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Tenebris: Terra Incognita - now available on Early Access

TenebrisGame

Phantasmica Studios
Developer
Joined
Jan 26, 2023
Messages
4
This is basically Starcrawlers?
Aesthetics and turn-based combat have something in common, but Tenebris is not that type of a dungeon crawler. We are more similar to Darkest Dungeon 1 and X-COM - there is base and resourse managment, characters have basic classes, and after several level increases they can change specialization to more advanced classes with different upgrade paths and game strategies, and you will usually have a large roster of characters from which you'll need to carefully select your team based on mission objectives and ability combinations. Characters will also receive injuries and fatigue after missions, so you won't be able to spam all missions with the four most advanced heroes.
 

TenebrisGame

Phantasmica Studios
Developer
Joined
Jan 26, 2023
Messages
4
Update!
We put Demo 2.0 on Steam: https://store.steampowered.com/app/2280060/Tenebris_Terra_Incognita/

Changes include:
  • Functioning ship bays with upgrade system
  • Ability to hire new heroes and create any squad you want
  • A new mission chain with increased difficulty and replayability
  • Improved animations of heroes
  • New effects during combat
  • Completely revamped talent trees
  • New skill description and hint system
  • Improved loot system
  • New weapons and armor
  • Bestiary

The demo is wider and you will be able to upgrade your heroes to level 10.
German, Spanish and Chinese translations added.
 

TenebrisGame

Phantasmica Studios
Developer
Joined
Jan 26, 2023
Messages
4
Update: we are out in early access!
https://store.steampowered.com/app/2280060/Tenebris_Terra_Incognita/

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On the first day you will find:

14 main and side story missions
22 cleanup missions - kill all the bugs!
13 hero classes - 5 basic archetypes, which with experience turn into 8 advanced classes

11 types of bugs, some of which will receive new abilities as they level up, as well as 5 bosses

3 difficulty levels: there will be no easy walk, but on the first two the game will forgive you some mistakes, and on hardcore heroes will die forever - but high-quality equipment will appear more often!

At the start the game will offer at least 30 hours of gameplay - this is how we estimate the minimum time it will take to explore all the content.
 

Alienman

Retro-Fascist
Patron
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18,881
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Finished the EA segment of the game, so here is my review. You can read it down below, or check it out here on my site.

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It’s time to return to the bug infested hellhole of Tenebris. Limbs will be lost, and eyes will be poked out. This is truly a place of horror, and crippled soldiers seeking injury pay. In other words: Tenebris: Terra Incognita will make a man out of you, or well, less of a man. If you suffer from entomophobia, stay away! I played the demo when that was released, which I wrote about here. My impressions from the demo were very favorable, so does the full release live up to the hype? Full release as far as Early Access will take you. Meaning, it’s missing a few crucial parts, like a complete campaign, and a few soldier classes. It’s expected to be in Early Access for one year. Anyway, let’s check it out.

Rock of death
In the far, far future, landing on random planets will always be dangerous. Seeing as most things out there in the cold vastness of space wants to feast on your juicy innards. It’s no difference for our little crew of the space-ship Solaris after crash-landing on the unknown planet Tenebris. Right from the get-go, you will have to fight bugs for survival. And it’s no easy task. The story, at least the parts I experienced, felt pretty simple, but that’s not a bad thing per se. Even so, I’m sure it will evolve after hand, as I already see indications of it being so. It starts with rescue missions, and the establishment of your base. Then missions evolve to find out what the threat is, and what can be done about it. I, for one, defeated a massive angry and terrifying Queen bug that took a couple of tries.

The campaign is not finished yet, but I think I reached the end of it, since the main missions just seem to end around level 16 or so.

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Not sure if that’s the right line to yell when you are in shock, buddy!

