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Turtle Riders News

Update 1.2 - April 13th

Greetings Riders,

This update adds stat tracking during the runs and also brings changes to the some of the UI elements, and the endless mode. More specifically:

-Some elements of the UI like the resource numbers are now smaller to take less space on the river. The Ulti bar is also moved near the elements to avoid clicking it by mistake when trying to gather the resources in front.
-When the game is paused you will now be able to see your stats in a panel as shown below.

On the bottom of the panel you will see "Weapon Output" and "Total Damage".
Weapon output counts all the damage the weapon does, even if it's not inflicted to an enemy, meaning that if your shot does 10 damage and the enemy has 5 hp, 10 damage is added to Weapon Output. This is so you can compare different weapons and builds more accurately.

Total damage counts all the damage that any enemy has taken, from all sources.
So don't be confused if Weapon Output is bigger than total damage.

Another DPS counter is added in-game (left side of the HP bar) that counts the damage per second inflicted by the weapon and measures a 3 second window.

-The endless mode difficulty is reworked. The difficulty starts increasing faster and all runs should be shorter now. Let me know how you find the changes in this mode.
-The leaderboard has also been reset! Old high scores will still be visible in the leaderboards panel by selecting the 1.0 version.

- Reroll now only costs orbs. Starting from 10 and going +10 for each reroll. This will make it much easier to go for a specific build if you can spare the orbs!

Balance changes
-All elemental ulties cooldowns are decreased by 10%.
-All mini bosses' hp in normal mode is reduced by 50 HP.
-Hidden orbs upgrade now also make the crows and squirrels grant XP when killed.
-Big Rolling ball damage reduced from 35->30.
-Summoners HP reduced from 35-30.

-Fortified shell talent now gives +20% damage reduction and reduces movement speed by 10%.
-Fire Rate's special talent active time reduced from 10 -> 7 seconds.
-Subtle Prowess talents critical chance reduced from 25 -> 20%.

-Fixed some other minor visual bugs and translations.

That's all for now, let me know how you find the new endless mode difficulty!

By the way if you enjoyed playing Turtle Riders, don't forget to leave a review! It really helps and we are also very close in getting a "Very Positive" review score!

Keep on riding!

Solenya








Update 1.1 - April 3th

Greetings Riders,

Big update with many changes and fixes is here.

Changes:

-The cooldown of special talents is now shown on the top left icons with a red filling background color.


-The special talent of Shell, "Hide" is reworked and triggers with a 60 second cooldown instead of chance. Active time increased 5s->8s.

Turtles
-Oceana's hp increased by +50 and her growl skill cooldown increased to 5min. Also fixed a bug where the growl wouldn't happen again after the first one.
-Tortorix return damage reduced 20%->15%.

Weapons
(power affects the range and flying speed of the projectiles)
-Bow spread -20% and power +10%
-Blowgun now has 10% chance to shoot 2 consecutive shots. Spread -20%
-Throwing Axe power +10%
-Slingshot spread +5%, power -15% and damage -5%
-Suriken attack speed -5% and power -25%
-Boomerang damage +10% and attack speed +5%
-Spear power +10%, attack speed +10%, spread -10%
-Crossbow now has a 5% chance to pierce through all enemies (can stack with Soulpiercer talent to 10%)

Balance
-Liquid Fire damage +20%
-Ice and Air Shots chance reduced
-Meteorites Shower hitbox increased

-Summoner's hp reduced 40->35 hp, summoning range increased and summoning animation time increased from 1 -> 2 seconds . These enemies could easily end a run if stack together so they will be less of a problem now.(still a problem you have to deal with fast though :p)
-Rock's hp reduced 35->30 hp
-Big Rolling Ball's damage reduced from 30->25. It's jumping also changed to be easier to hit.
-Small spider's hitboxs further increased.
Overall the 2nd Forest should now feel easier to pass through.

Fixes
-The Hoarder boss dissapearing bug is finally fixed (for good this time)
-The bug where an enemy could become unhittable after being pushed by air skills should also be fixed.
-Some minor visual bugs and translations fixed.
-The audio quality and performance should be a little better now. I will continue to work on these.

