After a long silence here’s the first big update on our upcoming co-op brawler in 2015!
It was a struggle, but the game is starting to shape rather nicely in the last few weeks. For those who are interested, here’s a gameplay video grabbed from our latest internal build:
We spent a lot of time in the past two months adding new items, enemies and unique encounters to vary the gameplay and enhance the challenge of the game. And the game is quickly approaching fully playable state (yay!).
Hopefully we will start internal beta testing within a week or two. Soon after we plan to release an Early Access version for those of you, who want to help with testing and fine tuning the balance of the game.
So, what’s new?
The game now contains 3 extra classes (on top of the default one) with special abilities and functionality. We have more in pipeline, but this is what works now:
Big issue we are resolving right now are deaths and resurrection of heroes in both single- and multiplayer. It’s kind of tricky to figure it out for both and keep the game at least somewhat balanced. In multiplayer dead hero returns as a ghost and can do some disruptive “poltergeisty” stuff. His partner can bring him back to life by killing enemies.
We have added various blessings, diseases and curses (those are the icons below). They alter your hero over longer period of time. Some of their effects are quite radical and change the gameplay significantly, some are just for fun.
The game contains many new items like potions, armors, familiars. The “apothecary” below shows the variety of the new potions in the game. (Drink at your own risk! ) We also created several new offhand magic items with some pretty wild spells.
We have a bunch of new enemy types that should mix things up and keep the fighting challenging while your hero gains better gear and powerful mutations during the campaign.
That’s about it for now. We are still fixing some major bugs (it is surprising how many of previously fixed issues have crawled back in recently ). We are continuing to integrate networking with Steam, balancing the items and cleaning the clutter of experimental and broken features we don’t need in the code anymore.
I will give more details in the upcoming updates, which should be more frequent from now on as the release date approaches. Hopefully this time I will be more disciplined .