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Check out the demos for Heroes Of Loot: Gauntlet Of Power and Regulator City

Indie developer Orangepixel currently has two really fun looking games worth looking into, both offering full Native Linux support and they both have newer demos available to try out.

Read the full article here: https://www.gamingonlinux.com/2023/08/check-out-the-demos-for-heroes-of-loot-gauntlet-of-power-and-regulator-city

Come sample TWO new Orangepixel games in development and help shape the game!



Hey guys, it's Pascal from Orangepixel, and I wanted to give you a quick message to let you know that I uploaded a fresh, brand new, demo for both Regulator City and Heroes of Loot: Gauntlet of Power!

Grab the demos (and Wishlist!) here:

https://store.steampowered.com/app/1892750/Regulator_City/

Squad based top-down arcade shooter, with some stealthy/sneaking moments and a lot of cool vibes!

https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/

A quick mix of bullet-heaven shooters and dungeon crawlers like Binding of Isaac. It's early in development stage, but many gamers seem to really love it so far!

These games are still in development, but your feedback on the demo's are VERY welcome! Drop by on https://discord.gg/orangepixel to find out more about the games and have a nice chat about features you'd love to see before they get released!

Grab the latest Regulator City demo: It brings all the toys and then some!

It’s here! The new demo, and it’s a BIG one in terms of changes, improvements and steps towards the final game. The list of changes is extremely long, so let me quickly talk through some of the highlights while you download the latest demo !

So where to even start? There’s so many improvements here, from the character-select screen showing more info on the special abilities, to the flow of things on how you get your team and you can now have the computer randomly create your team (I’m a big fan of such features, cause I personally don’t like fiddling with all these settings in games).



The whole level-up/upgrade system is replaced with a much more straight-forward Gunstore that appears after every mission. Same for finding upgrades to weapons and ammo inside buildings, this is now much easier done with clear upgrade-boxes spread across a building.

Players who enjoy sneaking and stealth will also be happy to learn that there are some improvements there. Sneaking up on someone will show you an action-circle and timer to let you know when the enemy is about to detect your presence. You can now also turn off lights and that will confuse enemies suddenly being in the dark, and you or your team can go in for a quick and silent kill.



Everything that’s important to complete a mission now is also much more apparent in the game, and there are more guiding markers and general information bits all over the place. I also tried to declutter various events happening as much as possible (so don’t show a dialog pop-up alongside a tutorial thingies while in the middle of battle!) – It’s hard to completely get rid of all overlapping things, but most of the time you won’t be bombarded with information all at once.



Besides that there are so many improvements all over the place, including a couple of new items that should be interesting on your missions (and a LOT more are coming, don’t worry) and just a general nicer handling of the game itself. I even improved the level-editor – while I’m still not even sure that will remain in the game when it finally releases!?

I’m really confident about this demo, and I hope you enjoy playing it! Don’t forget to drop by on Discord to talk about the game, give your feedback, pitch in some cool ideas, and perhaps make it into the credits of the game…

https://store.steampowered.com/app/1892750/Regulator_City/

Full changes list:

