Serious Sam: Tormental cover
Serious Sam: Tormental screenshot
Genre: Shooter, Arcade

Serious Sam: Tormental

Tormental - Update #5 - April 24, 2019 [v0.17]


Hi everyone, Update #5 is now live on Steam!

This time we are bringing lots of changes, and some of the highlights are the new weapon system, and melee! We even changed gamepad controls and camera, so some of you might need some time to adjust, but we are hoping all this changes will allow us to keep evolving Tormental in good direction!

We look forward to hearing your feedback!




v0.17
Major bugs fixes:
- Fixed bug in tutorial co-op mode that would send players back to Egypt after finishing Tomb
- Quests “Eye Larva Good Fight” - eyeball will now keep appearing in the hallway till fully charged once
- Fixed bug where Bombheads would spawn on player when entering Bull boss room
- Fix co-op camera follow when player is dead
- Stats screen: it will now show correct values

New weapon system:
- Main gun (primary weapon) now has limited ammo
- You need to press special key to shoot with primary weapon when using gamepad instead of just moving right thumbstick
- When out of ammo, you will now be able to use your gun in melee combat
- Some weapon evolution perks will now change the ammo cost
- Each Serious weapon now has its own ammo and capacity
- Variability in ammo cost, capacity, and reload times enabled us to create more variety in Serious weapons
- You will now be able to use Serious weapons more often
- Ammo pickup recharges ammo by 50% of weapon’s capacity, if weapon is equipped, or by 25% of weapon’s capacity if it’s not equipped

Controls:
- You must press shooting button to shoot with primary weapon, it will not activate anymore when just moving right thumbstick
- Aim angle will not change anymore when moving character, you need to use mouse / right thumbstick to change the aim angle
- Camera : changed zoom from 80% to 75%, and reduced aim offset from 2 tiles to 1 tile - hopefully this will make the aiming control feel more smooth, let us know is it better now
- Controls: Quick switch weapons if you just tap weapon wheel button once (instead of pressing and holding)
- Added gamepad deadzone settings

Changes:
- New weapon evolution perks: Burst Lvl1 and Lvl2, Exploding Bullets, Shotgun Lvl3, Sniper Lvl2, Minigun Lvl3
- Minigun perk will now only increase the firerate without reducing the bullet damage
- Shotgun Lvl1 and Lvl2 will now add 1 additional bullet each and increase the cost by 1 as well
- Changed around many serious weapons (more details below)
- Changed status effects system (more details below)
- Added flags to non-moveable interactive objects so they cannot be attracted by vortex
- At Game Over screen, there is now text that lets you know what killed you
- Added temporary names to all enemies
- Perks bought in shop or found in weapon evolution chests will be automatically added to player without requiring him to pick them up
- By default all perks now have cap set to 3
- Perks that didn’t have stacking implemented have cap set to 1. Once collected they will not appear anymore.
- Max health, damage, and ammo drop rate don’t have cap limit.
- Minefield will now warn you by ticking faster and faster as you come more near, coming too near will result in a certain explosion. There is always one hidden mine for each minefield sign. Minefield is also triggered by enemies. It’s possible now to fly over mines without triggering the explosion.
- Added loop counter to overworld map (it will show up only after you complete first loop)
- Changed This Is Bull**** quest - now you need to kill X Bombheads at once
In co-op player revives now with half HP if revived with ankh pieces (instead of just 10 as before)
- Added models for new weapon evolution perks
- Tutorial: all damage received in tutorial is limited to 20, ammo pickups can now spawn in tutorial

Minor bugs fixes:
- In Forest, last level, enemies will not appear in one corner anymore
- Shops should now show correct titles and descriptions
- Coin buddies can now collect coins
- Fix cursor flickering when in shop
- System cursor is now visible if application is not in focus, to prevent accidental clicks when focusing app window

