Level up Everything! 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 score100% positive
- Total reviews1
- Release dateMar 4, 2025
- DeveloperKamikaziAvalanche
- PublisherKamikaziAvalanche
Company pages: Developer: KamikaziAvalanchePublisher: KamikaziAvalanche
Level up Everything! Steam news
Level up Everything! news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Tutorial step-by-step, Run history - 5 January 2025
Tutorial step-by-step, Run History v.8 Runs now have a score card that calculates a score and saves the run score and details. From the main menu you can look at your run history scores and major details. The tutorial button now shines until you have played it the first time. The tutorial now has optional screen pings for where to click. Dev note: This is the last of mechanics, content, and polish. I will do some balancing, but will otherwise be working on marketing between now and the Steam NextFest with plans to release the game soon afterwards.
- Major style update - 22 December 2024
Tarot cards, story boot screen, VFX, SFX, and more! v.75 Added tarot card graphics as an option for the hand cards. Unique tarot card art for every single base card. --Added the preferences option to use the new card art or keep the base easy to read/see cards from before. Fixed the timing issues with enemies dying on the enemy turn and causing a single enemy to skip their turn. Added background to the battle scene to be floating in a sea of blinking stars. Adjusted all maps to accommodate. Added yellow circling rays to the class and race selection screens behind the character portrait. Also victory screen. Changed the map screen background to be surrealistic and gave it a wavy effect. Changed the card targeting mechanic to allow for touchscreens. Added animation to the collapse spawn point action. Gave the player warp in/warp out animations and SFX for the map and battle screens. Chang…
- The great polishing begins! - 15 December 2024
Polishing and a bit of bug fixes v.7 When an enemy is taking their turn a large indicator of the type of action and strength of that action show beneath that figure. Added the floating numbers for all status effects changes. Fixed a bug with ingots not resetting at the start of a level. There is a gash animation when the player takes a hit. Added a glow behind the achievement popup. A circular VFX appears behind the player when they get an achievement, pretty subtle. Added a scoring system and score card that appears whenever a run is ended (victory or defeat). Plan to create a tracking system so the player can see how well they are doing with each set of class/race/boss. Added some screen particle to the upgrade card/gear scene. Added SFX to the card shuffle effect and changed some of the UI SFXs. Added rotating rays behind the images in the class and race selection screens. Also the v…
- Content complete for release - 8 December 2024
Two new races, one new class, bringing the total to four each! v.5 I've decided that four of each run factor (class, race, finale) will be considered feature complete for the launch. I might add more if any particular idea strikes my fancy, but I am not actively going to dedicate brainstorming time to consider new factors. Added the fourth boss, Spike. Spike retaliates with however much damage he took. On his turn he strikes the player for the last amount he took. He is in a small arena. All cards have SFX. All gear has SFX. All bosses now have SFX. Each map type now has "unique" background music. Changes some of the SFX to be less annoying. -Movement is only two steps instead of four. -Flute is changed. -Select sound is softer. Added a camera damage shake when the player takes damage. The velocity of the shake depends on how much damage the player took. Added VFX to enemy death along w…
- More content: 2 new races, 1 new class - 24 November 2024
Two new races, one new class, bringing the total to four each! Created the sloth race, doesn't get boots but gets 1 MP every card played. Soulreaper race added, doesn't get achievements, gear, card, or class upgrades. Instead can absorb the strength of his enemies. Started work on the BladeDancer class. Two of the gear slots are taken up by stances. Only one stance is active at a time and it modifies the effects of the offensive and defensive card. Added some sound effects (SFX)
- New Class: Craftsman - 17 November 2024
Brand new class: Craftsman Created the craftsman class. The class has gear that is generally weaker than other class gear but is enhanced by what activation symbols is on the card to grant bonus buffs. Created the barricade obstacle which gives an adjacent hero a bonus damage resistance on the turn it is placed. Fixed how the DreamMaster finale deals with non-enemy nodes tagged as enemy. Fixed the bug that was allowing double enemy turns when an enemy died on their activation.
- New Finale: Illusionist, Attunist class complete - 10 November 2024
Demo and Tutorial complete Made Hard and Impossible more difficult than Normal. Completed advanced gear for Attunist class. It is now fully playable. Fixed bug that was allowing bonuses from dead enemies. Provide days left and finale boss notification in the victory screen to allow for selecting upgrades. Created a new finale featuring the illusionist. The illusionist teleports at the start of their turn or when hit leaving behind goblins as he departs.
