We're lowering the price of We Slay Monsters to $3.99, so everyone that's been waiting for the game to be cheaper to buy it can stop waiting! Everyone enjoy!
We're lowering the price of We Slay Monsters to $3.99, so everyone that's been waiting for the game to be cheaper to buy it can stop waiting! Everyone enjoy!
Sorry everyone, but due to changes Apple has made with Catalina, we can no longer support OSX builds. We just don't make enough from sales of the game to support the time and expense it would require to certify the game to run on Catalina.
Sorry everyone, but due to changes Apple has made with Catalina, we can no longer support OSX builds. We just don't make enough from sales of the game to support the time and expense it would require to certify the game to run on Catalina.
This patch should (hopefully) fix the "too many threads" crash several people have reported. In addition, there were 4 achievements listed that were never really implemented. These have been changed to new achievements (because that's what was partially implemented). The old achi
This patch should (hopefully) fix the "too many threads" crash several people have reported.
In addition, there were 4 achievements listed that were never really implemented. These have been changed to new achievements (because that's what was partially implemented).
The old achievements were:
Combo Prince Combo Princess
Combo King Combo Queen
The new achievements are:
Combo Hero Combo Champion
They are essentially the same, just without the gender requirement.
Small bug fix release: * Hopefully I have finally nailed down the bug with the crazy birds and sheep everywhere. * Fixed a bug where the final boss can drop loot in an unreachable location.
Small bug fix release:
* Hopefully I have finally nailed down the bug with the crazy birds and sheep everywhere. * Fixed a bug where the final boss can drop loot in an unreachable location.
Just put out a patch that addresses a couple of bugs people have reported. When starting a game, if any quests are missing (i.e. there should be Normal, Long, and Short dungeons once you have unlocked random missions) they will be restored. I still haven't figured out why they ar
Just put out a patch that addresses a couple of bugs people have reported.
When starting a game, if any quests are missing (i.e. there should be Normal, Long, and Short dungeons once you have unlocked random missions) they will be restored. I still haven't figured out why they are disappearing, but if they do, restarting should add the missing ones back.
There was a bug in one of the dungeon generators that was causing the game to "hang" on the loading screen at times
Just put out a patch that addresses a couple of bugs people have reported. When starting a game, if any quests are missing (i.e. there should be Normal, Long, and Short dungeons once you have unlocked random missions) they will be restored. I still haven't figured out why they ar
Just put out a patch that addresses a couple of bugs people have reported.
When starting a game, if any quests are missing (i.e. there should be Normal, Long, and Short dungeons once you have unlocked random missions) they will be restored. I still haven't figured out why they are disappearing, but if they do, restarting should add the missing ones back.
There was a bug in one of the dungeon generators that was causing the game to "hang" on the loading screen at times
First major update since launch! This update is mostly focused on big balance changes, which should increase the overall difficulty. If that’s not enough, we have added HARD MODE for those of you that want it even tougher. Features: Introducing HARD MODE, available on any mission
First major update since launch! This update is mostly focused on big balance changes, which should increase the overall difficulty. If that’s not enough, we have added HARD MODE for those of you that want it even tougher.
Features:
Introducing HARD MODE, available on any mission. Hard mode missions will *always* have a miasma, and monsters will have 30% more HP and 30% more Attack power. Completing dungeons on hard mode will grant you 500 gold for completion instead of 200 gold.
Balance Changes:
The difficulty of monsters as you go through chapters will now be harder. Prior to this update, monsters increased 10% in difficulty for each chapter (i.e. the monsters in chapter 5 had 50% more HP and attack than the monsters in chapter 1). This has been increased to 15% per chapter.
All monster unlocks in each chapter have been re-balanced to unlock in a slower fashion. It should average about 1 monster unlocked per mission, but could be more if you had a particularly good run (i.e. earned a lot of points).
UI Tweaks:
When visiting the shoppe before a mission, the randomize button will not show up if it’s use isn’t applicable.
A new reminder message has been added to tell people to upgrade their academy if they haven’t already by the third mission.
