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The best hotfix in town

[p]Hello my Kritters![/p][p][/p][p]Today I'm bringing a quite small update but with a few cool features and a lot of bugfixes.[/p][p]Thanks to all of you for playing Kritter, finding bugs and giving us feedback [/p][p]Kritter Patch note v0.8.13.[/p][p][/p][h2]New features[/h2]
  • [p]When the run is lost, you can now see a back in time effect. [/p]
  • [p]The sound now mutes if you switch focus to something else. [/p]
  • [p]The resource icones in the skill tree panel are now close to the required quantity. [/p]
  • [p]Our amazing 2D intern Maïlys is now in the credits![/p]
[p][/p][h2]Bug fixes[/h2]
  • [p]The lieutenants no longer get bumped buy explosion.[/p]
  • [p]It's not possible to leave the lobby anymore (a tiny hole allowed you to). [/p]
  • [p]The ragdoll of the defender has been fixed (he was having seizures).[/p]
  • [p]It's not possible anymore to move while dead with the right stick on a gamepad. [/p]
  • [p]The enemis now correctly stop their attack after M.Ark is dead. [/p]
  • [p]The weird invisible in the main tile has been removed. [/p]
  • [p]Fixed a bug where an exploration phase could start instantaneously after clearing a wave.[/p]
  • [p]Fixed a bug where you could be stuck in the tutorial if you'd leave it before finishing it.[/p]
  • [p]Fixed a bug where in multiplayer, client player could not build anything.[/p]
  • [p]Fixed a bug where after a run, the Kritter speed inside M.Ark was the same as outside, which was to high.[/p]
  • [p]Fixed a bug where if you opened the menu while a reward screen was open, after closing the menu you could continue to play with the reward screen open.[/p]
  • [p]Fixed a bug where skipping a dialog would skip three.[/p]
  • [p]Fixed a bug where it was possible to change role selection after being ready.[/p]
  • [p]Fixed a light in the pod.[/p]
  • [p]Fix few errors on VFX.[/p]
[p][/p]

