Urtuk: The Desolation cover
Urtuk: The Desolation screenshot
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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Indie

Urtuk: The Desolation

Path 1.0.0+31 is LIVE

Hello all,

this update brings lots of fixes and balances, and along with that we've added brand new sounds (missing sounds when casting spells, new sounds for pain/death, etc..).

Here the changelog (1.0.0+20 -> 1.0.0+31)

bugfix: Amos takes his wage (alcohol) weekly now (did not work)
Immortal - changed the full-hp regen from 4 to 2 turns

Necromancer: max DR reduced 99% -> 95%
fix: Evasion should work now, only when a melee enemy apporaches you (previously any enemy)
fix: if enemy's Evasion triggers (upon entering his ZoC), you won't be able to UNDO movement
french loc.updates
russian loc.updates

Added and updated lots of new sound for human pain/death, abilities, effects, foc.abilities
Added 50+ new human names

sounds updates (aegis, strongVS)
UI work
Steam Achievement: winning on higher difficulty grants automatically achievements also for lower difficulties as well
Ram: AI should not kill itself when ramming
Evasion: improved logic

small bugfix (OnBattleStarted executed sometimes multiple times resulting in Delirium killing unit)
sounds updates
UI work, minor fix

re-fix of: small bugfix (OnBattleStarted executed sometimes multiple times resulting in Delirium killing unit)
russian loc.updates

added some Debug functions
Elusive trait: now grants immunity also against immobilizing
russian loc.updates

Added new fort map (kitten)
Beastmaster quest: reduced map size and made it more 'flatten'
Beastmaster quest: last wave is spawning in east
map gen. improvements
UI updates
raised Amos alcohol base wage 6 -> 10

Blood Strength: now the bonus damage is calculated from base(unmodified) damage. Unmodified means flat damage without applying any trait dmg-modifiers like Masochist, Lyncher, .. This should stop acquiring huge amounts of dmg when BS was applied multiple times with many trait dmg-modifiers.
fort(kitten) updates
uplift ability: now can throw enemy up to 2 elevation levels higher.
text improv.
Added new human 'pain' sounds

Earthquake: now 'unreachable islands' should automatically change into death pits
UI icons update
center village (yellow hexes) fix for map generation

Capture village (yellow hexes): minor fix (allies should now 100% spawn)
small fix (earthquake)

small fix: Immobilize should now apply for max 1 turn
Throat cutter: reduced cost
Valdor Piercer: now also adds +20 CONC
Weakened status effect now is projected into 'calculated damage' in the tooltip
Flagrant: reduced cost 88->44 life essence

Enjoy!
David

Path 1.0.0+19 is LIVE

Hello all!

During the last week, we have been working on many bugfixes and balance issues, let's summarize it:

changelog [v.1.0.0+1 -> v.1.0.0+19]

Rejuvenation foc.ability: increased buff 100% -> 150%
Massacre: on last wave a bounty hunter will join you and if you win/he survives, then will join party
Added 'com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file:' error to Debug discord msgs; text updates
Added 'error loading pixmap' error to Debug discord msgs
Necromancer: gets Bloodless trait
Final battle fix: can't respawn boulders as revenants

Urtuk mutation: added First strike to his pool; Berserker Duelyst and Duelyst focus ability: both now won't trigger against stunned or out-of-breath targets. Also, attacker gains 25% damage reduction in duel.

bugfix
CampaignAdvisor additions
Immobilizing effect: now cannot stack over 1 turn
Beast preserv. damage recovery buff: increased 10%->20%
Werebeast hound, puller, warrior: increased absorp.slots 1->2

Added setting for Hardware/Software mouse cursor. Now defaults to hardware (ie. systeam), can be changed in Game Settings

Adding new game settings: "Disable mouse edge map scrolling"
text improv. on Werebeast/Vampire classes

Urtuk mutations: Flagrant & Quick reflexes lvl increased 4 -> 8
Hastening crits: base reduced to 10; Tiring crits: base reduced to -15

text improv.
Maximum Force fix: now won't stun shatterproof units anymore
boss classes cannot become vamps/werebeasts
russian loc.updates


Boss tooltips in campaign map: they will now disappear if you moved to next zone
bugfix for immobilize > 2 turns
text improv.

