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Passive and chargeable skills

In Gatewalkers, the player has a vast arsenal of skills at his/her disposal, which makes it possible to survive even in the most hostile environments. The basic types of skills are:
  1. skills from items (x8)
  2. quick slot items, like grenades (x8)
  3. passive skills (x9)
  4. chargeable skills (x1)
  5. combo skills (x1)
  6. and co-op combo skills (x1)

In this post, we’re going to cover two types of skills:
  • passive skills and
  • chargeable skills.


[h2]Passive skills[/h2]
In addition to skills obtained through wearable items and skills available through quick slot items, you can also unlock passive skills. The goal of passive skills is to constantly (without any additional player activity) buff selected character attributes. For example, some passive skills increase critical damage, while others increase defense or make the character restore stamina faster.

Proper selection of passive skills opens new options for developing your character. You can create characters that are:
  • balanced, for example, a warrior that deals a lot of damage and at the same time has reasonable survivability in combat,
  • specialized, for example, an assassin that deals formidable critical damage but at the cost of very low defense.


[h3]The passive skills window[/h3]
To assign passive skills, you have to click on the highlighted region on the main bar (1).

This opens the passive skills window.


In the left panel, you can browse unlocked passive skills. These are divided into five categories:
  • domination (1)
  • charisma (2)
  • discipline (3)
  • determination (4)
  • smart (5)

To make searching for skills easier, the top of the panel contains switches that allow the player to filter passive skills based on their type.

The right panel features the wheel of passive skills (6), which contains the skills that are activated. Only those passive skills that are on the wheel are active and grant their effects during gameplay. All the effects granted by currently activated passive skills are presented below the wheel (7). Moreover, the center of the wheel contains the chargeable skill slot (8). The chargeable skill depends on the currently activated passive skills (more on that below).

[h2]Unlocking passive skills and passive skill slots[/h2]
Passive skills are unlocked in the player’s skill tree, much like item recipes (we’ll describe the new skill tree in our next post). A list of available passive skills is presented in the preview popup that appears when you click a node on the skill tree.



To unlock a passive skill you have to unlock all the recipes for a given item in the skill tree. For example, to unlock the “Clear Mind” skill, first you’ll have to unlock all the recipes for the Force Staff, that is, the basic recipe, all the elemental recipes, as well as the epic and legendary recipes.

It is worth noting that the number of available passive skill slots grows with the number of unlocked recipes in the skill tree. The thresholds are as follows:
  • 3 passive skill slots after the player unlocks Tier 3 recipes
  • 5 passive skill slots after the player unlocks Tier 5 recipes
  • 7 passive skill slots after the player unlocks Tier 6 recipes
  • 9 passive skill slots after the player unlocks Tier 7 recipes


[h2]Passive skill levels[/h2]
Some passive skills appear in the skill tree more than once. For example, the “Brutal” skill, which increases the chances of critical hits, appears four times. This means that you can acquire the same passive skill multiple times. Each time you unlock the same skill you increase its level. However, different skills have different maximum levels (from 1 to 3). That is why acquiring a skill that is maxed out doesn’t make much sense (unless you want to unlock an item recipe).

Having the same passive skills appear more than once on the skill tree gives the player more flexibility when planning his/her build, deciding which branches should be invested in and which should remain unexplored. Thanks to this property, players can achieve similar character effects by unlocking different regions of the skill tree.


[h2]Chargeable skills[/h2]
After choosing which passive skills are active, the player gains access to a chargeable skill. There are five chargeable skills available, each corresponding to one of the five types of passive skills. The number of activated passive skills of each type determines the chargeable skill. If the majority of activated passive skills are “domination” skills, the player can use the “Tyrant” skill. If most of the activated skills are from the “smart” category, the player has the “Ranger” skill at his disposal. Below, we list all the chargeable skills available in the game and the corresponding passive skill types:

