You play the leader of a team, taking out various gangs setting up base in Regulator City. I was inspired by the cool team-action you see in movies or tv-shows with special forces.. and in this game I want the player to feel part of such a team as you make your way through various apartments, industrial buildings, offices, etc.
Completing a range of interesting missions and slowly taking control of the city!
Anyway, come check out the demo, follow + wishlist the game, and hang out on Discord to talk ! (discord.gg/orangepixel)
Residual 100% Funded on Kickstarter!
With 4 days left, Residual reaches the 100% funding goal on Kickstarter! This means you still have a few days to get in on the EXCLUSIVE Kickstarter rewards!
Name your planet or a cluster of planets? It's still available!
Get the exclusive digital Instruction Manual on release? Still available!
Check the Kickstarter if you want to get in on these, final days to get them! - Residual Kickstarter
A new Orangepixel game is coming: Residual - and it is NOW on Kickstarter with a playable demo available! Check all the details here: Residual Kickstarter.
RESIDUAL is a survival platformer offering a combination of crafting and exploration. There are no weapons, it's just you, the planet, and an adventure for survival that's different every time you hit the "New Game" option.
RESIDUAL throws you onto a procedurally generated planet with no humanoid lifeforms. Your task? Survive! – Explore the planet both above and below ground, scavenge, mine, craft, fish, pluck, chop, climb, jump, push, pull, and solve puzzles along the way.
Discover remnants of an ancient civilization and their advanced technology. It's not known why this civilization failed, but their technology is sure to come in handy when fixing your ship once you figure out how to use it.
http://store.steampowered.com/app/1290780
Update v1.22.0: Electricity surges!
First big announcement: Space Grunts 2 is going to leave Steam Early Access in May 2020! I think we reached the point where the game is full of content, more than doubled in size since the first Early Access version, and it's ready for a full release! So Yay!
Now for this week's update, not a lot of new things added because I think we have all bugs squashed pretty well, since last week, and nothing showed up that needed fixing. So time to introduce a new event and a new "hazard": Electricity surges!
They are comparable to burning floors, but can spawn from plasma bombs, and sometimes at random points near lights on a level. I also included a random event which will spawn electricity surges randomly on all levels.
Positive thing is that they also damage aliens and such.. so as long as you can stay away from it, they might actually help you out!
Full changes list:
added: Electricity surge - can spawn from plasmabombs + lights
added: Electricity surge event - electricity world 2+
Update v1.21.0: Maintenance update SQUASH BUGS!
Alrighty! This weeks update is a bit sooner, because there was a game-breaking bug that pretty much dumbed a big un-destroyable scenery object in front of a hallway (oops!). Problem had to do with the level generator rotating designed level blocks, and at a certain angle, a certain room would generate items in your path.. Fixed it now by checking if all of those big scenery obstacles have full movement around them, if not, they are removed from the level without players ever knowing they were there!
I also fixed a bunch of tiny bugs with the NPC's and a weird card combination causing a crash (using a tactical card near a crate.. which doesn't really make sense, but shouldn't crash the game either!).
So a good solid maintenance update this week, to make sure we can all keep moving around in a stable game before I break it again with new stuff next week ;p - just kidding, my plan is to not break things!
Full changes list:
fixed: big-scenery blocking corridors/areas
fixed: crash using the tactics card near a crate/non-creature
fixed: NPC vanishing but area remains blocked
fixed: NPC-dialog not closing correctly near special teleporter
fixed: bio-dome exit not working unless power is restored (even tho door still opened up)
fixed: terminal placed inside walls
Update v1.20.0: New areas and scenery
This week I found some time to "flesh out" the environment we're walking in. For now it's mostly static / dumb scenery that looks pretty, but some of these things might get more of a function later on. I also added a collection of new level-blocks, with more "open" area's, just to give you some room to breath now and then.
I also fixed a collection of tiny bugs and in some cases extremely RARE bugs.. which is also a warning: they are extremely hard to test, so I'm pretty sure they are fixed, but I'm not 100% sure! So let me know if you still find yourself flung into a room behind a locked door because of a tornado, with no key to open it or escape from !