Multiplayer and localization, what a huge update

Hello my Kritters!
[p][/p][p]We are gathered here today to celebrate not one, but \two huge updates\ (v0.8.11 & v0.8.12).[/p][p]They bring TONS of new features and bugfix.[/p][p][/p][p]As always you'll find more details later in this post but here are the most important things to know :[/p][p]- The game has been fully\ translated\ into German, Spanish, Portuguese, Russian, Japanese, Korean and Simplified Chinese.[/p][p][/p][p]- Both online and local multiplayer experience are cleared from dozens of bugs and have never been that great! Enjoy it 'till you can as the multiplayer will be removed from the demo in a few months.[/p][p][/p][p]- Diversity in base defense is coming. You can now choose between different turrets. The same thing is coming for traps in the next update.[/p][p][/p][p]And soooooo much more.
The patch note is actually quite long so you'd better give this new build a try rather than read everything ;)[/p][p][/p][p]As usuall, please join our discord server and give us your feeddback ab out the game, it would helpo us tremendously make it better![/p][p][/p][p]Now, it's time for the patchnote![/p][p][/p][h2]Patch note v0.8.12 - Let there be turrets[/h2][p][/p][h3]General[/h3]
  • [p]The game has been entirely translated into : German, Spanish, Portuguese, Russian, Japanese, Korean, Simplified Chinese. If you find errors in translations or in the UI, please tell us![/p]
  • [p]Mark's engine now has the new model when you unlock it after defeating the boss AND when M.Ark lift off for the second act.[/p]
  • [p]The boss door has been fully reworked and now shows you the head of the lieutenants you have to defeat to unlock it.[/p]
[p][/p][h3]GamePlay[/h3]
  • [p]You can now choose between 3 turrets. A machine gun, a bazooka and a railgun. Each of them have 3 levels that you can upgrade.[/p]
  • [p]Machine gun shoots low damages projectiles at great fire rate.[/p]
  • [p]Bazooka shoots explosive rockets doing damages within a radius with a low fire rate.[/p]
  • [p]Railgun shoots projectiles with double the range of other turrets, high damages but low fire rate.[/p]
  • [p]You can now reroll the shop when using a gamepad.[/p]
  • [p]You can no longer leave the main area after defeating the 7th wave. (You might though, but you shouldn't).[/p]
[p][/p][h3]Multiplayer[/h3]
  • [p]Full team death now trigger the cloning of all the players by M.Ark, like he does in single player.[/p]
  • [p]Performances have been greatly increased, up to x5 in late game.[/p]
  • [p]Resources are now shared between players and the right amount is gathered.[/p]
  • [p]Players's healthbar are now always shown as well as the name of the player.[/p]
  • [p]\[Local] Player 2 can now resurect player 1.[/p]
  • [p]\[Local] Player 2 can now buy items in the shop as well as get rewarded at the end of a wave.[/p]
  • [p]\[Local] Player 2 now has the correct skill inputs in the UI.[/p]
  • [p]The multiplayer screen in the lobby now let you leave a multiplayer game, both local and online.[/p][p][/p]
[h3]Graphics[/h3]
  • [p]The use of F.A.I.L devices is way more juicy and clearer.[/p]
  • [p]The meadow biome in act 1 has been replaced by an aride one that fits more with the global environment.[/p]
  • [p]Ground textures are now all in cel shading.[/p]
[p][/p][h3]Audio[/h3][p]You can now appreciate the mighty boss music that was lost in bugs for like a year![/p][p][/p][h3]UI[/h3]
  • [p]The UI now shows you critical chance stat and your luck stat.[/p]
  • [p]When a power up gem is picked, you now see which stat is upgraded instead of the gem icon.[/p]
  • [p]When a ui screen is open, the background is now blurred.[/p]
[p][/p][h3]Bugs[/h3]
  • [p]Fix bugs about walls that would be impossible to upgrade.[/p]
  • [p]Fix a bug where action popups would stay on screen.[/p]
  • [p]Fix a bug where old gadgets would stay on the world when upgraded.[/p]
  • [p]Fix a bug where the UI would still show "Under attack" after finishing the 7th wave.[/p]
  • [p]The UI now works for wide screens.[/p]
  • [p]When you upgrade a gadget, the previous ones now correctly disappear.[/p]
  • [p]Resolution settings no longer show the same resolution multiple times.[/p]
  • [p]Lava does damages again.[/p]
  • [p]Buildings ghost don't collide with client players in multiplayer game anymore.[/p]
  • [p][/p]
[p][/p][h2]Patchnote v0.8.11 - Let's make Kritter great again[/h2][p][/p][h3]General[/h3]
  • [p]The character creation screen and the customization screen have been reworked so they can be used with a gamepad. The character naming is also clearer and the whole UI is ready to welcome new customization possibilities.[/p]
  • [p]It is now possible to choose the screen resolution properly.[/p]
  • [p]An anti soft lock system has been added in case a mob is thrown in a weird place by some explosions.[/p]
  • [p]The Temporal Chest has been added to the skill tree. It allows the player to keep up to 50 coins at the end of a run for the next one.[/p]
  • [p]World tiles have been slightly reworked with more potential camps and new deposit positions.[/p]
[p][/p][h3]Gameplay[/h3]
  • [p]The dash has been reworked. It no longer teleports you but give you a quick impulse. The movement is now smoother and will collide with some colliders. The base idea was to fix a terrible clipping bug but we feel like this new dash is actually what we always wanted 🙂,[/p]
  • [p]The player can't take damages during the dash.,[/p]
  • [p]The Defender heavy skill (the jump) gives you 0.5 secondes of invulnerability,[/p]
  • [p]All the resources, power ups, coins and other items are now physical and are droped on the ground by enemies / chests / deposits ... It results that those items should not stay stuck on top of environment or inside rocks or things like this anymore.,[/p]
  • [p]The drill now start working at the first exploration phase but gives significantly less resources.,[/p]
  • [p]The health of the Kritter is more readable as well as when the player gets hit or healed. Furthermore, when Kritter's health is below 20%, a red screen animation is displayed.,[/p]
  • [p]Cryo skill modifiers have been removed due to too much problems. They will soon be replaced by way better modifiers.,[/p]
  • [p]Tracker projectiles collider size have been doubled.,[/p]
  • [p]The water doesn't do damages to the Kritter anymore.,[/p]
  • [p]When the Kritter doesn't move, the gadget is built in front of him instead of behind.[/p]
  • [p]Full balancing of the waves.[/p]
[p][/p][h3]Multiplayer[/h3]
  • [p]The difficulty scaling was too much and has been reworked. Monsters health and damages are still scaled up but the amount of enemies will stay the same. It also greatly improve the readability of the game when playing with a party of 3 or 4.sq[/p]
  • [p]Client players can now see the walls being destroyed.[/p]
[p][/p][h3]Minor things[/h3]
  • [p]Dead enemies stay on the ground for 2 seconds instead of 4 (increase readability).[/p]
  • [p]When playing with gamepad, the heavy skills of the defender and the tacker now hit farther.[/p]
  • [p]Global performances have been increased.[/p]
  • [p]The pause menu has been translated in french.[/p]
  • [p]When a wave is cleared, the reward screen comes quicked.[/p]
  • [p]Wall parts no longer block the tracker projectiles.,[/p]
  • [p]M.Ark doesn't talk during the character creation anymore.[/p]
[p][/p][h3]Bugs[/h3]
  • [p]M.Ark modules (temporal convector / drill / radar) are now correlty placed arround him.[/p]
  • [p]Leaving the game in the middle of the tutorial don't get you stuck for your next session anymore.[/p]
  • [p]Fixed a bug where the walls could be invisible.[/p]
  • [p]Fixed a bug where enemies could have multiple shield on them.[/p]
  • [p]The cloning addon no longer slow the player.[/p]
  • [p]Fixed a bug where the Kritter attack animation could be stuck.[/p]