- Full Tutorial and Demo complete! - 1 November 2024
If you've been waiting for more development to give this game the next pass this is the time!!! Demo and Tutorial complete Demo and tutorial are in place and work! New (useless) items created to ease the player into each of the game's concepts. Tutorial uses scripted events, cards, spawns, and text to show key concepts. Demo mode has limited subset of in-game achievements. Camera will only zoom in-out once when the mouse is hovered over the combat log area of the screen. In the demo area the enemies scale up by a mission day each turn. Spawn rate is also a base spawn of the turn number. -This is meant to be a fun little demonstration of the core game mechanics. Added social media buttons to the player died screen. Based on playtester feedback added a display to the map screen showing days left until finale. Removed the enemy shake on hit animation for the time being. Too janky when card…
- Bug fix week! - 27 October 2024
Bug fix week! Refactored text strings so combat log should use more natural language. The changes will allow Asian languages to be added better in the future. Removed the German language option as it served it's purpose until a full translation push happens closer to release (basically making sure I could implement localization easily and not have to go through the entire codebase/all text nodes near the end). Bug fix: enemies stop after the player dies. Bug fix: Player movement tile options handle visibility checks better, should be close to perfect. Added stop points to the enemy actions to prevent multiple enemy actions functions from firing off at the same time. On player death a screenshot is taken and the combat log is exported to the player folder. This can be sent to me for checking for errors/bugs. Clear the player's movement points and block when exiting to the main menu. The…
- Achievements and class level ups - 20 October 2024
Patch notes for v.05 Achievements in steam and within game! Player is awarded a class upgrade upon 4, 7, and 10 achievements. Each class card has an upgrade and then each class has six permanent upgrades on offer (2 at a time). If you skip one you won't see it again. There are generic achievements and then ones for each class and each race. Gear that is usable a limited number of times a turn or a mission now has usage bubbles. Green ones for per turn uses, red for per mission uses. When that gear is used the bubble will turn black. Green ones will reset at the start of the next player turn. Race and class cards with events have been given a purple hexagonal amythest icon. So has the player. This is a visual indicator that those cards can be played for an event. Goblin Champion now has 2 damage resistance. Normal difficulty levels have been bumped up. Will work on other difficulty level…
- User feedback changes and start of achievement - 13 October 2024
Patch notes for v.04 Movement activation no longer checks for visibility to adjacent tiles, player should now always be able to move to a valid space even if the raycast bugs out it might just take two steps. Created several achievements in Steam and their cooresponding resources in game. Including art assets. Balanced out the base cards. Brought the power levels to be roughly even (as far as I can tell so far) for the given tiers. Tier III for Might, Spirit, and Wit all have an in hand effect. Agility has two (because it is associated with both range and move). Wisdom doesn't have one (+Attacks is too powerful). Visual changes based on playtester feedback: --Added action type gems to the gear panels. --Added emerald triangles to the map object that can be interacted with. --Got rid of the fancy font and reduced font sizes generally. --Revamped the upgrade screen so instead of two pages…
- Keyboard and Controller support - 6 October 2024
Patch notes for v.03 Updated the game to add both keyboard and controller support to the entire game. Menus are navigable using any method. Controls in battle are dynamic and context specific: --When in movement mode D-pad moves the player --When in the base state D-pad cycles through cards to play --With a card selected D-pad cycles through gear/player/map elements Keyboard shortcuts for cards and gear/player. --This should be the fastest way to play when combined with mouse, for example 1 selects the first card, the ` key selects the player, and a single mouse click attacks. Holding down Q and hitting R ends the turn. Pressing C or the select menu shows the controller/keyboard mapping with icons. Having the movement state feels smoother with the ability to use WASD/D-pad. Added a button for patch notes to the main menu screen. Adding the context states to the main battle flow solved s…
- Sept 29 gameplay update - 29 September 2024
Updated the main trailer on the steam page to use the live version of the boss fight as well as the updated art in the game. The trailer no longer has placeholder panel container art or placeholder gear. Found the setting to outline all the text in a thin black line, this should help with readability. Lots of new functionality has been added to gear. -Upgraded gear can now provide additional bonuses at start of the turn, -thorns and damage resistance have been added to gear effects. -Shield and armor automatic block added as a start of turn effect instead of a trigger/react -Gear can trigger effects on enemy death or if that particular gear kills an enemy. -Thorns exists as a player effect in addition to triggers on enemy moving adjacent. Added the ability for targeting to include all enemies within a certain range of the hero, this area can be increased due to increased range effects.…
- Sept 22 gameplay update - 22 September 2024
New Features: -Added a new boss, LavaMan. LavaMan takes a maximum of 1 damage from any hit so heroes need to be able to do damage multiple times to wear him down. He reduces the heroes health and max health by an increasing amount each turn. -Added the new attunist class. The attunist relies on a variety of magic items to survive. -Created three new large maps, including one with doors (a new feature). -Maps are sorted into pools based on size with only small maps being chosen for the first three days, the next three days both small and large maps can be pulled, days 7-9 only large maps. -Damage resistance is now a stat for enemies to be able to fine tune difficulty. Balance and fixes: -Card text size is dynamic so the upgraded card text will now fit on the cards properly. -Some tweaking of the difficulty settings. -The finale boss is set at the beginning of the run and depending on dif…
Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.