The big mistake

When you pick difficulty for your campaign, you get to choose between Standard and Movie Horror. In my failing wisdom, I picked Movie Horror thanks to one specific difference between the two: permanent death of space marines. This was a huge mistake on my part, because one of the other changes to this setting is how reinforcements for the aliens work. You see, on Standard you have to kill the whole squad before a new one appears. This means that you can keep one alien alive, to top off your squad in healing and armor. It makes these encounters massively easier, depending on what kind of bugs you are facing. The continuous reinforcements on Movie Horror can get brutal quick, as it leaves you with no breathing room. I wish you luck surviving several lines of bugs with big armor pools that spit AOE (area of effect) acid in a row.

In combination with Ironman, my first couple of attempts didn’t go well, since the new enemy tier around level 5 slaughtered my men. From what I noticed, there are no other big differences between the two settings, but it’s enough to indeed make it a horror experience. Not having to care about death on Standard, makes the game in general much easier, a little too easy, actually. You still have the fatigue mechanic to contend with, but it’s nothing compared to losing your precious men forever. I find that the default setting is a bit too generous when it comes to penalties involving mission failures, as fatigue is the only punishment. Simultaneously, it’s a somewhat grindy experience, which to be fair can be seen as the prime punishment. I’m not convinced that this is the epitome of game-design, though.

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The medic hesitates to go into another dark cave filled with ancient horrors. Very similar to my experience going shopping

Welcome to the grind

Now, permanent death makes it even more of a grind, since you have to retrain soldiers after every defeat. But that does not change the fact, the further you get into the game, the more intensive the grind becomes. Especially in combination with the fatigue, and the amount of classes you need to level-up, since you must at least run two squads so you can rest your men. This means running the same missions over and over, until you have reached a suitable level. I wouldn’t have too much of an issue with this, if the missions were randomized, like in Darkest Dungeon or X-com (games they are inspired by). They are not, however. You will quickly come to learn the layout by hand after a few runs, which makes the runs turn very formulaic. Also, Darkest Dungeon has more gameplay mechanics that makes doing missions for experience more intricate. You have to pick where to go, you have to manage the inventory, decide when to use torches and food. If you have the DLCs, you get even more things to juggle during expeditions. It’s just more involved, while the repeatable tasks in Tenebris: Terra Incognita are simple, requiring very little administration, mostly only combat. This makes the grind pretty noticeable if you fall behind the curve, or just need to pump up a few levels.

I don’t mind grinding, in a general sense, but I find there is too little to do Tenebris: Terra Incognita currently, which makes the otherwise excellent gameplay suffer. Particularly, when you realize you will have to play the same old missions ten times more to stand a chance against new super evil creatures. However, the game might not actually be finished yet when it comes to this aspect. More might be planned, who knows?

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We are long past medics here, I think we might need a mortician class

Alien battle

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When it comes to the moment to moment gameplay, it’s as excellent as ever, with everything in my demo critique still standing. It has great turn-based pacing, making for the most part every turn a deadly and fun endeavor. Well, except for when you severely out-level the enemies. Then you feel like Rico’s Roughnecks making it through hordes of bugs in record time, butchering every alien you see in the most brutal fashion you can think of. Or if the opposite, then you will be manifesting the disaster of the Klendathu invasion right before your eyes. Annihilating bugs might be cathartic from time to time, yet, Tenebris: Terra Incognita is at its best when the skirmish is tough but manageable.

An aspect that I really enjoyed is the leveling system. It’s not something revolutionary mind-shattering, but it’s well-thought-out, and makes it exciting to level up. It reminds me of the early days of World of Warcraft, before the all-consuming META was established. From a time when you had to experiment with the talent points, finding something suitable for your combat style. I’m getting that same feeling here. One of my best creations is a melee warrior, who instead of shooting stuff to bits, prefers to stab and slice his way to victory with accompanying equipment. Focusing on bleeding effects, emptying the aliens, from bosses to normal soldiers of blood, like a hungry vampire with an insatiable thirst for insect goo.

