SpellShokked!

cf/x software AG

Released
Jun 15, 2018
Platforms
WindowsmacOS
Last updated
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Updates & announcements

16 posts
  1. Developer post

    Alpha 20 released

    A small update to SpellShokked! that introduces our smart particle technology - used in this release to add some nice animations to your right hand. The particles you see are actually small free-flying agents that try to keep each other's company. We have developed this as part o

  2. Developer post

    Alpha 16 released

    On January 2nd, 2020 we had a breakthrough: After almost a solid month of engineering and completely losing playability, we got SpellShokked back to running. This was no small feat, because the new version contains the following changes A completely new network layer. Spellshokke

  3. Developer post

    Alpha 15 is live

    Another month, another update. Progess on the network front is frustratingly slow, and we are looking at completely re-thinking our approach. Still, we finally completed the haptics feedback module (which is a very looking-down-your-nose way of saying 'shaker'). When your spells

  4. Developer post

    Alpha 14 released (Nov 2019)

    The network migration (yeah, 'notwork migration', as we call it) is proving to be more difficult than we expected. So, in order to not have anything for you,, here's a tiny update that features some seasonal stuff for the home screen and restores the butterfly's AI in the home ro

  5. Developer post

    Alpha 13 released

    We are progressing the network update, and it is as bad as we thought. Changing network infrastructure is ugly in the best of cases, and this is not a good case. But we have some progress nontheless. Alpha 13's network code itself has not been touched, as we are working on a bran

  6. Developer post

    Alpha 12 (August 2019)

    We did it! We moved the entire game to the new infrastructure, and made it run. There are some inconsistencies, some rooms have different lighting, and some shaders don't quite work as before, but that's small fry. Network duels function, but their life is on a lease, which is wh

  7. Developer post

    Alpha 11 (July 26, 2019)

    Another month, another alpha. With apologies to "Spinal Tap", this one goes to 11! This release is entirely about bug-fixing. As it turns out, supporting multible avatars across network duels has the little critters multiply like crazy. Even though most of them aren't of the game

  8. Developer post

    Alpha 10 (June 16th, 2019)

    Ok, so we were a bit optimistic about how long we'd take to bring multiple avatars to networking. And yes, there's still the aberrant optical glitch occasionally when you blink in network play (although we think it's specific to some graphics hardware). Anyway, you now can take o

  9. Developer post

    Alpha 9 (March 2019) has arrived!

    This is a big update (and not just by download size). Alpha 9 brings a host of improvements: Player-selectable avatars: Until today, you always played as 'Aria', the hooded wizard (the one you also faced off in the Shield tutorial and one of the Solo Duels). Now, you can choose b

  10. Developer post

    Alpha 8 released

    As you probably have noticed, there was no January update – the reason for that being that we took a long-overdue break after spending the last two weeks of the Year battling the (still on-going) hack attempts on our site, and celebrating various superstition-based events. We ret

  11. Developer post

    SpellShokked Alpha 7 (December 2018)

    We have just released Alpha 7 to Steam. This is basically a 'Mac Compatibility' release, as the Mac versions had some show-stopping bugs that we had to address first. We also are in the progress of updating our range of test machines, and getting all the graphics cards set up cor

  12. Developer post

    SpellShokked Alpüha 6 (Novemer 2018) released!

    So there's some good news and some bad. The good news is that we deliver the November release on schedule. The bad is that we weren't able to add all we wanted, nor in the quality we usually ensure. The November update is a purely graphics update: we have spent almost two entire

  13. Developer post

    Alpha 5 (October) released!

    Today saw the release of Alpha 5, a milestone release that brings a tremendously tactical spell to the duel levels: Invisibility. If you thought that fighting at close quarters was hair-raising enough, you'll definitely lose it when you know that your adversary might be lurking a

  14. Developer post

    Alpha 4 (September 2018) live

    The new (September) release of SpellShokked is now live on Staem - update now. This release contains lots of small improvements (bug fixes, additional ambient audio, upgraded graphics for spell casting in solo levels, in-betwen level loading), new achievements, and a completely n

  15. Developer post

    Alpha 3 (August) has been released!

    The new release for SpellShokked is live on Steam - update now. The new release delivers tons of tweaks to the network versions of the channeling spells (as you may have found out, they were a bit erratic). We've also added a new network level, with a new twist: it's co-op. You d

  16. Developer post

    Alpha 2 available now!

    Alpha 2 has been released with the following enhancements: 3 new spells: guided missile, channeled shield, lightning The new spells are available in network (requires more extensive testing), library, and the new ‘darkness’ level 2 new levels: Channeling Tutorial and ‘Darkness’ T