Senin, 06 Mei 2013

AI War Beta 6.026-6.027 "The Guard Before The Storm" Released!

This one contains many visible changes but mainly a lot of behind-the-scenes changes in preparation for the upcoming "Vengeance of the Machine" expansion (more details to come on that fairly soon).



Some of those changes are peeking out from behind the curtain: the AI's Guardians are now becoming another source of variety between games (i.e. Replay Value). So we're revising the existing guardians to be more notable so that you'll care whether the AI rolled Laser Guardians or Artillery Guardians or Special Forces Guardians (or all three) or whatever. Right now there are only 19 guardian types to choose from (Tachyon Guardians are separate) so there's something like a 40% chance in any given game that one guardian type will be in the initial 3 picks for both fo the AI players. That's not too bad, as far as variety goes, but one goal of the expansion is to add substantially to that guardian variety. We'll see!



Other notable changes include some significant follow-up buffs to the Enclave after its recent re-imagination, fixes for some longstanding (mainly edge-case) AI behavior quirks, and an increase in the number of rolls of tissue paper used to armor Advanced Factories.



Update: 6.027 hotfix to get some for-next-expansion stuff back behind the scenes (sounds of something being hit with a cane). "Shoo! Shoo!"



Enjoy!



This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Senin, 29 April 2013

AI War Beta 6.024-6.025 "The Squeaky Wheel Gets The Buff (or Nerf)" Released!

This one ... does a lot.



In this release we're mainly we're answering a recent community poll by making its top results more attractive places to spend Knowledge (though the Raid Starship actually got its treatment for this in 6.023). Specifically:



1) Turrets in general. The combat stats are something of a sidegrade, though on the buff side of that line. The main thing here is bringing their K costs down (as well as making them more regular across different turret types).



2) Command station upgrades (like the MkII Economic Command Station, etc) now also provide a hefty bonus to your homeworld in the form of a foldout that provides the same benefit as the unlocked station. These are cumulative, so unlocking mkII and mkIII military command stations and mkII logistical command stations will put both a mkII military, mkIII military, and mkII logistics foldout on your homeworld. Incidentally, that gives everything on the planet a +100% to firepower and completely negates AI cloaking on that planet (both from the mil III) as well as slowing down enemies (from the log II) so that might not be a bad idea. If it didn't cost an arm and a leg in Knowledge, that is.



3) The Mobile Repair Station has taken over the Enclave Starship's role of fleetship production in the field (which incidentally makes that a base-game ability now, for the two of you who don't have CoN), been officially renamed the Mobile Space Dock, and come down from 4000 to 3000 Knowledge.



4) Speaking of the Enclave Starship, it needs to stop winning these polls ;) So it's been reinvented a bit. As mentioned above it no longer builds fleet ships in the field. It also no longer builds its unique-to-the-Enclave drones in the normal fashion, but instead generates them automatically much like a Spire Blade Spawner or Tackle Drone Launcher. The result is something much easier to use for just getting stuff dead and something much closer to the original "carrier" inspiration behind the Enclave Starship. K costs have also been adjusted to match most of the other starships.



5) The MkII Transport is now the Assault Transport. Basically the MkI Transport does such an exemplary job in the "Ship Bus" role that there wasn't much reason to spend 4000 Knowledge on a better transport. So the Assault Transport now provides several new tactical options through: cloaking, guns (that get stronger the more ships are loaded in the transport), instantaneous unload, more durability, and not delaying the first shot of unloaded ships as long as the MkI does. We'd also toyed with the idea of it dropping a shortlived forcefield on death, but that seemed a bit too gimmicky and a bit too easy to cheese (without still more gimmicks to prevent the cheese). Knowledge cost is now 3000.



A pretty good haul of buffs for the human side, eh?



Well the AI isn't happy. Not a bit.



A few key improvements to carrier/cpa logic should help make those more "interesting", and the AI's response to Knowledge Hacking has been... augmented, you could say. You won't notice much difference in the first K hack, and maybe a minor difference in the second hack, but from there on it can get considerably more dicey. None of this "9 Knowledge Hacks on Diff 10" shenaniga-tomfoolery, to use an example which is obviously hypothetical and not at all related to a recent AAR win.



Also we've tuned the recent Starship buffs back a bit as they were very much getting into the territory of overshadowing fleet ships despite the lower "total" available. This set of changes is relatively mild and some people think more tuning back is necessary, but some don't, so we'll see.



Based on a lot of thought and player feedback that the game was simply being too nice on this one point, Advanced Research Stations no longer grant mkII of their bonus type for free. Instead they give 500 bonus Knowledge immediately upon capture. Also, though not for strictly-related reasons (having more to do with not saddling mkIII price balance with the adv-factory question) mkIII fleet ship cost has come down from 6000 to 4000. The result is that if you normally unlock mkIII of every ARS bonus type you'll see absolutely no difference in total K expenditure (-500 + 2500 + 4000 vs 6000), but that if you don't it's something of a nerf.



The release contains a few other changes as well, notably the addition of a couple control toggles that should make life more pleasant for people wanting to "automatically dump any resources over 1.5M metal+crystal into mercenary production (or building that fort or trader toy, or whatever)" or "don't let cloaked or immobile AI units prevent automatic harvester rebuilding".



Update: 6.025 hotfix to fix a bug preventing most foldouts from spawning in multiplayer.



Enjoy!



This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Selasa, 23 April 2013

AI War Beta 6.022-6.023 "Honored Bugs" Released!

This one congratulates the 4 winners of our recent "bug of the year" poll by... well, exterminating them. Sometimes it's tough being the winner.



#1 was a longstanding-but-not-really-noticed-until-recently problem in the mapgen logic causing all Advanced Research Stations, Fabricators, and various other (though not all) capturables to seed only on planets controlled by the first AI player. Normally this didn't matter a whole lot, but if the first AI happened to be a really annoying type (Scorched Earth, notably) the pain was... noticeable. Anyway, several bugs were involved but mapgen is now more equitable in that regard.



#2 was another longstanding problem with how the preferred-target rules (where stuff you give a direct attack order to should prefer to shoot things similar to the designated target) worked when attacking Hybrids. It turns out that the problem basically applied to anything with a modular forcefield and there were also some problems with focus-fire and preferred-targeting in the general case. Normally I wouldn't have spent hours chasing something like this down because I perceive other things as being more important to the community, but the poll was helpful in correcting that perception. So this stuff is quite a bit tidier now. Not a great time to be a Hybrid, I suppose.



#3 turned out to not even be a bug: complaints that nothing was happening to go with the "Defensive Hybrids Are Mobilizing" message that can show up when you have Advanced Hybrids on and a CPA or exo or such happens. In the test case I saw the defensive hybrids were indeed switching to offensive types, but they still didn't have enough firepower to think they had a chance so they continued not-attacking. That's by design, as otherwise they just all charge to their deaths (more than usual, I mean). Nonetheless, this "mobilization" mechanic has been beefed up to be more noticeable. Maybe not such a bad time to be a Hybrid, I suppose.