Minor changes:
- You can now jump over teleport to avoid the teleportation triggering
- Fire barrels will now explode from 1 hit
- Spikes on / off duration is now equal to make them more predictable
- Enemy knockback now builds over time so it’s beneficial to continue hitting the enemy to increase the strength of knockback force, but there are also max knockback limits that are defined per weapon
- Enemy lasers will stop firing when the enemy that’s releasing them is killed
- Changed projectiles deflect mechanic, by default it will not increase the range of deflected bullets
- Bull boss arena is now smaller, Bulls and Bombheads have less health, Bombheads spawn ammo more often, Bombheads will not longer spawn around the entrance while player is entering the arena
- Changed This Is Bull**** quest minefield hallway
- HUD: weapon icon is greyed out if cost is higher than current ammo
- Create scrollable dropdown when there are lots of option (eg lots of resolution settings)
- Vortex will now kill you instantly even if you have ankhs
- Reduced trails size for fire and freeze bullet
- Fixed “Hello to Arms” text and flamethrower icon
- Cosmetic fix for mindmap locked icons
- Ammo chests now contains 2 ammo pickups
- Weapon trigger buffer is now reduced to 0.3s (if you press shoot while the weapon is still reloading and the time left to reload is less than 0.3s, the weapon will fire once it’s ready)

Serious weapons changes:
- Flamethrower - increases the heat of enemies gradually over time, the flames it unleashes have piercing so it’s more efficient for burning groups of enemies
- Rocket - bigger explosions, lower fire rate, and lower ammo capacity
- Bomber - you can now set bombs quickly and cause chain explosions
- Bounceballs - instead of shooting balls in random directions, it releases a cluster that explodes after reaching certain range, most efficient when used against enemies trapped in small spaces
- Ghostgun - low reload time to enable releasing many bullets at once (more bullets, more dangerous it becomes too), increased damage making it worth the risk, higher wall ricochet count and range will make sure the bullet stays longer in the arena, reduced speed to make it easier to avoid
- Disc - reduced number of discs to 1, the discs now have infinite range and will keep deflecting from walls and enemies, it cannot damage the player anymore. The idea behind this weapon is to release discs in the room and watch them deal damage to enemies over time
- Crossbow - more arrows hit the enemy, more will enemy be pushed back
- Homing Missiles - really powerful, but takes long time to reload
- Circlefire - removed burst, it will keep firing as long as you hold the button, and it now has 60 ammo capacity

Changed status effects system:
- Added “heat” bar on top of enemy health bar - it will show you how far is the enemy from freezing or overheating
- Fire damage will increase the heat, while freeze damage will decrease the heat
- If the heat reaches 1, the enemy will start burning
- If the heat reaches -1, the enemy will freeze
- After status effect expires, the heat is set to 0
- Smaller enemies are more weak to fire and freeze status effects
- If you use flame on enemy that’s frozen, the enemy will unfreeze
- If you use freeze on enemy that’s burning, the ice will melt, and the enemy will be free to move again
- Freeze duration increased by 200%
- If the enemy is inside of water, the heat will drop over time till it reaches 0


v0.17.48 - Hotfix

We reverted changes to the core shooting controls, now its back as it was before.
Which means your control bindings will be reset to defaults after the update.
Very sorry for that inconvenience!

Tormental - Update #4 - April 13, 2019 [v0.16]

Hi everyone, Update #4 is now live on Steam!

Along with fixing some major bugs, we tried to cover most of your requests (the rest is coming in future updates), but we also started working on the overall balance. In this update we focused mostly on balancing coins, keys, and chests.

Next week we will rework how loops work, to make them more interesting, but that will also require the reset of high scores. But no worries, we will create Hall of Fame also, where your efforts and victories will be permanently remembered.

During next 1-2 weeks, we will continue working on the overall balance and level design, and after that we are hoping to fully focus on creating new content.

Thank you for feedback, we hope you will like this update!



v0.16
Major Bug fixes
- Fixed tutorial ending cinematic sequence in co-op
- Fixed problems in co-op when second player would get stuck in previous room
- Fixed a game freeze issue when exiting the challenge room before you complete it
- Fixed a game freeze issue when you restarted the game while shop was open
- Fixed a game freeze issue when player would die when transitioning to new area
- Fixed issues with “Rethink” machine, that would spin objects out of control

Changes
- Improve walking animation for player characters
- Players won't get fully healed when switching characters during gameplay, but will keep the same health percentage as before
- Improve when and how the player reacts to things (voice reactions)
- Doors now require an Interact press to open
- Rockets wont explode when hitting small props in level
- Reduced the size of rocket colliders, to prevent accidental shots near wall corners
- Spikes are now activated by enemies too
- spikes deal 20 damage to enemy, 3 times per second
- You can now disable boss cinematic sequence in setting to prevent time slow at the end of the room. Useful for speedrunning.
- Added a settings that lets you control camera aim offset
- Improved the feel of camera aim offset while using gamepad
- Its now easier to reach mysterious stranger NCP in HUB
- Sam cannot open chests while jumping over them