At a specific level, for example when reaching level 11, you get to pick a specialization. They come with their own fighting style and new talents. You still get to keep the old talents you have picked, it just starts over with a new tier of fun to explore. When my engineer Thomaso (yes, I picked that name for him) reached the next tier of unit, I could pick between becoming a better engineer, or some kind of machine-gunner with tech as support. Pretty damn cool, which makes it important to run multiple squads to try out all the different classes and variants.

Loot for everyone
The equipment you find, and buy, all comes in different rarities, with gray being standard, while blue or purple being top-tier. Yes, very mmo-like, but it’s a staple by now. These weapons and armors come with distinctive effects that extend certain abilities. So, while that new rifle you just found on a mangled corpse might have a higher damage stat, it’s not necessarily the best for your man going by your talent choices. It makes finding loot interesting, something to give some thought, instead of just right-clicking to equip the best possible. It extends the joy of inventory juggling between missions, as finding the best equipment to optimize the hell out of your men is always fun in a title like this. At times the equipment actually makes the man, and not the other way around.

tenebrisea12.jpg

I hope I get bonus pay for defeating this giant thing

Looking sci-fi

The visuals are top-notch, and so are the animations, as the combat feels and looks very lively when the chaos of battle hits the fan. The only sad thing is that the different equipment doesn’t show on your men. It’s a missed opportunity, that would have enchanted the visuals even further. It would also make the men stand out from each other when they are a part of the same class. However, it’s understandable that this is not to be, considering how much loot there is in the game. It would probably take a Herculean effort to add for a small indie-team. Yet, it would have been cool. Another big plus, that I think plays into the 80s and 90s aesthetics of sci-fi alien movies, is that the men look like grizzled veterans, and the chicks are smoking hot. It’s all grand, with the ladies being extra pleasing to the eyes!

Music and sound are also top-tier, especially the music, with its futuristic synth tunes. It fits the setting well, and is nice to listen to. There is no voice-acting. I don’t see this as an issue at all, seeing it’s not something that comes off as missing, going by the genre of the game. Overall, the presentation is excellent. Just take a look at the great background pictures in the gallery. Very immersive, that adds a lot to the atmosphere.

tenebrisea10.jpg

Oh boy, we have a boss-fight on our hands. Which means, I might actually need those diapers!

Conclusion

Despite my complaining about the grind, Tenebris: Terra Incognita is a great game already, that only can be improved upon – on things to do between main missions, and some balance corrections. However, I must admit that some of my problems with the game are probably a personal skill issue. It’s not a totally uncommon occurrence! On the grind, it all depends on your level of tolerance for it. If you don’t like grinding, this will not be for you. Unless you play on the easiest difficulty setting, but who does that in a title like this? The potential for Tenebris: Terra Incognita is huge, making me think we have a new Darkest Dungeon (but in space) on our hands, if they can fix issues and expand on the gameplay. There is a lot of time for that, though, seeing as it will be in Early Access for at least a year.

I recommend Tenebris: Terra Incognita, and I will give it a careful rating of four on the entertainment scale, with the hope that the grind will be lessened a bit in the future. Because the potential is real.

Thanks for reading.
 
Last edited:

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,359
Roadmap 2024-2026
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Friends, it's time to share our plans for the further development of Tenebris: Terra Incognita.

“Emergency landing”
Technical support
  • Fixing bugs and errors
  • Edits to the balance of heroes and monsters
  • Animations polishing
  • Adding sound effects
  • Introduction of new types of achievements
December 2024

“Heavy Weight”
Major content update.
  • Introduction of Crisis mechanics and world bosses.
  • A new area to explore, the Alien Ship.
  • Addition of new monsters and bosses.
  • 2 new Misty Wastes bugs.
  • Classes revision.
  • Complete rework of the Libritor class.
  • Introduction of new quest types (defense and hunt).
  • Reworking the lock picking mechanics.
May 2025

“Secrets of the Blood Crater”
Major content update.
  • New area for exploration “Bloody Crater”.
  • Addition of new monsters and bosses.
  • Introduction of the “Time acceleration” feature.
  • Custom game difficulty.
August 2025

“Game Release"
Major content update
  • New exploration area “The Great Glacier”
  • Addition of new monsters and bosses
  • Addition of 10 new classes
  • Introduction of unique heroes
  • Adding legendary and masterwork gear
April 2026

First paid add-on
Major content update
  • Introduction of crafting system
  • Introduction of equipment sets
  • New hero archetype
  • New bosses and other high level content.
October 2026


Friends, above are the “realistic deadlines” that we as a team should be able to meet. We have no publishers or investors, and no matter what, we want to make a great game, and we will!

