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Vaporum: Lockdown - steampunk dungeon crawler prequel

HoboForEternity

LIBERAL PROPAGANDIST
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Steve gets a Kidney but I don't even get a tag.
finally played this. i agree this is pretty much just vaporum map pack. it's still fun. combat and build is still fun and the loot are great. dungeon wise, it still feel kinda small compared to grimrock, but the combat in vaporum is always better than grimrock. i wish there are more of new enemies, but i guess since it's in the same place same roster kinda makes sense.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
:salute: https://fatbot-games.com/2021/04/21/the-age-of-vaporum-is-over-for-now-at-least/

“The Age of Vaporum” is over … for now at least.
What’s next for Fatbot Games?
Dear fans!


On behalf of the whole team, let me wish you all good health and stability in this unstable and dangerous time. We highly appreciate the effort and sacrifice of the people fighting the virus, and we also feel for those whose health and/or living have been compromised by the pandemic.

The situation in the last few months has been very serious, including in our own country which is in the top 10 most deaths per capita in the world among countries with a population of over a million people, and so we are very grateful that no one in the team nor any close relative of ours has fallen ill. Thanks to that, we could work more or less undisturbed and release our second game in September of last year (2020).

Our Second Game is Out!
Vaporum: Lockdown, released on September 15, 2020 on Steam, GOG, and Humble (Windows, Mac, Linux), is the second game of our small indie studio. Much like the first Vaporum, Lockdown is also enjoying positive reception in the community. We have received a great response in the form of forum feedback, reviews, and also direct personal correspondence. We are very humbled and thankful for all that!

rpg-system-design-process.jpg

Matej and I, trying to come up with cool RPG mechanics.


Both games are a labor of love and so we really appreciate any kind of feedback — be it praise or constructive critique. We have learned a lot in making both games, and apart from being able to make ends meet doing what you love, the experience itself is the most valuable thing we have gained.

Lockdown also released on Switch on March 22, 2021, and we are happy to say that the port has turned out well! Our decision to port the game ourselves proved to be correct. We had to overcome heaps of issues in the obstacle-ridden publishing process of Nintendo, but it paid off!

capor-fihal-1.png

When designing levels for Vaporum: Lockdown, we built upon what we had learned in Vaporum, using the best parts and avoiding the mistakes. At least that was the plan.


We had full control over every aspect of the port the whole time and were able to pack in more quality than before (when previously using a 3rd party to do the job). Apart from the obvious font size increase, there are plenty of quality-of-life improvements in the port, most notably a heavily streamlined control scheme. The game is a breeze to play on Switch now, and we all enjoy it even more than on PC, which is a big claim for us “PC dinosaurs”. (Well, one member still prefers playing on PC, but he’s a “PC protomolecule”, so that doesn’t really count.)

We were able to improve the performance significantly, which allowed us to get more high-end effects & visuals into the port for those eye-candy treats.

We are thankful for any feedback you give us on Vaporum: Lockdown, be it the desktop or the Switch version. Whether it’s a praise-talk or an earful, be sure to give it to us on any of our social channels or e-mail. We know all too well it sounds like cliche, but those of you who have had direct contact with us know that we actually do take your feedback into account.
An End of an Era…
“The Age of Vaporum”, as I like to call it, was a time filled with hardship and trials, but also of some success. You could call the founding of the studio itself a success, which would not have been possible without our investors, today close friends, Richard and Oto, who never doubted the abilities of the team. The way we got to know each other is pretty curious and I tend to mention it in every interview about the studio.

vaporum-was-played-at-northpole-1024x683.jpeg

Our game was even played at the North Pole! Mateusz Mandat, our friend stationed at the tip of the world, sent this unique photo to us.


Although the journey was often hard and tricky, we always treated all the slip-ups and failures with introspection, even though sometimes we had no control over the situation. Today, we see ourselves at the start line, naive dreamers who, on the one hand, had some skill, willing to learn and adapt, and on the other hand, had a lot of luck above all. Thanks to this luck, our failures didn’t cost us our heads, and we are still here.

tired-coders.jpg

Game dev is demanding, especially indie game dev. We were always hard at work, and it drained us quite a lot – especially during holidays.


We set out on this indie-dev adventure thinking we knew what we were doing, but there was soooo much still to learn. Since all the ups and downs and experiences are so numerous, we might rather share them in a separate series of blog posts someday.

What’s Next for Fatbot Games?
Now, we have to consider our future with sober eyes. Sure, we could just keep making dungeon crawlers for the small group of hardcore fans of the genre, and port the games to all the platforms, but unfortunately, that is not sustainable. Our beloved DC genre is too niche and we would be too reliant on the “buying discipline” of the fans, which would still not ensure paying for the costs of the production — trust me, we learned our lesson with both games on this.

The production of Vaporum, with all the goals we had set for it, was a Herculean feat. The number of things that interact and affect each other in a game like that is simply too large to tackle in such a small team without cutting a lot of edges and thus lowering the final quality.

messy-but-organized-middevelopment.jpg

This is what indie gamedev is to us. No fancy offices or buffet three times a day; it’s just hard work, but in a team we wouldn’t trade for anything!


Still, to fans it might seem that despite the miniscule team, the result was pretty good in the end. Maybe, but at what cost… Vaporum cost us a lot of overtime, mainly for level makers and level designers. Every part of the game was more demanding than our team was able to handle in an optimal and timely fashion. We went into an oxygen debt, not only in the amount of overtime, but also in the extra resources that it took. And of course, every debt has to be paid off. But we did not. Was it not for Richard and Oto, our more than fair and amiable investors, we would not be here today.

