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Gnomancer News

Gnomancer enters Early Access

After 7 months of hard work, I'm very proud to announce that Gnomancer is finally available to buy. The 3 of us here at ProjectorGames are super-happy with how the game's gone, and we'll be working hard to add in more features and levels and polish and bug-fixing over the next few months.

I've written a huge post detailing Early Access here and a FAQ here

I hope you'll all join me in this journey to getting the game released!

Early Access launch date - 12th of November!

The title says everything. I also just did a patch with the following changes:

  • Added Limited option for Vsync. This will limit the game to 30 fps. This is best used for keeping Laptops cool, and can also help a lot with the quality of Steam's Remote Play Together.
  • Huge performance pass over the main menu.
  • Optimisation pass on the Map screen
  • Reworked shadow qualities. You should see a further change in performance between Low, Medium and High.
  • Added improved shadow fading for low FPS on Auto mode. It's recommended you keep on Auto detail unless you've got a good reason to. This change should also make SplitScreen more playable on lower-end rigs.

Certification fun!

  • Removed Unity Launcher to allow certification for Big Picture mode
  • Mouse Cursor should now hide if using a Pad for Character 1, and unhide if you click
  • Activating the Steam Overlay should pause the game
  • All players in a multiplayer session now need to select 'ready' before they can proceed.
  • Reworked the visuals for selected-slots - this should hopefully be clearer than before.

i'm glad Steam lets me patch every day...

  • Fixed an issue where mobs went into soft enrage mode even when not active.
  • Fixed issue where medals weren't visually awarded
  • Clamped Army Reticule to sensible limits when using a mouse
  • Loads more map work
  • Further main menu work, including better pad detection

Map Patch!

  • Increased maximum Tank Block based on Gnome Damage
  • Removed old Unarmed code from Space bar
  • Fixed some obscure clipping errors. Large rocks were about 1" smaller than their collider.
  • Added a map screen. Not currently functional.
  • Removed a number of developer cheats that people flagged as bugs
  • Added a map screen! Use WSDA, Space and QE to navigate it for now. Be aware the current Level Select menu is now obsolete and can be ignored. I realise this was an Early Access goal, but I decided to forgo sleep and get it in early.
  • Map visuals are PLACEHOLDER and will be iterated and polished over the next few days.