Bug FIxes:
Dungeons with unreachable spots due to prisoners or other special items blocking the way should now be more accessible.
Random “invisible” blockages in paths should no longer appear on maps.
Missions played after “winning” the game will no longer be *easier* than they were on chapter 1.
If you had a female hero in the shoppe, choosing to buy a helmet but then changing your mind will no longer leave the poor hero bald.
First major update since launch! This update is mostly focused on big balance changes, which should increase the overall difficulty. If that’s not enough, we have added HARD MODE for those of you that want it even tougher. Features: Introducing HARD MODE, available on any mission
First major update since launch! This update is mostly focused on big balance changes, which should increase the overall difficulty. If that’s not enough, we have added HARD MODE for those of you that want it even tougher.
Features:
Introducing HARD MODE, available on any mission. Hard mode missions will *always* have a miasma, and monsters will have 30% more HP and 30% more Attack power. Completing dungeons on hard mode will grant you 500 gold for completion instead of 200 gold.
Balance Changes:
The difficulty of monsters as you go through chapters will now be harder. Prior to this update, monsters increased 10% in difficulty for each chapter (i.e. the monsters in chapter 5 had 50% more HP and attack than the monsters in chapter 1). This has been increased to 15% per chapter.
All monster unlocks in each chapter have been re-balanced to unlock in a slower fashion. It should average about 1 monster unlocked per mission, but could be more if you had a particularly good run (i.e. earned a lot of points).
UI Tweaks:
When visiting the shoppe before a mission, the randomize button will not show up if it’s use isn’t applicable.
A new reminder message has been added to tell people to upgrade their academy if they haven’t already by the third mission.
Bug FIxes:
Dungeons with unreachable spots due to prisoners or other special items blocking the way should now be more accessible.
Random “invisible” blockages in paths should no longer appear on maps.
Missions played after “winning” the game will no longer be *easier* than they were on chapter 1.
If you had a female hero in the shoppe, choosing to buy a helmet but then changing your mind will no longer leave the poor hero bald.
Just put out a new patch with a couple of bug fixes: Prisoners should not longer be placed such that a boss would be stuck behind them and only be accessible via ranged attacks Bosses guarding prisoners should no longer drop keys in inaccessible places Fixed a couple of random bu
Just put out a new patch with a couple of bug fixes:
Prisoners should not longer be placed such that a boss would be stuck behind them and only be accessible via ranged attacks
Bosses guarding prisoners should no longer drop keys in inaccessible places
Fixed a couple of random bugs which were causing freezes for some folks
If you had the 7 & 8 card enhancements, and got "confused" by a monster, and that caused new cards to be dealt, and the shop screen showed, the game would freeze. It won't anymore.
Just put out a new patch with a couple of bug fixes: Prisoners should not longer be placed such that a boss would be stuck behind them and only be accessible via ranged attacks Bosses guarding prisoners should no longer drop keys in inaccessible places Fixed a couple of random bu
Just put out a new patch with a couple of bug fixes:
Prisoners should not longer be placed such that a boss would be stuck behind them and only be accessible via ranged attacks
Bosses guarding prisoners should no longer drop keys in inaccessible places
Fixed a couple of random bugs which were causing freezes for some folks
If you had the 7 & 8 card enhancements, and got "confused" by a monster, and that caused new cards to be dealt, and the shop screen showed, the game would freeze. It won't anymore.
This fixes a few things that I've noticed in the logs that have caused crashes. Also, I made it clearer that the abilities reset on level up. Bug Fixes Handle some cases where animations were playing after the monster had died Handle other case where the player died 1/2 way throu
This fixes a few things that I've noticed in the logs that have caused crashes.
Also, I made it clearer that the abilities reset on level up.
Bug Fixes
Handle some cases where animations were playing after the monster had died
Handle other case where the player died 1/2 way through playing the attack animations that were currently playing
This fixes a few things that I've noticed in the logs that have caused crashes. Also, I made it clearer that the abilities reset on level up. Bug Fixes Handle some cases where animations were playing after the monster had died Handle other case where the player died 1/2 way throu
This fixes a few things that I've noticed in the logs that have caused crashes.
