
Hello Everyone!
It has been quite some time since the last update to the game. But I am happy to announce: Development continues.
The development of this game was halted due to PC issues on my part, and then losing the game files because what are backups or even version control.
So I made the game again from scratch with the new knowledge I had, a more modern unity version, and some assets I could scrap together from Discord. (It's so great when a VoIP service is your very own version control)
Now when I started making it I directly decided: Let's implement multiplayer and work with that! What could go wrong?
Everything I tell you.
With the new version when you start the game you will be prompted to either host a local game, join a game of your friends (currently you should forward port 7777 if you are the host) or, if available, join a public server of mine.
If you host the game it should feel the same as if you play single-player to you, if you join a friend or a server you currently experience the whole load of ping. Fixing this has no priority as of now, but will be of priority for the games final release. Once this is done, achievements will only be handed out by dedicated servers (as long as they are online).
Every player will have their own save-file (currently only 1 per user, multiple are also planned for full release), which can be advanced on any mode.
A few new quests have been added in the meantime.
The base game will be changed from free to 1.99$. This is not due to my insatiable greed, but to enable community features like counting the game as a perfect one when all achievements are achieved.
Therefor I also added a Demo version, you can not earn achievements in it or climb the steam leaderboards (at least I think, if you actually can be happy). That Demo version incorporates the entire game except steam features that are only unlocked via purchase.