Skyshine's Bedlam cover
Skyshine's Bedlam screenshot
Genre: Strategy, Turn-based strategy (TBS), Tactical, Adventure, Indie

Skyshine's Bedlam

Skyshine's BEDLAM Update - Version 2.5

We have listened to everyone on our forums and have now added a new play mode called Tactics.

Tactics mode gives each side one action point per deployed crew, with a minimum of three. Moving costs 1AP whereas attacking costs 2AP. So now if you deploy a crew of four to the battlefield you can spend your 4AP how you choose: move all four members once, move two crew members and attack an enemy, lots of options means lots of strategy!

Love the original battle mechanic? No problem, just play Arcade mode!

Thanks for all the feedback!
Team Skyshine

Update 2.5 Ready for Beta Testing

Here's the notes/changes

Bug fixes:
Various minor bug fixes.
Fixed issue with some roads on map screen not showing until hovered over


Gameplay:
Now include a new battle type called Tactics!
Added a first-battle popup tutorial
Trencher now does 6 damage and knocksback 2 spaces


ARCADE Mode (this is BEDLAM as it was originally released):
------------------
2 Actions points for entire deployed crew per turn
Blitz-o-meter
Weapons/Equalizers can be used multiple times per battle
Battles can have up to 10 enemies


TACTICS Mode:
------------------
Action point pool (1AP per unit deployed, with a minimum of 3AP)
Weapons/Equalizers can only be used once per battle
No Blitz-o-meter
Battles can have up to 6 enemies
Crew heal time is a factor of their original health


We'd love to have some of you head to our beta branch and check out the changes! To do that:

  • Right Click Skyshine's Bedlam
  • Properties
  • Beta's Tab
  • Use this Password = bedlamtest2015
  • Use the Dropdown to select the Preview/Beta Branch

Version 2.2 and OSX now Available!

Hello all

We're working away on the game and have some great news - OSX (Mac) is now available via your steam keys! It'll be identical to our 2.2 version of the game.

Version 2.2 is a continued effort from our side to make combat more enjoyable, lessen the difficulty for beginners, and encourage more exploration. See the full list of notes below!

Bug fixes:

  • Resized textures to help eliminate the 'black screen' issue during battles
  • Fixed issue with Gunslinger return fire kills not counting toward veteran status
  • Fixed issue with the Dozer rooms button going to wrong screen when chose Combustor Dozer

Tweeked Blitz rules

  • Now the enemy doesn't have extended movement range
  • Blitz meter scales to game progression

Gameplay:

  • Added a new low cost Dozer equalizer that allows the player to have extra Action points!
  • Weapons and Equalizers can only be used once per combat
  • Increased damage from Gunslinger return fire
  • Up'd the health of all units across the board, to get rid of one shot kills
  • Increased starting power cell count on all Dozers
  • Slightly reduced heal time for all Dozers
  • Reduced the power cell cost of some weapons and equalizers
  • Increased amount of resources collected per pickup
  • Player can no longer be killed via headshot
  • Randomized the amount of passengers lost/gained from convo events
  • Changed Viscera to only be immune to same type class of unit
  • Fixed the "battlefield butcher" achievement
  • Adjusted the "scorched earth" achievement

UI changes:

  • Battle Hud changed to always show the available Weapons and Equalizers!
  • Added more tooltips, and reworded some, on various screens
  • Extra UI Improvements (pulsing lights/buttons)

Once again - huge thank you for all of your support, feedback and comments as we continue to look for ways to improve the game. We may not all be posting in the forums but we're all reading and keeping track of what you all say.

--Skyshine

Bedlam 2.0 Now Live


We've been working non-stop over the past 6 weeks post release on getting 2.0 completed, QA has just signed off on the build and it is now available! We've made a lot of changes and added a lot of polish based on feedback from the community, If you think you know Bedlam you don't know 2.0!

We added a campaign and challenge modes to the game. This new experience is a minimum of 10 hours of game play. With each successful run to Aztec City you will unlock a new dozer! With each run you will bring new allies to your cause ultimately taming the harsh lands of Bedlam! If you are able to unlock the formidable AI dozer you will face the ultimate challenge with crew from all 4 factions along for the adventure!

Challenge mode pits you against the four forms of Bedlam's meanest overlord King Viscera! You get a random dozer and a random crew, with three random champion elite units...can you beat one of the games toughest challenges?

Some of the new additions to 2.0

  • Added the campaign structure, also Practice and Challenge modes.
  • Game difficulty is now controlled by the Dozer progression system
  • Dozer unlocks now have a clear progression
  • Faction based crew abilities for all 4 factions
  • Balance pass on all events
  • Balance associated with crew level ups and resource rewards
  • Fewer enemies at higher threat, but they are stronger.
  • Collected resources are now only what you pickup on the battlefield.
  • Optimized all battleboards to address black screen issue
  • Added volume controls for music and SFX


Hope you take a look and enjoy the changes! If you play 2.0 please leave us a Steam review! Steam reviews are like the YELP of Steam and for people who don't know anything about our game it is a great way for them to learn that this is a game of quality.