Kritter "explosive" v0.8.10 udpate

Hello there fellow Kritters!

What?! LJF Games releases two big updates within a month?
Damn right we are! And we are so happy with this update.

After bringing local coop, a new art style, new role skins and a shit load of new things (excuse my french), we are a now bringing even more changes and new features!

I know it sounds too good to be true, but take a look.

First, the online multiplayer is working again.
Then, the base had a huge rework.

M.Ark now have its own turret on its head.
You only have to defend 4 directions against 8 previously.


You can now build TRAPS arround your base.


You don't have to rebuild the walls anymore.

You can repare M.Ark against resources.


The shop has a new corner!


Oh and ... We entirely reworked the waves, with 3 NEW ENEMIES THAT PHYSICALLY EXPLODE WHEN THEY DIE! Oh my, it's so cool, you HAVE to try.


We also did a few cool things like, you don't have to press a button to "mine" the deposit. Now you just have to destroy them.


The settings menu now has a new style and you can navigate in it with a gamepad!


We can't wait to have your feedback about this update!

Here is the full patch note :

Patch note v0.8.10


[h2]General[/h2]
All the roles are unlocked by default. We want players to be able to create a co-op game and play different roles right away.

[h2]Gameplay[/h2]
Defending walls are now reparable. You can repare then during fights or they will be repared by M.Ark at the end of a wave.
Traps can be build in front of the walls. For now they can't be upgraded but that's gonna happen soon.
A turret for M.Ark is not unlockable in the skill tree. The turret is not upgradable yet.
The organization of the base changed. Waves are coming from 4 directions instead of 8. That means that you only have 4 walls to build now.
M.Ark can be repared by spending resources on him.
Resource deposits now need to be destroyed with your abilities to gather resources.
The objective of the tutorial is more readable. It's not perfect yet as too many players still don't understand what they need to do.

[h2]Content[/h2]
Three new enemies have been added. A basic stone warrior replacing the old blob ini waves. A javelin thrower replacing the wasps and a new tiny swarm spearman.
The big stone golems and the canoners and all the three new character now share a color that indicate their level. White is T1, blue is T2 and black is T3. Red ones are berzerkers as the previous red blobs.
New tips are available on the loading screen.
Orange and pink Kritter skins have been polished.
If you unlock M.Ark lvl 1 you'll see a repared model on M.Ark

[h2]Settings[/h2]
The settings menu now has a new style and is working with a gamepad.
It's possible to set fullscreen or windowed mode.