#4 was updating the turret types to work nicely with ultra-low caps by changing them to have base caps divisible by 8. Rounding up all the stats for those into the newer more cap-oriented model took time, but it's done now. Which is good, as there's noises being made about rebalancing turrets in other ways. We'll see.



There are several other bugfixes and balance changes in this release. Notably, the exponential scaling of wave size with AIP on Diff 8+ has been removed after several months of feedback on it, and balance iteration continues on the nebula scenarios.



Update: 6.023 hotfix to fix an unhandled-errors bug in the last version with auto-load.



Enjoy!



This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Selasa, 16 April 2013

Valley 2 Official 1.004 "Endless Lightning" Released!

This one addresses two minor issues, and a third issue that could make the end of the game excessively hard to complete under certain circumstances (on higher difficulties in particular).



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  If you have the beta on Steam, it will automatically update for you.  When you  launch the game, you'll see the notice of the update having been found  if you're connected to the Internet at the time.  If you don't have the standalone game, you can download that hereIf you already own the first game, just use your existing license key to unlock the sequel for free!

Shattered Haven 1.010-1.011 "Squid Anomaly" Released!

This one is just a couple of minor tweaks, as well as a fix for a more important bug that only affected people with really unusual framerates (so very much an edge case).



UPDATE: 1.011 fixes a bug that was introduced in 1.010.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Senin, 15 April 2013

Arcen Catalog Steam Sale, IndieFort Spring Bundle, and Full Indie Summit

What a busy month it's been! (Alright, year). Upcoming Game reveals aside, we have several new developments to share during this week alone:



Steam Sale: Entire Arcen Catalog 75% Off

Steam's put the whole lot on sale this time, and I mean everything. For the next week, you'll find the entire Arcen library slashed down to very low prices. Sale ends April 22nd.

IndieFort Spring Bundle

Looking for something a little less Arcen-centric? AI War is in the latest deeply discounted GamersGate bundle, teamed with Sanctum, Zigfrak, Fortune Winds: Ancient Trader, and Underrail (currently in alpha). The offer is available now through April 21st, and will add bonus content as such as AI War and Sanctum DLC if specific sales milestones are reached.

Full Indie Summit

I'll be spewing my nonsense at the Full Indie Summit in Vancouver, BC this Saturday (April 20th). More specifically, I'll be giving a talk on indie game marketing plans. If you're local to the area and are interested in checking it out, definitely stop by and make sure to say hello. The event goes from 10 AM - 4 PM, and admittance is dirt cheap ($10 Canadian) -- plus I hear there's a mixer or two going on afterwards. Should be good fun!

New Game Page Landings

I've set-up a host of new fan pages for Shattered Haven, Exodus of the Machine, and Skyward Collapse -- for those interested in receiving game updates on sites like Twitter, Reddit, and others of the sort.



Shattered Haven

@ShatteredHaven

/r/ShatteredHaven

On Facebook

On IndieDB



Exodus of the Machine

@ExodusOTMachine

/r/ExodusOfTheMachine

On Facebook

On IndieDB



Skyward Collapse

@SkywardGame

/r/SkywardCollapse

On Facebook

On IndieDB



Press and Video Coverage

Plenty to share with the teasing of our two new titles, along with coverage still coming in hot from our recent releases as well.



Skyward Collapse

PC Gamer: AI War developer announces Skyward Collapse, a turn-based 4X god game

Indie Retro News: Developers of AI War announce Skyward Collapse : turn-based 4x simulation god-game

PCGamersN: Skyward Collapse is a turn-based, 4x peacekeeping mission from AI Wars� Arcen Games

VG247: Skyward Collapse is a turn-based 4X god-sim in the works at Arcen Games

RPS: Arcen�s Next Game Is Skyward Collapse

Strategy Core: A Godly Conundrum

Games.on.net: Arcen Games� Skyward Collapse combines 4X, god sim and diplomacy

GamersBook: Another new title from Arcen Games

Gamer.no: Unique god game from AI War-makers (Norwegian)

Riot Pixels: AI War developer will release an unusual "simulator of God" (Russian)

Playground.ru: Arcen Games has announced turn-based god sim Skyward Collapse (Russian)

GameLand.ru: Skyward Collapse - another project from the developers of AI War and A Valley Without Wind (Russian)

Gry-Online: Skyward Collapse - creators of AI War announced (Polish)

Tyrant & Ogre: Arcen Games Announces New Game, Skyward Collapse

GamePlanet: A Valley Without Wind studio announces turn-based god game



Exodus of the Machine

Polygon: Arcen Games new title Exodus Of The Machine is coming this year

GameConnect: Arcen Games announces Exodus Of The Machine

GamersBook: Exodus of the Machine announced



Shattered Haven

TierraGamer: Exclusive Interview with Arcen Games - Creators of Haven Shattered (Spanish)

Gert Lush Gaming: Shattered Haven Review

Broken Analog: Shattered Haven Review (9/10)

Co-Optimus: Shattered Haven Co-Op Review (3.5/5)

Game Debate: Shattered Haven Review (7/10)

Edge Online: Shattered Haven review (6/10)

Z-Giochi: Shattered Haven Review (6/10) (Italian)

GameSpot: Shattered Haven Review (5/10)

Hooked Gamers: Shattered Haven Review (7/10)

IndieGameMag: Shattered Haven Review (65/100)

IndeeGames.cz: Shattered Haven Review (4/10) (Czech)

Game4Me: Shattered Haven PC Review (74/100) (Dutch)

IndieGameReviewer: Shattered Haven Review (2/5)

JustPressStart: Shattered Haven Review

Cross Platform Gamers: Shattered Haven Review

Technology Tell: Shattered Haven launches for Mac/PC

InsideMacGames: Enter A Shattered Haven at MGS

Northernlion: Let's Look At: Shattered Haven! (Video)

AtherGames: This Can't Be Real! - First Look at Shattered Haven (Video)

TekkorGJC: Shattered Haven - Quicklook (Video)

KingIsaacLinksr: King's Shattered Haven (Video Series)

MrAmnesiaGameplay: Shattered Haven (Video)

Scheele Plays Shattered Haven (Video)

TheCometCE: Indie Spotlight - A Valley Without Wind (Video)

Psenci: Testing Testing - Episode 50 - Shattered Haven (Video) (Spanish)

NewGames357: Shattered Haven (Video) (Russian)



Valley Series

Gamasutra: Design Debate: Risky Rewards or Rewarding Risk?

