The Call of Krul'ar cover
The Call of Krul'ar screenshot
Genre: Simulator, Strategy, Turn-based strategy (TBS), Indie, Card & Board Game

The Call of Krul'ar

Patch Version: 7.22.2022



------------------------------[ 7.22.2022.1 ]------------------------------

:::::: GAMEPLAY ::::::
[×] Added an indicator in the minimap to show where the Tentacle will attack from during the Tentacle Event.
[×] Right-Clicking the minimap will open the Unit Window for that land.
[×] Added a tutorial to show that Right-Clicking opens the Unit Window.
[×] Art for the Sawmill was changed to better differentiate it from the Brickyard.

:::::: BUGS ::::::
[×] Fixed a bug where trying to open the Tutorial with the shortcut key (E), could crash the game if hovering over your cards.

----------------------------------------------------------------------------


Some small news on the Meta-Progression:
Due to some IRL stuff and this damned awful heat, my productivity has been affected some.
I'm also changing some details with the Meta-Progression to make room for new cards, and make it a little easier for beginners. Still on the fence on some of the ideas, so messing with that some more.


So with all that said, and as always!

if you want to share feedback, find bugs, or have thoughts on the game, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal

Patch Version: 7.13.2022



------------------------------[ 7.13.2022.1 ]------------------------------

:::::: BUGS ::::::
[×] Some developer shortcuts were enabled. Not anymore! :V

------------------------------[ 7.13.2022.2 ]------------------------------

:::::: BUGS ::::::
[×] A visual bug where the Tutorial corner wasn't set correctly on reset, and wouldn't draw.

:::::: GAMEPLAY ::::::
[×] If you have too much empty land, then the Darkness will not be kind to you. More empty land means faster Darkness.
[×] Some of the tutorials in the Beta have now been added!
[×] You can now save yourself from a soft-lock of losing your resources. You will however still need to learn to keep track of your resources in the beginning, as this is for mid-late game.



----------------------------------------------------------------------------



So with all that said, and as always!

if you want to share feedback, find bugs, or have thoughts on the game, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal

Patch Version: 7.10.2022



------------------------------[ 7.10.2022.1 ]------------------------------

:::::: BUGS ::::::
[×] Using the shortcut to exit the Card List would crash the game if you were hovering over you cards.

----------------------------------------------------------------------------



So with all that said, and as always!

if you want to share feedback, find bugs, or have thoughts on the game, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal

Patch Version: 7.9.2022



------------------------------[ 7.9.2022.1 ]------------------------------

:::::: GAMEPLAY ::::::
[×] The events now have a vague label to help show what they do.


----------------------------------------------------------------------------


So with all that said, and as always!

if you want to share feedback, find bugs, or have thoughts on the game, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal

Patch Version: 7.8.2022

A small one to start.



[ 7.8.2022.1 ]

:::::: BUGS ::::::

  • Fixed a small bug on start-up. There was an ordering issue with variables where the dependent's variable existed at the wrong time.


[ 7.8.2022.2 ]

:::::: BUGS ::::::

  • The above bug had a bug in itself. I fixed that.



So with all that said, and as always!

if you want to share feedback, find bugs, or have thoughts on the game, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal

Patch Version: 7.7.2022 & Getting Back on Track!


A few notes on this patch.
Due to my unfortunate crash and losing my progress, I was set back a bit.
Buuuut, after reviewing some older code and looking at my backups, as luck would have it, there was a backup that still had a good chunk of the other updates, before the meta-progression!

So for this update, you'll have some of the goodies that were in the Meta-Progression update, just not the Meta-Progression itself. But this is great for the main branch, as it means I can fix a really annoying bug!


[ 7.7.2022.1 ]
This is more-so a repeat of the CHANGE LIST, WATCHTOWERS, and the TUTORIAL sections of the META-PROGRESSION update.


