1. Steve's Warehouse: Physics. Roguelike. Chaos.
  2. News

Steve's Warehouse: Physics. Roguelike. Chaos. News

Demo updated! New visuals, heart update and more!

Hi Steve, steven, steph or other stevo,

On today's demo update:

Major changes
  • Animals and celestials are now magnificent with brand new faces!
  • Heart is now a physical object, its price has been reduced in accordance to 10 gold. Watermelon now generates a physical heart
  • A gold condition has been changed to incentivize more to play multiple families at the same time and nerf one-family carry a bit, instead of having 1 gold per family in the arena at the end of the round you will now have 1 gold per family in the deck.
  • All passives have now names!
  • New end screen! The recap has been moved to a dedicated screen that shows your unlocks!


[h2]Small changes[/h2]
  • A typist effect has been added to the end-of-round recap and tutorials
  • Medals have different visuals
  • Typist added to tutorial and recap screen


[h2]Bug fixes[/h2]
  • Changing difficulty and then clicking continue no longer changes the arena
  • The speed of each object is now saved
  • New try to fix the "Unable to assign a collision category" Please report if the bug still occurs!
  • Add more safe way to the demo and allow you to leave the shop in the tutorial even if you didn't delete an object

Patch notes: Demo content changes, QoL improvments and Bug fixes!

Hi every-steves,

The demo just got updated!

[h2]Demo content[/h2]
Thank you a lot to the nearly 1 000 players that already tested the Steve's Warehouse demo!
With that, I, Steve, got some data and some of you played... a ... lot! Which is pretty great but also way more than what I imagined, 100 of you played more than 3 hours of the demo, and more than 25 of you more than 5 hours!

This helped me notice, that the demo might be a bit too generous. I am showcasing a bit too many objects (more than 50% of the final objects) which feels a bit too much for only the demo. I would not want players to be disappointed when purchasing the full version because there is "not enough content" compared to the demo.


So here are some demo content adjustments:
Content leaving the demo :
  • Discoballs family and their passives
  • Christmas ball and their passives
  • Bomb and their passives
  • The dart and small wheels passive


Note: If you've already unlocked some of the content that leaves the demo, the content will still appear as unlocked but won't be able to be played with

  • To showcase a bit more what the game has to offer, a new difficulty has been added to the game! Win a game in the cherry difficulty to be able to play in the Strawberry difficulty!
  • A new end-of-demo screen has also been added, it doesn't stop you from playing more, just remember to wishlist the game (Also please don't forget to wishlist the game ;)!


While I am lowering the demo content, having some of you test the game is still really useful to improve balancing and give new ideas! While the focus is currently on improving the demo, the playtest might be held in a few weeks or months, on the full game versions! If you want to be able to playtest the full game, don't hesitate to join our discord.

[h2]Quality of life improvments[/h2]
  • Tooltips have been improved, they now only appear after 350ms of not moving on an object, and they also stop flicking between two objects
  • Ship delimitation has been improved and is now more precise


[h2]Balancing[/h2]
  • Lowering the price of high-cost items, the price of items now is: 1/3/5/10
  • Strawberry is now rare instead of common, Grape is no Epic instead of rare, Apple is now legendary instead of epic
  • Blackhole is now smaller, to facilitate the possibility of creating high-value objects to be absorbed
  • Passive are a bit heavier and will become a bit less jumpy
  • Discoballs score calculation has changed and now gives the sum of the two disco balls value (not testable in the demo)
  • E stop falling (big nerf I guess?)


[h2]Bug fixes[/h2]
  • Fix the "unable to assign a collision category" bug, that was randomly crashing the game. I could not reproduce this bug, I am not 100% sure it is fixed, so don't hesitate to report it! The change I have made to fix this bug should also slightly improve the physics.
  • Fix some typos (yes there are grapes)


Demo Updated! New passives, whale rework and visual update!

Hi fellow Steves,

The demo has been updated with a few changes:
  • Tutorial improved, even if you don't read everything or do everything the tutorial will get less stuck and let you unlock the medal more easily. Also to give more to play early on, the Celestials family is not unlocked from the start and does not need to be unlocked!
  • Visuals improved! The visuals on the game are still "demo visuals" and will improve throughout the demo life before the release, thanks to our amazing artist Steve-Aglou! On this update, all fruits have been updated to be closer to their final looks
  • New passives that I will let you discover by yourself!! Also, the passive cost is no longer 7 golds but an increasing cost starting at 4 golds
  • Whale rework, their effect has been kept for another last item family (transportation), they now have a unique effect each game! (out of 5 effects only 3 are playable in the demo)
  • The last family teased, while not playable in the demon, the last family has been added to the game, to watch their beautiful shadow in the Warehouse!
  • Small score balancing on high-cost items (the high-level objects give a bit more points)
  • Medals are a bit heavier to get less chance of flying out (unlike passive that should stay flying beast for now)
  • A wishlist button has been added to the menu



If you have any feedback, any bugs to report or want to learn more, don't hesitate to join our discord: https://discord.gg/9pJNg8mkuh
Thank you Steve,
Bye
Steve (i guess)