Retreating soldiers: improved map gen (now your units will reach allies in 1-2 turns)
Massacre: the bounty hunter who joins you after 3rd won battle will have player's party lvl
Armour damage projection (tooltip) fix

Traitor mission: reduced enemy count by 15%
Amos: now he will demand alcohol as his wage after 4th battle.
Vampire virus: added notification when unit will turn into vamp (7 days before)

Allied ranged units won't fire if friendly fire involved

bugfix (hopefully)
small update

Evasion: will now trigger only if enemy walks into melee range
minor updates
Agressor (revenant start) - won't banish recruited revenants anymore
fix: if unit enters trap, he can't undo movement

french local.updates
text improv.
Weaponsmith: better error messages when equiping invalid gear
Shield Ally: stamina cost 60 -> 65

Beast Porcupine Changes:
Blowpipe --> Javelins
Nerve Sense --> Poisonous Criticals
Toxic Cloud --> poison for 1 turn and only against unarmored
Added chainmail
Fast recov 2 from elites --> to birdy

Rhino: added Thick skin + Rage (deso only)

Added new savanna visuals (rock, bush)

that's it for now, but we continue to work on the new modding support, new faction, and a brand new biome. Expect those regular pathes every 2 weeks.

David

FULL RELEASE!



Here we are! Finally, the day has come - Urtuk is ready to leave Early Access!

It’s been a long and winding journey these past 6 years, and now it's time for the full release.
We added a ton of new content during Early Access, completely overhauled game balance, and improved the overall experience in countless ways. We've listened closely to our players’ concerns and advice, and done our best to make Urtuk as fun and brutal as possible.

Lastly, we want to shout out a huge THANK YOU to all our supporters — beta testers, Early Access players and the community at large. Urtuk could never have become what it is today without your help.

So what did we add during Early Access?
In a nutshell:

- new faction: the Forsaken
- made additional 6 unlockable factions playable at start, added unlockable items
- added Ironman
- 4 new village battlefields, 25 new battle types/quests
- reworked all fortresses along with new reinforcements system
- new battle mechanics: projectile deflections, boulders, evade, ..
- new mechanics: scaled mutators, merging of mutators, mutator absorptions, butchering, ..
- new missions
- new battlefield interactive & hazardous objects
- new legendary items, relics and special rewards (Mocker's Mark, Death Stone, Life Stone, Valdor Piercer, ..)
- new classes for Beasts, Werebeasts and Vampires
- all classes got 'elite' skins
- 10 bossses
- localized into russian, polish, french and chinesse(simplified & traditional)
- added Steam Achievements
- 3 new difficulties
- UI additions and improvements
- character banners
- countless bugfixes and enhancements

You can see the full changelog here: https://steamcommunity.com/app/1181830/discussions/0/1747897354334441246

But the journey is far from over!
We have a big plans for the future content for Urtuk. We're already working on:

- new faction
- new biomes
- new bosses
- modding support

These should come as free content in very near future!
Of course we'll maintain the core gameplay and fix any issues or bugs.
We're still eager to hear from you - so please if you have any suggestions, balance ideas, bug reports or anything which could improve Urtuk, let us know! Best on our Discord server or on Steam forums.

Again, I want to thank all our Early Access players for their feedback, suggestions, and even content additions!

Oh, and I won't increase the price of the game.

David

URTUK IS LEAVING EARLY ACCESS FEBRUARY 27!

I'm incredibly excited to announce that Urtuk: the Desolation will be leaving Early Access on February 27th, 2021!

It’s taken 6 years to get to this point, with just over 1 of those years in Early Access. Players who’ve been hacking and slashing their way through the Steam Early Access version of Urtuk will automatically gain access to the full game. Urtuk will release simultaneously on all three platforms – Windows, MacOS and Linux.

The game’s final release wouldn’t have been possible without the incredible contributions of our dedicated Early Access community. We’ve put our hearts into this adventure and it’s been awesome getting so much support from players throughout this last critical year of development. We’ve made many significant changes during Urtuk’s journey in Early Access, and done our best to meaningfully integrate players’ feedback and requests as we march toward the version 1.0 launch. We can’t wait to welcome you all to the epic adventures of the world of Urtuk next week!

Update 0.87.08+97 is LIVE



Greetings slayers!

We bring you another small bunch of updates, this time it's around the Final boss fight with a brand new Boss and lore and some tweaks around balancing and of course bug fixes.