Y3K Games: A Valley Without Wind 2 Review (Video)

Infognito: A Valley Without Wind (Video Series)

Weatherford Sons: A Valley Without Wind 2 - Let's Play (Video)

Stry's 1000 Game Steam Stream - [A] Valley Without Wind (Video)



AI War

ChthonicOne: Playing AI War with The Irritable Canadian (Video)

AI War Beta 6.019-6.021 "Nebulous Diligence" Released!

This one is pretty broad.



Most importantly, the AI will now a one-time launch retaliatory attack when you destroy each core guard post (unless Lazy AI is on). Given that your mobile forces are probably entirely engaged on the AI HW at the time, and that the attack can come from one or more warp gates pretty much anywhere in the galaxy, this could be... uncomfortable ;) You could of course pull your mobile ships back before actually landing the kill shot on a core guard post, but that takes time during which the normal AI response has time to work (and each core guard post you kill increases the AIP floor by 10, so even if you started the assault at low AIP you may find you don't have the luxury of flying back and forth for each core post kill. Or even of waiting for each post's retaliation to be dealt with before killing the next one.



On the other hand, for those wanting a less vigilant AI the Lazy-AI toggle now also disables the "deepstrike" logic which causes threat to spawn constantly while you have military ships several hops deep into purely AI territory. Combined with the other factors this definitely moves the Lazy-AI toggle into the realm of "if you play with this, balance is up to you" in that you'd need to turn up the difficulty in other ways or it's just going to be a lot easier than a "normal" game, but it's there for those of you who like getting your challenge some other way or simply like trying to win with only one your HW or whatever.



Another important change is that now the AI's normal reinforcements stop getting stronger past a certain (difficulty-based) AIP threshold. We may need to add some compensation for this later (intensifying its offensives past the threshold, probably) but for now the idea is that if you cross into the AIP "death zone" it should just kill you via some offensive mechanic rather than stonewalling you with a huge wall of entirely defensive ships that regenerates faster than you can kill it. Stalemates like that have a long and storied history in AIW, and that's not the end of the world, but many people have complained about that over the years and if we can move towards something that's more likely to avoid those (in favor of moving the game towards a conclusion one way or another) then that's probably a good thing.



This release also contains several bugfixes and other balance changes, all mentioned in the notes linked above. Most notable of those is a fix for the longstanding bug with the "AI units should wait at least 30 seconds before retreating" rule not working. Now your chipper shredders will have a little more time to work!



Update: 6.020 hotfix for a bug in recent versions where scouts could not be directly sent through unexplored wormholes when the everything-starts-unexplored toggle was on.



Update: 6.021 hotfix to fix a bug in the AI-retreat-behavior "fix" that was causing errors on the AI thread.



Enjoy!



This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Selasa, 09 April 2013

AI War Beta 6.017-6.018 "Defending The AI's Front Lawn" Released!

This one makes the AI a little more enthusiastic about its job of, well, not dying.



Previously people have really been encouraged (on high difficulty, at least) to keep AIP absolutely minimally low during the entire game. And it's fine (and encouraged) that you keep it low most of the game, but the AI homeworlds were not causing the kind of effective AIP increase that one might expect when you make a serious bid to, you know, kill the AI. Sure, actually killing an AI Home Command Station used to give a whopping +100 AIP, but most high-difficulty games seem to end with both of those being killed at basically the same time, after the player has been fighting on the AI homeworlds and killing core guard posts for quite a while. Seems like maybe the AI should object a bit more while you stand on its front lawn(s) lining up a double headshot, don't you think?



That said, we didn't want to totally take away the ability to play that way, as there are plenty of other ways players can (and do) make the game harder to compensate.



So we've added a new "Lazy AI" toggle to the AI Modifiers list in the lobby. If this toggle is on, then the new behaviors don't happen. If the new toggle is off by default. And when it is off, the following new rules apply:



1) The strategic reserve (which primarily exists to defend the AI homeworlds) has a static strength equal to what it used to be at 200 AIP. So attacking with less AIP than that won't save you any strategic-reserve-releated grief.



2) Killing a core guard post (one of the guard posts actually on an AI HW) increases the AIP floor by 10. There are 8 posts on each AI HW so your absolute minimal AIP floor when the last one goes down is 170 (due to the starting 10), and in reality you'll have more than that due to normal floor increases. So there won't be much point in starting a homeworld assault with AIP much lower than that.



The combined effect is that you'll generally need more power than you used to to actually punch out an AI HW (due to the strategic reserve), and if you've been playing low AIP through the midgame you'll have "may as well use it" AIP room due to the core-post floor increases. Also, the AI's response will actually ramp up during the homeworld assault phase, instead of staying mostly constant.



So get off the AI's lawn.



Or just turn on the Lazy toggle and it will stop waving the shotgun around as much.



Oh, we also fixed some bugs in this release; mostly from the nominations for our first "bug poll". A poll, incidentally, that I'm not sure I'm going to post because I'm not sure the voting options will make sense to folks, but we'll see.



Update: 6.018 hotfix to fix a bug preventing sending champions into unexplored nebulae.



Enjoy!



This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Rabu, 03 April 2013

AI War Beta 6.016 "Deflecting Attraction" Released!

This one contains over a dozen significant balance changes and bug fixes. Not as dramatic as some previous releases but combined these have a fairly big impact.



The "Deflector Drone" bonus fleet ship has been renamed to "Attractor Drone" along with a number of buffs to bring it back from the realm of infamy. The name change is due to our replacing its "reduce all laser damage to nearby allies by 75%" mechanic with "all laser shots fired at nearby allies target the drone instead", not very unlike the special mechanic of the Youngling Weasel (or Decoy Drone).



The capturable Advanced Factory, Advanced Starship Constructor, and Fabricator structures have been buffed in two important ways: mapgen will now put them in more defensible positions, and they now work much better with human intra-galactic warp gates. Now the MkIV ships produced from the Advanced Factory and Advanced Starship Constructor (and the Mercenary Space Dock, while we were at it) only get 4 or 8 seconds of paralysis instead of 1 or 2 minutes (the longer time being used on non-friendly planets). And the ships produced from the Fabs experience no post-warp paralysis at all. Our hope is that this will help these structures be more attractive to the player due to the reduced logistical difficulties. There are still issues with defending these on games with exo-sources, but that's a trickier problem (even in determining whether it _is_ a problem) and can be addressed later.



If you've been bashing your head on the desk over the recent buffs to the normal AI guard posts, don't despair, we've fixed a balance oversight where they were countering their triangle-counters. So now when you bring in the countering triangle type you won't take nearly so many casualties. Of course you don't always have the luxury of having the right type on hand or leaving everything else behind, but that problem is left as an exercise for the reader. In addition, we fixed a longstanding issue with mapgen that was preventing the internal planet-strength-differentiation logic from really having any impact on guard post count. Not that it mattered much before the buffs, but now that guard posts can actually hurt you it's nice when normal AI planets don't all have the same number of guard posts. For that matter, if you want to just path through the lower-post-count planets on your way through, that's now possible in many cases.



