How can those claim the new edition who backed the original campaign?May be earlier, next week we'll finalize everything, then do the final polishing/balance.
So I'd say we're not going to miss July, no more delays.
Sure. Tomorrow I'll prepare some stuff to post here!Could you showcase the new combat in a screenshot ord a vid?
All Steam users will automatically receive the new edition, either via an upgrade of the old ICY or another game in the library. Also backers will be able to contact us to receive GOG keys if we get accepted on GOG. We'll easily sort it out, once we'll be done we'll directly contact all people.How can those claim the new edition who backed the original campaign?
at first i was
and then i was
Jun 13 @ 5:02am
Every feature is in place and most bugs got already removed, we're focusing now on balancing the fights, the three different difficulties and on removing the last minor issues. All major bugs we found are gone, most minor bugs got fixed too, but we found several things that could really use some care and love.
We're definitely in the final phase of the process, but we won't rush the release this time. When we originally released ICY there were several pressures from different sources and the final result was buggy. We'll take the time we need to deliver the best game we can.
Also we're nearly done so it won't take more than a month to finish, pack everything and have it released.
We'll work on it asap, but we know nothing about it for now. Sadly, Inner Void doesn't hold the distribution rights, so we may find our hands tied.Looking forward to it. Any word on the GOG release?
We thought the publisher could manage to go to some Steam guy and do the same thing that was done for games like Deus Ex: Human Revolution or Kingdoms. Apparently we were wrong and to release it as a different game (and have some exposure) we need to go on Greenlight again.
But the good news is that we're nearly done, we're satisfied with the many changes and it will still be free for previous owners! We should be fine, at least it's a good chance to find some more buyers.
The worst part is how the stress of the GL campaign can affect my crappy, crohn diseased intestine. I guess it's diarrhea time, again. (Yeah, thanks Nathan for the unnecessary info!)
Some TCG games are quite complex, to be honest, but in this case we have something more like a peculiar mix. I have described how it works in this page. While definitely not the deepest combat system in the world, it is actually fun and interesting to play with a reward a tactical approach.We thought the publisher could manage to go to some Steam guy and do the same thing that was done for games like Deus Ex: Human Revolution or Kingdoms. Apparently we were wrong and to release it as a different game (and have some exposure) we need to go on Greenlight again.
But the good news is that we're nearly done, we're satisfied with the many changes and it will still be free for previous owners! We should be fine, at least it's a good chance to find some more buyers.
The worst part is how the stress of the GL campaign can affect my crappy, crohn diseased intestine. I guess it's diarrhea time, again. (Yeah, thanks Nathan for the unnecessary info!)
I'm not happy to here about the card game combat. I am not very familiar with TCG but I know kids love it so it is too simplistic for any adult challenge or enjoyment. I did enjoy your original game and will try this with an open mind. A
Also, have you thought about some sort of upgrade sale or dlc, some way for customers getting this for free to throw you some cash? One game had a "buy us coffee" dlc. I'm sure I'm not the only one who'd throw you guys some cash for a "support the devs" dlc, maybe like a very low powered or aesthetic only item.
We're enjoying some incredible 25 degrees here in Rome but sadly is going to end soon.Sounds like just the thing that's needed today in this african heatwave.
Do you mean decisions in one encounter affected things in future encounters? I didn't play far enough in both games to check this out. I just meant that selecting different things within an encounter didn't seem to make any difference. I didn't go back and replay and check every decision, but the ones I checked changed nothing.I saw decisions matter quite a bit throughout the game...there were many events that were clearly influenced by what I had decided before.
Combat was pretty fast in the beginning against dogs and mutants, but once I got to fighting humans, it slowed to a crawl. Maybe I was just bad at combat or didn't have good enough equipment (mostly sniper rifles, assault rifles, and body armor that added a wall and a maneuver token), but I'd do like 100 damage on the first round of combat then the enemy would lower my morale to 0 (they'd lower it by over 100 each turn to be sure it was 0) and throw up shields every round, reducing my damage to about 20-40/turn, making it take forever. Even on turns where I pulled some morale tokens, I could maybe get it back to 50 for a turn to have it drop down to 0 on the enemy's next turn.I really can't agree that combat takes too long. All but the toughest fights were over for me in about 10-15 rounds. Which seems pretty quick for a turn-based game, actually. And the enemy turn can be sped up a lot, too.
It is definitely the case that I expected something different, somehow, even after playing the demo. I think I mainly expected decisions in dialogues to matter more than they do. I was kind of judging the game based on it being "a narrative-driven post-apocalyptic survival RPG," rather than an interactive novel, and that was totally my fault. When I played the demo, I thought all the choices I was making were life and death, but choosing different options only seemed to really change the very next line of dialogue before things got back on the rails. I also didn't realize that the loot locations were respawning when I played the demo.While I can agree on many things with you, Dickie, I feel like you either judged the game a little too harshly or you expected something different.