Balance Changes
- Shops now always cost 150 coins per perk
- Rebalance amount of coins dropped by enemies, the amount of coins dropped depends on enemy class, eg. snake parts will give 1 coin while bigger enemies will give more
- Rebalance coins given by Exotech Larva and Scorpion (it's not possible to farm it forever anymore)
- Scorpion boss: created new enemy models, less ghosts, added new attacks, changed the battle around (note: this is still just a temporary boss)
- Ghost enemies and laser bullets bypass shields and inflict damage directly to HP
- Bomb Shield: it now creates explosion when hit, stacks with explosion perks, explosion can hit co-op player
- Less keys and less chests spawned per area
- Challenge chests will less likely spawn strong upgrades
- Timed pickup challenge duration reduced to 6 seconds (winning it will give you an additional gold chest)
- Vending machine - it's again possible to buy keys - 1 key per machine, cost is 75 coins
- Number of upgrade chests per area limited to 2-4 per area
- Chance for any locked chest to turn into mimic reduced from 10% to 1%
- Locked health chest:
- reduced chance to receive ankh / bomb shield from 25% to 15% + it doesn't depend anymore on your health
- if chance to receive ankh / bomb shields fails, more HP you have, it's more likely it will spawn shields instead of health pickups

Minor fixes
- Dodge roll won't activate if the game is paused
- Fixed visual tilemap problems in tutorial levels
- Fixed auto scrolling issues when navigating UI with gamepad
- Fixed issues with in-game challenge screen and gamepad
- Fixed an freeze when wheel of misfortune would be destroyed when spinning
- Removed slight pause when dialog would open
- Fixed more issues with Buddy upgrades (coin collector still breaks, sorry)
- Exotech Larva doesn't leave violet parts behind anymore
- You will not lose all shields anymore when hit by explosion


Tormental - Update #3 - April 9, 2019 [v0.15]

Hi everyone, Update #3 is now live on Steam!



While we are spending most of our time on fixing bugs you reported, we also added some new content. Next we will be working on the overall game balance. Have fun and thank you for the feedback!

V0.15
Major Bug fixes
- Fixed a problems with various quests
- “Why can’t we be friends” - npc should interact properly
- Score quests - Mysterious Stranger should appear in proper locations
- Weapon quest “Another Hello to Arms” - fixed bug where it wasn’t possible to receive required weapon, changed requirement from Ghostgun to Homing Harpoongun
- Loop quests - it’s not possible anymore to finish loop quest by returning to Vault from Forest
- Fixed a problem with huge FPS drop in main menu (still needs more confirmations)
- Fixed black screen of death when restarting the game
- Fixed hunter upgrade, now you will gain and helper that shoots permanently
- Snakes die if they are killed :P
- Fixed a problem that crashed the game when player spent all his HP in dark converter shop
- Fixed a problem that would cause gravity vortex to drag hidden/disabled players

Minor fixes
- Fixed a problem with bull boss key, animation would stuck when opening a door
- Fixed rotation of turret enemies
- Fixed a problem with cursor when game was alt-tabbed when using multi-monitor setup
- Fixed a problem with UI text not displaying properly in Mindmap
- Fixed a problem when too much serious weapons would break weapon wheel UI
- Fixed some overdraw problems with UI, now it layers elements properly

Changes
- Reworked enemies in sea area
- Reduced all explosion damage by 50%
- Rebalanced homing ability of projectiles, its now more reliable and more homing
- Dodge roll now activates when pressed even if player is not moving
- Bomb special ability will only explode bombs in active room
- In co-op Bomb special ability won’t make bombs explode instantly when other players are close to it
- Increase ammo cost for freeze guns
- Added knockback lvl2 upgrade for primary weapon
- Added sniper upgrade for primary weapon
- Added homing lvl3 upgrade for primary weapon
- Electric bombs explode slightly faster
- Added a new enemy that shoots lasers
- Smaller shooting enemies in Forest area deal less damage
- Slightly increased initial precision for primary weapon
- Improvements for camera movement in co-op
- Update russian and chinese translations
- Update cyrillic letter glyphs (thanks to Ar2R-devil-PiNKy)

Tormental - Update #2 - April 4, 2019 [v0.13]

Hi everyone, Update #2 is now live on Steam!



