1. Kritter
  2. News

Kritter News

Kritter Demo Update for No Time To Loot

[p]Hello my Kritters!

This week we have the privilege of being part of the No Time To Loot festival on Steam!
The perfect moment to try Kritter and other amazing indie games.
And also the perfect time for a Kritter Demo Update :)
[/p]
This is M.Ark speaking...
[p][/p][p][/p][p]The previous Kritter update brought a lot of amazing features, but also a lot of bugs.
So I had to step up and hunt those nasty critters (got it? critters? Kritter? haha).

But I also had to take a step back. (Up, back ... where could I step next?)
I realized that I may have been too much. That I was non stop speaking and I understand how overwhelming it could be.[/p][p]
To counter that, I will no longer haras you everytime you come back after losing, but you will have the possibility to talk to me. But in case you miss my presence, I will also ALWAYS BE WATCHING YOU HAHAHAHA. I mean, I'll be there with you, inside myself. How weird is that?[/p][p][/p]
I'm trying to be clearer
[p]It occured to me that what I'm expecting from you is not always crystal clear, so I made more visible indications...[/p][p][/p]
I updated the Skill Tree
[p]Before I rework the entire design of the skill tree, I am still adjusting some things.
Such as the traps that are now unlocked in the first tier of the skill tree and my own lvl 2 that increase walls health. Isn't great?[/p][p][/p][p][/p]
I fixed some nasty bugs
[p]Alright, for quite some time my force field was weird and when you guys came defend me in co operation, my force and my own health were NOT working at all.
So I reworked the all thing and it's now working properly.

I also had some issues with reswources consumption when upgrading a module or building a defense in co-op, but it's now fixed.

Weirdy, it came to my attention that the radar module was not visible in co-op, it's okay now.[/p][p]
Other thing, the language selection dropdown was kinda stuck when using a gamepad and it's now okay.

I also noticed that the limits of the main area were gone so I put new ones.[/p][p][/p][p][/p][p]That's it everyone. Have a great time trying to defend me!
I know you were expecting more but don't worry the "more" part is under heavy development ;)[/p][p][/p][p]See ya![/p]

Kritter v0.8.15 brings tons of fixes

[p]Hello my Kritters! [/p][p][/p][p]I hope your are all having a great summer time because I do.

Today we updated the Kritter demo with many bug fixes as well as performance optimization.
I can't exactly say how many % of fps you'll gain, but I reduces rendering draw calls to a third of what we had before and I also added culling on all animations and particle systems. From our tests the result is great but I'd love to get your feeback .[/p][p]One bug in particular, the "I can't resurect my friend and can't even see my body" is a terrible one and I didn't find a way to reproduce it. Though, I guessed what happened and it should be fixed. Please tell me if you still come accross that nasty one.[/p][p][/p][p]Let's go for the patch note ![/p][p][/p]
Patch note 0.8.15
[p][/p][h2]Balancing:[/h2]
  • [p]You now can get the wave reward even if you are dead.[/p]
  • [p]Low level blue crystal deposits now give more resources but high level ones give less.[/p]
  • [p]Deposits in water should all be accessible now.[/p]
[p][/p][h2]Performances:[/h2][p]General performances have been significantly improved as well as shadows quality.[/p][p][/p][h2]Bug fixes:[/h2]
  • [p]Fixed a bug where the walls would strangely repare themselves in some case but only visually.[/p]
  • [p]Fixed a bug where the coins would not be gathered.[/p]
  • [p]Fixed a bug where M.Ark would heal twice when reparing him.[/p]
  • [p]Fixed a bug where addons from the initial chest (those around M.Ark at run startup) where not applied. It's now working.[/p]
  • [p]Fixed the "Temporal chest perk". You can now keep up to 50 coins of your last run.[/p]
  • [p]Fixed the "Stockpile perk". You will now start with 50 carbon.[/p]
  • [p]Fixed the "Oh shiny rocks!" perk. You now get 20% more resources with it (blue crystals and carbon)[/p]
  • [p]Fixed the "Money Express" perk. Coins will now give you 20% more.[/p]
  • [p]Fixing a bug where creating a trap at the end of the exploration timer would make them disappear.[/p]
  • [p]Fixed the healthbar of M.Ark in multiplayer (the shield part was not updating).[/p]
  • [p]Fixed some bad timing in the boss skills.[/p]
  • [p]Fixed a bug where you would revive an infinite number of time against the boss after buying a F.A.I.L device at the shop.[/p]
  • [p]Fixed a bug where you would be cloned by M.Ark after using a F.A.I.L device bought at the shop.[/p]
  • [p]At the end of the demo, you now come back to the lobby insteand of the end of demo screen.[/p]
  • [p]Fixed a bug where you could have twice the same item in the shop.[/p]
[p]And probably many more, like invisibile ones and some graphical tweaking here and there.[/p][p][/p][p]As usual, thanks everyone for you help and for you amazing support.[/p][p]
Kritter is more and more polished everyday because of you