Speaking of pathing, we've added a long-requested option to the per-planet controls: "Avoid Pathing Through This Planet". We hope this will save much frustration from galaxy map movement orders sending entire fleets through the wrong (but quickest) wormhole only to be swallowed by a small dog (or a not-so-small superfort).



If you're curious about the rest of the changes, have a look at the release notes :)



Enjoy!



This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Selasa, 02 April 2013

Shattered Haven OST on sale through Band Camp!

The Shattered Haven Original Soundtrack is now on sale through Band Camp! If you enjoyed the music, check it out at:



http://arcenmusic.bandcamp.com/album/shattered-haven









Thank you for your continued support!

Shattered Haven 1.009 "Tiki Escape" Released!

This one is just a couple of minor bugfixes.



Shattered Haven is something that people who are playing it really seem to love, but we're really having trouble getting the word out.  If you play it and love it, please spread the word!  We can use all the help we can get.  A huge thanks to all of you who have already done so.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Senin, 01 April 2013

Shattered Haven 1.008 "Bonus Speed" Released!

This one has some various fixes and tweaks, but the main thing is to make the Phoenix Forest a bit quicker to traverse on your first time through. 



No levels have been removed, but two regular levels are now bonus levels, and are behind "combination doors" that you won't be able to open until much later into your adventure.  This gets you past two levels that were a bit frustratingly slow and/or fiddly, and into the coolest early part of the adventure, which is Stantonsburg, more quickly.



Shattered Haven is something that people who are playing it really seem to love, but we're really having trouble getting the word out.  If you play it and love it, please spread the word!  We can use all the help we can get.  A huge thanks to all of you who have already done so.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Jumat, 29 Maret 2013

Shattered Haven 1.007 "Wrath Of Doors" Released!

This one is a fairly minor update in the main, but it fixes a number of level design issues late in the game where doors would turn out to be one-way and trap you if you didn't use your suicide pill.



Shattered Haven is something that people who are playing it really seem to love, but we're really having trouble getting the word out.  If you play it and love it, please spread the word!  We can use all the help we can get.  A huge thanks to all of you who have already done so.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Rabu, 27 Maret 2013

AI War Beta 6.014-6.015 "De-Faulting The Logic" Released!

This one is a relatively small release focusing on balance issues and fixing a few bugs introduced in recent versions. We also addressed some of the longstandingly high-voted mantis issues.



There would be more but we've been working hard on another project (that we might drop some hints on tomorrow, we'll see). Of course it's not another apparatus designed to deliver a "you lose!" experience to players. We'd never do that.



Update: 6.015 hotfix to fix some exo and cloaking bugs in 6.014 that could cause significant problems.



Enjoy!



This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Selasa, 26 Maret 2013

Shattered Haven 1.006 "Balloon Flight" Released!

This one has a variety of tweaks and fixes in it, as well as a new vehicle: a fast version of the hot air balloon for use in Alden Ridge!  Several levels have also had some new hints added to them to keep their puzzles from being quite so devilish.



Shattered Haven is something that people who are playing it really seem to love, but we're really having trouble getting the word out.  If you play it and love it, please spread the word!  We can use all the help we can get.  A huge thanks to all of you who have already done so.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Tidalis in Indie Royale Mighty Bundle

Indie Royale has rolled out The Mighty Bundle, included in which is our addictive puzzle game Tidalis! You can pick the game up, along with five additional games, now through April 4th.



The rest of the bundle's titles are pretty enticing as well, with Avadon: The Black Fortress, Derrick the Deathfin, Waveform, Zafehouse: Diaries, and War of the Human Tanks. Six games, all for a minimum of around $5 (price fluctuates based on sales, currently at $4.77).







In other news: I'm in San Francisco this week for at GDC, and I'll be demoing Shattered Haven tonight at the POW POW music event at the DNALounge. If you are in town, and have an hour or two (or more) in between the hours of 7:00 PM - 2:00 AM, stop in and say hi.



Here's the latest coverage for our games that's come in over the past week:



Reviews

Tierra Gamer: [Review] Shattered Haven (8.3/10)

Saving Content: Shattered Haven (3/5)

Invision Community: Shattered Haven Review (3/5)

Dad's Gaming Addiction: Valley 2 Review (8/10)

IndeeGames: A Valley Without Wind 2 Review (7/10)

Best Games Today: Discover New World in A Valley Without Wind 2

ComboCaster: A Valley Without Wind 2 Review (7/10)

Dad's Gaming Addiction: AI War Review (8/10)



Videos

MugetGaming: Shattered Haven Gameplay Walkthrough First Look

Dad's Gaming Addiction: A Valley Without Wind 2 -DGA Play Session #1

EhPlusGamer: Eh Reviews A Valley Without Wind

Dad's Gaming Addiction: AI War: Fleet Command - DGA Play Session #1



Other Coverage

IndieGames.com: Release: Shattered Haven (Arcen Games)

Capsule Computers: Valley Dual Pack Highlighted in Indie Spring Sale

Senin, 25 Maret 2013

Shattered Haven 1.005 "Stantonsburg's Revenge" Released!

This one doesn't really contain anything individually notable, but rather a laundry list of small fixes and tweaks.  A lot of them have been centered around Stantonsburg, hence the name of the release.  That town has a mind of its own, and I don't just mean when it's going all scary on you, the player.  It clearly likes to play mind games with us developers, too. ;)



Shattered Haven is something that people who are playing it really seem to love, but we're really having trouble getting the word out.  If you play it and love it, please spread the word!  We can use all the help we can get.  A huge thanks to all of you who have already done so.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Jumat, 22 Maret 2013

Shattered Haven 1.004 "Gunfight With An Eyeball Snake" Released!

This one includes a new boss fight that involves... well, eyeball snakes and guns, as I suppose you could guess.  This is actually the boss level that you can watch me design in the level editor in our recent Let's Play videos.  There are also a number of fixes and tweaks included in this update, of course.



Shattered Haven is something that people who are playing it really seem to love, but we're really having trouble getting the word out.  If you play it and love it, please spread the word!  We can use all the help we can get.  A huge thanks to all of you who have already done so.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Steam Indie Spring Sale: Valley Dual Pack, AI War and Tidalis 75% Off

As Shattered Haven soldiers on from Monday's launch, Steam has rolled out a big time, 400+ indie game sale that has Arcen's catalog front and center with some major discounts.



Here's the breakdown:


The promotion runs through March 28th, so be sure to take advantage of these deals while you can!