Also, I made it clearer that the abilities reset on level up.
Bug Fixes
Handle some cases where animations were playing after the monster had died
Handle other case where the player died 1/2 way through playing the attack animations that were currently playing
I took a look at how people are doing to get a gauge on difficulty level. I still have some more processing to do, but I thought I'd share what I have found so far: Wizard Survival Rate: 49.6% Dungeons Started with Wizard: 272 Dungeons Completed with Wizard: 135 Warrior Survival
I took a look at how people are doing to get a gauge on difficulty level. I still have some more processing to do, but I thought I'd share what I have found so far:
Wizard Survival Rate: 49.6% Dungeons Started with Wizard: 272 Dungeons Completed with Wizard: 135
Warrior Survival Rate: 50.0% Dungeons Started with Warrior: 46 Dungeons Completed with Warrior: 23
Rogue Survival Rate: 66.6% Dungeons Started with Rogue: 54 Dungeons Completed with Rogue: 36
Two interesting things start to surface.
First, most people are playing wizards. I started a discussion on the message boards about this:
Second, rogues appear overpowered. I'm not going to jump to conclusions just yet, I'm going to collect more data. But there may need to be some balance adjustments for rogues.
I took a look at how people are doing to get a gauge on difficulty level. I still have some more processing to do, but I thought I'd share what I have found so far: Wizard Survival Rate: 49.6% Dungeons Started with Wizard: 272 Dungeons Completed with Wizard: 135 Warrior Survival
I took a look at how people are doing to get a gauge on difficulty level. I still have some more processing to do, but I thought I'd share what I have found so far:
Wizard Survival Rate: 49.6% Dungeons Started with Wizard: 272 Dungeons Completed with Wizard: 135
Warrior Survival Rate: 50.0% Dungeons Started with Warrior: 46 Dungeons Completed with Warrior: 23
Rogue Survival Rate: 66.6% Dungeons Started with Rogue: 54 Dungeons Completed with Rogue: 36
Two interesting things start to surface.
First, most people are playing wizards. I started a discussion on the message boards about this:
Second, rogues appear overpowered. I'm not going to jump to conclusions just yet, I'm going to collect more data. But there may need to be some balance adjustments for rogues.
First, I'll apologize again for those of you that have suffered through black screens and frozen games. And sorry it's taken so long to track some of this down. I can't say this patch will fix *everything*, but hopefully it addresses the worst of the issues that a few of you are
First, I'll apologize again for those of you that have suffered through black screens and frozen games. And sorry it's taken so long to track some of this down. I can't say this patch will fix *everything*, but hopefully it addresses the worst of the issues that a few of you are still experiencing.
Bug Fixes
Black screen on loading should (hopefully!) be a thing of the past
Fixed several typos
Fixed game freeze that would happen if you were double confused by two different monsters in the same turn
Fixed game freeze that could happen if you leveled up via Four the Win, or visited the Shop via Lucky 7s right after you were confused (and dealt a 4 or 7 as part of the new cards you received after being confused). Just typing that confused me!
First, I'll apologize again for those of you that have suffered through black screens and frozen games. And sorry it's taken so long to track some of this down. I can't say this patch will fix *everything*, but hopefully it addresses the worst of the issues that a few of you are
First, I'll apologize again for those of you that have suffered through black screens and frozen games. And sorry it's taken so long to track some of this down. I can't say this patch will fix *everything*, but hopefully it addresses the worst of the issues that a few of you are still experiencing.
Bug Fixes
Black screen on loading should (hopefully!) be a thing of the past
Fixed several typos
Fixed game freeze that would happen if you were double confused by two different monsters in the same turn
Fixed game freeze that could happen if you leveled up via Four the Win, or visited the Shop via Lucky 7s right after you were confused (and dealt a 4 or 7 as part of the new cards you received after being confused). Just typing that confused me!
We're the pick of the week in their series "Steam's Hidden Gems"! Here's the relevant bit: A lovely fusion of roguelike and card game. Puts me a little in mind of the excellent Dream Quest, although the cardboard infusion is in this case poker rather than Magic the Gathering. Dam
We're the pick of the week in their series "Steam's Hidden Gems"!
