Update 1.2 brings dozens of vital bugfixes: the crafting store interface has been fixed, game breaking boss bugs have been fixed, balance issues have been resolved, and the overall playability has increased. Septic Savages 1.2 is the most stable build to date.
But let's get past all the boring stuff and talk about the brand new content that 1.2 brings to the table. We've introduce five new "special torpedo" pickups that really revolutionize the way the game plays. Each special torpedo lasts for 15 seconds and triples the current rate of fire for that time (unless rate has already been maxed out). Here's a quick run down of the new torpedoes.
Immolator - Extremely powerful torpedoes that deal heavy damage.
Arsonist - A powerful torpedo that also acts as a bomb, destroying any tiles with which it comes into contact.
Spreader - Releases a spread of five normal torpedoes, making it a deadly blast.
Vortex - Plants a mini-black hole in the spot where it kills an enemy, peppering the field of combat with deadly traps.
Lightning - A devastatingly powerful torpedo that automatically tracks enemies, leaving the player to not even have to worry about aiming.
The torpedo update is our first major content addition to Septic Savages, and we're pretty excited about it! We hope you continue to enjoy the game.
Update 1.12, Minor Bugfix
Some players may have noticed that the mouse didn't work properly in "Sharkie's Supplies" while playing arcade mode. While it's just a minor bugfix, the issue itself could cause major gameplay issues and we're glad to have it resolved. Other than this Update 1.12 doesn't really bring anything new to the table for Septic Savages.
The next major issue we want to deal with is adding a little more variety to gameplay by introducing special torpedo pickups that allow you to shoot a different kind of projectile for a limited time. No exact plans have been made yet, but an example might be a special "fire torpedo" that explodes into flaming shards every time it comes into contact with an enemy. Beyond this we're hoping to introduce new enemies into the game at some point as well.
Septic Savages has already become our most-updated title to date, so we feel good about the rate at which we're dealing with issues. In order to be able to continue production on new projects, however, please be understanding that it can take time to release updates for the game, especially updates that bring new content. Until then we hope you continue to enjoy the game!
Update 1.11 Released!
A lot of people expressed some basic concerns about the game, and we're glad to announce they've all been addressed in 1.11! We're going to make a quick list of what we've done here so that curious players (and potential customers) can see what we've been busy doing.
You move faster at the beginning of the game. Septic Savages isn't particularly suited to moving slowly. It's more about frantic battling. Some people (rightly) suggested that the beginning speed for the game was simply too slow. We've increased it by around 37%, and we have to say it works really well. No more slow start to the game!
There's no more secondary fire in Campaign Mode. Our original intention in having a secondary weapon in Campaign Mode was to allow for torpedo limits and add a new layer of complexity to the game. Well, we added complexity, but we also frustrated players who found the whole thing a bit inconvenient, and that's not what we want. So update 1.11 gets rid of secondary fire and make torpedoes unlimited in Campaign Mode. And you know what? It's fun!
You shoot just a little faster now. The joy of Septic Savages is in distributing torpedoes by the thousands to the otherworldly denizens of the sewer. Now we allow players to do that just a little bit more quickly than they could before!
Arcade Mode is promoted more. So this hasn't been mentioned to us directly, but as the developers we've notice that a lot of players have been playing Campaign Mode first. Campaign Mode is cool, but it's best enjoyed after getting your footing in Arcade Mode. We've readjusted the main menu to sort of nudge new players in the direction of Arcade Mode before delving into the slightly more complex Campaign Mode.
We've added hints into Campaign Mode. We also noticed that a lot of players are struggling to understand the goals in Campaign Mode. For example, many players we're exiting a dungeon as soon as they could. As with most dungeon crawlers, this is not a good practice in Septic Savages because you won't find important powerups. Now hints appear as each level loads to help guide new players in the best strategy to survive in Campaign Mode.
Arcade Mode has a new random map generator. Arcade Mode is cool as it is, but it needs more random map generators. Adding another one should go a long way to help make the game even more replayable. We plan to be adding even more generators in the future.
Thanks again for playing the game and we hope you enjoy update 1.11!
Next Update to Address Speed, Torpedo Issues
First, we want to thank everyone that has become part of the Septic Savages community for playing the game! Even though our release has been small, we want you to know that we are committed to addressing concerns about gameplay and to making the game better in any way that we can.
We've had couple of people mention that they feel like the sub moves too slowly when starting in Campaign mode. That's why we are going to increase the initial speed stat for Campaign mode, allowing you to get around the dungeons a little bit more quickly.
We're also questioning whether or not we should have torpedo limits and the secondary "turd cannon" in Campaign mode. Our intention was to add a different dynamic by having torpedo limits that made you conserve ammo during Campaign mode, but it seems that quite a few players have taken to always using secondary and never actually using their torpedoes after picking them up, resulting in (understandably) huge frustration on part of the players. At the very least we want to increase the strength of the secondary "turd cannon," but we are open to eliminating torpedo limits in Campaign mode altogether if you all think that would make the game more playable. Please, let us know what you think in the comments!