On top of the sale, we have a solid amount of reviews and other coverage regarding Shattered Haven and Valley 2 to share:



Shattered Haven Previews/Reviews

Dad's Gaming Addiction: Shattered Haven Review (8/10)

Indie Statik: First Impressions: Shattered Haven Beta

Examiner: Shattered Haven: 5 Reasons to Play

Gamersaurs: The Independence Movement: Shattered Haven

Game Wisdom: Shattered Have: Survival Puzzle



Shattered Haven Videos

James Allen: Shattered Haven Gameplay Impressions

Shattered Haven - DGA Play Session #1



Shattered Haven Launch/Beta Coverage

RPS: Top-Down Topiary: Shattered Haven

PC Gamer: Shattered Haven launch trailer has children to rescue, zombies to squish

GameZone: Valley Without Wind developer launches beta for Shattered Haven

Polygon: Shattered Haven is a game of sorrow and survival

Blue's News: Shattered Haven Beta Access With Pre-Purchases

Indie Statik: Shattered Haven Isn't Just A Puzzler; It's About Family, Grit, And Survival

Gamer's Hell: Shattered Haven Released and Trailer

Gamersaurs: Arcen Games new title Shattered Haven is now in Beta

VG247: Shattered Haven launch trailer refuses to bow to evil

Technology Tell: Shattered Haven beta is 25% off until March 18th

I Luv Games: Post-Apocalyptic survival action / adventure game �Shattered Haven� released by Arcen Games

Inside Mac Games: Shattered Haven Released

Worthplaying: March 19th, 2013 Shipping Announcements

Gaming Illustrated: Arcen Games Releases Shattered Haven

Co-Optimus: Shattered Haven Brings Together Zombies and Puzzles



Valley 2 Reviews and Interviews

IndieGames.com: Arcen Games on A Valley Without Wind 2

Games Are Evil: Two-Headed Review: A Valley Without Wind 2

Game Connect: A Valley Without Wind 2 Review

Game Players Review: A Valley Without Wind 2 Indie Game Review (Highly Recommended)

Everyday Gamers: Review: A Valley Without Wind 2 (7.5/10)

GamesWarp: A Valley Without Wind 1 Review (6.5/10)

Diehard GameFAN: Review: A Valley Without Wind 1 and 2

Snackbar Games: A Valley Without Wind 2: Get lost in a world of strategy (3/5)

Gaming Trend: Procedurally Generated Disappointment�A Valley Without Wind 2 (4/10)

Examiner: A Valley Without Wind 1 Review

Examiner: A Valley Without Wind 2 Review

Examiner: Valley Without Wind 2: Top 5 Songs from the Soundtrack

Kanobu: A Valley Without Wind 2 Review (Russian)



Valley Videos

Greenlit Gaming: A Valley Without Wind 2 Developer Let�s Play

Co-Optimus: A Valley Without Wind 2 Co-Op Video

Meroka Plays A Valley Without Wind 2 Ten Part Series

Bro Gaming: Analyse - A Valley Without Wind 2 (Dutch)

A Valley Without Wind Part 2 (Russian)

Kamis, 21 Maret 2013

Shattered Haven 1.003 "Brevity Is The Soul Of Wit" Released!

This one is the second release of the day.  Based on some feedback that we got from a member of the press whom I greatly trust, I realized that our tutorial was just too darn long.  There were some parts where players were getting lost even in the alpha and beta, and the whole thing was taking quite a bit of time and delaying "getting to the good stuff," so to speak. 



So we've cut down the tutorial to the parts that really matter, including the key things you need to learn and the long-term story bits, and hopefully this will give a better first introduction into the game.



Shattered Haven is something that people who are playing it really seem to love, but we're really having trouble getting the word out.  If you play it and love it, please spread the word!  We can use all the help we can get.  A huge thanks to all of you who have already done so.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Shattered Haven 1.002 "Mind The Gap!" Released!

This one has a litany of small fixes and tweaks, and a couple of cool new features. 



First off, when you're walking you no longer fall into pits or water.  Handy when you're navigating tight ledges while not being pursued by angry grays



Secondly, when you scroll through items in your inventory, it now shows popup text at the top of the screen to remind you what the function of that tool or weapon is.  This is really useful for people who don't already have the game's many weapons and tools fully memorized -- saves the steps of going into the encylopedia.



Thirdly, whenever any new encyclopedia entry is unlocked, the encyclopedia now opens directly to that entry when you next open it.  That saves you time hunting through the categories.



Shattered Haven is something that people who are playing it really seem to love, but we're really having trouble getting the word out.  If you play it and love it, please spread the word!  We can use all the help we can get.  A huge thanks to all of you who have already done so.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Selasa, 19 Maret 2013

Shattered Haven 1.001 "Dual Control" Released!

This one is our first post-release update.  It includes the ability for you to use both the analog stick and the d-pad on your game controllers interchangeably, and it allows you to create new levels directly in the level editor rather than making you initialize them in the file system first.  Also it has a couple of bugfixes and tweaks.



Shattered Haven is something that people who are playing it really seem to love, but we're having trouble getting the word out.  If you play it and love it, be sure to spread the word!  We can use all the help we can get.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

AI War Beta 6.013 "Core Foamhammer" Released!

This one adds Core (MkV) versions of the 18 fleet ships that previously maxed out at MkIV. So you can now get those from Core Fabricators. Abuse of Core Shield Bearers may result in... well, I guess you don't have much to fear if you have Core Shield Bearers.



The bulk of this release answers the results of the recent nerf polls with significant hammerings handed out all around.



Gravity won the AI-side poll and came in second on the human-side. Since the universal gravitational constant laughed at us when we tried to nerf it, we instead nerfed the units trying to use said gravity. Except the player home forcefield grav-generator, that's still just as nasty as it was.



Manufactories won the Player-side poll. Yea, the things that convert metal to crystal and vice versa when you ask them to. The player sentiment wasn't that these were overpowered (that would have been kind of amusing) but that they were unnecessary. Why have them be physical structures with automated turn-on/turn-off logic when the game could just handle the conversion automatically? Normally we wouldn't have prioritized this, but the poll told us it was important to the players, so it's been done. The foam hammer hit the Manufactories so hard that they don't exist anymore, and the conversion is now done on an as-needed basis (there's still a control you can use to restrict or completely prevent the conversion, if desired).



Other winners include Counterattack Guard Posts, the Spirecraft Scout, the Ravenous Shadow (which will now be even more hungry, thank you very much), and the Interplanetary Munitions Booster. Salute the victoriously Hammered!



This release also includes a few other changes, including some buffs to Heavy Bomber Starships, Regeneration Golems, Spire Corvettes, MkII Transports, and munitions-boosting-for-starships. An attempt was also made to rein in certain Astro Train varieties.



Enjoy!



