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Gods of Sand News

0.3.6 - New achievements added

Achievements:
- Implemented "Cheapskate" achievement (keep 1000 gold coins)
- Implemented "I Don't Know, Rick" achievement (sell a boss weapon)

0.3.5 - Patch Notes

Boss fights:
- Fixed Blood Lust passive not showing heal amount on boss fights.
- Increased weapon tooltip font size.

Passives:
- Blood Lust: minimum healing amount is now 1 (previous: 0).
- Deep Relaxation: minimum healing amount is now (previous: 0)1

Achievements:
- Implemented "A.K.A." achievement (change the name of your gladiator).

Steam Store Page:
- Added "Achievements" to game resources.

0.3.3 - Patch Notes

Ludus Upgrades:
- Fixed bug on Training Upgrade Level 3, it was not changing the ludus ground visual correctly.

Battle:
- Fixed problem causing gladiator not being generated properly.

UI:
- Fixed button with wrong layering order in settings panel.

0.3.0 - Patch Notes

Skills:
- Fixed skill "Trial of Balance" causing delays to end entities turn.
- Fixed damage given not being shown on a few skills.
- Changed it's price formula, now it should be cheaper.

Passives:
- Added passives system, you can buy them on the skill-tree panel. New passives coming soon.

Ludus:
- Fixed bug causing weird artifacts to the gladiator name text upon changing it's name.
- Fixed a few objects on weird positions, now they're positioned to be pixel perfect.
- Fixed gladiator weekly cost text alignment on ludus inventory.
- Now you start with 2 gladiator slots instead of 5, and each carpenter upgrade gives you +2 slots instead of 1.

Menus:
- Added a button to return to main menu.
- Added a "Credits" button with our team members on the title screen.

Steam:
- Added achievement system, we will be adding more in the near future.

Battle:
- Fixed Grid positions to be even across the map.
- Enemy gladiators are now generated based on pre-made gladiators archetypes (tanker,spearman,berserker,mage...) for better balancing.

Renown:
- The price of the renown is now halved, your gladiator's weekly cost will now be a lot cheaper.

Our Next Steps - Alpha Priorities

Greetings Gladiators!

We've been getting a lot of feedback on the game, and many ideas have crossed our minds by this time.

During the first week post-release we focused on clearing all types of bugs, and one week after we achieved a state where 95% of all bugs have been fixed, with no game-breaking bug that we know of. So we're now ready return to progress in development, tackling first the things we received most feedback on.

The biggest complaint: The combat system. Not complex enough, kinda boring (specially on low level fights) and sometimes too random. We do agree with all those claims, that's why over the next 1 or 2 weeks we'll be implementing a passive skills system, where instead of having 16 skills to choose from, the player will now have 32, making a lot more crazy builds possible. With this system, we'll also be able to revamp the gladiator generation system. The idea is to create possible "builds" or "archetypes" which all enemies gladiator will be assigned randomly upon being generated. This will make the opponent's power much more balanced than the totally random way we use now.

After that, we're still considering which system to focus. The calendar needs a good rework, and to make the management play a bigger role, sometimes the player should be forced to fight on certain dates dictated by the game.

Any feedback, bug report or ideas you can send us through the Steam's forum or through our email: [email protected]

Cheers!