This update includes a number of bug fixes and some general maintenance:
Added support for wider screen resolutions
Bug fixes and minor tweaks
Thank you for playing Ticket to Earth!
Ticket to Earth is now complete!
Greetings Peace Keepers!
Thank you for being on this journey with us. We're pleased to announce that Episode 4 of Ticket to Earth is available now on Steam! It is a free update for all players who own Ticket to Earth, and with the release of Episode 4 - Revolution, the Ticket to Earth saga is now complete!
The city streets of First Landing explode with violence in this apocalyptic finale to Ticket To Earth. Surrounded by enemies, our heroes must enter the very heart of the conspiracy in order to stop Zero's genocidal coup. Who lives? Who dies? Who will travel home to Earth?
With new locations, new enemies, and new combat powers, prepare yourself for the epic conclusion to our story!
All of us on the team are truly thankful for all your support, and sincerely hope you enjoy this final episode of Ticket To Earth.
The Robot Circus Team
Introducing Rookie and Veteran Modes
Greetings Peace Keepers!
We’ve just released an update for Ticket to Earth that adds “Rookie” and “Veteran” difficulty settings to the game.
Veteran mode is the game as it’s always been. The combat is challenging, and it’s great for players who are experienced with our unique puzzle-tactics gameplay.
Rookie mode makes the combat less challenging by giving the heroes more health and having the enemies deal less damage. It doesn't take all the challenge away, but the combat is more forgiving, helping you to learn the game.
Rookie mode also gives you the ability to skip levels that you are stuck on, allowing you to continue with the story. (If you fail a mission 3 times in Rookie Mode, the game will ask if you want to skip the mission. If you decide to skip, you can replay the mission later using the Combat Meditation menu.)
You can switch between Rookie and Veteran mode at any time from the Settings menu on the Title Screen. So, feel free to try these settings out.
Players who are new to tactical combat, or who prefer story, may want to start with Rookie mode. You can switch over to Veteran mode and continue your game whenever you like.
We love our audience and we’ve added Rookie mode in direct response to player feedback. Please let us know what you think of this addition. And if you have friends or family who you think would enjoy this new mode, please let them know about it.
For those of you who are waiting for Episode 4, we have not set a date for its release yet. However, we’ve been working hard to get it ready, and will be sharing more information soon.
For now, here's a first look at some of the new locations in Episode 4! Episode 4 starts in First Landing, the capital of New Providence.
Episode 3 is available now!!
Greeting Peace Keepers!
Thank you for your continued patience! The PC and Mac versions of Ticket to Earth - Episode 3 - Meltdown are now available on Steam.
A big thanks to our playtesters and new TTE fans who played the PC demo at PAX AUS this year! Your support and feedback has been invaluable and has helped to shape our latest massive update. Fans on iOS and Android have been really loving this new release, with many players rating Meltdown as their favourite episode so far.
We've taken extra time with the Steam versions to super deluxe the visuals. Dive into the action and take the fight to Zero and Malady, as your team of Peace Keepers battle across the ruins of the Rinehart Refinery. This new Episode includes two new playable Heroes, 27 narrative driven missions, 35 new combat powers, 15 new enemies, new boss fights and an expanded crafting system. Packed full of puzzle-RPG action, Episode 3 is a free update for all players who own Ticket to Earth.
We sincerely hope you enjoy this new episode of Ticket To Earth.
Best wishes for a happy holiday season,
The Robot Circus Team
Check out these TTE Desktop Images!
Greetings Peace Keepers!
Apologies for the radio silence, we’ve been hard at work polishing and balancing Episode 3, and will have more news for you soon.
For of you who have been asking us for desktops, here are some fresh images from the upcoming chapter.
Following on from last week’s mailout, we received a bunch of questions about Episode Three’s new Peace Keeper, Seven.
Q: Can you tell us what kind of character is Seven?
Like Wolf, Seven is a ranged fighter. Unlike Wolf, Seven fights using her brain as a weapon, firing bolts of psychic energy. Seven’s movement training provides a range bonus from running on Mind Tiles.
Q: Please show us some of Seven’s killer new Combat Powers?
Sure thing! Seven has some really powerful offensive abilities like Mind Storm.
Mind Storm summons a storm, ripping through the battlefield like a mini-Justice Power, striking every enemy.
Q: So does Seven play differently to other characters?
Seven starts with low health but can deliver masses of damage. Seven also has a suite of interesting defensive and support abilities.
Powers like Shock Path allow Seven to lay down a line of traps to stun and damage enemies.
Powers like Transfer Energy allows Seven to boost other characters attack scores.
Keep sending us your questions!
Until next week,
The Robot Circus team
Kurtz's Research on Nitrium Mutation
Greeting Peace Keepers,
Last week we shared with you background on former New Providence CMO Matthias Kurtz.