[h2]Other[/h2]
Few perf optimization has been done on the UI.

Bugs
Pausing the game during the tutorial or during cloning won't affect the timer anymore.
Two dozens of possible crashs have been fixed.

And that's it! Thanks again everyone for all your feedback and support

Biggest Demo Update Ever - With Local Co-op

Hello there my fellow Kritters!

It's been so long. Way too long. I know and I'm sorry but we come back with a lot of amazing things.
The thing is, we did 4 updates and we compiled them all in one.

As usual, you'll find the details of all those updates at the end (v0.8.6 / v0.8.7 / v0.8.8 / v0.8.9), but let's highlight the biggest features!

M.Ark has a new face, he his so cute now!


The art direction changed and the whole game now shows a cel shading style. We hope you'll like it.
Still in the art department, the 3 base roles now have dedicated models with brand new animations.


The skill tree is entirely new, in an octogonal shape, with a lot of new perks.


Base building has been fully reworked, with octogonal walls arround M.Ark, turrets, drill, shop and so on.


Passive upgrades have been added in runs.
And the UI has been fully reworked as well!


Well, this new build is FULL of new features, almost everywhere, so we hope you'll enjoy it!
Please come to our discord to give us your feedback :)


Now here are the full patch notes (there are 4).

Patch Note v0.8.9


[h2]General[/h2]
  • The new art style is finally there! Enjoy a nice cel shading effect everywhere.
  • New character models ! The Tracker, the Defender and the Engineer now have a dedicated model with new animations.
  • After unlocking the radar, you’ll have a nice radar building in your base.
  • First round of optimization : 30 to 50% fps gain.
  • Customisation : You can now choose the eyes of your Kritter and its color independently.
  • Probably the biggest update yet, there is now a custom cursor 😀
  • Better transition between day and night.
  • Using of a more modern render pipeline to better work with lights.



[h2]Gameplay[/h2]
  • The primary attack of the defender is now a combo of three slash followed by a shield hit. The defender has never been that fun to play!
  • Waves can no longer arrive from the north line.
  • Combustion and cryo dash upgrades have been removed.


[h2]UI[/h2]
  • In the selection screen, roles now have a nice selection animation
  • The Exit sign has been replaced by a “GO” sign to be more understandable


[h2]Balancing[/h2]
Every role damaged has been balanced. More damages on tracker mostly.

[h2]Bug fixs[/h2]
  • A bug prevented the player to attack while using gamepad when the player had a building preview visible
  • Fixed a bug where the player was looking at the mouse after receiving damages or after closing a UI
  • The Player 1 was not resurrectable by Player 2, it’s now fixed.
  • The boss is animated again when walking :|
  • A dozen crash generating errors have been fixed.



Patch Note v0.8.8


[h2]General[/h2]
New Local Co-op Mode !
Play with two controllers on one screen and enjoy the best fun there is on Kritter!

[h2]Bug fixes[/h2]
  • The walls no longer stay stuck in the ground after building them
  • You can see through the boss dome now



Patch Note v0.8.7


[h2]General[/h2]
  • M.Ark defenses are no longer dedicated perks in the skill tree. They have been merged with M.Ark's levels so you will unlock walls directly at the end of the tutorial. More details in the Skill Tree section.
  • Resources and their usage have been reworked. A new Coin resource has been added and is only used with the shop. The yellow crystals no longer exist. Carbon (the grey resource) is only used for defensive buildings. The blue crystals are only used for modules and Tier 3 defensive buildings. The cost of every build has been balanced acordingly.
  • It's now possible to build defensive structures during the defensive phase. So you can rebuild walls that have been destroyed. The build ghost and popup are more discreet though.
  • The SHOP is no longer wandering the map. You will now have to unlock it through the skill tree and you will find him next to M.Ark between each wave with new content.
  • Secondary skills from the Defender and the Tracker now works as intended. It means that when using mouse, you will jump / fire where you clicked. When playing with a game pad, you will auto target near enemies and if no enemies are on sight, the skill will trigger at max ranged.
  • At the start of the game, the welcome panel will give you the possibility to disable voices in the game. Sadly we had a few feedback on players not liking M.Ark's voice :frowning:
  • You can now see through visual obstacles if your Kritter is behind. It's not perfect yet but I should help a lot with visibility.
  • Enemies AI has been improved regarding the way they target walls. There is still work to do but it's way better.