:::::: GAMEPLAY ::::::

  • The ESC key now functions in closing the various menus. If all of the menus are closed in the game, then this will open the usual options menu.
  • The Castle recipe has been changed and no longer includes the Barracks as one of the components. Players were often getting confused when they saw the Barracks as a component, and ended up placing it down thinking they had to put the other cards onto it.
  • The blinking red icon didn't work for everyone, so I opted to just put a blinking X over the Worker if they can't work on a certain building.
  • You can now take screenshots using the overlay! As well as the screenshot shortcut.
  • When you mouse over the combine button, it now shows which card you are about to make.
  • The Rock resource node was shortened so that it didn't look like the Flyers would attack/run into it.
  • The Flyers now fly higher. This may cause issues for some who liked to hit multiple air AND ground targets.
  • The Barracks has been given the smaller flag to help show that the Flyers won't touch it.
  • The Castle and the Watchtower have been made taller to match the new height of the Flyers.
  • The Watchtower now has the Snipe ability. So long as it has archers inside, it can shoot!


:::::: BUGS ::::::

  • I fixed a visual bug where the damage that spawned from monsters taking damage was too low from the ground.
  • I fixed a bug where some recipes didn't reset after picking up and setting a card.
  • I fixed a bug where some recipes didn't reset after changing saves.





And so, with all that said, and as usual!

if you want to share feedback, find bugs, or have thoughts on the game, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal

Sad Times

This is going to suck, as I lost a good chunk of progress.

So. When I finally put the Beta version up, I was extremely tired and excited, and had forgotten to actually save the backup to my little USB.

Then, my computer crashed Yesterday, and I lost some backups and all the current progress I had made. Thankfully, I DID have some other backups, and I was able to recover, but I basically was knocked back to Version [6.12.2022.2]

So, as much as it sucks to say this, it'll be a while till I can update again, since I basically have to rebuild a good chunk of the meta progression.

I hope you all can be patient with me, and I will no longer develop when I am tired.
I'll also be sure to backup far more often to the USB.


The good news is, that although I lost that progress, I still remember how to do most of it, so I should be able to be back up and running in no time!



Apologies,
- Devious Oatmeal

The Second Call!

WELCOME TO THE META-PROGRESSION!





_______________________________________________________

IMPORTANT!


To begin, this is not going to be in the main branch of the game!
This will be in the BETA branch of the game.
I've chosen to release this update into the BETA branch because I will be changing it to better balance and prepare for the full branch. It is recommended to use this branch as well, but it is not necessary.

If you wish to access the beta branch, simply follow the instructions below.
It should only take about 10 seconds.

_______________________________________________________




:::::: BETA BRANCH ACCESS ::::::



If you already know how to access the beta branch, then you can skip this section!

Go into your library and click on "The Call of Krul'ar".
You then click on the option on the right.
You then click on "Preferences".



You then click on the "Betas" section on the left in the pop-up.
And from there, you click on the dropdown and choose the "Beta" version.
From there, the game should just update, and you're set to go!






:::::: THE CHANGE LIST ::::::


Here are the changes to the game for the beta branch version!
This is the list for the basic changes, but further below, I will go into the details of the meta progression and the tutorial!


  • The ESC key now functions in closing the various menus. If all of the menus are closed in the game, then this will open the usual options menu.
  • The Castle recipe has been changed and no longer includes the Barracks as one of the components. Players were often getting confused when they saw the Barracks as a component, and ended up placing it down thinking they had to put the other cards onto it.
  • The blinking red icon didn't work for everyone, so I opted to just put a blinking X over the Worker if they can't work on a certain building.
  • You can now take screenshots using the overlay! As well as the screenshot shortcut.
  • When you mouse over the combine button, it now shows which card you are about to make.
  • The Rock resource node was shortened so that it didn't look like the Flyers would attack/run into it.
  • The Flyers now fly higher. This may cause issues for some who liked to hit multiple air AND ground targets.
  • The Barracks has been given the smaller flag to help show that the Flyers won't touch it.
  • The Castle and the Watchtower have been made taller to match the new height of the Flyers.



  • I fixed a visual bug where the damage that spawned from monsters taking damage was too low from the ground.
  • I fixed a bug where some recipes didn't reset after picking up and setting a card.
  • I fixed a bug where some recipes didn't reset after changing saves.




