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Across the Obelisk News

Community announcement

Hello everyone, we are reading all the feedback you are giving us and we wanted to inform you in a more global way of what we are planning to do about it.

First of all, both of us (developers) are very happy with how the Early Access launch went, as we are trying to do something very difficult and complex as a multiplayer coop game in a deckbuilder with many possible combinations of cards and items.

First balance patch
We have read all the comments on the forum and discord, and we are going to lower the difficulty of the first games and Act1 in general, this patch will come in a few days but it will be more or less like this:

- Most of the injury cards will have vanish (in ng+ they will be like now or worse).
- To make it easier to unlock cards and not force you to take cards you don't want, ALL cards that are shown at the end of the fight will be unlocked, same as in the divinations. All items will be also unlocked.
- We will lower the damage of some enemies, such as cutthroats or dryads, and some other tweaks in the others, in principle the bosses will remain as they are.

Bugs & Known issues
The temporary solution for most of them, is to force close the game (alt+f4) and when you come back either in single or multiplayer, you will have the savegame to continue from where you were.

- On rare occasions the enemy's life will stay at 0 hp, the enemy will not die and the game will not continue.
- When you surrender in some fights, it gives them as valid and lets you continue.
- In mp, after doing a conflict resolution it doesn't advance to the event reply or to the map node it should.
- In mp, sometimes when you choose a combat it doesn't start and the combat screen remains black.
- In mp, there is a desync problem when playing some cards or sometimes when passing the turn, which makes it impossible to continue the game. (This is our top priority right now).

Our intention is to improve the game as much as possible during this Early Access so if you have suggestions or want to collaborate, do not hesitate to enter our discord or write to us in the forum.

Thank you all for your support and understanding, and remember this is just the beginning!

0.5.9 fast patch

Hello again! We are deploying this patch to resolve some desyncs in coop games (more stability).

Remember that in a coop game everybody must have the same version (with this new patch you can check your version on the main screen, below the logo) or it will fail. We are working on a system to lock coop games if players doesnt have the same version but upload this patch is prioritary right now =)

First early access patch

Hey everybody! Thank you so much for the feedback and love that you gave us during the first 24 hours.

We keep a close eye on everything you write, bear in mind that balance a game like this is really hard, what may seem easy for somebody could be a pain for another player. Some combats, cards, events... you need to pay attention, the solution is sometimes around the corner!
Bear in mind we are a team of two people and this been really busy days, we go as fast as we can, and if you have questions join our discord channel, there you will find awesome people always willing to help.

This patch brings some changes to the game but this are the most important things:

  • Modified the combat loop in coop for more stability. While singleplayer seems to work almost perfect, there are some desync problems in the coop version that we are tracing and fixing, this patch addresses some of those problems.

  • Added Linux build to the Steam store. If you find any bug while playing the Linux version, please, write a new post describing it indicating you are using Linux, that will help us find those pesky bugs.

  • Fixed a critical problem that Turkey users were having because the incompatibility of the last versions of Unity with the local SO. The game crashed without being able to play, they can do it now.

  • Modified the character quest nodes (previously marked with an exclamation mark) to show which characters are those quests related to.

  • Added some QoL changes to the corruption selection window so players can see the difficulty of a new unknown corruption.

  • To continue with corruptions we've tuned down the resistance bonus of Melancholy and Wings of Amnesia.

  • The thorns effect icon that appears over a character with this effect when you hover a card, now also shows how many charges the character have, so it's more noticeable. Remember, thorns will kill you if you hit those mobs :P

  • We fixed a but with the Swamp Horror monster, he will not be perma stealthed anymore.

  • And finally, coop games will give you 30% additional perk experience to balance the singleplayer experience.

Early Access

Finally, after almost 2 years of work, today we can share with you Across the Obelisk!

Across the Obelisk is a cooperative deck-building role-playing game where you can play alone or with up to 3 friends. Choose your heroes, unlock items and cards, build your deck and take on powerful enemies in deep tactical combat.

The launch of the game in Early Access is just the beginning! In the coming days, we will be activating 5 levels for the NG+ mode so you can try to beat yourself and get the best score. Also in the next few weeks, we will improve the knowledge tome to show in-game the two rankings (single player and coop) and we also intend to make a log of your last games. All this while we work on polishing the game and fixing any problems that may arise.

Also during the EA we intend to add:
- Act 4 to finish the story
- Obelisk challenge: a new game mode, with card drafting at the start of the run.
- 6 new characters.
- Translations into other languages.

And much more!

We also encourage you to join our Discord and find more people to play the game in cooperative, all your progress and unlocks are shared between this two modes!

We hope you enjoy the game! and if you have any feedback or questions, don't hesitate to ask us in the forum or in our discord.

Sincerely Javier and Adam.

Deckbuilding

Hello everyone, as you all know we are releasing Across the Obelisk in Early Access next week and we wanted to talk to you a bit about deckbuilding in the game.

Also we can now announce that the game will cost 14.99€ (17.99$) with a 15% discount for the early access release, during the early access and when the game is more finished and about to be released, we will raise the price.

Across the Obelisk is a complex game, more than other games of this type, first of all the game has 9 damage types and 9 resistances, each damage card has its own damage type associated and each enemy has its own resistances, so there are enemies that are more resistant to physical damage that tend to be in the front lines of combat and others with more magic resistances that are behind, there are also enemies that are clearly resistant to a type of damage as could be a lava elemental, which is very resistant to fire.



In addition to the various types of damage, the game also has an important amount of positive and negative effects on which the whole base of the game is built, such as"Block"(which stops the damage received), "Burn"(which does fire damage every turn), or "Fast"/"Slow" (which gives/takes speed of movement so that your heroes move faster) these two effects are self-excluding and only one of them can exist. Although the first impression may seem overwhelming, once you are playing and getting used to the icons we think it is quite manageable and understandable.

This complexity allows the game to have a lot of variety of builds and card combinations for the player to experiment with.

Then we have the Heroes, each hero belongs to a Warriors/Scouts/Mages/Healers class and each of them has its own cards (right now more than 90 per class). Each hero starts with their own starting deck which you can modify and also each hero has their own leveling talents which favour specific builds for them and to top it all off the heroes rank up at the end of a game, which gives them small permanent bonuses.



It should be noted that each hero card has 4 different versions, first we have the basic card -white- each basic card can be upgraded to two versions -blue- and -yellow- that modify a little the original card, and also each card has a corrupted version -purple- that comes out in the corruptions and has a small chance to come out in normal rewards, these corrupted cards are much more powerful versions than the others but can not be crafted.



So the player right now has available more than 90 cards x 4 classes x 4 versions = 1440 cards to make builds.

Finally we have the items, each hero has four slots for items, these slots are divided into Weapon, Armour, Jewellery and Accessory. Right now we have over 240 items in the game, these range from simple items that give you a small bonus to resistences or health, to items that add effects when you attack, draw cards when you launch certain types of attacks, give you additional cards or items that do rare effects under certain conditions.



Best of all, the items, level up talents and perks interact with each other.

The possibilities of deckbuilding, creating teams of heroes based on one or more damage types and synergising them with each other or trying weird combinations thanks to certain items is huge! It's one of the things we are most proud of, apart from the fact that the game is cooperative multiplayer ;)

See you next week!