About This GameYou are a lone forester, who has already saved the world once! However, the mutant-pumpkins from the toilets, homosapiens-pumpkins and even the Chernobyl pumpkins attacked your village once more! Show them the mother of Kuz'ma, don't let these evil pumpkins interventionists drink your hooch!Entourage is typical for the 80's horror-movies! Dread, shouts and death are at every step. There are SIX locations where you'll have to fight the actual terrorists-pumpkins! It looks like a typical 90's shooter, nevertheless, it has a unique idea! Only on PC! Consoles go home! With this game out there is a new standert for AAA-projects! b4d347fde0
English
rage smashing pumpkins. rage on pumpkins Its pretty good.. This game needs achievements though. Good ones like killed 10,000 Pumpkins or something hard like that.. Its pretty good.. This game needs achievements though. Good ones like killed 10,000 Pumpkins or something hard like that. February 7 update & plan for additional contents:
Changelog. February 5 update:
A few more bug fixes and some small balance changes!
Complete changelog:. Nkt Studio is now on Twitter!:
After months and months of procastination, we finally got off our lazy asses and created an official Twitter account! Follow us here if you're interested in sneak peaks of what we're working on between major updates. February 4 update:
Known issue: Dungeon BGM sometimes stutters when holding down movement buttons in the dungeon
As some of you may have noticed, Serment's release has been... rather delayed, to put it mildly. We've had people messaging us asking about the situation or offering to help us with the testing process. It's an honor to know there're this much interest in our game, and believe me when I say we are just as impatient as you are! However, the delay is a necessary evil and I will now elaborate a bit more on why we are taking so long. First off, as I mentioned in another part of this discussion forum, there were several design flaws present in the demo that we didn't notice until testing the full game. Redundant mechanics that served no purposes ("Hang around" option in most places in the demo), mechanics that are not scalable beyond the small scope of the demo (Buffs and debuffs being purely percentage based and stacking indefinitely), lack of replayability between different routes, we had them all. These problems can't be left unaddressed and after some discussions, we decided to rework major parts of the design from scratch instead of making impromptu fixes whenever things go wrong, otherwise there'd be no end to them. This was our inexperience as developers showing and we have no excuses, but if we have to choose between a timely release and a quality game, we would always choose the latter and I hope you can agree. There are also many bug fixes and polishing touches to be made. Unclear UI, awkward controls, unnatural dialogues, unnecessary clicks or button presses are some of the issues we've been trying to tackle. Here're a few polishes we've done since the last demo update to give you an idea of what to expect in the full commercial version:
I hope that clears up the situation a bit, and hopefully Serment will turn out to be a game that's worth the long wait. Also, a quick shoutout to our publisher Sekai Project, who has been very supportive and understanding thus far. . February 2 update #2: A few more balance changes and QoL features.
Changelog. Rebalance update:
We've just released a small update to address some of the concerns players have raised.
Changelog
Vindicator: Uprising download compressed file
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