The Big Boss Update

Hello my Kritters!
[p]
We are so happy to share with you our new Kritter update.
As usual, we added new features, new content and fixed many bugs.
[/p][p]Here are the main things to now:[/p][p][/p][h2]We added new traps[/h2][p][/p][p]An electric one that stuns enemies.[/p][p][/p][p]And a tar one that slows enemies.[/p][p]Have fun finding what suits your defense best![/p][p][/p][h2]We added telegraphs[/h2][p]A standard in action roguelites that we were missing. For now we added some to the important parts, like on the boss fight and big enemies, but now that it's there, you can expect to see more of them, even on the Kritter part![/p][p][/p][h2]The Boss fight is way better and way harder[/h2][p]Yeah the boss is a bit faster and a lot stronger as well. Nice one.
Anyway, the boss now has three new skills that will give you a hard time.[/p][p][/p][p]And soooooo much more.[/p][p][/p][p]As usuall, please join our discord server and give us your feeddback about the game, it would help us tremendously to make it better![/p][p][/p][p]And a special thank you to all of you for helping us everyday to make Kritter a better game![/p][p][/p][p]It's now time for the patch note :)[/p][p][/p]
Patch Note v0.8.14 - The Big Boss Update
[h2]General[/h2]
  • [p]We added telegraphs (or skill indicators) for many enemy attacks.[/p]
  • [p]The Boss fight has been reworked a lot, for a way better end of demo experience.[/p]
    1. [p]The boss now has 3 new skills: a cone slam, a random spikes attack and a fire spiral with dozens of projectiles. [/p]
    2. [p]All 6 of the boss's skills have telegraphs .[/p]
    3. [p]It's now possible to skip the cut scene and you can't move nor take damages during this time.[/p]
    4. [p]The boss door now close behind you, not possible to escape the fight.[/p]
    5. [p]The engine is directly looted by the boss. There is no more chest.[/p]
    6. [p]The boss move correctly and it's not possible to get him stuck in the door anymore.[/p]
    7. [p]The camera is higher to better see the fight.[/p]
  • [p]The "Reset Game" button in the special settings section is now working. Be careful though, using it will wype your entire progression.[/p]
  • [p]The boss tile is slightly smaller.[/p][p][/p]
[h2]Gameplay[/h2]
  • [p]New traps have been added so you can choose between 3:[/p]
    1. [p]The electric trap that deals a bit of damages and stun the enemies for 2.5 seconds.[/p]
    2. [p]The tar trap that slow enemies down to 35% of their move speed.[/p]
  • [p]The big blobs now charge the player properly.[/p]
  • [p]Tracker shots no longer collide with everything, a lot of frustration has been removed.[/p]
  • [p]Engineer turrets now can do critical damages.[/p]
  • [p]The defender light attack no longer make him dash forward.[/p]
  • [p]Lieutenants can no longer get frame freezed after an attack.[/p][p][/p]
[h2]Balancing[/h2]
  • [p]All the turret damages have been balanced. The railgun's damages are reduced and the bazooka and the machine gun are now stronger.[/p]
  • [p]A lot of enemies have been balanced but we lost count of what we did. In most case, they are stronger now.[/p]
  • [p]All of the enemies skills timing have been reworked.[/p]
  • [p]The first lieutenant has a smaller attack.[/p]
  • [p]The map contains more blue crystals.[/p]
  • [p]Engineer turrets have been reworked so they last longer but have a bigger cooldown time.[/p]
[p][/p][h2]Graphics[/h2][p]HDR is back. It was disabled during the last patch by mistake.[/p][p][/p][h2]UI[/h2]
  • [p]The 3rd and 4th circle in the skill tree are now disabled in the demo and shows it properly.[/p]
  • [p]Perks description in the skill tree are more accurate.[/p]
  • [p]In french "ça charge" has now the right font.[/p]
  • [p]Gamepad inputs are no longer shown if you play with a keyboard and mouse.[/p]
  • [p]It's no longer possible to open a UI while the end cutscene is happening.[/p]
[p][/p][h2]Misc[/h2]
  • [p]The useless church tile now has colliders.[/p]
  • [p]Some objects on the map lacked colliders, it's fixed.[/p][p][/p]
[h2]Bugs[/h2]
  • [p]Fixed a bug where you could get stuck in the tutorial if you returned to the pod before the end of the tutorial.[/p]
  • [p]Better timing of some subtitles.[/p]
  • [p]Navigating in the skill tree with a gamepad now properly works.[/p]
  • [p]Killing the boss no longer shows a "Enemy camp cleared" sign.[/p]
  • [p]The stone block at the right of the boos door now has a collider.[/p]
  • [p]Skipping a dialog no longer trigger the gadget skill.[/p]
  • [p]The fire skill modifiers are no longer applied on gadget or friendly items.[/p]
  • [p]Skills now go through building ghosts.[/p]
  • [p]Fixed a bug where you could still have the resurect VFX on you inside mark.[/p]
  • [p]It's not possible to stack landmines to reach top of things anymore.[/p]
  • [p]It's not possible to to the same thing with engineer heavy skill either.[/p]

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]