  1. LEADER skill (majority of passive skills from the charisma category) - all allies within 4 meters become immune to attacks for 4 seconds. Removes all Crowd Control effects from the caster
  2. TYRANT skill (majority of passive skills from the domination category) - 20% more power on skills for 10 seconds
  3. SCHOLAR skill (majority of passive skills from the discipline category) - the caster gets 200% shorter cooldown time for 10 seconds
  4. DEFENDER skill (majority of passive skills from the determination category) - Restores 35% of max armor; this value is additionally modified by the characters Susceptibility to Healing
  5. RANGER skill (majority of passive skills from the smart category) - Restores 50% of max stamina


After selecting passive skills and activating the chargeable skill (1), you have to charge the skill to 100% before you can use it (2). To get to 100% you have to pick up charges (3) dropped by hit enemies.



To sum up, we gave you a sneak peek of the passive and chargeable skills system. We hope you’ll like them. Let us know what you think and remember to try them out during the upcoming BETA tests, which start February 3, 2021!

Best,
Gatewalkers Dev Team

P.S. Remember that the things we’re writing about can be still considered “work-in-progress”, so it’s still possible that the mechanics presented here will change. We’re counting on your feedback!

Female character and visual upgrade to armors

Hi Gatewalkers!

The beta tests are coming, and we would like to show you the new improved player characters!

In the beta, you will have the option to choose whether to play as a woman or a man. Therefore, we wish to present to you the new female armors and upgraded male armors. During the tests, you will have a chance to try out the gear capped to tier 3:

(female and male tier 1-3)

Also, take a look at high-end items to compare:

(tier 7)

Please let us know how do you find them!
Gatewalkers DevTeam

UI/UX improvement

The alpha tests of Gatewalkers have just finished, and once again, we would like to THANK YOU for your great feedback!

During the tests, we have read many opinions about what is working and what is not. The one thing that was pointed quite often was the quite "raw" UI. The idea behind such a basic UI was to create it fast and then check if the proposed layout is working for you. After that, we planned to make a new one based on your opinions.

We are now ready to show you how we have approached creating a new UI/UX and what you can expect from it in the upcoming Beta (which starts February 3, 2021).

The first and essential part of UI/UX is the HUD, which is almost always a visible part of the game. That is why we put special effort to refine it in terms of usability and readability. The previous one was a little bit too overwhelming at first glance.


As you can see, we have redesigned the entire look and feel. Next, we will discuss some (not all) elements of the new UI.


[h2]MAIN BAR[/h2]

The main change involved moving all vital UI elements like HP/shield bar, stamina bar, and effects status bar close to the skill slots and quick slots. Thanks to that, it will be easier to manage all these different gameplay aspects at once, even when you are in combat. Let us take a closer look at each part of the main bar:
  • (1) HP/Shield bar - Shows the level of your health points and shield points. Moreover, if you have a barrier, it also indicates how strong it is (more about barrier in the future).
  • (2) Stamina bar - Indicates how many skills you can cast without resting
  • (3) Skill slots bar - Here, you have all the available abilities that can be used during combat, based on your gear.
  • (4) Quick slots bar - Quick items bar to which you can assign hotkeys. Quick slots makes it easier to use items during combat and exploration.
  • (5) Active effects panel - Here, you can see all the effects that affect your character, both: positive and negative.
  • (6) Passive skills and chargeable skill panel - A place where you can see what passive spells are now active and what chargeable ability is available to you. We will write more information about the mechanics behind passive skills and chargeable abilities in a future post.
  • (7) The elemental power on a weapon - The icon shows what elemental power is enchanted on a weapon with information about the accompanying cooperative combo spell.
  • (8) Solo combo spell - Description of the solo combo ability that is cast after executing an appropriate sequence of skills.
  • (9) Crafting button - Opens the crafting window, where you can make the most important things that do not require a crafting station
  • (10) Progress tree button - Opens the progress tree window, which allows you to progress your character in various ways: unlocking new recipes, unlocking new passive skills, unlocking new weapons with enchantments (coop combo) and weapons with the solo combo skill (solo combo). More on a new mechanic called solo combo in future posts.
  • (11) Open inventory button



[h2]INVENTORY AND STORAGE[/h2]

An updated view of inventory and icons of items reflects the fantasy and sci-fi feel of Gatewalkers' world.