Since Tenebris sales in Early Access have not yet reached sufficient numbers, most of the team has to continue working full time to support themselves and their families. If the situation changes for the better, we can expect some acceleration of the game's development timeline.

Phantasmisa Studios team.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,359
Devlog #9
Dear friends, in this diary we will tell you about our work on Tenebris: Terra Incognita.

But first of all we want to wish you Merry Christmas and Happy New Year! May the next year bring us all more luck and success!

As you know, Tenebris went into Early Access on September 30, and by December we fixed 99% of all bugs, made changes to the balance of the game and other improvements.
We've been going through all of your feedback and suggestions on the game, there was a huge amount of them. Many ideas turned out to be very useful, and we took them into work!
Now we have turned our attention to creating new content for the game. The next global update will be in spring, and we want to tell you more about what will be waiting for you in it.


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New enemies
In the global update called “Heavy Weight” you will get both reinforcements in the ranks of bugs and a brand new class of enemies. The Misty Wastes bug swarm will be expanded with two species - Regenus and Carabid.

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In addition, you will be able to challenge new bosses such as Scutigeromorpha, Venenum Ballus and Albinosus.

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New biome
Our human expedition will finally be able to breach the airlock gates leading to the alien ship under the Devil's Throat. New enemies will be waiting for you there, ready to test your build with their unique mechanics!

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New ship room
In the spring update, you will see the arrival of a new ship bay - “Operations HQ”. This will open up new horizons for you and add depth to the game. “Operational HQ” will receive nine improvements accessable in the Command Center. We will keep its functionality a secret for now.

Reworked negative effects
We've since reworked the negative tier one effects such as Poison, Burning, Bleeding, and Shock, making them more diverse.

In the global update “Heavy Weight” you will see an improvement of the second tier effects. The Acid Concentrate effect will appear and other changes will be made.

And, perhaps, the most delicious: we will introduce lethal effects of the third level, such as Nano Plague, Super Acid, Wild Fire and Bloody Mess. They will be accessible by converting tier two effects in combat.

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Hero professions
We are completely changing the mechanics of lock picking. Moreover, we have significantly expanded this aspect of the game by introducing professions for heroes!
Each profession will depend on the hero class and will significantly affect gameplay.

The Technicus class archetype will receive the profession “ Hacker”. It will be possible to open locks in the game without it, but with Technicus you will be able to get additional loot and resources.

The Medicus archetype will get the “Reanimator” profession. Some heroes you meet on raids will be able to be rescued, thus adding to your hero pool.

Архетип Defencor получит профессию «Силач». Благодаря его выдающимся силовым показателям герой сможет попробовать разобрать завалы, чтобы получить доступ к новым подходам в подземельях или комнатам.

The Defencor archetype will receive the “Strongman” profession. Thanks to his outstanding strength stats, the hero will be able to try to break rubble to gain access to new paths or rooms inside dungeons.

The Miles archetype will receive the “Marauder” profession. Searching the bodies of dead fighters will now increase the chance of getting higher quality equipment.

The Pellentes archetype will receive the “Scout” profession. Thanks to the profession finding hidden secrets in raids will have a chance to acquire more resources.

Combat stimulators
Right now there are 2 types of combat stimulators not yet implemented in the game, and before they are added, we would love to hear your suggestions. If you have any ideas on what kind of combat stimulators should be added, please post them here.