[h2]Skill Tree[/h2]
  • The skill tree is now versioned so every time we update it, the skill tree with be emptied and you will be refunded.
  • The two first tiers have been reworked with a bit less minor perks and more major perks.
  • M.Ark defense lvl 1 now unlocks walls.
  • M.Ark defense lvl 2 now unlocks turrets.
  • Add-ons slots are now available at each tier.
  • A Shop Major perk has been added to unlock the shop with two minor perks to give you a reroll option at the shop as well as more items to buy.
  • Stats on strength / M.Ark health and shield have doubled.
  • You can now see the stats values that a minor perk will give you


Balancing
  • The "distance 3" tiles (the ones really far from M.Ark) will now give way more resources. In general, more resources are on the map.
  • Skill upgrades of the Tracker have been boosted.
  • Golems have less health.
  • T2 dragons now fire at a reasonable pace.
  • M.Ark Force field has now 50 health (was 30)
  • The main area doesn't contain any super green tree anymore and enemie's path have been cleared so they don't get stuck not their projectiles.


[h2]Audio[/h2]
  • Death of lieutenant now triggers the right lines and sounds.
  • New sounds on Add-on selection.


[h2]UI[/h2]
  • The shop UI is now up to date.
  • A few improvement on the role selection screen has been made (like the right inputs).


[h2]Misc[/h2]
In the settings a new "Special" category hold a dangerous button. With it you can fully erase your character in order to start the game again at the very beginning. Probably only works on Windows for now. Use with caution!

[h2]Bugs[/h2]
  • Localization on inputs where sometimes wrong (azerty for FR / qwerty for EN).
  • When selecting a role, like tracker you will now play the tracker. The 0.8.6 had that wrong somehow.
  • When opening a reward screen with gamepad, you now have a reward pre selected.
  • Walls had tons of bugs. Now that I lost my mind and soul fixing them, it "should" be okay.



Patch Node v 0.8.6


[h2]General[/h2]
  • M.Ark has a new face and a lot of new lines through the brand new tutorial.
  • A whole new tutorial with a dedicated map and objectives will help you better start in the game.
  • The first cut scene is here! Introducing you to the first boss. (You HAVE to get there).
  • The world is way more alive than before. A lot of things have been reworked visually, such as most tiles, the reward chests, the boss arena, the modules and structures …
  • A new resource, void crystals, will be dropped by lieutenants. You will need them for some perks of the skill tree.
  • If you haven't played for more than 3 months, you'll see a nice outline over every object.


[h2]Skill Tree[/h2]
The skill tree is entirely new, have fun (re)discovering it. Here are some new elements :
  • It is divided into tiers so you will have to play through all the acts to unlock them all.
  • Perks in the skill tree now have a fixed cost.


[h2]Base Building[/h2]
Base building was fully reworked, you can now build surrounding walls and defensive turrets as well as what we call "modules" around M.Ark. Every defensive building or module has 3 levels of upgrades that will require resources to unlock.

Here are the currently available buildings:
  • 8 walls disposed in octagon around M.Ark.
  • 8 Turrets disposed around M.Ark.
  • A Carbon Drill which, as you can imagine, drills carbon for you during the exploration phase.
  • A Temporal Convector that increases the duration of exploration.