Thank you all for the feedback and suggestions!

--Skyshine

Update 2.0 Ready for Community Testing

Update 2.0 Ready for Community Testing

What happened to update 1.75? We rolled ahead and are going straight to Skyshine’s Bedlam 2.0 since we actually included more in this update than what we initially planned. We’re not quite ready to make this public BUT if you’d like to hop on our beta branch via Steam we’d love to have your feedback and comments on it!

To Join Our Beta Branch and Test Skyshine’s Bedlam 2.0:

  • Right Click Skyshine’s Bedlam in your Steam Library
  • Go to Properties
  • Click on the “Betas” Tab
  • Enter Code “bedlamtest2015”
  • Click “Check Code”
  • Use the Drop Down Menu to select “Skyshines_Bedlam_Preview”
  • Right Click Skyshine’s Bedlam from your Library
  • Choose Delete Local Content
  • Install using the new branch

We’ll create a new sub-forum on Steam called Bedlam 2.0 Feedback that we’d love to have you folks leave your comments, issues, and suggestions in.

Overall the goal with 2.0 has been to implement the top 4 issues we’ve identified. If you want to get involved with a real grass roots game community join the discussion on our forums. We read every thread and we reply to as many as we can.

The main points for update 2.0 include the focus on:

  • Campaign added to unlock all the Dozers and clear the lands of the 4 factions. We also added Challenge mode and Practice mode.
  • Faction crew now have the faction abilities (i.e., mutants self heal, cyborgs augment, etc)
  • Overall game balance of events - Increasing the time spent doing meaningful things toward your goal of reaching Aztec City.
  • Implement a clear progression system for unlocking new dozers and adding new challenges for each Dozer.


Here are some more detailed notes on this update

  • Added Campaign, Practice, and Challenge mode.
  • Faction based crew abilities
  • More challenging to get to Aztec City
  • Balance pass on all events
  • Dozer unlock and progression
  • Balance associated with crew level ups and resource rewards
  • Fewer enemies at higher threat, but they are stronger.
  • Collected resources are now only what you pickup on the battlefield.
  • Optimized all battleboards to address black screen issue
  • Dozer unlocks now have a clear progression
  • Improved gameflow by removing events without meaningful outcomes.
  • Added volume controls for music and SFX

NOTE: Players will lose Dozer unlocks but not the achievements. Reason for this happening is that the new campaign format makes no sense really if you have dozers already unlocked.

Known Issues in the Preview Build

  • Detrigore win event and Imperatron win event are identical. These will be unique in the final update.
  • Glitch in the unlock dozer event where the first screen appears with no text for 4 of the 5 dozers.
  • Lazarus will offer a short introduction with Boneshaker explaining how you you can cleanse the lands of Bedlam
  • We have not thoroughly tested the scavenge ability for marauders
  • We have not balanced the final boss fight using Imperatron...It’s Epic.


We’re not sure when we’ll get this update out officially - but we’re hoping we can get it wrapped up quickly. Huge thanks again for all of your feedback and support along the way!

--Skyshine

Update 1.75 Coming Soon


We are currently working on our next update to Skyshine’s Bedlam and it’s coming along nicely, but taking some time.

Overall our goal with 1.75 has been to implement the top 3 issues we’ve identified. We love reading your feedback if you want to get involved with a real grass roots game community join the discussion on our forums. We read every thread and we reply to as many as we can. So what can you expect with 1.75?


  • This build has a challenging ‘brick by brick’ difficulty curve
  • Increase the time spent doing meaningful things toward your goal of reaching Aztec City.
  • Implement a clear progression system for unlocking new dozers and making them more relevant.


We’ll be sharing the exact details that are changing and being tweaked soon and we’ll also try to narrow down a release for this update too. This build also includes numerous bug fixes as well. Just wanted to let you all know that we are still reading feedback and working on getting as much of it implemented as we can. Thank you for support!

--Skyshine

Patch 1.6 - Bug Fixes

Howdy Folks

Our next update is ready and includes some quality of life issues and some bug fixes. The team is currently working towards the 2.0 patch which should include some more gameplay balance changes as well as a few interesting things!


  • End game 0 passengers - FIXED
  • Unexplored POIs vanish - FIXED
  • All rewards given at Aztec - FIXED
  • No save after battles - FIXED
  • Nicknames not saved - FIXED
  • Legendary Mechanic Issues- FIXED


Huge thank you for all of the feedback and comments - please keep them coming! We may not have time to respond to everything, but we do read the steam forums every day.

--Skyshine

Skyshine’s Bedlam Patch 1.5

Howdy Folks!

We're proud to bring you our first patch! We've been hard at work getting things tweaked and adjusted and we're very happy with how things have turned out. Below you'll find the patch notes and known issues for this update - and we're already working on getting the known issues as well as a few other tweaks fixed too! Expect our next update sometime next week.

