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Gnomancer News

Polish

Streaming the game? Let me know!
  • A ton more polish and detail on the first level
  • Blanked out the game camera when watching cutscenes in resolutions other than 16:9
  • Added army size achievements.
  • Tweaked the lookahead based on Army Offset for Shared camera games, affecting 2-4 player games.
  • Tweaked the point at which bosses trigger cutscenes.

Achievements

  • Locked away the skin menu. It's not done! Stop looking at it!
  • Added achievement for meeting (and rescuing) the King
  • Added achievement for defeating the Fire Golem, the first proper boss. Cat-in-a-box doesn't count.
  • Hooked up achievement correctly for freeing the Village
  • Made sure Gnomes can't ever get in your way.
  • Added 2/3/4 player achievements. Removed the ability to hax in extra players with keyboard shortcuts.



I'm not expecting anyone to hit 1 million Player levels or Gnomes raised - that's just during Early Access so I can manage how far players actually get, without giving people Achievements I need to take away again.

Achievement patch

  • Fixed some issues with stat tracking and achievements. This may mean your achievements reset, but re-running the game should force them to unlock again.
  • Updated some FAQ entries after watching a couple of streams. Keep 'em coming!
  • Wrote a threaded asyncronous texture loading system
  • Many textures are now dynamically loaded on-demand via a thread. This should greatly improve initial loading times. I've no idea why Unity doesn't support this out of the box, but it was a fun technical challenge just as we release!

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.