1. Space Grunts
  2. News

Space Grunts News

version 1.3.6 - captain b-skin unlocking and other fixes

Big oops! It seems that the unlocking of the Captain B-skin was failing more than it was working (for the few who would have unlocked it otherwise)

So that should be mostly working now ;p

I also posted some unlocking-spoiler-tips to the Orangepixel forums so if you really want to unlock them and have no clue how, come drop by: http://www.orangepixel.net/forum/

So the list of changes:

interface:
  • added “back” button to CPU access (mouse)
  • added “back” button to character select (mouse)
  • added “time left” to the daily mode


game:
  • fix: unlocking captain b-skin problems
  • added: completing the game now very slightly levels-up your character permanently (stronger start weapons)

version 1.3.6 - captain b-skin unlocking and other fixes

Big oops! It seems that the unlocking of the Captain B-skin was failing more than it was working (for the few who would have unlocked it otherwise)

So that should be mostly working now ;p

I also posted some unlocking-spoiler-tips to the Orangepixel forums so if you really want to unlock them and have no clue how, come drop by: http://www.orangepixel.net/forum/

So the list of changes:

interface:
  • added “back” button to CPU access (mouse)
  • added “back” button to character select (mouse)
  • added “time left” to the daily mode


game:
  • fix: unlocking captain b-skin problems
  • added: completing the game now very slightly levels-up your character permanently (stronger start weapons)

Version 1.2.0 - aka update 37: Tricorder (monster health)



First a little news bit: Space Grunts is now also available to take with you on the road! Available on the App store and Google Play - www.spacegrunts.com for the links.

Now to the important stuff:

So it seems there is a big divide in the players between wanting the monsters showing their status/health in some way, and those that like it the way it is.

Originally I had this code in the early versions of the game, but I actually removed it many months ago simply because I didn't want it in my game.

This is not a generic turn-based game, I'm trying to create something different (and I think I did that) by adding an arcade/action feeling to it. Statistics and numbers in a game turn me off, so why would I want them in my game. This is the turn-based game that I, as arcade action lover, want (and still fanatically) play.

BUT I can see the advantage it gives in some situations during the game, so my solution is: The Tricorder!

It's an item that give you those stats for an X amount of turns, and yes in some situations that can be a pretty good thing to have. It adds another layer of tactics about when to use the item and all that without turning the complete game into a numbers-game (play one of the thousands of other TBS games if you really need that to make a game fun).

So a small but interesting update this time :)

Full update list:


interface:
  • moved “Credits” to options menu
  • changed versioning to 1.2.0 from “update x”


game:
  • added new item: Tricorder; detects life and energy forms (showing health of enemies for X turns)
  • fixed issues with many explosion sounds triggering
  • rewrote audio handling
  • added “loading” message to the initialization state
  • fixed small framerate issue

update 36: small cleanups + important question / poll



A little maintenance update here, fixing some minor bugs and issues.

So some remarks have been made about adding a health-bar to the monsters for tactical reasons.

On one side I understand why, as I originally had that in the early builds, but I also think it's not required for this game.

My idea is that first the datacards are part of that information, they have the info on what average health/danger specific monsters have.

And second, again in my opinion, it's also a skill that grows the more you play. You learn how many damage a monster takes, and if you should run or fight.

So, what is your idea on this, leave a comment below!

Do you think health-stats on monsters should be added, or not?



game:
  • fix: recycle device sometimes spawned on player spot
  • fix: “special door” now loads correct world-graphics when going through
  • fix: tried to make sure the worm cave doesn’t spawn in-front of hallways
  • fix: correctly save game level to save-game
  • added: shiny floor effect to lab levels

Need your help

Hey guys,

Besides releasing Space Grunts and updating it, I've also been working on Heroes of Loot 2, and I could use your help getting it onto Steam.

So if you have a few seconds, please give it a vote on Greenlight :

http://steamcommunity.com/sharedfiles/filedetails/?id=604657470

thanks!