[h2]GamePlay[/h2]
  • We added traits that we call Add-ons. They offer you a lot of different boosts for a run. They act like a passive upgrade to your character, your base, mark or other aspects of the game. It's the first phase for that feature with 12 add-ons. At least two other dozens are planned. Have fun discovering them!
  • The gadgets (what we called Utilities, such as the scarecrow, the landmine or the engineer's turret) are not time limited anymore. For example if you have 3 charges of gadget, you can have 3 of them at the same time but adding a fourth one will replace the first one you placed.
    The scarecrow now has health and will stay until it's dead or replaced.
    The landmine stay until it's triggered or replaced.
    The turret has ammo and will stay until it's empty or replaced.
  • Each run now starts with an exploration phase.
  • Death has been reworked. Now when you die, you are resurrected in front of mark after a few seconds. This timer increases at each death. The "lose condition" is if M.Ark dies or if the player dies during the boss fight. If you are playing with friends in multiplayers, the run is lost when all the players are dead.
  • Markers will show you where teleporters are to easily get back to M.Ark.
  • If you unlocked the Radar perk, you will now, and for the first time after 3 years of players asking for it, see where the next waves are actually coming from.
  • Lava and water are now dangerous. You'll take damage if you walk in it.
  • The camera changed and will be closer to the action during exploration but farther away during the defense phase so you can better see what's going on around M.Ark.


[h2]UI[/h2]
  • A fully new UI style. Everything is not yet done in that area but we hope you'll like it.
  • The start screen has been fully redone to better show the ambiance of the game
  • On the role selection screen, icons now show you how many players are ready.
  • You can now leave the role selection screen and go back to M.Ark.
  • Dialogs now have new avatars for M.Ark, the first Boss and the shop.


[h2]Balancing[/h2]
  • All the roles and their skills have been tweaked a bit.
  • M.Ark has less health now that you can protect him with walls
  • The T2 blobs are way more dangerous than before.
  • Tornadoes launched by mages now follow you.
  • Globally, the game is harder. Sorry :)


[h2]Bugs[/h2]
Historical bugs have been fixed such as:
  • Super jump through the map with the defender
  • Resources mined are now correctly gathered by the player, even if the player dashes.


Welcome base building in Kritter Test Build

Hello Kritters!


During the last 6 months, Kritter evolved A LOT. Because Kritter current demo is more a test build than anything else, we took the time to add many new features that bring us closer to what we are aiming for this game. And of course, as we are a tiny team of two working on our free time, everything takes more time than it should :D

We are so excited to show all those new things to you and get your feedback about it.
I'll drop a patch note later in this announcement but let me describe to you the core features we added.

[h2]A new world map randomly generated[/h2]
This new map brings the new artistic direction we are aiming for the first act : a barren, post apocalyptic world a bit inspired by MadMax. This new feature maybe one line long in our list, but it was weeks of work. It's still not a final version as we want to add more diversity to the tiles.

So here the thing. The center of the map is always the same, but arround it, everything is different in each run. The map is composed of random tiles, and the inside of those tiles is also random.

This kinda look like this if seen from above.


[h2]Base Building[/h2]
This was an even bigger task to make but we have done it.

You have two kind of base building:
  • Structure building: Those are the defensive parts you can build where you want. Walls, traps and turrets are the only options for now but we are planning on adding a dozen of cool thingy to build.



  • Module building: Those are staticly placed elements that you can build and upgrade. They will act as M.Ark and Kritters upgrades. For now you don't have much of a choice. 4 modules slots for 4 modules. One to speed up your movements, one to increase exploration time, one to heal M.Ark and one to upgrade M.Ark's shield. But we are aiming for 20+ modules and you will have to choose because you won't have as much slots available.

    They look like this:




[h2]Teleporters![/h2]
During exploration, look out for portals. Those will bring you back to M.Ark in a second. Way better than walking all the way to your base isn't it?


[h2]New resources and deposits[/h2]
Two new resources are now available.
  • Carbon: Used for structure building.
  • Temporal crystals: Used for upgrades.


You can find them in chest for also in deposits that are scattered around the world.
Do I have a screenshot about it? Absolutely not, you'll discover them while playing!

[h2]A merchand[/h2]
This one actually replace the old shop you had while playing to M.Ark. This one is from a race called the Azertys and they strangely look like old known piece of technology.





A lot of little things changed everywhere. The following patch note is not exhaustive but you'll get a good idea of what's new :)

Kritter Patch Note v0.8.4


[h2]General[/h2]
  • By default, the steam name is used as your Kritter's name.
  • Reworked narration: All the voices have been recorded again and the tutorial has been shorten a bit to improve the experience of new players.
  • A welcome popup on start now explains that this is still a game under developpement.
  • When players fall from a high place, they now do so at a coherent speed.
  • Enemies now look where they go.
  • Items now drop on floor with a cool animation.


