We've reached the 15,000 community members mark, thank you for your support!
To celebrate we're giving two Steam keys for the game (They will be in the first comment of this announcement).
It's been a few weeks without updates, and we're sorry for that! We're currently working on some internals and it has taken more time than expected, but we intend to release a bugfix/balancing release next week.
Update #7: Bugfixes, new room modifiers and boss balancing
This update features the following changes:
Boss balancing:
King Blob: Decreased speed and damage of the rotating attack.
Gunkarr: Decreased damage of the jump attack.
Audrey: Reduced tentacles health, damage and projectile speed.
Poloko: The shockwave attack is easier to dodge and deals less damage.
Adam: Increased damage and range of the fire column attack.
Percival: Decreased delay before the predictive grenade lob.
Changed savegame deletion policy. Saved games are only deleted when you resume, or when you use Save & Quit again. This way you can for example pause an Endless play, and still play standard games without having to resume or lose progress.
Changed default gamepad mappings: Upgrade is set to X button, and Y button is set to "Last weapon". This should better match usual FPS gamepad controls.
Auto aim behavior disabled/modified for certain weapons. For example, Serpent staff projectiles won't hit where you are actually aiming, so auto aim is disabled for it.
Changed the image for the bad ending.
Game mode is shown in the map screen.
Fixed wave not ending at the proper time when the Carrot Rain / Necromancy modifiers were active
Fixed crash when resuming a game with the Magic binding perk applied
Fixed crossbow projectile not being rendered
Shrine effects are now checked, so effects such as "Lose Amulet" or "Amulet recharged" don't appear if they wouldn't have any effect.
Fixed some minor typos
Added Russian and Italian languages
The default language is automatically detected (instead of always defaulting to English)
Ziggurat awarded "Best gameplay" in HóPlay 2014
We're thrilled to announce that Ziggurat has won the "Best gameplay" award in the HóPlay international game festival 2014 :)
We're very proud of getting this award, as we think it's the most important category, the one that separates videogames of other audiovisual productions :)
You can see here a group picture of the winners, as well as the winners for the other categories: http://hoplaybilbao.com/en/ganadores/ Alejandro González/WaaghMan is the one on the lower right!
Update #4: New weapons, room modifiers, and balancing
This update features 6 brand new weapons, as well as new room modifiers, and some balancing changes to perks that could lead to overpowered combos.
6 New weapons (2 of each category)
10 New random combat modifiers such as Piñata, Tea party or Necromancy.
Added optional Auto aim setting (Disabled by default).
Balancing changes:
Perk Husk: Seriously nerfed.
Perk Avarice: Drop rate isn't reduced as much
Perk Bloodlust: Reduced effectiveness by 20%
Perk Thick Skin: Reduced effectiveness by ~40%
Perk Mana Shield: Doubled mana cost
Perk Loan Shark: Nerfed a bit
Perk Turtle: Reduced the effect (both damage received and inflicted)
Perk Revenge: Reduced shockwave radius
Divine gift - Extra protection: Reduced effectiveness by ~25%
Endless mode: Greater enemy damage boost
Fixed some characters not being properly unlocked if you won the game
Fixed Initial character Level 5 perks appearing again when resuming a game.
Fixed FPS drops when using keyboard and gamepad at the same time.
Enemies exiting the room bounds for whatever reason are automatically killed.
Update #3: The Big Content update
New update, featuring an impressive amount of content! Main additions are the new Endless mode and a new room setting, along with a new enemy, and lots of fixes, upgrades and balancing changes:
New unlockable Endless mode, with gameplay variations to ensure fun, varied and challenging gameplay for hours (if you manage to survive).
New room theme for Floor 2: The Quarry.
New enemy: Rotten stem
Added French and German languages
Balancing changes:
Shielded Skeletons: Fixed attack animations, reduced damage and attack distance.
Poloko: Reduced regeneration when spawning enemies, reduced number of carrots spawned.
Gunkarr: Reduced close quarters attack range
King Blob: Reduced attack damage
Adam: Increased number of small golems spawned, increased grenade speed
Ignus: Reduced number of minions spawned, reduced flame duration
Examiner Cepheus: Increased health
Necromancer: Increased threat value, reduced number of spawned skeletons
Slime: Reduced threat value
Basilisk: Reduced threat value
Carrots: Reduced threat value
Shaman: Reduced shot damage
Green slime: Reduced shot damage
Scarab Beetle Staff: Increased damage
Staff of Atlantis: Increased fire rate
Sphere of Ulthar: Increased damage
Porcupine Bomb: Increased mana usage
Increased poison damage rate, reduced poison state duration (so you can deal more damage with poison weapons as long as you keep poisoning them)
Reduced duration of damage over time when you exit the damage source (In other words, lava deals less damage if you quickly jump outside it).
The game should start at the configured resolution now.
Fixed player perks appearing twice.
Done some improvements that reduced the project size, and probably memory footprint.
Rewards on treasure rooms shouldn't come out flying anymore
Monsters on obelisk rooms no longer drop score goblets (so you can't farm them)
Demon: Fixed some animation issues
Should have fixed Stuttering some people were experiencing.
Fixed water reflections being white from time to time.
Fixed Scaredy cat perk effects stacking
Fixed Mudblood achievement unlocking when loading a game.
Fixed some achievement conditions not unlocking when playing a resumed game.
Prevented some cockatrices with speed boost from jumping too high.
You are shown an unlocked item for new game modes when winning the game.
Should have improved a bit performance and visual quality for Low/Lowest settings.
Fixed bad behavior with Magic Binding perk
And plenty of other minor improvements
Update #2.1: Hotfixes and an apology
This update fixes most of the problems introduced in the previous one:
Fixed new room issues (pathfinding, door, holes, monster spawns)
Fixed Shield Skeleton not having an attack animation
Fixed minor issues with destructible objects
This wouldn't be usually enough to do an announcement, and would be just a post in the forums, but we wanted to do an apology for releasing an update with so many problems.
We also wanted to thank you for being nice and reporting them so quickly. There's no way we would have managed to fix everything in just one day if not for your help.
Update #2: More rooms, new perks, bugfixes!
On this update we've focused on adding new perks and rooms, as well as fixing minor issues reported by players.
Added plenty of new rooms (more than 15). These ones have more verticality than usual.
Added lots of new perks, making a total of 100 different perks available.
Changed unlock system to guarantee a new weapon if you unlock at least 3 items, and a new amulet if you unlock 5 items.
Fixed Mirror of Fate perk breaking saved games.
"Clear saved data" also clears game stats now.
Changed shielded skeletons attack pattern, so they aren't as tedious to kill.
Changed Easy Peasy achievement requirements (now it's easier to get)
Now Sound effects volume setting doesn't apply to music
Added a Smooth Mouse option in Control settings.
Other minor bugfixes and improvements
For next update, if all goes well, we plan to add a new enemy, a new room theme, and the promised Endless mode.
Update #1: New enemy, bugfixes and improvements!
First update for the game, including a new enemy, the Ulmar fish!
New enemy: Ulmar fish
Fixed perks not appearing in the upgrade screen when reaching a certain level
Now you can map mouse buttons over third.
Now you can map mouse buttons to movement
Changed the way input mapping is done, now you don't need to map all 4 directions for movement.
Shrines show the amount of health/mana you need to pay
Changed and improved room culling performance, the game should be a bit smoother (we're still looking into the stuttering issue some users are having)
HUD should be shown on the center screen on 3 monitor setups.