Today we fixed some quest issues, and the Bomb character should finally appear in HUB after being unlocked. We hope you will have fun playing with him!

Bug fixes
- Fixed a bug where some player would not unlock Bomb character permanently
- Fixed a quest where you need to chain 8 Brutal Kills to get a key
- Fixed a bomb danger indicator sometimes lingering after bomb has exploded
- Fixed a quest “Why Can't We Be Friends”
- Fixed some weapon icons not refreshing properly
- Fixed Leaderboard layout problems
- Fixed some issues with corrupted save files

Changes
- Changed Bomb ability, you can now only activate bombs in the room that you are in
- Changed the way Exploding Bull works - it will explode right away after killing it - be careful how you brutally kill it!
- Elite Charger - new enemy, appears in Forest while looping
- Reduced the number of primary weapon upgrades while looping
- Improved the readability of Chinese text
- Reduced the maximum number of snakes spawned in Nightmare Caves for improved performance, more balanced fights and coin gain
- Reduced difficulty of some rooms in tutorial
- Removed unnecessary voice lines in tutorial that would overlap


Hotfix added to fix few bugs introduced in previous patch.

v0.14

Bug fixes
- Fix bug with that showed many chests unlocked in vault
- Fix a bug that would not generate and start a room properly

Changes
- Added another quest in Nightmare Caves
- Special quest rooms appear more often
- Languages in settings now display in their local names

Tormental - Update #1 - April 3rd 2019 [v0.12]

Hi everyone, Update #1 is now live on Steam!

Thank you for your awesome feedback!
We created a big list of everything you mentioned, and this is just how much we managed to do since yesterday. We will keep working in upcoming days, and there are also some big things coming!



Bug fixes
- Fix weapons appearing before they are unlocked from Vault
- Spike chest won’t damage the player while it’s being spawned in the air
- Fix interactions with Shopkeeper
- Fix issues with Russian font
- Fix Sam balding issues
- Fix looping, before you would instantly go to hardest loop, there is now proper scaling after looping
- Fix bug with unlocking third character, the Bomb. He can be found in Sea of Thoughts
- Reduced the migranes for a Mysterious stranger, now he will actually talk to you
- Fix few bugs with players ending up locked out outside of rooms (we are still not sure we got all of them)

Changes
- New track for Mentals Forest
- Add Bull charging sound variations
- Player character voice reactions play less often
- Weapon Knockback upgrade reduced by 40%
- Reduced amount of HP droped from Serious Scalpel and Treasure Hunting
- Limit the type of upgrade you get in HP Converter Device
- Boss chests are now immune to explosions
- Improve Brutal Kill tutorial section, its now easier to figure what you have to do
- Improved several perk descriptions

Serious Sam: Tormental is now out in Early Access!



Hi everyone,

Serious Sam: Tormental (SST) is now live on Steam Early Access and we hope you will like the game and share your feedback with us. We’ve been working on this game for quite some time, improved it over and over again until we were happy with this version.



To celebrate our Early Access release, we would like to invite you to official launch party of Serious Sam: Tormental in Croteam Discord channel where you can join, talk to us and the rest of the SST community while also participating in our contests and giveaways! Join us on April 2, 9PM CET and ask us anything. :)



Get a highscore and earn a reward while the supplies last! :)

2400 = CT Bundle
1800 = 2 titles from the prizepool
800 = 1 title from the prizepool

For those who don’t know, 2 weeks ago we released old alpha version of the game for free on Itch.io, and although it shows some base gameplay mechanics, current version is much more polished, with more areas, enemies and weapons, but also with some fundamental differences which make this version much bigger, better and with great replay value.



You can see all the differences between two versions here.

The full version will have lots of additional and improved content, including new areas, characters, weapons and boss fights. Improved leaderboards, daily runs, localizations and other social features are also planned to be incorporated as the community grows and will listen to community directly via Steam forums and Croteam Discord to determine how and when new features and content gets added.



