fully remade the level generation algorithm, it is now more robust and produces levels with a way better room spread and no more missing/unreachable rooms.
Aim snapping while Dashing will now ignore enemies if they are currently doing contact damages (e.g. bats dashing).
BLAST.32 now has a maximum distance from which it can be from Kyhra and can't be too far away from her.
Updated the Altar icon on the map to be more relevant.
Doors won't open until bosses/mini-bosses have dropped their loot.
The bestiary has been reorganized to be in the same order as the enemies appear.
The game will now remember that you beat the boss of the last available world to unlock the next branch skill once the next game update is available (you won't have to re-beat the boss after the update availability to unlock the new branch).
Item drops will now spawn consecutively instead of all at once.
Logs will not drop until you talk to Garo for the first time.
"Hatching" enemies will no longer be cleaned by Fury.
There is now a slight air control upon finishing a Dash.
Skills:
Ground Pound: Kyhra no more dashes straight to the ground if the skill hasn't been unlocked (it'll be a normal dash downward).
Dirty Barry: the skill has been revamped and now gives a damage bonus to stunned enemies for all ranged weapons (instead of giving a different starting weapon).
Raining Blood: the skill has been removed because it wasn't useful and gave too many Judge droplets (it has been replaced by Round-Trip slap).
Engine:
Optimized our engine to have a lower file footprint (about 50% less files).
Languages:
Korean has been retranslated.
Simplified Chinese has been retranslated.
Japanese has been retranslated.
Fixes:
Fixes bosses going out of bound if smashed too hard.
Fixes wall sliding sound playing when paused.
Fixes item drops getting stuck if a boss is beaten while being off the map.
Fixes invisible block during the Smash tutorial.
Fixes a very rare crash involving lasers.
Fixes Bileranhas making very annoying sounds upon beating it if there are Splat-flies around.
Fixes Bileranhas vomit continuing even after beating it.
Fixes Instant Gift blessing not playing the "skill point cashing in" animation.
Fixes Extreme Torque physics which could have unpredictable effects.
Fixes Kyhra jumping when closing the skill tree or nexus computer is the cancel action is bound to the jump button.
Fixes Adult splatfly bullets going backward.
Fixes "space" keyboard key resetting default binding when setting a binding.
Fixes bosses not properly canceling their attack when stun/ko.
Fixes Dragon Punch sound playing too many times.
Fixes World 4 mini boss not teleporting and doing its spinning attack inside the room.
Fixes CJK languages line breaking rules.
Fixes various typos.
We will still continue to collect and consider feedback throughout our journey over on our Discord. Feel free to come by and say hello!
Cheers and enjoy,
Trish🌸
ScourgeBringer's roadmap latest update is here!
Greetings, Fated Ones!
The Summer has begun and, with it, new revelations are coming!
Today, we come to you with the updated roadmap for ScourgeBringer - more precisely, we are here to announce the release date of the next major update of the game. It will be the last update before the full release!
The Old World update, carrying the fifth world of ScourgeBringer, will release on July 22nd!
SPOILER WARNING PAST THIS LINE
Just like the Living Walls update, the Old World comes with a lot of new elements: a fifth world with its lot of new enemies and its boss, a new series of unlockable skills, new blood blessings to strengthen Kyhra during your runs and new achievements to show off as you get better and better in our game.
However, this time, we have a lot more to brace ourselves for: the Dungeon will now include new room types, like the dreary Challenge Room, the level generation has been enhanced and the mini-bosses have been modified as well!
We also made a lot of changes based on your feedback, and there is more revamping to come before the full release! We will soon tell you more about how we manage your feedback and what are our plans to address them.
ScourgeBringer is going to be deadlier and more exciting than ever, so get ready - July 22nd will bring the biggest update this game has known since its Early Access release.
We’ve been hard at work on the next update. Which, by the way, if you are not aware, we create weekly newsletters that showcase our most recent developments. Feel free to sign up for them if you’re interested.
The Escapist will be having an Indie Game Showcase this Sunday and ScourgeBringer will be a part of that. 🎉
Join Thomas tomorrow, Sunday June 14, at 2:30PM PT / 8:30PM CEST where he will be playing ScourgeBringer and talking development with the Escapist team. You can find the stream here: https://www.twitch.tv/escapistmagazine
We’re so pleased with the reception of our latest update, The Living Walls. How have you been enjoying it?
We wanted to provide an updated roadmap for you. As you may remember, our previous one was here.
It was last posted on February 28, 2020 and since some time has elapsed, we thought why not give it a bit of a refresh?
We are heavy into the development for our next upcoming update, title to be announced… soon. We have been exploring a few visual options for our next world, some of which we have kind of teased on our previous newsletters.
If you’re not signed up to our newsletters, you can do so over here.
The (still untitled) 5th world update will focus more on improving the game diversity, with enhanced enemies and more diverse room types.
The (also still untitled) 6th world update will bring the end-game, with adjustments to the difficulty (for both starting players, and post-game experts), as well as adding more build options.
As always, we look forward to your feedback both in-game and over on our Discord.
Cheers! Trish 🌸
Looking back on PAX East 2020
Hello, Fated Ones!
Since it seems like we won’t have the chance to see you anytime soon in big events, we thought now would be a good time to take a look at our memories from PAX East 2020!
We went to Boston in late February to showcase some of our main games of the year: The Dungeon of Naheulbeuk: The Amulet of Chaos (which was introduced for the first time to an international audience there), Recompile, ScourgeBringer and Edge Of Eternity. We put up ScourgeBringer on our booth, so PAX East visitors would be able to try it out. We were very glad to see that you liked it as much as we do!
We also introduced our games to many press sites & always had the full booth during the 4 days of the event. We got great feedbacks from players there & the PAX East public was very kind & interested. Thanks a bunch if some of them are reading this!
We were very happy to be at PAX 2020 this year, and we hope that soon, we’ll have new amazing events to tell you about!
The Living Walls Small Update - Beta 1.21
Hello Fated Ones!
We have had great responses from our very first large update, The Living Walls! We're really pleased that we're inline with our vision of the game as well what players would like to see.
We also received some feedback about the newest update that we thought required some immediate fixes.
Here are the patch notes for this update:
Changes:
Gameplay:
The Living Walls level generation has been updated to be less "corridor-y"
Updated item physics to make them less likely to overlap
Skills: Manual Override: the aiming cone will no more appear if there's only one enemy
Graphics: Mechanical enemies will no more bleed but will sparkle instead
Fixes:
Fixes game restarting/exiting when clicking after alt-tabbing or going out of focus (the game now ignore the first input upon gaining focus again)
Fixes bestiary having two unfindable enemy entries (they have been removed)
Fixes clicking on "back" in the Nexus computer UI not working
Fixes Esc key pausing the game instead of closing the skill tree or the Nexus computer
Fixes Adult splat-flies explosion bullets not appearing if a splat-flies is the last to be killed
Fixes Weavers sliding
Fixes Spore glitching on edges
Fixes various typos
Fixes some lasers going through enemies/player while they should not
Fixes Dragon Punch video tutorial not playing at the correct speed
We hope you have a great weekend and enjoy this new update.
As always, if you have any feedback or just simply want to chat, feel free to join our Discord community!