It was high time to change the course. We dusted off an old idea that had lingered around since the early days. The idea crystallized into a concrete concept in 2019. In the form of a video and pitch deck, we confirmed the viability of the project by pitching it to various parties at various events. Since the feedback was 100% positive, it was pretty clear what the next major project of our studio was going to be.

Right after releasing Lockdown in September, while still making patches for it and doing post-release PR, we started working on the prototype. Along actively porting Lockdown to Switch, we were able to create a final prototype in early March, and then we put it to the test — the focus-test.

These days are all about important decisions. In what form will we release the game, how will we finance it, and when is the best time to officially announce it… All this amid working on the remaining ports of Lockdown (PS4 & 5 and Xbox) and shifting our full production to the new game.

It’s a very strange time. And very exciting! We can’t wait to announce the game to the public and see the reaction from you, our fans! We will appreciate any kind of support, sharing, commenting, or even just liking the post.

As a small hint, the name of the protagonist of our upcoming project is hinted at in the super secret room in Vaporum: Lockdown. Can you find it?

Thank you!

Tibor Repta
TeamLead@FatbotGames

Their next game will not be a dungeon crawler, name of the protagonist hinted in a secret room in Lockdown.
 
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DemonKing

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6,586
Sad to see them leave dungeon crawlers but have to admit I'm not sure if I would have gone for a Vaporum 3 as #2 didn't really evolve much from the original.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://fatbot-games.com/2021/12/10/vaporum-lockdown-on-playstation-4-5-and-xbox-one-is-out-now/

Vaporum: Lockdown on PlayStation 4 & 5 and Xbox One is out NOW!

Finally, the time has come!

Vaporum: Lockdown, prequel to our beloved Vaporum, is out on PlayStation 4 & 5 and Xbox One X & S now!

Get it here:
The game improves on everything that made the original Vaporum good, plus a host of new features and quality-of-life upgrades.

Just to name a few:
  • New storyline following a female protagonist, Ellie Teller.
  • Brand new levels.
  • New enemy types with unconventional attack patterns that will challenge your wits & reflexes.
  • New weapon & armor types for even more build options.
  • Lots of synergies to find. We created many new unique weapons & armor pieces and a few new circuits, all with synergy-building in mind.
  • A host of new puzzles and a special optional level with extra-tough puzzles to challenge your brain.
  • More voice-overs and a deeper look into the lore and story of the world of Vaporum.
  • Heavily optimized for consoles with much improved performance.
  • Much streamlined controls (including much improved controller support).
Even though the game takes place in the same tower, the storyline is completely new. Follow a new protagonist and find out what happened before the events in Vaporum. Ellie Teller, a teleporter scientist, must face her own past and find a way to escape the place.

As with the Switch release, we ported the game and are publishing it ourselves. And it was quite a journey!

We are grateful for all our fans who supported us and we hope you will enjoy the game on your home consoles. All in all, Lockdown is now available on:
Thank you and enjoy!
 
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Piotrovitz

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Dec 21, 2017
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Paris, Texas
Why is this not getting more love?

It's basically what Log2 was to the first one - more weapons/armors/stuff + possibility to go with different builds.

Puzzles are better and except few ones, they can be solved without blind trial and error, assuming you have double digits IQ.

Encounter design is 10x better than in both LoGs - almost no square dancing, as the combat is usually confined to small space + you're always against few mobs at the same time + they have AoE attacks.

Are people just got tired with RT blobbers and after the short revival we've had they'll die from lack of interest again?
 
Joined
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Codex Year of the Donut
Why is this not getting more love?

It's basically what Log2 was to the first one - more weapons/armors/stuff + possibility to go with different builds.

Puzzles are better and except few ones, they can be solved without blind trial and error, assuming you have double digits IQ.

Encounter design is 10x better than in both LoGs - almost no square dancing, as the combat is usually confined to small space + you're always against few mobs at the same time + they have AoE attacks.

Are people just got tired with RT blobbers and after the short revival we've had they'll die from lack of interest again?
I suspect the overlap of people who like this subgenre and people who like RPGs where you play a single character is really small.
RT blobbers
There seems to be a lot more developer interest in RT ones than player interest tbh.
 

Piotrovitz

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Dec 21, 2017
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Location
Paris, Texas
Yeah, I guess you're kinda right.

Even TB blobbers are almost dying/are on life support, and there's more demand for them than RT ones. Which seriously fucking bums me out, because I loved LoGs/Vaporums.

Single char vs party is a matter of taste - in Vap it's like you have 2 char party tbh, since the weapons + spells (gadgets) combo. Enjoyed both systems anyway, at least this add some variance to this niche subgenre.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,472
Wasn't there just a blobber creation competition? This genre won't die. Not everyone wants to move pieces around on the combat board. So be it solo, party, TB, RT some will still love it. I will say there are people going so damn elden ring crazy they must be using it as a cock ring since it is all they talk about. I would have picked it up but it ain't a gog game. Oh well.

As great as Grimlock, Vaporum and some other ones are (mostly on steam that i did buy but discounted) people will scream for something new you can do in the game. I haven't played all that much of Vaporum since each run I'm getting my ass handed to me. I meant to pick up the prequel so maybe in the fall. I really dug the narrative in the first one.

I think there is a Starcrawlers I'm also neglecting atm.
 

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