This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Senin, 18 Maret 2013

Shattered Haven Launches on Steam, GOG, GamersGate, and Green Man Gaming

Arcen Games is excited to announce the launch of Shattered Haven, now available for PC and Mac on Steam, GOG, GamersGate, and Green Man Gaming; as well as directly through the Arcen Store. To celebrate the release, the game is on sale for 25% off until Friday, March 29th. A launch trailer for the game has been released as well.



The 2D action adventure horror title has you solving environmental puzzles in a post-apocalyptic world overrun by Grays -- an unusual and powerful type of living dead that doesn't rely on infection to spread its numbers. Play through dozens of levels in pursuit of your kin, who are forced to scatter across the region after a breach on the family compound. Make your way through branching story paths that result in several different outcomes, all the while completing bonus objectives to reach higher scores and gold markers.



Shattered Haven packs local 2-player co-op, gamepad support, and also includes access to the game's level editor we used to make the main campaign. For more information on the game, check out Arcen founder Chris Park's development blog article on exactly what the game is all about.



About Shattered Haven

An Environmental Puzzle Game About Family, Grit, and Survival



Grays roam the land, largely in the absence of human interference.  These aren't your typical Zed -- theirs is a very different sort of apocalypse. Animals spontaneously transform into twisted, violent beings.  The earth decays, collapsing into a network of abysses.  The wilderness thickens.



It has been nine years since That Day when it all started.  Pockets of humanity still exist, but are ignorant of one another.  Within these isolated havens people try to live as best they can -- for even in a world so broken and dark, daily life must go on.



Darrell and Mary Williams were able to build such a life inside a five-acre fenced yard out in the country.  They were even secure enough in their isolated compound that they had a daughter five years after the zombie-like grays appeared.



Life carried on as normally as it could, until another refugee on the run is killed during a nearby attack. Her son is saved and taken in by the Williamses -- who do not realize that this kind action will destroy their home and threaten their entire family.  They find themselves caught in the midst of a struggle between two eldritch horrors, and the path to survival is anything but clear.



Key Features


  • A 2D action adventure game where you solve environmental puzzles under duress. Figure out how to use various tools, traps, and weapons in each level to clear all the Grays lurking about.

  • Nearly 100 hand-crafted levels with multiple difficulty levels ranging between casual and hardcore, developed end to end by two experienced adventure level designers.

  • Complete bonus objectives for higher scores and gold markers.

  • Follow the story of Darrell and Mary as they try to save their family from a new and unexpected threat through in-game storytelling and painted-style cutscenes.

  • Guide different members of the Williams family through branching story paths that result in one of several endings.  Depending on your actions, the story may end very poorly, happily, or anywhere in between.

  • Music and sound by composer Pablo Vega provides a chilling atmosphere for players to experience.

  • Included level editor:  The same editor used to make the main adventure will let you make your own levels, cutscenes, or even entire adventures.

  • Local 2-player co-op.  Using two gamepads, two players on the keyboard, or any combination of the above.


For game updates and more, follow Shattered Haven on Arcen's Forums, Reddit, Twitter, and Facebook.



About Arcen Games

Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.



AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, with the rest of the company's focus being devoted to their most massive project yet: A Valley Without Wind, which released in 2012. The end of 2012/start of 2013 has been another busy time for the team, with AI War's fourth expansion Ancient Shadows launching, A Valley Without Wind 2 hitting 1.0, and now Shattered Haven's release.



Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, visit us on our website, or follow us on Google+, Twitter, Tumblr, and Facebook; as well as Arcen lead Chris Park's Games By Design blog.

Shattered Haven 1.0 Released!

This one is uncharacteristically gargantuan, even by Arcen standards.  Josh, Zack, and I have all been working all weekend to get all this finished up, and in particular Sunday was an 18 hour day for Josh and Zack, and so far looks like a 25 hours day for me.



But it's all worth it -- I couldn't be more proud of what all the finishing touches we've put on the game.  Well, for one thing, the end of the game is actually complete.  Zack was designing away on Alden Ridge and Ganan Fields, as well as the final boss fight, while Josh and I were working steadily on implementing the voluminous story cutscenes that come at the end and near-end of the game.  A lot of the volume comes because of all the branching, really.



The release notes really gloss over all the coolest stuff; you get hints of it based on what sorts of scripting commands I added, but I don't say how they were actually used in our scripts and levels.  That's more fun to find out by actually getting there yourself!



The Shingen Rapid Prototyping Facility is one thing that has been pushed back to post-1.0.  I should be able to get that finished this week, but basically I wanted to make sure and take time to do that right.  It contains two of the endings, but they are both endings you can't get until New Game Plus anyway.  Right now there are two main endings that you can get, although there are some smaller things that vary based on your actions as you get to the last legs of the game.



Fun fact: there is a way for every character in the game, be they an NPC or a main character or what, to die.  Well, actually there are a couple of characters that won't be fatality-prone until the Shingen facility is in there, but that's a minority.  And keeping all the characters alive is not possible, by the way. ;)



There are a couple of other little extras that we have planned for this week in particular, but as of this release this is a complete game that you can play end-to-end. 



Level Editor!

Oh!  And the level editor is now unlocked -- I'll warn you that the scripting window is a bit nuts when the scrollbars come in, but that's largely because of the unity 3D lack of support for good scrolling multiline textboxes.  I've implemented some partial solutions there, but I'm going to take another crack at it this week.  That would be a useful thing to have for all our games, actually.



The Road To Creation

The creation of this game has really been quite a saga.  Originally it was just me any my wife working on it in 2008.  She did a good 30-some levels, I did around 60.  Then in the summer of 2008, Lars Bull -- the lead designer of Tidalis, you may recall -- came in and really gave me a huge amount of useful testing feedback.  The game jumped in quality.



Then I got stuck on something (how exactly to marry the puzzle and adventure elements, basically), and decided to take a "short break" and work on this game called AI War.  AI War was just a side project, in my mind.  Then of course that turned into something really cool and it became the basis of Arcen, and we were off to the races.



Four years later, in August 2012, we picked this back up again and started working on it in earnest.  I ported it to our newer engine, Zack started improving the levels and especially the overworlds, and he designed out the whole tutorial.



Erik and Zack and I had lengthy calls talking about the story up through around November or so, figuring out how to make all the elements I had started with really come together in a satisfying conclusion that made sense.  Erik in particular was really helpful on figuring out large plot points, because he's got such an encyclopedic knowledge of the macabre genres.  Not to say that Zack and I weren't holding our own.



Then while Valley 2 was really taking up everyone else's time, Zack was pretty much left all by his lonesome working on Shattered Haven.  I kept telling him we'd be back, heh.  Then as soon as Valley 2 came out, Josh and I jumped in with both feet and suddenly we were whirring along towards 1.0.  Zack had made enormous progress in the time since he'd started on the progress, and the overworld areas were a lot more intricate and Zelda-like than what I'd originally designed.