I have seen some really high scores in the leaderboard. My first intention for an endless mode run was to be concluded at around 1500 score maximum so when i feel the game is in a good balanced state, i will further refine the endless mode difficulty and also reset the leaderboard scores. (I will try to keep the top 100 high scores visible in another panel for the future)

That's all! Next update will focus more in optimization and audio issues along with more balance in talents and possibly adding aiming for some of the elemental talents.

Keep on riding!

Solenya

Patch #4

Greetings Riders,

Another little patch just dropped.

Fixes
-Reworked some aspects of the gathering mode, the bug where you couldn't gather unless switching to manual aiming and then back to gathering should now be fixed. If you notice any other weird behavior let me know
-Fish, butterflies, bubbles, x mark and branches now all have bigger areas to interact with
-Fixed a bug with some achievements not triggering when reaching the Outpost
-Set a small delay for the talents before they are pickable, to prevent random clicks picking a talent
-10% more orbs from score and kills when the run ends
-Reduced the slow % on bosses
-Fixed a bug with the Shovel Fighter upgrade that it wouln't damage some enemies
-Slightly increased all weapons hitboxes

I have seen some feedback about the Hawk talent being useless. I find it a risky pick that might not bring much value in early game since it hits very random, but in late game with many enemies it can instantly kill dozens of them with one hit, so i don't think it needs another buff for now.

I do intent on making some other aoe abilities targeting enemies though, instead of being thrown randomly. Some of these are Liquid Fire, Acid Blob, Ice Shards.

Next update i will try to focus more on the optimization of the later stages of the endless mode where many enemies appear and the fps drop drammatically. Also on balancing some talents.

Thank you all for the feedback!

Solenya

State of the Game and the Road Ahead

Greetings Riders,

In this post i will try to briefly share my thoughts about the current state of the game, as well as what's coming next.

THE RELEASE

The release of the game was fantastic. As a first time developer i couldn't imagine how awesome it would feel to share my work with the players and i can easily say that the results exceeded my expectations.

The steam store page got a ton of visibility and the game a bunch of brave riders ready to march for the sake of the Outpost! And i couldn't be more glad about this.


THE BUGS

Being honest, the game came with some nasty bugs for you. The reasons behind this are mainly two:

1) Me thinking that the game was in a stable, ready for release state.

2) Lack of thorough testing by many people before the release.

In the past few days i did my best to quickly patch all the bugs that were causing crashes or the runs to end in awkward ways. And i will continue to do so till the game is stable for everyone.

I am fully committed to this and confident that it won't take long.


THE DIFFICULTY

Now that's a weird one! I know that the combination of the game's mechanics require from the player quick hands and quick decision making, sometimes resulting in overwhelming situations.
I have seen your struggles and did some changes to make things a bit easier.

From the other hand i 've had many people telling me that they beat Normal mode in their FIRST RUN!

This is very confusing to me! Maybe this is just the result of very bad balancing or maybe the required multi-tasking skills make the game inherently easier for some of you.

Either way I will keep on reading your feedback and act along.


THE FUTURE

For now my main focus will be on reworking things, optimization and fixing what needs to be fixed.

After the game reaches a stable state i will start implementing new features. Some of these could be:

- Controller/Steam Deck support
- Dps tracking for each run
- Higher maximum meta upgrades
- QoL improvements
- New turtle/weapons
- New talents
- New endless mode without the resource gathering, so you have the chance to play the game more chill

I can't promise that i will manage to add all these in the future. But keep giving me ideas and i will do my best to improve the game in ways that i can.


That's all for now! Once again thanks for the support and keep on riding!


Solenya





Patch #3 - 27th March

Greetings Riders,

Another little patch that fixes some major bugs.

Fixes
- Bug that was causing crashes when the bomb carrier bird was letting the bomb drop.
- 2 Bugs with the 2nd and 3rd mini bosses that were turning the bosses invisible, making it impossible to continue the run.
- Bug regarding the tentacle not submerging at the end of the stage.
- Bug that was causing the upgrades in main menu panel not to register, if the button was pressed fast many times.
- After yesterday's patch the rangers' aiming was a bit off. This is now fixed.
- Fixed some translations.

Thanks for all the bug reporting. More changes are on the way!

Solenya