A lovely fusion of roguelike and card game. Puts me a little in mind of the excellent Dream Quest, although the cardboard infusion is in this case poker rather than Magic the Gathering. Damage dealt – and, later, type of attack – is defined by cards in your hand as well as by your hero’s level and gear. So, a couple of doubles will amp up your strike massively, while a royal flush probably means a one-hit kill. Actual poker knowledge not required – you’re going to pick up the handful of card combos very quickly, and instead focus your concentration on the most strategic way to take down enemies of escalating difficulty.
It gets more tactical as the game wears on – for instance, you end up unlocking buffs when specific cards are used, such as a heal on 8 or gold on 3 – and between missions you can upgrade a central hub to further amp up what your deck does. Really well put-together, and an effortless entanglement of genres in an age where roguelikebut is starting to get a bit over-used. I like this a lot.
And at the end of the article:
This week’s pick of the week is….
Huh, no clear winner this time, actually. I guess I’ll go with We Slay Monsters, seeing as it’s a well done, poppy roguelike remix that called me back several times, but I must admit that Chimpology tickled me pink too.
We're the pick of the week in their series "Steam's Hidden Gems"! Here's the relevant bit: A lovely fusion of roguelike and card game. Puts me a little in mind of the excellent Dream Quest, although the cardboard infusion is in this case poker rather than Magic the Gathering. Dam
We're the pick of the week in their series "Steam's Hidden Gems"!
A lovely fusion of roguelike and card game. Puts me a little in mind of the excellent Dream Quest, although the cardboard infusion is in this case poker rather than Magic the Gathering. Damage dealt – and, later, type of attack – is defined by cards in your hand as well as by your hero’s level and gear. So, a couple of doubles will amp up your strike massively, while a royal flush probably means a one-hit kill. Actual poker knowledge not required – you’re going to pick up the handful of card combos very quickly, and instead focus your concentration on the most strategic way to take down enemies of escalating difficulty.
It gets more tactical as the game wears on – for instance, you end up unlocking buffs when specific cards are used, such as a heal on 8 or gold on 3 – and between missions you can upgrade a central hub to further amp up what your deck does. Really well put-together, and an effortless entanglement of genres in an age where roguelikebut is starting to get a bit over-used. I like this a lot.
And at the end of the article:
This week’s pick of the week is….
Huh, no clear winner this time, actually. I guess I’ll go with We Slay Monsters, seeing as it’s a well done, poppy roguelike remix that called me back several times, but I must admit that Chimpology tickled me pink too.
So sorry everyone, the 1.0.3 patch broke stuff for people. I was trying to fix some things and only made it worse :( People that were getting a black screen should be back to normal now. Unfortunately, people effected by the bug have had their campaign progress reset back to the
So sorry everyone, the 1.0.3 patch broke stuff for people. I was trying to fix some things and only made it worse :(
People that were getting a black screen should be back to normal now.
Unfortunately, people effected by the bug have had their campaign progress reset back to the beginning. Super sucks for those effected. I feel bad and I'm sorry :(
If anyone was at an advanced point in the campaign and wants to get some save files at that point, I can provide them. Email me at david [at] furiouslyinactive.com and I can get you save files at any point in the campaign progression, just let me know where you where.
So sorry everyone, the 1.0.3 patch broke stuff for people. I was trying to fix some things and only made it worse :( People that were getting a black screen should be back to normal now. Unfortunately, people effected by the bug have had their campaign progress reset back to the
So sorry everyone, the 1.0.3 patch broke stuff for people. I was trying to fix some things and only made it worse :(
People that were getting a black screen should be back to normal now.
Unfortunately, people effected by the bug have had their campaign progress reset back to the beginning. Super sucks for those effected. I feel bad and I'm sorry :(
If anyone was at an advanced point in the campaign and wants to get some save files at that point, I can provide them. Email me at david [at] furiouslyinactive.com and I can get you save files at any point in the campaign progression, just let me know where you where.