When Josh and I got onto this project, so did Pablo actually.  He started composing new music tracks for the game, and remastered the better of the stock tracks that I'd been using up until that point.  All in all we tossed out about three quarters of the music that had been in use prior to the porting, and the result was something much stronger.  This is the first Arcen soundtrack that isn't 100% composed by Pablo, but he did a lot of the more emotional stuff that you hear emphasized.



Around the time that Valley 2 was really getting underway, Heavy Cat Studios was also starting work on Shattered Haven.  They wound up setting that aside for a while, same as I did, but then came back to it starting in February.  "Blue," Arcen's new part-time art director, also spent a fair bit of time doing things like the cloud effects and some of the other things that make Shattered Haven pop.  I did the particle effects with Particle Illusion as usual, and I did the shadows and lighting.



It's been a really long road for this game, but we had a blast making it despite the long hours here at the end.  We hope that you enjoy playing it!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Minggu, 17 Maret 2013

Shattered Haven Beta 0.900 "Preparing For Launch" Released!

This one is actually fairly small, though it does have some good new story stuff in there, and more of Alden Ridge has been implemented.  But the big thing is fixing a bunch of exceptions that would be thrown whenever you encountered NPC3. 



Now that's fixed, and all the NPCs have their final graphics (though the named NPCs still need some tweaks from me, and their New Gray versions are not yet updated).



The point of this release was just to get that fix out ASAP, while we finish the last bits of the game for tonight.



Tonight is going to be 1.0!  We're really excited about it.  Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Sabtu, 16 Maret 2013

Shattered Haven Beta 0.811 "Zombie Mom's Story" Released!

This one has a huge metric ton of stuff in it, including a lot of work on the final boss (still not done yet), story cutscenes and so forth all through the game, and even a new weapon that many people won't find on their first playthrough.



Probably my favorite thing in this particular release is the work done on the subplots involving "Zombie Mom."  You meet her really early in the game, and her story can play out one of two main ways -- well, four, I guess.  There's one split, and then another split after one of the first splits.  Anyway, her story is carried fully through the first split, following what can happen with her through the midpoint of the game in either part.



One note: I think that probably a lot of the NPC graphics are messed up (them animating the wrong directions, etc), because we updated the graphics and I forgot to actually go in and update the code to match them.  Sorry about that, but it doesn't affect functionality; I'll have that fixed next release, tomorrow.


Tomorrow night is going to be 1.0!  We're getting very close, now.  Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Jumat, 15 Maret 2013

Shattered Haven Beta 0.810 "Grim Wilderness" Released!

This one has a bunch more in-engine cutscenes of varying scope and importance, and several new comic panel cutscenes without voiceover (the voiceovers are used for key emotional scenes, but the comic panels are also used for area transitions to help set the sense of what an area is by giving you a painted view of the area while Darrell and Mary talk).



As part of the above, the reason behind the Marsh being so (seemingly) empty of enemies is now made more clear from the start.  A lot of this writing goes way back in terms of what we planned, and it's just that we're finally getting to the point of integrating it into the game itself because we wanted the levels to be pretty well finalized before scripting too heavily in them.  Pretty exciting to see it all coming together, at any rate.



There are also some minor graphical updates, some bugfixes and tweaks, and a new Water Balloon weapon.



More to come soon.  Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Kamis, 14 Maret 2013

Shattered Haven Beta 0.809 "Shadow Children" Released!

This one has a couple of new in-engine cutscenes (as opposed to comic panel cutscenes).  There's a goodly number of both remaining to do, and I had hoped to get more of that done today, but instead there was just a huge wash of minor bugs and polish stuff I wanted to get done so that it wouldn't impact further testing.



So, yeah.  Lots of minor tweaks and so forth.  The Shadow Children show up in several contexts now (whereas before they were mostly restricted to the final boss fight), starting very early in the game.  Probably my favorite two tweaks in this version are:



1. Eliminating the annoying skipping in the ambient sound loops (rainfall, etc).

2. Colorizing the text of who is speaking during in-engine cutscenes.



More to come soon.  Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Rabu, 13 Maret 2013

Shattered Haven Beta 0.808 "Stantonsburg Renovations" Released!

This one is the second release of the day.  It has a number of fixes and tweaks that are nice, but nothing too major.



The big thing this time around is our work on implementing/polishing more story and voiceovers and comic panels, etc.  We still have more than a little bit to do over the next couple of days on that score, but we're making good progress toward having everything ready and sparkling by Monday



Stantonsburg hasn't really changed all that much, but some loose ends have been tied up and it has been finalized excepting any bugs that are found.  That's also true of the Phoenix Forest as of yesterday.  Stantonsburg is a lot more complex in terms of scripting than most of the other parts of the game, so it's one of the more time consuming ones to implement compared to the more wilderness-focused overworld sections.



By the way, I can now confirm that we're going to be coming out on Monday on all the major distributors you'd expect from our past games -- plus one major one we've never had a game on before.



Oh, and also -- I'll be very curious to know if anyone ever made it into the Mines.  I think everyone has been taking the Deadlands route from what I've seen.  I think that's because the blue key was way too hard to find before (not on purpose); that's now much easier to find.  But choose carefully between the Mines and Deadlands!  The Mines are a far harder road (something about digging too greedily and too deep?  I'm not sure.).



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Shattered Haven Beta 0.807 "I Can't Feel My Fingers!" Released!

This one is the first of two releases for today.  It includes one critical bugfix where you couldn't always pick up items correctly in the last version, which is the main reason this was pushed out.  But it also has other bugfixes and tweaks, a new cutscene, and four new music tracks.  Also improvements to how well the grays are stunned by being shot with small caliber bullets.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Selasa, 12 Maret 2013

Shattered Haven Beta 0.806 "Now I Know Where I Put Those Keys" Released!

This one includes a ton of inventory improvements, makes the follower NPC invulnerable, and improves several levels as well as making the "sliding around objects" logic work better.  More to come soon.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

AI War Beta 6.012 "Darkened Sky, Altered Starship" Released!

This one revamps the Dark Spire minor faction and does a balance overhaul on Starships, notably adding a long-requested new important capturable structure: The Advanced Starship Constructor.



For the Dark Spire:they should still be just as influential upon the galaxy once truly unleashed (in fact, more influential due to improved "what do I do now?" logic), but now they (probably) won't melt your CPU in the process. Previously you could wind up with 50k+ of the things if you really cranked up one of the vengeance generators, but now it's much better about concentrating spawns into a smaller number of more powerful units as the overall Dark Spire population increases.