PS: We are very grateful for the huge number of suggestions and messages of support, as well as for the high rating of the game on Steam. There is no doubt that with your support and feedback we will make a really great game!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,359

Devlog #10
Friends, in anticipation of the upcoming major update “Heavy Weight” we will share the work progress on Tenebris: Terra Incognita.

We apologize that we haven't released any news about the game for a long time, some of the players might have been alarmed by it. But we want to reassure everyone, everything is fine and the development is in full swing!

Operations Headquarters
We are finalizing the new “Operations Headquarters” ship bay. Here you will be able to send groups of heroes on missions in the background. This bay will become an additional source of resources and equipment for you. And the most important thing is that you will be able to get experience for multiple groups of heroes at once. This improvement will significantly reduce the need for unnecessary grind in the game.

In addition, this bay also serves as a Memorial, where you will be able to view the statistics of your fallen heroes.

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New ship upgrade system
After the game was released in early access, we received a lot of suggestions and requests from you. Many players praised the tactical component of the game, but criticized the strategic depth. We have taken into account the criticism and changed the ship bay upgrade system, at the same time increasing the number of upgrades. This should add more variety and depth to the game.

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New Enemies
We have already added new bugs to the test build and are currently working on new bosses. The new creatures are designed to noticeably diversify the game experience and remove the monotony in the first part of the game.

Regenus
Regenus is the bug colony repairman. The substances it secretes, like high-strength assembly foam, repairs the damaged chitin of its kin and after some time becomes indistinguishable from the rest of the shell. Regenus can dump the spent products of its repair fluid on its enemies in the form of poisonous and toxic mucus.

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Carabid
The existence of Carabidae suggests strong intraspecific competition among the different hives. Apparently it was necessary for local evolution to create a living spear to inflict massive damage to flesh and cover it with razor-sharp armor. So attacking this thing in close combat is not a good idea.

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More bosses have been added as well, they are cunning and dangerous. Some of them are completed and being tested, but for now let's get to know them better.

Venenum Ballus
Who's the most poisonous in the hive? - asks the inexperienced fighter. Venenum Ballus, of course! At a glance you can see that the creature's impressive belly is like a huge poison barrel, but that's not all! The creature spawns vile Boomitus minions at an enviable rate. So what do we do? Should we take more medics or should we stock up on flamethrowers?

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Albinus
A lone monster with unusual coloration, resembling an arachnid rather than an insect. Not only can it detect a well-disguised opponent, but it clearly enjoys hunting down weak prey that is hiding from a predator. It secretes a slime that protects it from all effects, but like any bully, it is frightened when left unprotected.

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Scutigeromorpha
An eternally hungry monster that grinds its opponents with dozens of blade-like paws. Scutigeromorpha will try to devour its prey, even when it is still alive and actively resisting. Add to that an incredible regeneration ability, and you get a terrifying enemy that will appear in your nightmares more than once.

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Androctonus
This creature has been endowed by nature with a unique vision system and tough, spiky armor. Not only can its sharp paws inflict life-threatening wounds, but also any attempt to cut through its protective chitin will have the same results. Androctonus will always find a way to twist and pierce the attacker with its spikes in return.

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Continuation of the story and a new biome
The human expedition has finally managed to breach the airlock leading into the alien ship beneath the Devil's Throat. New enemies will be waiting for you there, ready to test your build with their unique mechanics.

The “Crystalloids” faction is represented in the game in the form of the ship's defense system. Aggressive mechanisms made of metal alloys, crystal growths and wires. Inside is cybernetic flesh-like tissue. These mechanisms are immune to some control and DoT effects. Such as fear and stun, as well as poison. However, they can be knocked down, set on fire and hit with acid. And since they are cybernetic mechanisms, they can also stop functioning from blood loss.

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Members of the Crystalloid faction place special “High Priority” tags on their enemies. While the tag is in effect, the other Crystalloids deal increased damage with special attacks.

The player's task is to adapt to the new challenge and develop individual tactics to fight it. We've found 3 good ways to counteract the creatures, how many will you find and which one will you choose?