Here the changelog:

v.0.87.08+80
Starting as werebeasts: they are now 'ancient' werebeasts and won't transform to human form, thus keeping their werebeast form forever and loosing their 'super healing' ability.
(Also they won't be affected from the deso bug: they won't loose their extra absorp.slot anymore)

v.0.87.08+82
Map Editor: added selection of map sizes
Forsaken defender: added new trait: "Cleansing" (on max focus heal over 2 turns + remove bleeding/poison)
Ranged support won't trigger strongVS anymore

v.0.87.08+81
french local. updates
Monster Hunter quest: reduced enemy count a little bit
Party screen: dismantling items won't happen when you're not enough close to th dism.slot

v.0.87.08+83
added campaign advisor

v.0.87.08+84
minors
bugfix

v.0.87.08+87
final battle updates
Ivadd story line updates
Reflexive skin won't trigger if you're out of breath

v.0.87.08+85
Leeching crits: improved scaling
Abomination map updates
Aggressor perk: now upon expeling a member, his items are dropped to player's inventory
'game won' screen overhaul
gx updates
new mutators
Russian loc.updates

v.0.87.08+90
Added 'Necromancer' boss gx bonefisher Yesterday 8:48 PM
Blood curse: increased HP penalty (-10% -> -15%)
final battle updates

v.0.87.08+91
final battle updates (dead channeler will reduce spawn rate by 50%)
Added 'final battle' biome

v.0.87.08+92
Increased maxIterations for map gen.
final battle updates

v.0.87.08+95
Final battle gx udpates
added 'Channeler' model
small updates, tweaks

v.0.87.08+97
polish loc.updates

This update should in most cases keep your saves playable.

Enjoy!

David



Update 0.87.08+79 is LIVE

Hello all once again!

This is a regular update which brings us small improvements.
Here the changelog:

v.0.87.08+71
Boulder damage is now calculated from unmodified base attack from the unit who launches it.
small fix
limit to boulder count is now 5 per battle
Dungeon biome won't play same 2x tracks all the times now, will use whole battle music pool
minors

v.0.87.08+70
bugfix

v.0.87.08+72
Shiggy PC: exceptions not being sent to Discord channel
bugfix: kaleta.hex3.utils.HexGameException: ClassDefinition by given name does not exist in collection. Name:revenant/vampire/lord

v.0.87.08+73
Added new class: Werebeast Hound
bugfix (ranged attacks)

v.0.87.08+74
gx updates; english desc.updates
werebeast hound avatar added
Turgul: gained 'immortal' trait
faction recruits in quests: now for some factions (vamps,werebeast, revenant) there is a small chance you get your faction unit instead of the human class unit

v.0.87.08+75
Monster slayer (WaitingEnemies_Rescue): improv.on generation
increased flesh income from villages by 15%
Blood butcher: now yields 36 blood (was 45)
Forsaken wrath: reduced the heal/damage by cca 25%.

v.0.87.08+76
FleshConsumer: clamping high values of flesh upkeep
Added elite version of Werebeast Hound
bugfix
small updates

v.0.87.08+77
Replaced werebeast mongrel
minors

v.0.87.08+78
Added elite version of werebeast mongrel;

v.0.87.08+79
veteran, epic and deso diff.: reduced the 'extra diff. spike' when entering new zone (adjusted world level scaling factors).
Death Stone: now won't reduce equipped trait level after battle, instead there is a -15% max hp penalty.

Enjoy!

David


Steam awards nomination - Urtuk

As with every year, some of the top-selling and arguably best titles happen to fall in the big-budget category. Simply put, worlds like in The Witch 3 and Fallout 4 aren’t feasible with a small team. That’s why we’re excited to see our favorite triple-A titles receive well-deserved awards this year.

At the same time, it was very satisfying to see 2020’s show give independent games some attention. Indie titles received plenty of minutes to show us what their small, passionate teams are cooking up for us next. This is a direct contrast to previous game awards shows that focused entirely on the big titles and rarely mentioning the small projects we enjoyed throughout the year.

With this, we would like you to nominate Urtuk for the Steam Awards in the category of "Labor of Love", as we've put in the last 5 years of development so much of our hearts and soul into making of Urtuk!
And we still continue, even if we are still in Early Access!