Features:



  • Fight against the wicked imaginations inside the mind of Mental, destructive god and Serious Sam's arch enemy, in an attempt to stop him once and for all.
  • Rich with content and replayability: procedurally generated dungeons, characters with unique abilities, randomized pools of powerful upgrades, tons of fun Serious Weapons ™.
  • The Vault ™: The final area contains many secrets and links to Mental’s identity, giving you more goals than just “defeat the final boss”. You will need to beat many challenges in order to stop Mental once and for all.
  • Mindmap: discover hidden ideas inside of Mental's mind - what enemies, weapons, and items is he imagining to use in the real world? Acquire those ideas, and use them by yourself. Can you discover all of them?
  • Every run, gather & combine random gun parts to construct unique powerful weapons.
  • Quests: beat various challenges to unlock new worlds, characters, Serious Weapons ™ and upgrades. Over time, you will discover new places hidden inside of Mental's mind.
  • Play together in local Co-op mode. Face stronger bosses, compete for (or share!) XP and revive each other with ankh pickups!
  • and more...




Please feel free to post your comments on Steam forums, if you like the game, review is appreciated, and if you’ll have any issues, we’re here and will try to help. Please keep in mind it’s Early Access version so new content and stuff will be added soon.

If you think you’re ready for this nightmarish adventure, enter Mental’s mind alone or with friend (local co-op or online via Parsec software) and prepare for some mind blowing action! :serioussam:

Watch the Launch Trailer here: https://youtu.be/2QroK9KkfTU

Tormental - Play Early Prototype on Itch.io

Hi everyone



First of all, thanks to everyone who already downloaded the early prototype version on https://croteam.itch.io/tormental.
For those who didn’t, early prototype build of Serious Sam: Tormental is available completely free via Itch.io right now. So jump in and get a taste of what's to come.

That early prototype is very different from this Steam Early Access version so we will try to explain everything that's newer or better in Serious Sam: Tormental in comparison to early prototype since we had several questions about that on our social networks. :)

We hope you will have fun playing early prototype, and properly warm up for Early Access version that is coming this April 2nd.


WHAT' S NEW IN EARLY ACCESS VERSION?


COMBAT CHANGES



First, we have made some improvements in the combat system, like there being more places to take cover in. And we’ve made the enemies more aggressive, so this will definitely come in handy. Altogether, it’s a more exciting combat experience!



Destructibility is definitely a fun part of any game, so we also added destructible walls. Wreck even more havoc with your weapons. By destroying walls, it’s also possible to find pickups and the good ol’ secrets, but finding them depends on chance - so use your ammo wisely!





Brutal kills, where you can kill the dying (flashing) enemy by rolling into it, has become more important than ever. Every enemy is different, and successful brutal kills will require some training. The rewards are various pickups and a huge thrilling satisfaction!



LEVELS AND AREAS (Tomb, Forest, Caves)



We’ve made a great deal of progress on the Nightmare Cavesarea, where you can find Mental’s nightmares lurking around. Nightmare enemies (the ones that look like green ghosts) cannot be killed with normal bullets - they only die from explosions, or when all other enemies in the are are killed. So Sam will need to keep on the move and focus on other enemies!



Forest:


Tomb:


RANDOMIZATION



Levels and hallways are now procedurally generated and populated with random objects like traps, chests, locked doors etc. which enables a lot more replayability, making that one of the biggest changes in comparison to early prototype version which had predefined areas that could become boring after a while, which is not the case with Steam version of Serious Sam: Tormental.



SHOPS



Ever since we first started development on Tormental, we have constantly been changing how the shop works. In this update, we finally have a version we’re satisfied with! Killed implings drop FIGs (FIGments of Mental’s imagination), which can be traded for powers and items with the moody shopkeeper. Hey, why does Sam need to have all the fun, anyway?



We also added :

Weapon Shop - buy and upgrade serious weapons.



Vending Machine - buy various consumable items, including consumable weapons which are consumed after use - eg. Serious Bomb and Boomerang.



Energy Converter - special device that converts part of Sam into upgrade.



CHESTS & DROPS



Chests come in various types - common, gold, health, and weapon, which determines the type of drop that you can find inside of them.

They can be also unlocked and locked. While content in unlocked will never create a surprise, content in locked ones is not so certain. Depending on your luck, you will find less or more goodies hidden inside of them.



There also mimic chests which needs to be opened at the right time if you want to avoid being hurt by their sharp spikes!



TRAPS



There are various traps now randomly spawning around the world of Mental, including spikes, minefields, turrets, bombs, and flames.



CHARACTERS



Along with changing the abilities of Sam and Netricsa, we also added two new characters - Bomb and Bulb.