New hero balance
We have received a large number of suggestions from you to improve hero talents!
There were a number of heroes who, when switching to a new subclass, lost variety in their playstyle. Others were forced to dump talents they didn't need in the T1 branch. Libritor suffered in particular, as the class was almost unplayable as a Damage dealer.

That's why we significantly reworked and balanced the heroes. We replaced and added new passive and even active talents. Now the heroes are close to our ideal, and we believe that you will appreciate the new changes!

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Vidua had the opposite situation, the hero had high damage, control and initiative at the same time. However, we didn't do what most developers do by simply weakening the class. We took a different route by introducing new enemies that Vidua would have trouble with. The character is still powerful, but now not in all biomes.

Talents of the “ Special Training ” type have been changed from simple passive character enhancements to more interesting, and specialized for the class and the whole archetype.

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Battle effects
We've reworked the first tier negative over time effects such as poison, burning, bleeding, acid, and shock making them more diverse. There will be no more duplication of the mechanics for the effects, they are all unique now. There are also improvements to the second level effects waiting for you. The Acid Concentrate effect has appeared.
And, perhaps, the most delicious thing: we will introduce third-level lethal effects, such as NanoPest, Super Acid, Wildfire and Bloody Mess. You will be able to activate them by converting level two effects in combat.

Professions and mini-games
We have finally implemented full-fledged lock picking mechanics. Now these are interactive mini-games in the best traditions of video games. Multiple attempts and rewards. The players will have to interactively try to get valuable loot or open a secret passage.

Moreover, we have greatly expanded this aspect of the game by introducing professions to the heroes.Each profession will depend on the hero archetype and will significantly affect gameplay.

  • Technicus has been given the profession of “Hacker”. It will be possible to open chests in the game without him in the group, but having a Technicus on the mission will grant you additional loot and resources. However, you still require Technicus to break into terminals and locked doors.

  • Medicus has been given the profession of “Reanimator”. Some heroes you meet on raids can be rescued, thus adding to your hero collection.

  • Defencor has received the profession of “Strongman”. Thanks to his outstanding strength, the hero will be able to try to clear rubble to gain access to hidden paths on missions.

  • Miles received the “Marauder” profession. Searching the bodies of dead fighters will now have a chance to obtain additional equipment of higher quality.

  • Pellentes received the profession “Scout”. Thanks to the profession, finding hidden secrets on the mission will have a chance to receive additional resources.


Combat mechanics
Significantly improved the display of information during combat. First of all, we got rid of unnecessary information in pop-up texts and polished this block.

Moreover, when pointing at an enemy in the battle scene, you will see the hit chance for active skills.

When hovering over allies, their skill bar is displayed, showing skill cooldowns. Now it will be easier to track the heroes' actions in battle, for example to trigger combos or control enemies.

We also received complaints about the initiative queue. The older bug portraits were too similar and confusing. So we completely redesigned them in high detail.

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Audio design
In addition to new audio for the new content, we are also working on music diversity. Our goal is to increase the number of tracks in missions, so right now we are working on several new tracks.

New mission types
The process of assembling new level types is well underway. We have already introduced new “Hunt” type quests where you will have to fight bosses, sometimes in multiple phases, or wandering creatures. We are now working on “Defense” style quests, where on every difficulty enemies will attack you in waves, and the player will need to hold out to win.

Crisis mechanics and world bosses
We decided to postpone this mechanic to the pre-release update, as we faced a lack of content at the moment. We came to an opinion within the team that in order to effectively implement this mechanic, the game should be 95% ready.

What's next?
We are very grateful for the hundreds of suggestions and wishes we received from you. It took us 3 months to sort these endless pages of texts out!
We are looking forward to the release of the new patch, which will significantly improve the game by removing unnecessary grind and adding a lot of new things.

Our current goal is to polish the new patch in time for May and make you happy with the Heavyweight update!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,359

Major update “Heavyweight” game version 0.5!
Greetings, space marines! The day has finally arrived!

A giant update to the game called “Heavy Weight” is now available for download! This is the first big update of the game, which expands and improves many key systems. We're sure it will give you a whole new perspective on Tenebris.