Release notes

<*>Bug fixes include end game show stopper, various event outcomes, performance related issues and reduced overall map memory to fix never-ending battle loading screens
<*>Increased the size of many battle maps and spread out the enemy and player spawns to prevent ambushes at the beginning of combat in every map
<*>Powercell pickup awarded immediately in battle
<*>Weapons now use 1 action point
<*>Balance of equalizers vs. powercell cost
<*>Rookies will reach Veteran status after 3 kills with the first level up at 2 more kills and each level up after that requiring 5 more kills
<*>Heal time has been adjusted so having fewer health points means faster healing
<*>Lowered the overall number of enemies
<*>Threat level ramp up tightened
<*>The Away Team now has a 4 crew member maximum
<*>Away Team sizes of 3 or less will net twice the crude and meat rewards after battle
<*>Instead of missing, cover now provides a 50% damage reduction with the <*>exception of directly adjacent attacks
<*>Deadeye rookie and enemy health increased from 2 to 3
<*>Deadeye veteran movement increased from 2 to 3
<*>Elite battles are more like mini-boss fights against an entire team of one weapon class
<*>The encounter spread for Elites is better balanced
<*>Rogue A.I. now teleport/shield but do not attack
<*>Faction dozers now have starting faction crew
<*>Updated Double Down Map now has boundary lines
<*>Balanced the powercell reward based on threat level
<*>The entire board and all of the valid movement tiles are now displayed
<*>Movement flood tiles are now much more prominent
<*>Removed the forced encounter outside the gates of Bysantine
<*>Changed S.O.L to 3 outcomes and more resources rewarded in good outcome
<*>Passengers die off quicker when the Dozer is out of meat


Known Issues

  • End game shows 0 passengers saved
  • Unexplored POIs vanish from the map when the player resumes a save
  • All rewards are given at Aztec City regardless of passenger count
  • Saves are only generated after traveling to a new location and does not currently save after battles.
  • Nicknames will not be saved unless you travel to a new location before quitting.
  • Unlocking Legendary Mechanic achievement does not automatically unlock the other score achievements below it.


Once again - huge thank you for all of the amazing feedback and comments!

--Skyshine

Skyshine’s Bedlam Patch 1.5 Notes

Skyshine’s Bedlam Patch 1.5

Release Date = TBD

We're going in to QA and internal testing with the below changes and we'll see how things turn out. We've been actively listening to you folks and we hope we have covered off on a lot of the various things that have been brought up.

Once get some QA time on it we'll see how it goes and see about getting it out this week.

Release notes

  • Bug fixes include end game show stopper, performance related issues and reduced overall map memory to fix never-ending battle loading screens
  • Increased the size of many battle maps and spread out the enemy and player spawns to prevent ambushes at the beginning of combat in every map
  • Powercell pickup awarded immediately in battle
  • Weapons now use 1 action point
  • Balance of equalizers vs. powercell cost
  • Rookies will reach Veteran status after 3 kills with the first level up at 2 more kills and each level up after that requiring 5 more kills
  • Now the heal time is proportional to the unit’s class and health
  • Lowered the overall number of enemies
  • Threat level ramp up tightened
  • The Away Team now has a 4 crew member maximum
  • Away Team sizes of 3 or less will net twice the crude and meat rewards after battle
  • Instead of missing, cover now provides a 50% damage reduction with the exception of directly adjacent attacks
  • Elite battles are more like mini-boss fights against an entire team of one weapon class
  • The encounter spread for Elites is better balanced
  • Rogue A.I. now teleport/shield but do not attack
  • Faction dozers now have starting faction crew
  • Updated Double Down Map now has boundary lines
  • Balanced the powercell reward based on threat level
  • The entire board and all of the valid movement tiles are now displayed
  • Movement flood tiles are now much more prominent
  • Removed the forced encounter outside the gates of Bysantine
  • Changed S.O.L to 3 outcomes and more resources rewarded in good outcome
  • Passengers die off quicker when the Dozer is out of meat

Our First Update Rough Notes

Hello All!

We're working on getting this update ready and put out very soon, but here's the rough notes at this point. We'll give you a more detailed run-down of patch notes once we get things finalized from our team and QA. We're aiming for an early week patch, but we'll see how it does in QA.


  • All battle boards are now 16x16 tils. We had some odd sized boards that didn’t work very well with our combat mechanics- the result should be drastically reduced ambush style kills at the outset of combat.
  • Remove all ambush battle boards- these are now specific maps that are larger to give players some breathing room. We like these boards but they are getting a more custom treatment.
  • Fix spawns no enemy within 8 tiles. This gives players at least one turn to move their units before being fired upon.
  • Bug fixes- numerous bug fixes related to gameplay, graphics, and general performance issues.
  • Added visual representation of tiles on the battle board to show boundaries of combat map
  • You can now use power cells that you pick up during battle. So if you are low on power cells you can pick up some power during combat.


We have read and heard a lot of comments about our two turn or two AP system. We would really like you folks to leave us feedback about the two turn game mechanic at this thread so we can all work together to get it where it needs to be.

Official Thread = http://steamcommunity.com/app/367600/discussions/0/517142253869229943/



As always - thank you for the support and feedback! We're working our hardest to get this Dozer back in action with the experience improved across the board.

--Skyshine