- Humble Choice December 2020 includes 14 games and a month of EA Play Pro - 4 December 2020
Another month is here, which means it's time to look at the next round of PC games available in the subscription bundle. There are plenty of excellent indies this week, and while there's no massive triple-A title among the official selection, Humble is offering a notable extra: a one-month bonus subscription to EA Play Pro. The EA Play Pro bonus is only for new subscribers, and only for the next week - existing subscribers will instead get $5 off a month of EA's service. EA Play Pro is normally $14.99 USD per month, and gets you access to pretty much the publisher's entire catalogue through the Origin client. Like Xbox Game Pass or Ubisoft Plus, it gets you access to new EA games on the day they launch. (The basic EA Play subscription, priced at $5 USD per month, includes access to a catalogue of titles at least a year old.) Both old and new subscribers at the Classic or Premium tier wi…
- 505 Games confirm that Indivisible is finished due to Lab Zero Games imploding - 12 October 2020
With all the issues surrounding Lab Zero Games and the owner Mike Zaimont, after most of the team left and the rest were let go - 505 Games have given a statement. Read the full article here: https://www.gamingonlinux.com/2020/10/505-games-confirm-that-indivisible-is-finished-due-to-lab-zero-games-imploding
- With Lab Zero gone, Indivisible wont be getting any more updates - 10 October 2020
Indivisible is as finished as it’ll ever be. There may have been plans to add a number of crossover and crowdfunded characters to the turn-based-but-not RPG, but the implosion of developers Lab Zero has put one hell of a wrench in the works. This week, publishers 505 Games clarified the situation regarding future Indivisible updates, and regret to inform that there’ll be no further work done on the game. (more…)
- Patch Notes - #42940 - August 3, 2020 - 3 August 2020
After quite a while since the last update, we have a new patch with a bunch of bug fixes! General Hunoch is now playable in co-op! Hunoch’s additional attacks now cost ½ of a pip. Baozhai and Kampan now have ammo displays. Fixes for Phoebe battle AI. Fixed Regional Delicacies icons showing up on the map before Kogi was recruited. A bunch of Japanese localization updates. New “ninja vanish” pose for Ren to use when leaving cutscenes. Soldier Enemy - Lengthened their post-shot reload time so players have a longer window to interrupt them. Soldier Enemy - Modified the Port Maerifa variant’s damage value to be more reasonable. Adjusted Port Maerifa / Act2 first-visit Iron Kingdom variants’ damage to be slightly lower. Soldier Enemy - Updated the very first Soldier fight (after recruiting Baozhai) to have a proper battle speed. New Game+ Fixed an issue that made it possible to miss the bow p…
- Shounen-y punch 'em up Indivisible now has a DLC with 40 new challenges - 8 May 2020
If you didn’t feel challenged enough by Indivisible ‘s main platforming and punching campaign, here’s some good news for ya. Lab Zero have released a new DLC for their turn-ish-based RPG today that promises the “forty specially crafted levels await to test your platforming and combat skills.” The Razmi’s Challenges DLC is available now, so you can pop right over if that sounds like your bag. (more…)
- Razmi’s Challenges DLC Available Now! - 7 May 2020
We are excited to announce that Razmi’s Challenges, the first DLC for Indivisible, is launching today! Razmi’s Challenges consists of Forty specially crafted levels that will test your platforming and combat skills. Perfect your technique, and learn some new ones, as you use Ajna’s abilities to get through each cunning construct. Each level allows only pre-selected abilities, so you’ll need to combine actions in new ways to succeed. And if you don’t succeed? Razmi will be very pleased with her handiwork. The challenges will appear in Ajna’s inner realm once you reach Mt Sumeru for the first time (or if you’ve saved past that point). If you are playing from the beginning, challenges will unlock as you learn new abilities. We hope you enjoy Razmi’s Challenges! https://store.steampowered.com/app/1233840/Indivisible__Razmis_Challenges/
- Razmi's Challenges DLC Announcement - 4 May 2020
Razmi’s been hard at work inside Ajna’s brain! She’s crafted a series of fiendishly clever challenges that will require Ajna’s unique set of skills to complete. It’s Indivisible’s first official DLC and it’s available this Thursday, May 7th, on PS4, Xbox One and PC for $7.99! Constructed by everyone’s favorite shaman, Razmi’s Challenges features forty unique levels that will test Ajna’s platforming and combat prowess. To make sure each level isn’t too easy, Razmi allows only a handful of abilities to be used in each one. You can access the challenges by talking to Razmi in Ajna’s Inner Realm after reaching Mt. Sumeru for the first time. As you progress through the game and acquire more traversal abilities, more challenges will be unlocked! Look for Razmi and her fancy tent, just don’t ask where she got the materials for it. Your progress through Razmi’s Challenges is saved along with yo…
- 4-Player Couch Co-op and New Game Plus now available! - 15 April 2020