But let's get to the point: below you'll find a list of the changes added in the update. Please note that this list is not all-inclusive, many changes and improvements have been deliberately omitted or described only in general terms, so as not to reveal all the cards.

IMPORTANT
This update is incompatible with old saves and requires starting a new game (profile).

WHY?

Because we carefully and methodically studied all the criticism and based on your feedback and wishes significantly changed some of the skills of the heroes. We have added new quests to the main story, and all this cannot be combined with the old saves in any way.

New Bays: there is a new bay “Operations Headquarters” on the ship, where you will be able to send groups of heroes on missions in the background. This Bay will become an additional source of resources and equipment for you. And the most important thing is that with its help you will be able to gain experience with several groups of heroes at once. This improvement will significantly reduce the need for grind in the game.

New system for ship improvements: we have significantly increased the number and variability of ship improvements. This has added strategic depth to the game.

New stimulators: we changed some old ones and added new types of stimulators, now they will make the game even more comfortable.

New heroes balance: we received a lot of suggestions from you to improve heroes' talents. Therefore, we have significantly reworked and balanced the heroes.

Fixed Libritor: the Libritor hero has been completely reworked. He now shows quite substantial damage on multiple targets.

Professions and mini-games: we have completely changed the lock picking mechanics. Moreover, we have greatly expanded this aspect of the game by introducing professions to the heroes, such as: Hacker, Reanimator, Strongman, Marauder and Scout. Each profession depends on the hero's class and has 3 levels of progression.

Combat mechanics: we have significantly improved the display of information texts during combat. In addition, you can now see the hit chance on the battle scene when hovering over an enemy. When hovering over allies, you can now see their skill bar showing their skill status. And a variety of other improvements.

New effects: we have since reworked the negative first-tier effects such as Poison, Burning, Bleeding, and Shock, making them more diverse. There will be a new second-tier Acid Concentrate effect and third-tier lethal effects such as Nanochuma, Super Acid, Wildfire, and Bloodymess.

New Bugs: The Misty Wastes bug swarm will be joined by two new species, Regenus and Carabid.

New Bosses: in the update you will have to face 3 new bug bosses.
Venenum Ballus, Scutigeromorpha and Androctonus.

Continuation of the story and new biome: the human expedition was finally able to crack the airlock gate leading to the alien ship under the Devil's Throat. There, new enemies will be waiting for you, ready to test your build with their unique mechanics.

New Missions: 25 new missions have been added. Among them are both story missions and grind spots. There are new mission types such as Hunt and Defense types. In some of the “Hunting” type missions, you will have to hunt down particularly dangerous bosses and fight them in several phases. In the “Defense” type missions, you have to hold the defense standing in one place, fighting off waves of enemies.

New soundtracks: besides new sound design for new content, we are also working on musical diversity. We will be adding new tracks to the game throughout development.

Weapon rebalance: we have done a small rebalance of weapons and their bonuses. The class balance is now even better.

New achievements on Steam: we have added a few new achievements and plan to introduce more as the game develops and new content is added.

Polish localization: we have implemented Polish into the game, and we have plans for French and Portuguese as well. We are translating with the help of a neural network, so in case of errors please inform us, we will promptly correct them.

Other changes: we have made a huge number of small changes, all of them you will notice in the game. There is no point in describing them all, but they are all aimed at a better perception of the game. As they say, the devil is in the details!

WHAT'S NEXT?

In the coming month, we will be fixing bugs and making balance changes. Feel free to send your feedback to us, we read them all! In addition, we are starting work on the second major update, the "Creatures of the Bloody Crater!". Expect news in early summer!

HOW TO HELP US?

We don't sell any support packs, but you can leave your review on Steam about Tenebris, it will help us a lot!

We're aiming for a rating above 90%, which will provide better exposure - and more people will learn about the game!

See you soon and good luck exploring Tenebris! ⚔️
Phantasmica Studios Team.
 

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