:::::: THE WATCHTOWER ::::::


A brand new feature for an underwhelming structure has been added! That's right! The Watchtower is no longer only used to defend against flyers! It now has a duel-purpose that I am sure everyone will love! By using your archers, you can charge up the towers to shoot enemies from a long distance.






:::::: THE TUTORIAL ::::::


I've added a new tutorial system of sorts! Now, some may still not like how wordless the game has been, but it was a limitation that I wanted to stick to for both theme and a challenge for myself. A good number of things were impossible to keep wordless in order for the game to have no actual text, but I am still quite proud in how far I've come!

Below, you'll see an example of one of the earlier tutorial parts.
As you play the game, hints will be dropped about how to play, and it is your job as the layer to decifer the clues given to you by those that have also trek'd and explored this unknown world!



As you can tell, you will also have a magnifying glass to zoom in on the torn pieces of the Tutorial Map!
So if it's too difficult to read from afar, no worries, you have the right tools; a lens and your mind!



:::::: THE META-PROGRESSION ::::::


It is here that you can change the game in a few ways!
And those ways can both impact you negatively and positively!

Let's begin!

As you play the game, you will run into a special card called the Catalyst.
Every time you make one of these cards via the Alchemist, you will gain a point.
With enough points (Even with just 1), you can enter the Shopkeep's Balloon at the end of a run!
It is here that you can change the game, for better or for worse!




Once you move to the Shopkeep's screen, you can then start by gathering the first stack of upgrades on the left, with higher levels underneath being able to be unlocked with the more you play!
As a side-note: These are one-time triggers, so you don't have to worry about having to wait for them to move from the left to the right every time you come back to the shop.




From here, you can select which upgrades you want, or switch them out for others.
But be mindful of the costs. (The purple squares on the bottom right of each upgrade)
Not only should you pay attention to how many points you have left to spend, but you also need to keep in mind of how many you HAVE spent.

The reason for that, is the dreaded Scale!
This is found on the right of the Shopkeep, and it is what helps balance these foreboding lands.
As you spend more points, the threats will grow; each level down the scale being worst than the last.
And if you ever find yourself at the bottom, then well... you'd best hope that you're prepared!
But if you are not, then........ ... .. .

You'll just end up back at the Shopkeep!
If a strategy isn't working out for you, then you can change it!
Maybe even challenge yourself!
In the end, you build your destiny, and you can change the outcome!
So, from the dev to you, the player, I say-

Enjoy!
And I wish you luck!




So with all that said, as always!

if you want to share feedback, find bugs, or have thoughts on the game or updates, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal

Working on Meta-Progression & The Next Update!

I am currently working on the updates, but the biggest part of the update will be the meta-progression; which is why this next update is taking a little longer than the others.

Here's the current overall progress of the current update!






I've got the little shopkeep drawn up, and ready for use!






I also have this screenshot of the current meta-game screen progress!



I still need to mess with the numbers a little and maybe make some things more clear, but now you're up to date on what I am currently doing!




So with all that said!

if you want to share feedback, find bugs, or have thoughts on the game or updates, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal

Patch Version: 6.12.2022.2

Only a few patches today. Spent a good while looking for a particularly nasty bug, and I just fixed some small visual bugs.



[ 6.12.2022.2 ]

:::::: BUGS ::::::

  • Another attempt at fixing that elusive bug. For most, it shouldn't affect you. For some, it's an annoyance. Thankfully, someone was able to let me know of the crashes and bug. It helps a ton when you let devs know about bugs!




[ 6.12.2022.1 ]

:::::: BUGS ::::::

  • The wrong prompt for picking up cards was showing.
  • Updated some stats to the monster spawn rates. More spawn later, but it's not till much later; at about day 10.
  • I fixed the bug where it crashed the game due to combat. It was when you tried to do an action too fast and the game's "action skip" code kicked in and applied damage.

    One line of code was all it needed, and I had missed it. ːlunar2019deadpanpigː
    But JUST in case there's something else, I added in a fail-safe code to just add the variable if it doesn't exist.




So with all that said!

if you want to share feedback, find bugs, or have thoughts on the game, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal