I'm insanely happy to present my next upcoming game Death of Eternity! Death of Eternity is a unique combination of action role playing game and roguelike, unlike anything I've ever seen before! Fight through hordes of monsters as you level up and gain items to increase your powe
I'm insanely happy to present my next upcoming game Death of Eternity!
Death of Eternity is a unique combination of action role playing game and roguelike, unlike anything I've ever seen before! Fight through hordes of monsters as you level up and gain items to increase your power in this ever hostile world! I've kept every aspect you'd expect from an ARPG, but have condensed it into a much shorter replayable experience. There's still -
Interesting and powerful items
Leveling up in a fully customizable passive tree
Meaningful stats that can completely change the way your character works
Robust and versatile crafting systems
Online cooperative multiplayer with up to four players
And much much more!
Go see for yourself in the newly released free demo!
https://store.steampowered.com/app/2087500/Death_of_Eternity/
Alright I'm having to make a difficult decision here. The more I work on sound effects the more I realize how insane of a task it actually is. There's tons of enemies that need hit, death, and attack sounds (especially for bosses), tons of items, props, player specific sound effe
Alright I'm having to make a difficult decision here. The more I work on sound effects the more I realize how insane of a task it actually is. There's tons of enemies that need hit, death, and attack sounds (especially for bosses), tons of items, props, player specific sound effects etc. The list is well into the hundreds, and I am by no means a competent sound designer. I have no idea what I'm doing really and some sounds have taken upwards of 30-40 minutes to get to the point that I'm satisfied with it. I just cannot dedicate this much time into Bounty Below.
It's gotten me thinking about that as a whole as well. While the release certainly alleviated some of dread I felt working on Bounty Below for a while, all of that energy has faded away now. It's incredibly difficult to force myself to continue working on Bounty Below when, as I've stated a few times in the past, it was never a game I was too passionate about to begin with.
I'm choosing to end things here unfortunately. I wish I could find the drive to polish it up more, but it just doesn't feel worth it anymore. Sound effects would certainly help the feel of dungeons, but there are way deeper fundamental flaws getting in the way of that goal anyways so why waste hours and weeks of development time when I could be spending it making something much better? I'm proud of myself for pushing the game to a point where I'm satisfied with its release, and hopefully you aren't too disappointed with things as they are. I'm very excited to work on some of the ideas I've had on my mind for the 5+ years I've been stuck working on Bounty Below, and I hope you'll enjoy them when they're ready!
Thank you so much for the support you've given me!
If you'd like to follow my progress for all future projects the best place to do so is my Discord!
And the second best place would be my Twitter!
There's been a handful of updates scattered across the days since release, so let's talk about them! -October 16th 2021- 1.0.2 When loading the game your dungeon character always spawns at the start of the floor in case you manage to get yourself stuck out of bounds Fixed a bug t
There's been a handful of updates scattered across the days since release, so let's talk about them!
-October 16th 2021-
1.0.2
When loading the game your dungeon character always spawns at the start of the floor in case you manage to get yourself stuck out of bounds
Fixed a bug that deleted your plasma whip balls if you swapped to another plasma whip
1.0.3
Fixed a bug that previously made dungeon ore find 100 times higher than it should have been
1.0.4
Adjusted the balance from the 1.0.1 patch thanks to player feedback
1.0.5
Adjusted rock HP in light of the new balance changes that made it fall behind
-October 17th 2021-
1.0.6
Continued balancing
Added an "Are you sure?" prompt to exiting the game and to rebirthing from ascension
1.0.7
Added item storage on the tree of life upgrade tree to allow you to store an additional set of items to swap between for your character
Prevented a potential softlocking issue with the eternal egg upgrade
Made preexisting tooltips more descriptive
-October 19th 2021-
1.0.8
Added tooltips to the overhead ore display
Made crafting take additional ore find into account when pricing the cost of items at your tier preventing crafting items at insanely high tiers relative to where you're at in the game
Added new toggle buttons for buying units at 10x, 25x, and 100x
Buffed unit crits
Buffed chests
Added information to the gilded units section of the shop tab
swapped ring and tome of patience sub weapon power (as was originally intended)
Fixed a bug with some familiar spawning items in dungeons not properly unfamiliarizing when you swap items
Made it much harder to warp out of bounds with Blink
Fixed a bug that would cause you to instantly ascend without letting you spend your souls if you clicked the button two times on the same frame (...)
-October 20th 2021-
1.0.9
Added dungeon item descriptions
Made unlockable dungeon characters easier to unlock
Buffed the flame slide ability
Fixed a bug causing plasma whip to bounce out of bounds when standing against the wall
Corrected a mislabeled Diety of luck item description
-An addendum-
And unless something urgent comes up, that concludes the 1.0 cycle of updates! Gearing up for release and subsequently addressing the immediate concerns post release has left me going nearly a month without taking a day off! I'm going to be taking a few days to myself now that I've addressed nearly everything criticized, and I'll be back (hopefully soon!) when I have sound effects finished up for Dungeons. If you encounter a bug still feel free to report it to the Discord and I'll jot it down to include in the sound effects update.
I'm very thankful so many people have enjoyed Bounty Below despite its inherent shortcomings! Bounty Below was originally intended to be a short 2-3 month project, but the addition of Dungeons and a bit of personal life made it take nearly 5 years! I'm proud of how Dungeons especially shaped up towards the end of development, but it'll always be a bit of a weird mess of a project. I'm blown away by the number of people who have supported me via the golden cursor, and the amount of incredibly kind messages in the Discord. While continued development on this game was certainly hellish at points, I'm glad I finished it.
Once I'm fully done with Bounty Below I'm extremely excited for what I have planned next!!!
Hopefully this is the final of the balance patches needed to be done for the idle portion of the game! I know it's annoying easily destroying rocks and progressing at your current tier and then when you wake up there's an update that strips that away from you. If anyone finds the
Hopefully this is the final of the balance patches needed to be done for the idle portion of the game! I know it's annoying easily destroying rocks and progressing at your current tier and then when you wake up there's an update that strips that away from you.
If anyone finds themselves in a position where they genuinely can't progress because they saved in an area that's no longer acceptable with their current damage - Feel free to join the Discord and DM me! I'll gladly doctor your save file to fix the issue.
Major balance pass for idle progression Fixed an issue that caused 0 ore to be too expensive You'll now find at least one chest on nearly every dungeon floor Rebalanced weaker dungeon item modifiers (especially ones found on earlier levels) Fixed some saving/loading issues with d
Major balance pass for idle progression
Fixed an issue that caused 0 ore to be too expensive
You'll now find at least one chest on nearly every dungeon floor
Rebalanced weaker dungeon item modifiers (especially ones found on earlier levels)
Fixed some saving/loading issues with dungeons
Fixed items overlapping one another in dungeons which made it impossible to interact with one of the two
Fixed some input issues with dungeons
Fixed a niche softlock case for dungeons where previously you could fly to an upgrade shrine, reroll or annul your flight modifier, and be unable to return to the side of the map with the exit
Slightly adjusted the positioning of the crafting timing bar to more accurately display the sweet spot
Hopefully that covers most of the day one criticism! If you'd like to share your thoughts the easiest place to do so is the discord!