Regarding your requests for further information on Kurtz's research into Nitrium mutations, we have declassified the following data file recovered by a Peace Keeper field operative investigating Kurtz.
TRIAL COMMENCEMENT DATE: August 2815
TEST SEQUENCE: Series Seven
SAMPLE SIZE: 01
SUBJECT BACKGROUND Name: XXXXX XXXXXXXX
Age: 14
Date of Birth: 9 October 2804.
History: No data is available regarding parental background of Test Subject.
Test Subject was relocated under the Movement adoption plan to Sanctuary in 2808 following the death of Test Subject’s parents. Causes of parent’s death listed as homicide, perpetrators unknown.
Test Subject was enrolled in the Enoch Bowen Movement College at age 5.
SUBJECT CONDITION REPORT: PRE-ELEVATION Height: 144.7 cm Weight: 46 kg
General health and fitness levels are extremely high owing to Test Subject’s adherence to Movement exercise regime.
Blood Nitrium Levels: 03 μg/dL (NOTE: Levels of particulate Nitrium in bloodstream are significantly lower than current New Providence age/population average [17 μg/dL]. This deviation is possibly explained by Movement training coupled with environmental factors specific to the settlement in Sanctuary.)
NOTE: Test subject rated 19.8 on Rosenheim Psycho-activity scale. Average RPA scale for previous test-subjects has been <1.5
NITRIUM ELEVATION TESTING PROGRAM
New Series 07 testing addresses the complications arising from invasive cranial-irrigation methods used in Series 06.
Cycle 01: IV irrigation of low-level Nitrium solution at 50 μg/dL per 14 hour cycle. Duration: 5 days.
Cycle 02: Intensive transdermal Nitrium saturation [Nitrium complex solution at 99 mM] in high-pressure containment. EEG rig with multi-trigger stimuli driving stress and relaxation responses on alternating 7 hour cycle. Duration 10 days.
Cycle 03: Intensive CPX testing coupled with IV Nitrium irrigation at 90 μg/dL per 8 hour cycle every two days. Duration 8 days.
As in all prior test series, off-cycle/sleep-phase NLP was used to re-establish behavioural controls.
SUBJECT CONDITION REPORT: POST ELEVATION Height: 144.7 cm Weight: 31 kg
Weight reduction possible stress side-effect of intensity of Cycles 02 and 03. [Review for Series 08]
Test Subject has maintained pre-elevation levels of physiological fitness. [VO2 and LIP are slightly higher post Cycle 03.]
Blood Nitrium Levels: 194 μg/dL [Test Subject NBL now exceeds absolute lethal threshold of >80 μg/dL.]
Gross physiological mutation is minimal. Test-subject's eyes show sign of cellular transition; corneal structures have been absorbed into the ocular tunic. Visual acuity is seemingly unaffected.
Test-subject cellular processes are stable. Initial observation indicates that Nitrium is now integrated into existent metabolic pathways. Excess Nitrium energies are discharged as a visible-spectrum corona emanating from the Test-Subjects head.
ABILITIES When equipped with a neural amplifier, the Test Subject is able to direct blasts of coherent PK energy. Field tests demonstrate that the Test Subject can generate energy levels in excess of 50kW.
Using a modified Justice Engine bio-link, Peace Keeper combat wetware has been successfully transfered to the Test Subject.
Standard anti-personnel abilities integrate and function normally.
NOTE: Some combat abilities appear to have been “twisted” during imprinting perhaps as a result of pre-existent Movement indoctrination.
NOTE: The Test-Subject claims to “see the future”. Further testing of pre-cognitive abilities is required in order establish whether this is part of a traumatic delusional framework or an enhancement facilitated by elevation.
CONCERNS Test Subject may be suffering from PTSD delusions. Post-elevation interviews indicate that the subject may retain deep-nested Movement belief systems. Test Subject has made mention of "the Void", "dwelling in darkness" and other terminology associated with Stellar Consciousness ritual mantras. These latent Movement cognitive biases indicate that behavioural controls and compliance triggers will require reinforcement. If necessary, surgical modification of the test-subject's brain will be undertaken a last resort.
CONCLUSIONS This Test-Series is the most successful to date. The Series 07 Test Subject is the most stable mutant this program has engineered, and demonstrates the viability of weaponised Nitrium mutations. The test subject’s young age and inherent PK abilities are key factors for the success of this series. More test-subjects must be located...
While no sightings of such “weaponised mutants” have been made to date, all operatives are expected to report any contact directly to their nearest Justice Station.
Until next time,
The Robot Circus team.
Everything you wanted to know about Justice Servitors!
Greeting Peacekeepers,
As requested, we have provided new information on the subject of Justice Servitors.
Servitors are independent robotic agents of the Justice Engine delivering a broad spectrum of arbitration and administrative services.