For the Starships: the main combat and combat-support starships have had their caps halved, their cap-DPS reduced significantly (so individual DPS is the same or a bit higher), their metal/crystal/energy costs halved, and their knowledge costs slightly-more-than-halved. The result is a better deal but it's much less likely that you'll be able to get all the core firepower you need from just starships. This helps better emphasize the role of starships as a category: supplementary to fleet ships, and capable of some important independent operations, but not something that contests with the fleet ships category for the role of damage-dealing.



In addition, there's now a starship equivalent of the Advanced Factory so you can produce mkIV versions of many starship types (if you have the corresponding mkIII type unlocked). To top it off, Fabricators for the mkV versions of those starship types are now also on the list of possible experimental-starship fabs.



The release also has a few other changes, notably an increase to starting metal/crystal stockpiles. The difference is only a matter of minutes even at just-the-homeworld resource harvesting levels, but it does help the very early game drag less.



Enjoy!



This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Senin, 11 Maret 2013

Shattered Haven Beta 0.805 "Corners Like It's On Rails" Released!

This one is actually the fifth update that we've done since beta started three days ago.  However, this is the first one that is getting its own post; I was just in too much of a hurry with everything going on to post about the other releases, despite the fact that they had significant improvements and polish.



This new version includes a lot of top-requested features, such as: not losing your inventory when you die on the overworld; some better handling of some specific annoying cases with the follower player-2-standing; some improvements to the visual clarity of the bonus objectives completion status; and having the player characters slide around object corners rather than getting stuck on them.



There are also a bunch of new music tracks in this one, and a bunch of levels that had only had ambient sound effects before now have their music tracks properly set along with that.  There are also two new weapons that are largely overworld-specific.



Enjoy!



This is a standard update that you can download through the  in-game updater itself, if you already have any version of the game.  When you  launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.

Minggu, 10 Maret 2013

Valley 2: Reviews, Podcasts, and Let's Play Videos

Valley 2 1.003 is out now, if you hadn't heard. As we let the game breathe a bit, our focus shifts to Shattered Haven's official launch later this month (March 18th, to be exact). Before that, however, we wanted to highlight all the coverage Valley 2 (and company) has seen in the past month -- specifically the reviews, interviews, and let's plays.



Thanks to all these folks for taking time to play the game, and/or chat with the team.



Podcasts

Chris joined the GameSpot GamePlay podcast for its 30th episode to discuss both Valley 2 and PS4 (among other topics)



Pablo, Josh, and I chatted with The Koalition, keeping it together for a solid 45 minutes!



Chris was also on Just Press Start's podcast to discuss a variety of gaming topics.



Game Wisdom's talk with Chris is centered on Valley 2 itself, including an in depth discussion on the design aspects.



Reviews and Previews

GameSpot: A Valley Without Wind 2 Review (8/10)

QuarterToThree: Valley Without Wind 2 transformed by the winds of change (4/5)

Twinfinite: [Review] A Valley Without Wind 2 � Video Game Bouillabaisse (4/5)

Co-Optimus: A Valley Without Wind 2 Co-Op Review (4/5)

Pixel Perfect Gaming: A Valley Without Wind 2 (Review) PC (4/5)

Vagary.tv: PC Review A Valley Without wind 2 (4/5)

Invision Community: A Valley Without Wind 2 Review (4/5)

Game Wisdom: A Valley Without Wind 2: A Mighty Wind

Indie Game Reviewer: Review: A Valley Without Wind 2 (4/5)

Indie Statik: A Valley Without Wind 2: Humiliating Swiming Shorts For Justice

GamersLandingZone: Along Came An Indie: A Valley Without Wind 2

Z-Giochi: Review: A Valley Without Wind 2 (5.5/10, Italian)

KokuGamer: A Valley Without Wind 2 Review (9.5/10)

Calm Down Tom: A Valley Without Wind 2 Review PC (5/10)

Game4Me: PC Review: A Valley Without Wind 2 (81/100, Dutch)

DealSpwn: A Valley Without Wind 2 Review | One Step Sideways, Two Steps Backwards (5/10)

PixelSmashers: A Valley Without Wind 2 Review (4/5)

Impact Gaming: Maylei Reviews A Valley Without Wind 2 (2/5)

The Koalition: A Valley Without Wind 2 Review � Hybrid Sidescrolling (75/100)

Space-Biff: A Valley Without Wind 2 Part 1: Before Demonaica

Proven Gamer: A Valley Without Wind 2 Review (6/10)

Gamersaurs: The Independence Movement: Goes to A Valley Without Wind, Reason, Explanation and Focus

I'm Not Doctor Who: 1140: Another Valley Without Wind

The Indie Shelter: A Valley Without Wind 2 - A missed opportunity (Italian)

Game Debate: The Joys Of Being A Game Reviewer (2/10)

Game Debate: Destroyer of Winds (8.5/10)

Just Press Start: A Valley Without Wind 2 � The JPS Podcast Review (Definite Recommendation)

Game Sparked: [REVIEW] A Valley Without Wind 2 (6/10)

KingIsaacLinksr: Videogame Review: A Valley Without Wind 2�



Let's Plays and Video Reviews

NorthernLion: Let's Look At: A Valley Without Wind 2! PC

ForceSC2strategy: First 40 : A Valley Without Wind 2

Deluxe345: A Valley Without Wind 2 Gameplay PC HD

MathasGames: Indie Snapshot - A Valley Without Wind 2

LetsPlayPoRusski: Review A Valley Without Wind 2 (Russian)

James Allen: A Valley Without Wind 2 Gameplay Impressions

HBHUD: Heads Up: A Valley Without Wind 2

Basstasticification: Bass looks at - A Valley Without Wind 2

Melcadrien: Mel's Retrospective: Valley Without Wind 2

Eltoraz: Variety: A Valley Without Wind 2 and Game Review: A Valley Without Wind 2

ThePixelPosseTeam: PixelPlays - A Valley Without Wind 2



Other Games Coverage

AI War Included in PC Advisor's 31 best OS X games

[Video] Tekk's Pub Games | AI War: Fleet Command

[Video]ZimZoneLP: Zim Zockt - AI War - Fleet Command (German)

[Video] PlayNow: Tidalis Co-op/Splitscreen (Romanian)

[Video] A Valley Without Wind - cz.1 (Polish)



General Valley 2 Launch Coverage

Polygon

VG247

Joystiq

Escapist

BeefJack

RPS

PCGamer

GameSpy

PixelsorDeath

WarGamer

Blue's News

Strategy Informer

GameZone

Co-Optimus

Xbox Plus (Portuguese)

IndieGames.com

IndieGameMag

TechnologyTell

GameConnect

GamePodunk

GamersHell

InsideMacGames

DSOGaming

Explosion

I Luv Games

ControlCommandEscape

TheGameFanatics

WeeklyGamingRecap

TheCommunityGames