Thanks a lot for a all your support,

David & team

Update 0.87.08+70 is LIVE

Hello all,

after another 2 weeks, we've pushed another regular update.
With this, we introduce new Vampire Ghoul class, which is very unique compared to all other classes in game. He can spawn a new interactive object - the boulder and bash it across whole map. Upon impact the boulder will push any unit 1 hex away, maybe to a death pit. Any class with the bash ability can utilize the boulders. This introduces quite a bit of new strategy options and we like it!

Besides this, there are many more visual updates, bugfixes, balance improvements.
Let's look at the changelog:

v.0.87.08+50
Werebeast elites: added extra traits
Enhance mission now costs 30 alcohol
Werebeasts recruits now restricted to human classes
minor fix

v.0.87.08+51
bugfix (and refactor of getHashcode()) for class traits & sub-classes: should fix the variant localized traits merge issues
minors

v.0.87.08+52
Natural Resistance now also removes Acid.
Beastmaster battle: reduced reinf. beasts to 5, was 7
Barrel thrower range: 8-20 hexes

v.0.87.08+53
added new Fort map (by David)
beastmaster & beast revenants quests are now available in zone2+
Endgame (final boss) quest: now after beating the final boss, it triggers the 'game won' status. There will be no further/chainned quests anymore (maybe I'll add in future). New factions & items will unlock and you can still continue playing.
Taming beasts: improved the logic
bugfix: tamed beasts that become hostile are still under the player's control
Barrel thrower range: again 3-20 hexes
Slaughterer: max damage bonus is now 75% (was 100%)

v.0.87.08+54 break-save bugfix


v.0.87.08+56
Adaptive body: speed penalty reduction is now 90% (was 75%). But still not enough for bosses to avoid 'turn lock' with heavy hits (like max.force).
Stun: speed penalty is now -200 (was -400). It will still stun, but now the 'Adaptive body' will work better.
Added the Blood spider boss to world. It becomes available in zone3+.
Added elite skin for cultist guard (caged head)
Amos, Victor: added 'engaging effect' immunity
AI(ranged): should not kill itself when there are nearby lethal tiles (like death-zone or holes)
Delirium & Rage: now only for melee classes
Necrophagy: raised hex radius to 4(was 2)
minor fix
small update

v.0.87.08+57
small fix bonefisher
Beastmaster quests balance updates
Blood spider boss: put back Beast preserv.
Adaptive body: speed penalty reduction is now 90% (was 75%). But still not enough for bosses to avoid 'turn lock' with heavy hits (like max.force).
Stun: speed penalty is now -200 (was -400). It will still stun, but now the 'Adaptive body' will work better.

v.0.87.08+58
small bugfix (reinf. units would not trigger their traits like Delirium)
small fix

v.0.87.08+59
gx updates
small updates
Stun: speed penalty again at -400
minor fixes/updates

v.0.87.08+60
Ivadd: his medicine treatment is now 3x faster

v.0.87.08+61
Furious - can trigger once per turn now
improved the RNG for music selection
small updates
Added new logic for AI: spawning & launching bolders
Blood spider boss: made the game a bit more challenging
minor bugfix

v.0.87.08+63
Added new vamp class: Ghoul; Added new ability: "spawn boulder" (Vampire Ghoul), some refactoring
polish loc.updates
gx updates
improved UI labels (centering)
chinese trans. fixes
UI: game won't show paths with lethal tiles along (like holes)
small updates

v.0.87.08+64
boulder updates and fixes

v.0.87.08+65
bugfix (intro + boulder spawn)

v.0.87.08+66
Boulders are now limited just like traps.
Boulder lifetime reduced from 2 turns to 1.

v.0.87.08+67
Discord API update (-> 4.2.0_168) - was needed to fix the app not sending error-logs to Discord

v.0.87.08+68
bugfix (ghoul/boulder)

v.0.87.08+69
small bugfix
Improved RNG in same parts of the game

This update won't break any saves.

Hope you will enjoy it!

David

Update 0.87.08+49 is LIVE

Hello all,

this is a regular update with new unlocks after beating the game with a faction (humans, swampers, forsaken, vamps, werebeasts, beasts, ???). These unlocks are 3 extra mutators for choosing when starting new campaign, also now, you can't select any weapon/armour, instead only mutators are for selection. And you can select three of them for your start party!

Furthermore, I've implemented are bugfixes, small balance improvements.
We've localized Urtuk also into the traditional chinese!