Each Servitor is built from a conventional UtilityForm chassis which can be configured to match service class requirements.
There are four classes of Servitor currently employed across New Providence.
Class I Servitors provide administrative and judicial rulings, serving as the voice of the Justice Engine within the Colonial Administration.
Class II Servitors are patrol units providing surveillance oversight and security coordination. While normally encountered in Colonial Armouries, the recent surge in civilian unrest has seen more Class II Servitors deployed to help maintain order in major settlements.
Class III Servitors oversee the work of licensed PeaceKeepers. Operating from Justice Stations across New Providence, Class III Servitors are voice of the Justice Engine within the PeaceKeeper network.
Class IV Servitors provide low level arbitration and clerical assistance across a range of civil services.
As required by law, all Servitors operate within standard energy and processing constraints. Continuity of function is preserved by regular contact with assigned base stations.
According to Justice Engine records, a single Class IV Servitor was stationed at the Rinehart Refinery when the main Centrifuge malfunctioned. Limited to administrative oversight of the trade in Nitrium ore, records show that the Refinery Servitor attempted to respond to the unfolding crisis.
Data-logs indicate that the Servitor completed an emergency function class upgrade, reconfiguring itself for a range of bio-remedial functions. Since the catastrophe, no signals have been received from the Refinery Servitor.
See you next week!
The Robot Circus Team
PS: Yes - you can play as a Servitor in Episode 3! :)
A Dossier on Dr Matthias Kurtz
Greetings Peacekeepers,
As requested, we have shared excerpts from a Justice Engine dossier on Dr. Matthias Kurtz.
In 2776, Dr. Matthias Kurtz was appointed Chief Medical Officer for the Colony on New Providence. Kurtz signed for a single ten year tour.
2786 - 2796 CMO Kurtz lived in the Administrative District in First Landing; peer reportage indicated that he was well regarded by other Administration officers. Like many newcomers, Kurtz immersed himself in the local culture, becoming an advocate for the martial exercise regime of the Solar Consciousness Movement. During this period, Kurtz expanded the hospital facilities in the major settlements of First Landing and Beacon's Field. Worker safety advocates accused Kurtz of prioritising the needs of shareholders and founding families over contractors. Kurtz countered his critics by insisting that these investments facilitated much needed research into the long term effects of Nitrium exposure. At the end of his contract, Kurtz signed on for a second ten year term.
2797 - 2806 During his second decade, Kurtz dedicated himself to improving the life expectancy of workers in the Nitrium mines. Movement exercise and training was underwritten by the Corporation. Kurtz approved the distribution of free medications to mitigate the effects of Nitrium toxicity. These actions met with general approval in the Administration; mortality rates went down with a commensurate increase in mining output. Given license to pursue his research, Kurtz invested his time at the Von Juntz Clinic in Beacon's Field. The Clinic, a private facility, provided treatment for long-term sufferers of Nitrium poisoning. [ADDENDUM: Documents retrieved from the Clinic during the evacuation indicate that Kurtz's primary focus was the biological mutagenic properties of Nitrium.]
September, 2806 CMO Kurtz was present in Beacon's Field on the day of the Fail. As the voice of the Administration, Kurtz co-ordinated the efforts of first responders and subsequent evacuation procedure. For his heroic efforts, Kurtz was given a record performance bonus.
2807-2811 After the failure of the Refinery, Kurtz did not sign up for a third service term.
Increasingly reclusive, Kurtz spent most of his time in private practice in First Landing.
April, 2811 Official complaint by XXXXXXXXXXXXXXX lead to investigation of Kurtz’s home clinic and seizure of XXXXXXX and XXXXXXXXXXX. All XXXXXXXXXX were subsequently destroyed. Psychological evaluations during this period indicate that Kurtz was suffering PTSD and delusional anxiety. [NOTE: Some details been redacted.]
May, 2810 Kurtz travelled to attend a Meditation Retreat in Sanctuary. Hyper-rail records indicate the Kurtz never disembarked in Sanctuary. His current whereabouts are unknown.
Current Case Status - 2016: CMO Matthias Kurtz is currently Missing, presumed Dead.
Peace Keeper investigators tasked with finding him have found no trace of Matthias Kurtz in Sanctuary, or any other settlement.
Some background briefing on the setting of Episode 3.
The Reinhart Refinery was a fully autonomous Nitrium processing facility. Boasting a multi-stage production line centred around a high-energy Centrifuge, the Refinery also housed a robot replication service. Producing HELP and SERV units for use in areas too toxic for human operators; the Replicator also produced MEND units which provided service and maintenance support throughout the facility.
Sadly, the damage wrought by the failure of the main centrifuge was beyond the repair capability of these humble MEND units. It is assumed that these robots still patrol the abandoned Refinery looking for problems that need fixing.