  • fixed: risk-taking setting on Team-Generator got stuck on 0%
  • fixed: editor removing doors keeps creating a door underneath it
  • fixed: detonator task now playable with mouse
  • fixed: swipe card task now playable with mouse
  • fixed: camera-zoom near map-edges hides the action
  • fixed: using mouse on “back” in gamepad setup would select button change
  • fixed: level-editor blockades don’t stop FOV/light
  • fixed: shooting lights has no effect on the light in the area
  • fixed: AI detection bug (through the walls)
  • fixed: mod DNA need 1, isn’t reset
  • fixed: speech-dialogs moving off screen on the sides
  • fixed: when leaving a building, squad can be all over the place in positions
  • fixed: zoom issues on take-downs near map edge
  • fixed: security cameras are not slowed down on world-slowmotion
  • fixed: sometimes there’s a mission-door missing on the street (or not activated)
  • fixed: if player uses (A) to open a chest or turn off/on stuff, Squad shouldn’t operate the door (A) is being handled already!
  • fixed: Intelligence not being gathered once action/danger is gone
  • fixed: hud-blood spatters (hit indication) barely noticeable
  • fixed: notebook hand on right covers text slightly
  • fixed: don’t have tutorials show up if danger is too high
  • fixed: there was a fire-barrel covering the tutorial badguy
  • fixed: exit circle not positioned close enough to door
  • added: Random button on soldier-generator screen
  • added: First Boss fight
  • added: Take Down notice when taking down a mission-target
  • added: more punch to grenades (=doing more damage to surrounding enemies)
  • added: danger-markers (for bikers,bosses, and other dangers)
  • added: Oozed-up spike-enemy
  • added: sound to upgrade ring for squad
  • added: information to sneaking-tutorial to make it more clear to player
  • added: Switching off lights will “confuse” enemies for a bit and keep them at one spot
  • added: Thumbnails to characterselect showing abilities in action
  • added: Sound-icons when unseen enemies make a sound (in other room, behind doors, etc)
  • added: bunch of user-friendly improvements to the level-editor
  • added: Gun-shop and Merchant (inbetween missions, on the street)
  • added: Buyable items
  • added: Gun-shop level/area
  • added: Item: Oozed Silencer
  • added: Improvements to mission-result screen
  • added: heartbeat and take-down focus circle underneath enemies
  • added: Extra radio voice: Stijn
  • added: warning about security cameras on first encounter
  • added: Instruction pop-ups for first-time a mission appears in the game
  • added: Random team will now spread skill based for bigger variety in team members
  • added: a “SQUAD UPGRADED” effect to members upgrading skills
  • added: various tutorial instructions
  • added: Item – Master key
  • added: Give NPC’s with something to say a highlight circle
  • added: gave the Gunshop attention beams to stand out more
  • added: heartbeat/sneak effect to the tutorial badguy
  • added: Item Hearing-Aid
  • changed: path-markers now rendered outside the light-system (so not covered in shades)
  • changed: GO arrows above doors will appear below if door is “above” camera view
  • changed: gave soldier-creator properties descriptions instead of numbers
  • changed: improved Bionica’s dodge move (no melee weapon forced, shorter usage and faster revive)
  • changed: Pickups can be picked-up mid-bounce (feels smoother for gameplay)
  • changed: Melee weapons degrade when used (not just when hitting things)
  • changed: made certain level areas bigger
  • changed: weapon-crates now give weapons+special items (not ammo)
  • changed: Powergenerator now only works if you got Nightvision item
  • changed: soft limit on amount of enemy spawns when more than enough enemies on screen
  • changed: first HQ entry, make player move to general – not to Team-generator
  • changed: removed mission-result screen (had no purpose + added confusion)
  • changed: various engine optimizations
  • changed: Various map improvements with layout and placements/flow
  • changed: Flashbang sound
  • changed: Improved character select screen
  • changed: Default clone settings are now random as default
  • changed: sound for Triple-gun






New playable demo: New upgrade structure and team select functionality

Another month, and time for a new and improved demo of Regulator City. Based on a lot of feedback from, well, everywhere and everyone, this demo is mostly a quality improvement demo, and not so many new features.. well.. maybe one or two!

https://store.steampowered.com/app/1892750/Regulator_City/

As with the last demo, most of my attention has been put into making the game more user-friendly and clear in what the player has to do. One main piece of the puzzle is markers that guide you to certain key-locations. So if you push a button that opens a door, but you have no idea where the door is or what is happening, then you will notice bright orange markers leading you from the button to the door that just opened.



Same with the extraction point, once you completed a mission. Many people told me they got lost on that part, so there is no a clear path towards the exit of the map.

I also modified the way the upgrade system works, this is phase one, there are a few more tweaks I have in mind, but this should already make it much more interesting to go for those sneaky kills and grab more cash to upgrade your gear. You can now spend 3 credits on the upgrade screen, which will allow you to either grab a bunch of grenades, or go for that fancy armor, or both!?