Bomb likes to blow everything up. Destroyed enemies drop bombs which can be pushed around, but also activated from the safe distance with your own remote detonator.



Netricsa can create portals which suck in enemies. Gather them in one place, and unleash cannons, flamethrowers, and electrical shockers for maximum area damage.





With Bulb, you will need to rush - because Bulb needs electricity, making his health drop over time. Fry enemies with short-range electricity while collecting their life energy to refill yours.



Rolling into the biggest group of enemies is risky, but it's also the best opportunity for a shocking connection!



And Sam. Well, he got serious upgrade as well! Since even a copy of Sam is inherently awesome, he is now just a bit more powerful than everyone else. He has more health, is faster, carries more ammo, and as before can jump in the air - which catches most of the enemies completely off-guard, since they're not used to this kind of three-dimensional strategic thinking.



VOICES


You can’t have a Serious Sam game without including the voice of Serious Sam himself - John J. Dick!

https://www.youtube.com/watch?v=bxHZhsO6808
Bomb, Netricsa, and Bulb are also casted by other actors.

SERIOUS WEAPONS



We added bunch of completely new weapons to the usual Serious Sam rooster, and we currently have 38 weapons ready for the Early Access, with a plan to add more!

The weapons were completely rebalanced, and their mechanics tweaked with the idea that every weapon has unique advantages, and offers different ways to finish off the enemies.

Electric Shotgun: shoots quick bursts of electricity which shocks the enemies and spreads the electric joy to any other enemies that might happen to be nearby. Let’s connect!



Boomerang: this little puppy will follow you around the level, making it possible to guide it towards the enemies and hit them multiple times. If it manages to get back to you after it has done its job, it will return you all the ammo it consumed.



We also added weapon shop and weapon leveling up system. For example, Flamethrower can be upgraded to Flamethrower Twin, Boomerang can be upgraded to Boomerang Gun, and Machine gun can be upgraded to Triple Machine gun.




THE VAULT AND QUESTS



Throughout the game, the player will encounter various challenges and quests. By completing these, the player will earn keys. Up in the Vault is Mental’s last line of defense; a giant Vault door locked away by unbreakable mechanisms. All of Mental’s strengths and secrets locked away in these massive, strong chests that keep the mechanism in place are seemingly immutable.

As you’re defeating Mental’s hordes of enemies and overcoming all the challenges that Mental deemed you would never overcome, you earn these keys, you unlock his most sacred chests and you get secrets and powers to use against Mental. Key by key, you grow ever more powerful as you make the ancient Vault mechanism move and push its door closer and closer to finally yielding. This will go on until you become so powerful that the Vault can no longer contain you. At this point, when the heaviest and most important door of the game opens, there’s no going back - you may only carry on. And this is where Sam gets to hit Mental where it truly hurts.



We did tons of other stuff, including:


  • completely revamped tutorial which offers now various challenges, narrative, voice acting, and completely new area
  • we added new enemies, perks, weapons
  • Player inventory
  • starting location (HUB) where player can choose character, go to Vault or talk with other NPCs
  • optional challenges
  • mini-games
  • tons of new sound effects including every weapon perk (wall ricochet, piercing, homing, etc.) having an unique sound effect to distinguish every weapon build
  • Vortex
  • characters procedural animations...


...and in general we improved and polished everything!

As we’re looking forward for the release, we hope you will appreciate all this changes, and try the new version on Steam that is coming on April 2nd!

Lock and load soldier!




Tormental - Early Access Release Announcement



Good news everyone!

Serious Sam: Tormental is coming to Early Access on April 2, 2019 so we hope you're ready! You will be able to choose between Sam Stone, Bulb, Netricsa and Bomb and help them survive the terrifying journey through Mental's twisted mind! It's very dark in there so don't forget to take a friend with you to co-op mode and confront Mental together.

This is just the beginning because we still have big plans for Tormental and plenty of content to implement in the game. We will share Early Access roadmap with you soon so you will be able to stay up to date with updates and share your feedback with us! You can wishlist the game now or join us on April 2, 2019 and help us make the game as best as possible for full release. ːsteamhappyː

https://www.youtube.com/watch?v=9uiFUjYQC_U

Tormental - Serious Weapons

Hi everyone!