Dearest Indivisible fans, today we have the juiciest of FREE updates for you! Certainly these updates are also free if you are Indivisible-ambivalent or even an Indivisible detractor, but they're not for you, then, really... IT'S FINALLY HERE! Upon updating your game today, you shall receive...4-Player Couch Co-op and New Game Plus!As well has a boatload of fixes, additions, and balance adjustments!...for console players, these updates should be live tomorrow morning, April 16th. Version number: 42416 There's a lot to list, so I'm gonna break it up by type: 4-Player Couch Co-op That's right, up to FOUR BEINGS CAPABLE OF HOLDING CONTROLLERS can now play Indivisible together! Just plug in more controllers and you're good to go - drop in and out at any time. Co-op players control the Incarnation of their choice, and explore the world along with Ajna, in both platforming and battle! Major b…
- New Game+ and Couch Co-Op Launch Next Week! - 31 March 2020
**UPDATE** April 1, 2020 Hey, everyone! We are going to have to push the release of New Game+ and Couch Co-Op to next week. Unfortunately, this isn't an April Fools' joke. We apologize for the inconvenience and appreciate your patience as we make the update as solid as it can be for release! We are excited to announce that our next game update will include two new game modes! New Game+ and Couch Co-Op will be arriving on all platforms for FREE on April 2nd. New Game+ let’s you replay Indivisible with abilities, weapons and incarnations acquired in your previously completed game. Right from the start, you’ll be able to access secret areas and take shortcuts that require advanced abilities. You’ll also have your full roster of friends fighting alongside you, because everyone should get the chance to help smash Lord Ravannavar’s face in! Don’t think it’s going to be easy! We’ve made all th…
- Action-RPG Indivisible and Eldritch strategy Sea Salt heading to Xbox Game Pass on PC - 22 January 2020
As January nears its inevitable conclusion, Microsoft has tossed a few last-minute additions onto its list of PC titles heading to Xbox Game Pass this month. Earlier in January, Frostpunk and Children of Morta made their debut on Microsoft's subscription service, and tomorrow, 23rd January, sees the arrival of the visually sumptuous exploratory platform-RPG Indivisible - which launches alongside the previously announced, and rather wonderful, stealth adventure A Plague Tale: Innocence. Indivisible is the latest game from Lab Zero Games, the studio behind well-regarded fighter Skullgirls, and tells the story of Ajna, a "fearless girl with a rebellious streak" with the power to absorb and manifest as other characters, all with their own distinct personalities and abilities. Inevitably, it's a power that proves invaluable as Anya's combat-rich adventure progresses. Read more
- Patch Notes - #40093 - おはよう! - 29 November 2019
Title screen build number 40093 PCバージョンの言語設定に日本語を追加しました!大変お待たせ致しました! (Added Japanese text to the PC versions! Thank you for your patience. :^) Spoilers - Fixed the Manote's second summon group so it comes out even if the enemies from the first group are alive, again. Balance Spoilers - Updates to Frug and Paidal. Sorry, I'm unable to be more specific at this point. :^)
- Patch Notes - #39986 - Nov 25th, 2019 - 25 November 2019
Title screen build number 39986 General Added a 4th digit to the hits counter; new maximum is now 9999! After running up and attacking, characters now stay in place until the player's combo fully ends instead of running back to their idle position after about half a second. Should help with combos. Hitting a sprite that's being grabbed now correctly deals armored damage to the victim without liberating it from the grab. Fixes a LOT of things. Fixed a sprite culling bug - stretched sprites are now properly displayed onscreen even if their origin is offscreen. More environment fixes! More credits fixes! We even sped them up so the end-game credits are a whole two minutes faster! And here you thought the excitement was dying down...!!!!!!!!!!! Upgrade/Ringsel info line at the top of Party Select no longer cuts off the end after you have enough upgrades/Ringsels to make the text really long…
- Patch Notes - #39810 - 11/13/2019 - 13 November 2019
Title Screen Build Number: 39810 / PS4: 1.06 / Xbox One: 1.0.0.8 GeneralFixed a few more issues where you could outrun the world loading and end up in walls or fall into the abyss (Ashwat, etc.) Battle bugfixes:Characters and enemies spread out from walls again, inadvertently removed after the last Backer Preview. Sprites remember their last grounded position if they fall into a pit, and try to drop down from high platforms if they're way higher than their target. Inputting a super on the exact frame a normal attack begins no longer just wastes iddhi without actually doing a super. In addition to pressing both buttons simultaneously, Ajna's heal super now has an alternate input of "Hold Meter Burn and press All Guard", the same way all other supers can be input as "Hold Meter Burn and press an attack button." Hopefully this helps! The in-game timer now ignores all loading times! Tweaked…
- Patch Notes - #39504 - 11/7/2019 - 7 November 2019
Title screen build number 39504 General Added musical fanfare to all the "Get" screens. Enabled better culling of sprites to improve framerate! Sprites that aren't onscreen are totally skipped. (If you encounter problems with sprites not displaying or flickering, tell me in the comments so I can instantly feel terrible. :^) Improved shadow performance across all platforms; also improves framerate. Continued, the balance updates are! Mmmm. Yes. Additional environment and camera polish. Even more credits updates! Edge-of-your-seat action every time! PC Specific Fixed a freeze on startup on some computers! The default video (in case a video fails to load) was not a valid video file. It has now been replaced with something appropriately ridiculous. :^) Steam version now writes savedata in a much more fault-tolerant way, to help prevent loss of savedata if it crashes while writing. Console S…
