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The Corpsmen News

Beta Branch Now Live!



One of the reasons for attempting to push out a Beta branch early was to allow us some more time to integrate the game, and to squash any major bugs and gremlins before fully going Live. We learnt last time round that, due to our inexperience, we're rather prone to rough releases as the sudden plethora of bugs that would suddenly appear would attest.

And its a good thing we did, as we've been busy fixing all the bugs that have popped up in the internal build, which has been pushing back the Beta branch release to be so near to our actual planned release date for the Update. With a (more) stable release to work off of, we can then start fitting the more nuanced components in to the game going forward.

We hope you try out this new Beta Branch, to see what we've been cooking up over the last few months, and become just as excited as we are for the Major Update and the following updates!

-Multicell Games Dev Team

Drum Roll...



Hey Everyone!

We are hard at work getting the Major Update ready for the 27th. In the mean time, you can come and check out the Beta Branch which we'll be posting tomorrow. Over the next few days we'll be getting rid of any pesky bugs that pop up, and cramming in the last few features. Hope everyone is looking forward to the Major Update, and we look forward to hearing from you all soon!

- Multicell Games Devs

Upcoming Major Update

Major Announcement

Hello Everyone! We've been busy working hard to improve and polish the game over the last few months, and are happy to announce our Major Update is close. We're hoping for a release date around October 25th, and we'll let you know closer to the day!

Here's a quick summary of what we've been hard at work at, and you can read more about it further below.
  • We've heavily modified our base mechanics to allow for a more engaging gameplay.
  • We've polished our UI to improve general readability.
  • We're adding a large number of VFX and SFX into the game to provide a more immersive experience.
  • And we've changed, replaced or rebalanced the majority of our cards. We'll be doing our best to get as many of those into the game as we can.

Once the release is out, we'll be focusing on adding more to the game, including:
  • Refining the Card Upgrades
  • Finish and integrate the debilitating Ailment System into the game
  • Add in the Story aspect
  • Add in more diverse Events
  • Continue adding more Monsters and Cards



[h2]Changes to The UI[/h2]

As we watched people play our game and sifted through the questions and feedback, we realized that the UI was not as readable as we would like. So we've redesigned the UI to better serve the player. We also think it looks much nicer, as well as more dynamic. This extends from the UI of the store locations, to the Combat UI itself.

[h3]Current Battle UI[/h3]


[h3]New Battle UI[/h3]


Here you can more clearly see which cards are from which creature, further helped by the mouse-over effects, which is very important especially for the introduction of the Combat Momentum mechanics, as well as our core creature-based gameplay.

[h2]Changes to Game Mechanics[/h2]

[h3]Changes to the Game's Pacing[/h3]
As we watched, analyzed and looked through your feedback. We felt that the game experience would benefit to a change in pacing. To achieve this, we've changed the starting Impetus value from 3 to 5. Allowing for more cards to be played, and with a wider range of tactics. It also allows us to design a better Card Upgrade System, which we hope to get to you soon.

The second major change was to add in a mechanic that allowed your creatures to slowly ramp up in power the more you used them. The core concept here is Combat Momentum. Where you regulate the flow of battle to your liking. Do your creatures attack quickly and often? Or do they wait for the perfect time to strike? With these improvements to the system, we hope that you can develop different methods of overcoming your enemies.


[h3]Changes to the Core Game Mechanics[/h3]
Here was our biggest decision for the direction of the game. We felt that the original mechanics were too static, which we felt that it both did not challenge the player enough and did not allow for enough interesting interactions within the system. So we've revised the entire system. We hope you will enjoy theses changes. Please let us know how you feel about them.



[h3]Changes to the Cards[/h3]
With both the changes to the Impetus and Core Mechanics, we've gone on to change, replace or rebalance all the Cards as well. That will mean a reduced number of Cards for this update, but we'll do our best to churn out new Cards for you to play with as soon as possible.

[h3]Changes to Creature AI[/h3]
We are also trying to modify the AI system to become more reactive and mimic creature behavior rather than using a simple pattern AI system, that follows a basic sequence of events with one or two scripted behaviors. We hope this will lead to more engaging and challenging battles as well as a more immersive experience as you head into The Wilds.

[h2]Creatures You Will Encounter[/h2]
We have been working hard on creatures, elites, and bosses for you to encounter during your exploration of The Wilds. Here's a peek at the creatures we've since added for you to encounter. We have substantially improved the animations, VFX, and the SFX of the monsters to allow you to better immerse yourself into the world of The Corpsmen.








We hope you look forward to the upcoming update!

-Multicell Games

Major Announcement - August 2021




Major Announcement


Hello Everyone! We hope you all have had a healthy and happy summer! Right now we are working hard to get the best game we can out to all of you. We have taken all your feedback seriously, which has lead to some major decisions and changes to the game. We apologize for not keeping you all up to date. As these changes will take time to fully implement, which means limiting the updates until we have finished with the new version.

We hope that you are as excited as us for the changes that are coming soon!

[h2]Game Changes[/h2]

After taking in feedback, reviewing gameplay footage, and after serious review, we believe we can significantly improve the game experience by improving the core systems. What we have done is we have redesigned all the core effects (e.g. Strength, Vulnerable, Fly, etc) to have more functionality and give more emphasis to the synergies with the other core effects, allowing for more varied tactics and play styles.



This does mean that we have to rework most of our cards to take into account the new effects and ensure overall game balance. We have also taken this opportunity to look into the leveling of your creations and how we can make their growth more organic and more interesting for you.

[h2]Creatures and UI[/h2]

For the creatures available in the game, we have created and fully animated over 50 creatures (both normal and boss creatures) for the first 2 biomes that you have access to. We have also added additional stitch patterns to give a little more variety to your creations.



With the changes in mechanics, we will need to adjust and rebalance their AIs. We are also trying to change how we approach encounters, to try and make each encounter more interesting.

We would again like to thank everyone who has commented, reported bugs and made video content of our game. This has allowed us to really hone in on what UI elements in our game that was either unintuitive or needed to be added in. We have been working hard to update our UI to improve functionality as well as facilitate the new mechanics. Please let us know what you like and dislike and what you find confusing, we value your comments and hope to make the best game experience for you as possible.

[h2]Fine Tuning Animation[/h2]

The custom built animation system that allows us to create our frankensteinian creatures relies on many moving parts (pun intended). Which makes animating all the creatures a very time consuming process. This is makes it doubly so for creating the VFX for the game. The art team is trying its best right now to create the best game experience they can, and is in the process of designing and testing different solutions. What we have here is a mock up for visual testing, and we are hoping to achieve similar results for all of our creatures.

Current Animation
Prototype Animation

We apologize for the delay this will cause, but we hope that you will all be understanding and excited for the changes ahead. We will do our best to keep you all up to date with our progress.


Best regards,
Everyone at Multicell Games

The Corpsmen - Summer Sale



Hey Everyone!

We are happy to announce that we are participating in the 2021 Steam Summer Sale!

We are working hard to get more updates out and we will have a large content update in the near future! We hope you will support us and let us know what you think about our game.

Have a happy and healthy summer!

- Multicell Team