Full changes list:

  • added: SKIP animation code (hold button)
  • added: Squad clone device in HQ
  • added: Extraction guidance path
  • added: Controller/mouse+keyboard instructions on startscreen
  • added: goal markers for doors needing button pushes
  • added: Team-recruitment at start of the game (customise skillsets)
  • added: Pop-up words for special events (Skree, Whack, etc)
  • fixed: keyboard-setup in tutorial doesn't fit some key-names
  • fixed: left hand in meteorite animation not showing
  • fixed: flares rendered on top of tasks
  • fixed: Squad members not going in for the kill on dizzy-enemies (ie: after flashbang)
  • changed: tutorial now a solo-mission (squad comes after that)
  • changed: improved look and usage of bombs
  • changed: Keypad-task now operational with Mouse controls
  • changed: Improved early HQ flow and added more mission-goal markers to guide the player
  • changed: more prominent shades to identify enemies
  • changed: Level-up now gives X amount of credits to spend (can grab multiple gear at once)
  • changed: lowered default audio volume settings
  • changed: made Start/Settings options also clickable by mouse
  • changed: Graphic settings now show all options + fullscreen all the time
  • changed: gave enemies brighter bodies
  • changed: gave enemies bigger (and brigther) heads
  • changed: renamed danger/safe meter to "detected"
  • changed: debris vanishes more quickly


https://store.steampowered.com/app/1892750/Regulator_City/

Regulator City Demo v0.0.46: Onboarding Smoothness

Almost a month after the last demo, I bring you a brand new demo with the main focus of "onboarding players" and making sure things are more clear and obvious to especially newer players.

I'm slowly building a roadmap towards a release, and with this demo the main focus was on creating a better experience for players which also makes the demo more usable for Streamers to showcase the game. So in the coming weeks/months I will be able to contact various streamers and see if they are interested in taking it for a spin.



Regulator City will also be part of various events and things requiring a good demo, so I'm REALLY happy I got this out the door!

A large amount of work has also been put into tweaking and perfecting the interaction with your Squad mates and also the enemies. It's a big improvement over the last demo, so make sure to check it out! (And don't forget to Wishlist the game)

https://store.steampowered.com/app/1892750/Regulator_City/

In this weeks video I also played the game a bit and gave some more background information on the various tweaks and changes made to improve the experience for new and returning players:

[previewyoutube][/previewyoutube]

Full changes list:

added: Infobubbles to "loud devices"(washingmachine, audio, etc)
added: Energy drink effects now shown in speech-bubble
added: "generating city" to pre-game loader (indicating it's a unique city every game)
added: Noise-generating devices will have a limited "noise" time (washingmachine, music, etc)
added: security alarm lights and sounds
added: post-tutorial animation
changed: Lime-green interface to Orange interface (removes the idea of being xbox focussed)
changed: Squad AI tweaks
changed: Disabled AI settings for now
changed: Powered up ability promped replaced with speech bubble
changed: removed empty-weapon being thrown away (creates confusion)
changed: Grenade-launch replaced with grenades in inventory
changed: Ammo boxes now also drop grenade/flashbangs,etc
changed: secret-area walls now operate same as dataretrievel/vaults
changed: added an appear-delay to the upgrade screen
changed: out-screen spawns now make a "drop noise" so player can identify them
fixed: show settings more prominent on start screen
fixed: Made more apparent which characters are still locked
fixed: Sneak-instructions in tutorial now more clear
fixed: removed "distractions" from tutorial level (enemies spawning, pickups, etc)
fixed: Made some dialog-action-buttons more present/connected to dialog
fixed: open-door floor tiles looking like voids (blackness)
fixed: enemies shooting and showing ooze when in hidden rooms
fixed: oozebits spawning in level-void
fixed: issues with data-recovery events and vault-cracking
fixed: certain damage being done through walls
fixed: improved enemy rope-spawns
fixed: enemy alerted by player, just stands there if very close to player
fixed: player starting with X amount of XP already collected before anything done
fixed: improved enemy response to "danger" (like bombs, grenades, etc)
fixed: bug with Camera not highlighting it's target areas
fixed: enemies will now try to attack the team-member that shot him
fixed: Camera's were still detecting morphed players
fixed: City-building layouts are now better randomized per-block
fixed: Enemy taunts causing frame-drops