Here the changelog:

v.0.87.08+37
swamp battlefield: added 'swamp style' tall grass
Ivadd after recruiting: added back few of his former traits

v.0.87.08+39
trad.chinese updates
added new, extra mutators for each won faction (so 7 factions x 3 mutators = 21 extra mutators)
simpl.chinese updates
Protector trait: now also plate wielders can use it

v.0.87.08+43
Added 'teaser mutators' into start item pool
small fix in game setup UI
minor updates

v.0.87.08+44
Revenant beasts quesst: now you can be rewarded with a relic (50% chance).
russian loc.updates
Added 'tall grass' visuals for dungeon biome

v.0.87.08+45
quest updates

v.0.87.08+46
All 'recruit/rescue' battle quests: now instead of 'human' classes you will get your starting faction units. The starting class is determined by Urtuk's class (so in case you choose Urtuk as smith, all those new recruits will be *-smiths :slight_smile: )
bugfix for Angel's pact when auto achieved.
simpl.chinese updates
trad.chinese updates
small updates
There still might be few which will have the human classes - but that's intended.

v.0.87.08+47
Recruitable classes in quests: if your Urtuk is smith/revenant, you will get only human classes.
small updates

v.0.87.08+48
trad.chinese gx udpates

v.0.87.08+49
trad.chinese gx updates
russian loc.updates
minor bugfix
trad.chinese
simpl.chinese
Vampire recruits now restricted to human classes

This update is save compatible, so fear not ;)

Enjoy!

David


Update 0.87.08+32 is LIVE

Hello all,

this is a smaller update which brings bugfixes, small balance improvements and a new battle quest with new game feature - "Beast taming".
There is a new 'sub-class' created - the Beastmaster, it's a version of the Hunter, but he can do more! When all conditions are set, you can tame an enemy beast to your side until the end of battle. Makes the fight a bit more fun if you'are against legions of beasts :)

Here the changelog:

v.0.87.08+22
weaponsmith/armoursmith will now roll for gear when rewarding. Also they are now treated as warriors when evaluating the 'champion' perk
Ambushed treasure hunters battle: now you can control the allies from start, reduced intial enemy size by 20%, if all 3 survive, you get the Evolution Stone as reward

v.0.87.08+24
Added "Ambushed beastmasters" battle quest to battle types pool
Aggressor: banishing 'unprivilliged individuals' will now occur only on each 4th day (so the new characters have a chance to be useful while in party..)
Deso.diff. only.:revenants will receive same extra traits as their necro/valdor contra classes
Aggresor (revenant): they won't banish smiths anymore
Weakened effect bugfix: the effect lasts for turns (before it was lasting for 'hits')

v.0.87.08+25
bugfix (abilities)

v.0.87.08+26
small updates
Ambushed beastmasters quest: high tier mutator as extra reward
Ambushed beastmasters quest: lifestone as extra reward
Beastmaster's 'Taming shot' is now overfocus ability
Added 'human' visual variants for the Assassin classes (normal & elite)
bugfixes

v.0.87.08+27
Added placeholder avatars for elites
updates (gx)
raised +dmg per STR to +2.5% (was +2%) - but only for player This means a total +25% damage increase. Note that AI keeps +2%/STR.

v.0.87.08+28
Bugfix: after taming beast, the battle won't end once all enemies dead
minor bugfix

v.0.87.08+29
Taming shot: now only 1 tamed unit is allowed at once. Beastmaster has this ability by default (was overfocus).
bugfix for 'grab and die' - now works also with ranged attacker (like Victor)
beast turtle, puller and valdor shieldbearer gained another absorp.slot (1->2)
small bugfix

v.0.87.08+30
Amos: removed the 'training' unavailability, and added 'Revenant' trait. So watch him in battles!
Ivadd bugfix
added missing elite avatars

v.0.87.08+31
Added StrongVS Brutes (blunt+axe) and StrongVS Swords
Removed Strong VS LowHP
Strong VS Crippled now applies also against stunned
removed Strong VS stunned
simpl.chinese polished
Strong VS Poisoned also applies against Acided

v.0.87.08+32
simpl.chinese loc.updates
Ambushed beastmasters quest: now also reinf. will appear
Ambushed beastmasters quest: made the enemy more aggressive
Tamed beasts won't panic anymore on enemies death


This update should not break your saves.
Enjoy the game!

David