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Zero to Hero

Zero to Hero Steam news

Vegetablebread Games | Jun 1, 2023 | game

Released

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Zero to Hero news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review scoreNot available
  • Total reviewsNot available
  • Release dateJun 1, 2023
  • DeveloperVegetablebread Games
  • PublisherVegetablebread Games

Genres: Strategy

Company pages: Developer: Vegetablebread GamesPublisher: Vegetablebread Games

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Zero to Hero Steam news

Zero to Hero news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Bugfixes - 7 July 2023

    Just a couple little fixes

  • Timing update - 30 May 2023

    There are moments during development when the game changes for you. The most important one for me is when the game is first fun. This update isn't about that, that one happened years ago. But there was another one recently when I switched from text-rendered characters to pixel art images. Today is another change like that. I know how the game works intimately... obviously. So it's never a huge deal when the game isn't clear in telling me what's going on. Feedback from players during playtests always called out that they can't figure out what's going on. Some of that is expected. The game is intentionally complicated, and it takes some time to learn it. Today's change is a small delay whenever a panel is created. It's a small change, but it makes a big difference. I think it's a big step-change in understandability. I hope you enjoy!

  • Improved pagination - 23 May 2023

    You can now turn the page back! Yay! This is one of the most obvious UX implications of framing the game as a comic book, and yet, it took me until today to get it right. It turns out it's quite complicated! You may have noticed that I missed my update last week. It was because the page turn stuff was just not done. Unity threw me some curveballs, but I eventually got everything cleaned up. This patch also comes with a small rebalance to the challenge order. Indigo Cobra was way too hard to be the 4th enemy. There are a few other little nuggets and bugfixes in here, but the big thing was the page turning. This is going to be a bit of a tech deep dive into why it works the way it does. I've mentioned in the past that the panels (the code refers to them as "logs" for historical reasons) have been through a lot of revisions. Surprisingly, many of those revisions were driven by performance…

  • Mod tools available - 9 May 2023

    Hooray! Zero to Hero is in Early access now! Ok, back to work making it better... Zero to Hero is super data-driven. All of the information about the bosses, the levels, the skills, and even the characters comes from little data files shipped with the game. Now you can edit those! This will still be an involved process with multiple tools. I'm not shipping a tool to unpack the game data, for example. But for someone comfortable with modding games, this should be everything you need: https://github.com/foxor/VBModTools Let's take a little tour through the serialization format: Each ".tbes" file, as well as each ScriptableSerailizable asset stored in the unity resources, has a shared format. The first 2 bytes of the file specify the version number, so that I can run data migrations, if we need to reinterpret the file contents in a different way later. Next, 4 bytes describe the length of…

  • Crash fix - 2 May 2023

    Fix a crash that only happens when you lose. I didn't find this because I never lose.

  • Panels - 25 April 2023

    Hello! We're getting really close to early access launch now. Current plan is NEXT WEEK. This update is focused on one of the features of the game that has had the most iteration, but still wasn't up to the quality level I wanted to ship. Now it is! Let's go on a little journey and talk about these panels. For your reference, they look like this: Years ago, nearer the beginning of this project, this was a text-rendered proc-gen roguelike. After my first playtest, the player was very confused. He was confused because there was no feedback about what he did, whether anything had happened, etc. To communicate better, I added a temporary little log system where it spits a little bit of text on the screen. A million tiny iterations later, those bits of text are now comic panels. This update changes those panels in a few ways: I added a lot of art, filling in a lot of the gaps, and fixing pan…

  • Synergies - 11 April 2023

    Your powers are really important! While most of the build-defining features of your powers will come from upgrades during your run, your initial powers really set the stage. How powerful each upgrade is depends greatly on the context of the game. What your other power is, and what fights do you have in front of you are a huge part of that context. Let's talk first about what changed in this update, and then I'll finish up with some thoughts about what that means, why I did it, and some ideas for future work. What changed: Your first powers will now all be from different characters. Depending on which power you choose, you'll be picking a character for the run, so your sprite will change. Your second power choice will be 2 other powers from that character, and 1 random power from another character. Why I did that: The main reason is what I talked about last week. Some skills aren't meant…

  • Player characters - 4 April 2023

    Some skills aren't very good together. If you take smelling salts and time skip, you can run circles around anyone, but you have no offensive ability. That's because those powers aren't supposed to work together. They belong to different characters! This is part of a broader metagame overhaul that lays the groundwork for the difficulty system, a tutorial, and a bunch more content. The next step is to crank out a bunch more powers. Currently there are 10 in the game, but I want to turn that up to 28 - 7 per character. That way, after you pick your first power, you'll only have a 50% chance of seeing a specific other power from that character. With this update, 2 new powers are being introduced! Nutmeg and Suplex. Both are 0-cost tactical tools, but with different flavors. Nutmeg is when Cole runs between his opponent's legs, and the upgrades focus on letting Cole escape to accomplish mor…

  • Pixel art characters - 13 March 2023

    The game has more art now! Previously, characters were represented by single text character, with like... font rendering. Now the game is full of happy little pixel art characters. Even as a person who has played the game a thousand times, and is intimately familiar with all the little details (since I made them), having them represented by art makes them much more appealing. Gone are the days in playtests when people would ask: "what is that thing". Now they can see that it's a rose bush, or a bear, or a witch. Here's a sample: This is just one of the major features I wanted to get done before early access. Next up... Player characters? Head over to twitch.tv/vegetablebread if you want to vote.

Patch notes and updates

S.noRelease datePatch nameGID number
17 July 2023Bugfixes5124582150158660549
22 May 2023Crash fix5133583642667532257

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