Full changes list:
added: new level templates (making new layouts)
added: big scenery pieces (no function.. for now)
fixed: Scavenge boxes always gave copies of a single random card. Now they give proper random cards
fixed: keycards could be placed in "hidden-rooms" and without a bomb, you couldn't access those
fixed: power datacard could be placed in "hidden-rooms" (and without a bomb, couldn't access those)
fixed: tiny chance a tornado flings you in a locked or secret room without a key to get out.
fixed: few info dialogs not popping up
Update v1.19.0: New blue door rooms added
Some new rooms are added to the "blue-door" rotation. So far blue-doors housed an armory/item-pickup room OR a fruit-room, but from now on you can also find a MediLab room (contains bunch of med-kits and a medi-station) and in a very rare case a special-teleporter room which will INSTANTLY bring you to the lowest level of the space base (as-in: boss floor).
I also changed the fruit-room slightly, because I think the amount of fruit was a bit overkill and the current layout is just a bit more interesting.
Full changes list:
added: MedLab rooms
added: Teleporter room - optionally brings you to lowest floor (very rare spawn)
changed: fruit-room now less fruit (was bit overkill)
Space Grunts 2 update v1.18.0: Just some new cards
Some weeks time just flies by, and sadly somethings get a little less time allotted to it. In this case the weekly Space Grunts 2 update is a bit on the short end of things. This week I was busy setting up a Steam page for the new game I'm working on, preparing a Steam build for Snake Core, rebuilding almost all the android versions of my games for a special project I can't mention just yet... and all that stuffed in just a bit over a day, so that the rest of the week I had time to work on the new project! - just follow me on twitter or youtube for more details on that new project! ;)
BUT .. I did manage to add a few new cards to the mix, and changed the function of one of the existing ones. So there is still some new content here, and I still have a few bigger updates on my list, so let's hope I find some time to tackle those very soon!
Full changes list:
added: new card - Cover
added: new card - Shotgun
added: Tiny Scavenge box - adds 3 cards
changed: Scavenge box now adds 5 cards
Update v1.17.0: Stolen keys
Those pesky little aliens are getting more and more bold. You might find that they are now stealing red key-cards ! Luckily the local humanoids can help point you in the direction of the alien species that has it.. so brush up on your alien codex, because you'll need to find the right species in some of those levels! :)
To make NPC's stick out more, they now also have a nice interaction sign twirling above their heads, and I managed to fix a few small bugs along the way.. grab the update!
Full changes list:
added: "interactive-sign" above NPC's head
added: Red-keys can now be stolen by Aliens ! (NPC at start of level will let you know)
fixed: incinerator still did harm even with "Fireman datacard" activated
fixed: shortened dialog-close button pop-up delay
fixed: Blindness is now properly reset on a new game
Update v1.16.0: Crawlspace and Superman
This update comes with a new random event that I had written down in my ideas list for a while, but the idea was lacking something, and suddenly I figured it out: it needed a little kryptonite! Okay, let's back up a bit.. So, the new event I added is "Superman" and the idea is that the planet's sun gives your character super-human powers, so your attack and defense starting stats will gain +10 - and you can combine that with a Crank buff card once unlocked ;)
Now to balance this somewhat, your kryptonite will be acid, in any shape or form. So if you get hurt by acid it will do a lot more damage than normal to your health! It should be an interesting little twist to tackle in your runs !
There is more tho! I also added a new alternate-route in the form of a crawl-space. This route can pop-up in world 2+ and you can find a new rare card in the crawlspace: Card printer. Which will generate 10 new cards when you play it, nice boost when you are running low on cards in the later levels!
See if you can find the crawl-space or bump into the Superman event and enjoy! :)
Full changes list:
added: Superman event - extra boost to attack+defense stats.. Acid is your kryptonite!
added: Alternate route - Crawlspace
added: new card: Card Printer (found in Crawlspace)