- Patch notes! Build #39320, October 23rd - 24 October 2019
Title screen version number: 39320 This version SHOULD also now be live on PS4 as version 1.04, and XB1 ... sometime soon? If you were on the Unstable build, you can go back to the normal build now and your savedata should be okay. General fixes: Adjusted Enemy HP, damage, and do-they-block-or-not for many late-game enemies, as well as in quests. Begun, the balance fixes have! Updated the save file format, files are much smaller. Old saves still work! They will be automatically converted. Fixed more battle softlocks. Fixed garbled text in Korean and Chinese. Save/load screen now defaults to the most recently used save slot. Options menus now remember the former cursor position when you back out of a submenu. Collapsing collision no longer restores itself in battle; fixes some possible softlocks. Various translation fixes, Ajna no longer says a German line in the Italian version, etc. Fi…
- PSA: Indivisible and RivaTuner / MSI Afterburner don't get along! - 18 October 2019
If your Windows version of Indivisible is crashing on startup - or when you press a key or use the joystick - please try disabling RivaTuner, MSI Afterburner, and any other 3rd-party programs that mess with the graphics card. We've fixed some crashes, but I've now helped several people whose game still crashed - all of them had RivaTuner installed, and exiting it fixed the problem in every case. Here is a thread from our lead programmer about how to fix common problems! Until we can determine the actual problem interaction, please try playing the game with those programs disabled. If it still crashes reliably, please respond to this post and we'll contact you to try and figure out why. Thank you! :^)
- "Unstable" build update - Oct 17th - #39261 - 17 October 2019
For those of you on the Unstable build, we've fixed some more things! For those of you on the regular version of the game, please wait patiently while those brave Unstable Build people verify some more fixes, so we can finally update the real game. :^) Changes: FIXED possible random crash when collecting a Ringsel. Fixed at least one more crash-on-load. Yay, the change that made update sizes smaller worked! This update is not 2.8 GB. :^) The DLC validation check happens at a better time now, so you shouldn't be able to boot the game directly into a save with DLC colors and have the colors accidentally removed even though you own them. Savedata file sizes are now much smaller than before! Pause menu: backing out of a submenu now remembers your position, instead of sending you back to the top of the menu each time. Spoiler'd Changes: Fixed Yan having two colors that were the same. :^P Upd…
- Preorder bonuses fixed! - "Unstable" build update - Oct 15th - #39210 - 15 October 2019
The preorder bonuses and Roti are now available! Because of the way we needed to fix it, they're available to everyone, even if you didn't preorder! ...as long as you buy the game before we fix that. :^) We've made some updates to the Unstable build! Fixed crash-on-load on dual-core machines! Fixed the buggy text in Korean, Chinese, and Russian on the Travel screen, in dialogue choices, and in the dye shop. The Save/Load Game menus now default to the most recently used save slot. Apparently did something that makes loading faster? I'm not sure what it is, but it worked! :^P Divided the PC packages up better, to drastically reduce the size of future patch downloads. The game now mutes itself when the window is unfocused, except during the startup logo; use launch option -dontmutewhenunfocused to disable this behavior. Changed when the game checks for DLC, so that fast computers can't che…
- Added "public_unstable" build for testing fixes! - Oct 12th - 12 October 2019
Hello, everyone! We've created a special "public_unstable" test depot, where I can put up builds that might fix problems! ....they also might have new problems, so be aware of that and definitely back up your savedata before you try it. :^) If you don't need specific help with an issue, do not use this build! If you have problems while using this build, you were warned. Here's a list of fixes that are currently available in this branch: A fix for "the game crashes on launch". PLEASE try this build if your game doesn't run at all! A fix for "the birds in Kaanul don't respawn". If you're stuck without the Useful Birds because you killed them until they gave up and didn't come back, try this build! BE AWARE that if you switch to this version, your savedata will NOT WORK with the regular version of the game until we update it again! You can continue to play this build, though. To access thi…
- Patch Notes - Build #39125 - Oct 10th - 11 October 2019
Patch Notes, build #39125: PC Keyboard Controls Update! Enter and Esc are now always OK/Cancel, and will bring up the Pause menu. The arrow keys are always available as directions. F1 is now a shortcut to open Party Select. You may also map additional keys to OK/Cancel/Pause or movement directions, if desired. Default controls were moved up to W/A/S/D/Q/E. New default world controls: Q/W/E: Guard / Special / Shoot A/S/D: Attack / Jump / Focus(Dash) Space: Additional Jump button, unless mapped otherwise New default battle controls: W/A/S/D: Character battle buttons Q/E: All Guard / Meter Burn The game will switch between displaying controller buttons and keyboard keys onscreen depending on which input device was most recently used. If you have already played the game, your controls will not be overwritten. If you want the new default controls, you may either choose Restore Defaults from…