[h2]CRAFTING STATION[/h2]

We have changed the crafting station panel to include all crucial aspects of items to create here. Also, we have made filter buttons more visible.


[h2]CHARACTER STATISTICS PANEL[/h2]

We have redesigned basic and advanced statistic panels to show essential data concerning your character's build more clearly.


[h2]RADAR[/h2]

The radar serves as a quick overview of the location of active quests and objectives. Button (1) allows you to get back to the Guild. The next two buttons open settings (2) and the map (3) of the expedition's current area.


[h2]SURVIVAL PANEL[/h2]

Here (on the left side of the screen), you can see icons representing hazards that players face during an expedition. In this example, in the forest world, you need to fight with hunger, dehydration, and insanity, All these elements are shown in the survival panel alongside information about the time of day.


[h2]PARTY PANEL[/h2]

A new look of the party panel to track the HP/shield and stamina level of your party members.


[h2]DIALOG WINDOW[/h2]

A new look of the dialog window.


[h2]SETTINGS WINDOW[/h2]

We have expanded settings, so a new window includes new parameters to set.



To sum up, we have shown you changes in UI/UX, and we are eager to hear your feedback. Please remember that it is still a work in progress.
Thank you for reading and be on the lookout for more information about Gatewalkers soon!

Best,
Gatewalkers Dev Team

Beta announcement

Hello Gatewalkers!

Since 2020 comes to an end and now we are in 2021, we wish you all a happy new year! To start this new year with a blast, we want to announce the next phase of the Gatewalkers OPEN test!

Let us start by summing up June's ALPHA tests. We are thrilled and grateful to you, our players, for the great reception of Gatewalkers and helpful feedback. During the tests, around 80000 unique players played the game! This vast number of players and the overall positive rating of the ALPHA build (approximately 83% positive reviews) gives us a HUUUUGE charge of positive energy to work further and improve Gatewalkers! THANK YOU!

Of course, we know that there is still a lot of work ahead of us. Some aspects of the game need to be refined and improved, but your opinions show us that we are heading in the right direction in general.

Now let us tell a little bit more about the upcoming tests.

The next open tests will take place during the upcoming STEAM Winter Festival (starting from the 3rd of Feb, 2021). We have listened closely to your feedback, and we have prepared many changes to current mechanics (character customization, balance, progress tree, chargeable skills, etc.) and plan to show you some new ones (solo combos, conditional skills, remedies, etc.).

Be aware, the Gatewalkers' upcoming open tests' goal is to hear your feedback about changes, new mechanics etc., without reviling too much story and content. Moreover, we have improved the graphics, UI, readability of some crucial aspects of the game, added expected background music, and more.

We will post more detailed information about the next phase of tests in the upcoming weeks.

As for current open tests, we are going to close the servers of ALPHA on 08/01/2021 at 3:00 PM GMT.

Also, as a new years resolution, we are going to inform you more systematically about the progress of Gatewalker's development.

Once again, thank you for being with us!

Best wishes,
Gatewalkers Dev Team

PS. Your opinion is very important for us, so If you liked the game, please rate Gatewalkers ALPHA on Steam!
https://store.steampowered.com/app/1341330/Gatewalkers_Alpha/

Gatewalkers celebrate Christmas!

Greetings Gatewalkers!

This year was amazing for us! We are getting closer each day to the release of Gatewalkers, we have received a lot of good feedback from a successful ALPHA launch, and thanks to your opinions, we have a lot of positive energy to work further on the game.

More details about the progress of the development soon!

Because of the upcoming Christmas, we wish you all the best, great family holidays and to stay healthy!
As you can see, Gatewalkers also celebrating Christmas!

Add to wishlist:
https://store.steampowered.com/app/1125710/Gatewalkers/