Released
Apr 7, 2021
Platforms
Windows
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Maintenance Patch!

    It was brought to my attention last week that there's a set of circumstances under which starting a new character would end up with you entering the level and immediately being kicked out to the results screen. I've done a minor patch, ahead of a forthcoming major patch with a hu

  2. Developer post

    As 2024 comes to a close, another patch, with a ton of fixes, polish and fixes!

    V1.02a This patch has focused on Performance (as I've been playing it loads on my Steamdeck), Polish and Progression. Having played the game a bunch, I've decided to soup up a bunch of XP rewards; difficulty multipliers now apply to more XP sources, and the XP rewards for complet

  3. Developer post

    V1.01 Live!

    Having gone back and played the game some more on my SteamDeck, I decided to put a couple of days hard work into some bits of polish and improvements. V1.01 -Fixed D-Pad navigation on menus -Increased the size of a number of pieces of UI to work better on the SteamDeck -Moved fro

  4. Developer post

    Final stretch

    Fixed achievement for killing Voldarr Fixed issue where too many points in Gnome Speed made things go... odd. Fixed issue where dead players continued to stand. Fixed issue where multiple players in shared screen would have odd-facing damage and healing text Quitting the game wil

  5. Developer post

    Another day, another patch

    Fixed a number of issues where some players were dead and some were alive. All bosses now drop Loot Upgrade Tokens. Loot Upgrade Tokens apply equally to all players. Primary Stats for Characters now cost 10% less to upgrade Secondary Stats for Characters now cost 5% less to upgra

  6. Developer post

    Little spit, little polish.

    Reworked Treasure Goblin collision so dropped items Removed slightly inoffensive debug message. Oops. Fixed bug with generation of Procedural Loot names where a low-id stat had a higher level the rest of it. This should mean much better names using more of the loot system. Random

  7. Developer post

    The end of Early Access is in sight!

    So what's new? Final menu screen and front end. Pet selection is currently missing. All major in-game bugs are quashed. If you know of any I've missed, leave 'em in the forum! All skins implemented. Some aren't actually unlockable yet. All levels are now accessible on all difficu

  8. Developer post

    Progress continues!

    We've been working hard to get the game out of Early Access. Today's patch should give you complete access to the entire game. Any feedback on any of the new maps is greatly appreciated! On top of that, we've now got the final threaded loading system implemented, final UI in most

  9. Developer post

    Progress continues!

    As always, Early Access is a time to experiment, and see what works, and get feedback. The patches over the last week have started to move to a new method of doing tile transitions - this looks great, but means we need to do a pass over all of the existing levels. Whilst this doe

  10. Developer post

    New graphics and bug fixes

    We've done a pass over a lot of the visual style of the game. This has lead to a bunch of levels having tile transitions that need reword, but look loads better! There's also been a fix to the Pet Rendering, so those of you that own FortressCraft should now see ARTHER as intended

  11. Developer post

    Polish and Speed and Balance - oh my

    Added data-driven player colours Added XP-bonus drops from Bosses. First player to grab 'em gets the boost! Further work on per-mob healthbars and text placement. Tweaked fog and atmospherics in most places in the game. Added indicators when Healers are ready to heal Added indica

  12. Developer post

    Spit and polish

    Food weighs a lot less, so players shouldn't get trapped by it If you own FortressCraft, you'll get a free pet. Not balanced, working or optional. Feedback wanted! Implemented a collision force pre-map to allow much much faster Gnome and Pet simulation. Fixed an issue where progr

  13. Developer post

    New levels, performance boosts and map polish.

    After much discussion, I've decided to focus on Pets before Loot. Pets will be stat-boosting and upgradable. How they unlock, how they work has still to be decided, but a hard evening's work and it's already looking kinda neat. On top of that, we're mostly happy with the initial

  14. Developer post

    Polish takes such a long time.

    Added the ability for Health Bars to be offset by mob type. Any health bars that aren't in the right place - let me know! Changed upload timing of stats. Changed the Limited performance option to better approach 30fps. This should only affect people on high-refresh rate monitors,

  15. Developer post

    Week 2, Patch 1

    Fixed some errors when Gnomes shoot at debris Added Health Bars. Disable Damage Numbers under settings if they displease you. Added achievements to track how far through the game's completion they are.

  16. Developer post

    Week 1!

    After a week in Early Access, things are going well. We've been watching live streams and Let's Plays and inviting people to play, and focusing our initial development time on addressing those. Whilst (as you'll see below) we've addressed and improved loads of things, the to-do l

  17. Developer post

    Another day another patch!

    I'll be summing up each week's patch notes in a larger post, so if you aren't interested in the daily updates, just wait for the big one! Fixed an issue with depth of field on Medium difficulty Fixed alignment and tidy up in a lot of menus Levels that are unlocked but not complet

  18. Developer post

    Another day

    I plan to keep at a twice-daily patch schedule until the feedback calms down and things are mostly stable. At that point I'm likely to move to 2-3 times per week, as I start to implement the larger missing systems. XP per level is now displayed correctly again for people who aren

  19. Developer post

    Polish

    Streaming the game? Let me know! A ton more polish and detail on the first level Blanked out the game camera when watching cutscenes in resolutions other than 16:9 Added army size achievements. Tweaked the lookahead based on Army Offset for Shared camera games, affecting 2-4 play

  20. Developer post

    Achievements

    Locked away the skin menu. It's not done! Stop looking at it! Added achievement for meeting (and rescuing) the King Added achievement for defeating the Fire Golem, the first proper boss. Cat-in-a-box doesn't count. Hooked up achievement correctly for freeing the Village Made sure