[h2]World[/h2]
  • An entirely new, randomly generated world map. This new map brings the new artistic direction we are aiming for the first act : a barren, post apocalyptic world a bit inspired by MadMax. This new feature maybe one line long in our list, but it was weeks of work. It's still not a final version as we want to add more diversity to the tiles.
  • A new Shop: Mark won't be your shop anymore. You will now have to find the mysterious Azerty, and old living computer selling goods to travelers.
  • New resources and ore deposits: Carbon and Temporal Crystals are now available among the Energy Crystals (the blue ones) and the Soul Crystals (red ones) already in the game. To add more fun that just looting them from dead enemies, we also added deposits everywhere on the map to get those useful resources.
  • Teloporters! Yes, you won't have to go back on foot to your base anymore. Best feature in the game?
  • New mini blobs enemies: quick, weak but numerous!


[h2]Gameplay [/h2]
  • Temporal Bubble: A whole new phase to rest after a wave and before starting a new exploration.
  • Structure building : Available by buying a special perk in the skill tree. We aim to add a lot of fun things to build and for now, you'll be able to build walls, fences, traps and turrets.
  • Modules: a new way to upgrade your base and your Kritter against the resources you gathered during exploration. Just 4 of them are available now but we are planning on 20+ modules.
  • Gamepad aim has been greatly improved.
  • Chests reworked: They now drop rewards directly on the floor. More juicy and no UI, oh yes!
  • A lot more visual feedbacks. That's our little secrets to make the game feel good!
  • Gamepad gameplay has been improved. It's now easier to hit targets.
  • Landmines now disappear after exploding.
  • The F.A.I.L device is not a consummable to revive in solo or resurect your friends in multiplayer anymore. Now a charge of F.A.I.L Device will prevent you from dying on a fatal hit and will heal you for half your health. Same behaviour in multiplayer. Those items are not shared anymore.
  • Resources in general are not shared between players anymore.
  • Mobs now reset their health if they lose aggro.
  • Broken walls now repare themself at the end of a wave.
  • Traps are twice bigger.

[h3]Bugs[/h3]
  • Yellow crystals seen as -1 when you had 0 in module build popup
  • The modules at maximum level doesn't show the detail of last seen module anymore
  • Big chests now always drop loot


[h2]Multiplayer[/h2]
  • Players can now resurect their friends as many times as they want. The F.A.I.L Device is not used for that anymore.
  • Players can now build and upgrade modules in multiplayer.

[h3]Bugs[/h3]
  • Client players can now pick up resources and power ups
  • Client players can now build turrets and traps and correclty see the walls they build
  • Telegraph now don't stay on world after the enemy's death
  • Cactus Stom is finally fixed (1 year old bug)
  • Client players now see the boss health correclty
  • Screen was shaking non stop for client player if the host built a module
  • Shop now visible for client players (Bug #10 from Hypadao)
  • Tracker landmines now work if created by a client player
  • The names of your friends were sometimes poping on screen and stayed there
  • Leaving the game as a client now disconnect you properly from the game and brings you back inside M.Ark (not working 100% of the time ).


[h2]UI[/h2]
  • You can now see the Kritter's direction with a little UI thingy arround your character
  • Healthbar are smaller and disappear after a fex moment without hit
  • A new end of run screen is now here to give you some stats and encourage you to play again
  • The little popups showing how much resources you picked are now stackable to improve the readability (and also show the exact number, which was not the case before)

Bugs:
  • Fixed a case where the main screen UI could disappear


[h2]Audio[/h2]
New audio mix so every sound is now properly managed by audio settings

[h2]Other[/h2]
  • The Defender is now properly animated for its primary attack
  • New light inside the pod. So colorful !
  • Numerous translation fixes
  • Dozens of bug fixed but I prefer to forget they ever existed
  • Full re balancing of the game



Thank you so much for reading, for all your support and have fun playing Kritter!