In today’s post we will be talking a lot about serious weapons! In Serious Sam: Tormental we are adding bunch of completely new weapons to the usual Serious Sam roster. Along with using some of your favorites from the Serious Sam series, you will be able to demolish Mental’s hordes in ways you never could before! So let’s get started, so we can finish this quickly and get back to destroying, smashing, and burning stuff!

Harpoongun: shoot deadly sharp harpoons that stab into the flesh of your enemies and take them on a ride - until they hit the wall and explode! This is especially effective when combined with exploding enemies like the Kamikazes, as it will turn your harpoons into missiles of mayhem. It's like spearfishing, but with more explosions.



Electric Shotgun: shoots quick bursts of electricity which shocks the enemies and spreads the electric joy to any other enemies that might happen to be nearby. Let’s connect!



Boomerang: this little puppy will follow you around the level, making it possible to guide it towards the enemies and hit them multiple times. If it manages to get back to you after it has done its job, it will return you all the ammo it consumed.



Most of these weapons can be also leveled up at the weapons shop. Higher-level versions are usually more effective, but also spend more ammo.

Flamethrower: unleashes fountains of flame onto your enemies, making for a nice bonfire. The only drawback is that they will start moving rapidly, and shooting frantically, so better stay back and enjoy the show until they are burned to a crisp. Can be also used to start a nice BBQ.

Flamethrower Twin: adds an additional turret, longer range of fire (literally), requires double the fuel and stronger muscles to wield.



Machinegun: transforms into the Triple Machinegun. Double cost, triple bullets, and lots more spread, making it more efficient against multiple targets. Although emptying the clip into an enemy's face at point-blank range also works just great.



Powered-up Homing Missiles: now shoots 3 homing missiles which hunt enemies down, and also destroy any wall they happen to crash into. Caution is advised when the enemies are standing right next to you, as the explosion might just take you along with them... unless you have the Atomic Skin perk equipped, that is!




In this post we showcased 7 of the 38 weapons we currently have ready for the Early Access version, and that is only to start with!

What weapon would you like to see in the game? Do you have any deep, dark desires for the ultimate weapon of impling destruction? Hit us up with your ideas, and remember: “It ain’t the size that matters, it’s how you use it!” Unless it’s a rocket launcher… then it is the size.

Tormental - Meet The Characters!

Hi everyone! Today, we would like to present to you, the heroes with which you will be putting up the fight against Mental.






Bomb is an anthropomorphic bomb - and that's all you really need to know about his personality. How he came to enter Mental's mind is a mystery, but he's been busy making the most of his stay by blowing the hell out of pretty much everything. He claims to have worked in construction and enjoys horticulture and thrash metal.

As mentioned, Bomb likes to blow everything up. While observing from a safe distance, of course.


Activate the remote detonator and enjoy the show (without blowing yourself up)!





Netricsa (the NEuro-TRonically Implanted Combat Situation Analyser) is a computer system directly linked to Sam's brain. When a part of his mind was absorbed by the Mentalopticon, Netricsa got copied along with it and manifested herself as a snarky white cube. Don't ask us how that works - we're not scientists.

Netricsa can create portals which sucks in enemies. Gather them in one place, and unleash cannons, flamethrowers, and electrical shockers for maximum area damage.





And now, Bulb. A long time ago, a dying civilization's attempt to create robotic life accidentally produced a race of sentient light bulbs. After a short period of Enlightenment, the new light bulb civilization was attacked and destroyed by Mental. This partial copy of Bulb's mind is the only remnant of his once-proud people.

With Bulb, you will need to rush - because Bulb needs electricity, making his health drop over time. Fry enemies with short-range electricity while collecting their life energy to refill yours.


Rolling into the biggest group of enemies is risky, but it's also the best opportunity for a shocking connection!





Sam "Serious" Stone is the Earth Defense Force's greatest hero. Fiercely dedicated to protecting humankind, he faces tragedy and hardship with laughter and keeps on fighting to the end. This is a slightly fragmented, low-fidelity copy of his mind stuck inside the brain of his greatest enemy. What could possibly go wrong?

Since even a copy of Sam is inherently awesome, he is just a bit more powerful than everyone else. He has more health, is faster, carries more ammo, and can jump in the air - which catches most of the enemies completely off-guard, since they're not used to this kind of three-dimensional strategic thinking.




These characters will create an interesting variety of gameplay styles, each adding a lot of replayability and their very own flavor of crazy. We look forward to seeing what you can do with them!