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Escape the Omnochronom!

Escape the Omnochronom! Steam news

Keith Burgun Games | Nov 5, 2018 | game

Released

0players observed · 16 October 2026 - 16:59:13 UTC

IndieStrategy

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Escape the Omnochronom! news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peakNot available
  • Units sold (VGI)No data available
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  • Release dateNov 5, 2018
  • DeveloperKeith Burgun Games
  • PublisherKeith Burgun Games

Genres: Indie, Strategy

Company pages: Developer: Keith Burgun GamesPublisher: Keith Burgun Games

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

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Escape the Omnochronom! Steam news

Escape the Omnochronom! news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Version 1.2 Patch Notes! - 28 November 2018

    Version 1.2 is LIVE NOW! This is a somewhat small patch, but has some stuff to get excited about, like the new items and the new general game balance. Also, players should have an easier time ranking up in general now - it should never take more than 2 wins to rank you up. Without further adieu, here's the patch notes! - New item Spiked Armor - less armor than plate, costs less, but returns 25% of incoming physical damage. Note: this effect does not stack! - New item: Candleabra - this item costs 3000 gold, but gives you 12 gold per turn, and a little bit of magic resist. Might be interesting! Who knows!? - Leveling up should happen a bit faster now (increased base amount per win from 45% to 50%) - The scaling of the game should happen a lot faster now. It used to take 650 turns to reach full monster power, down from 700. - Minor fixes to help screen - Minor fixes to options screen Enjo…

  • Version 1.1 Patch Notes! - 5 November 2018

    WOW! A new patch already! There were a few quality of life improvements I wanted to get in there ASAP after the launch so that people could really enjoy the game. I think this patch adds a lot in terms of the new late-game, high power items, the liches spawning to the other sides of the map, and being able to hit "Play Again". Also, it was gonna take you FOREVER to level up in Quick Play before. That's fixed. Enjoy! Version 1.1 - Liches now teleport to another lane randomly upon spawning, watch out! - Quick Play was only giving 10 crystals per match. Now gives the same amount as Play Mode. - The incorrect mode was showing up top left during play. This has been fixed - The game now behaves correctly upon hitting "Play Again" after winning or losing a match - Nerf to the Staff (250=>200 damage per charge) - Axes cost more and deal more damage. 2000=>2300 cost, 30=>40 damage. - Bracelets w…

  • We're out of early access! (And version 1.0 patch notes!) - 5 November 2018

    We're live and out of early access! Let us know what you think! VERSION 1.0 - Lemon disabled for now - New item: Staff. Deals 250 damage to all monsters and enemy minions on the map. 3 charges. Twice as rare than other items. - The first two Guardians that spawn have slightly nerfed health (80% and 90% of normal). - Golem base attack damage reduced from 25 to 23 - Golem throw distance increased from 7 ro 5 - Ninja attack damage increased from 43 to 50 - Tanks can be pushed/uppercutted - Title screen now has rank listed under Play and Quickplay modes - Throw Rock buffed (30 to 80 damage) - Scrolls should be much cheaper now (maybe even worth it!) - Fixed several bugs - Out of early access! - New logo! Here's the new trailer, also: https://youtu.be/YFjgMkE_3vw

  • Version 0.9 Patch Notes! - 28 October 2018

    Hey all! This patch represents another massive step for the game, in that we've gotten rid of a lot of the vestigial stuff from when ETO (Formerly Push the Lane) was going to be a free to play game. The primary system that really was vestigial and under-developed was the cards system. I think it's possible to take our cards system and kind of build it out into something that's fun to use. Some have given us cool ideas like making items be cards, so your deck is your inventory, stuff like that. I think there's a lot we can do with the system in the future, and it's not deleted, it's just disabled, so we can always come back to it. But for now I think it's actually just best if the cards aren't there. This patch also adds another character, Lemon. She's like a dancy jumpy wizard who bounces all over the place. She currently is not animating or playing sounds, but she should be pretty fun…

  • IGF entrant page, and new patch coming this week - 11 October 2018

    A new BIG patch featuring a new character, new sounds and lots of other neat features is coming this week! Also, we now have an IGF entrant page! http://igf.com/escape-omnochronom It's not a voting thing, but root for us! :D See you soon!

  • Whoops! Executable-Trouble! - 2 October 2018

    If you experienced a problem running the game over the last 24 hours, it's not you, it's me! I'm really sorry about that - we pushed 0.8 on a new computer and for some reason its executable was missing the "!" at the end of the name (which, as you know, is important! It's demanding that you ESCAPE this Omnochronom already!) Anyway - I'm so sorry about this issue and if you RESTART STEAM now it should work! Let me know if you have any other troubles! Love, Keith

  • Version 0.8 Patch Notes! - 30 September 2018

    This is a balance patch, mostly, although a bit of "cleanup". In general I've been in meat-cleaver mode with this game, hacking huge pieces away at it and trying to make it work. I think each version should be becoming significantly more playable. This, I think, should be far and away the most playable version of this game yet. Also there were a couple of really big, weird bugs that had been plaguing the game for a long time that have been cleaned up - like the game would lie to players about which rank they were playing at. Overall retuning of the difficulty level balance - game should actually be easy at low levels now finally Fixed the rank display which was bugged in several areas Rank display is now top left at all times Monsters and guardians now pass their first turn, so no getting chopped by a Ninja the instant you kill a tower Defender Minions removed entirely Machine block hea…

  • Version 0.7 Patch Notes! - 20 September 2018

    This is a big one! Two main goals with this patch: balance and clarity. For a long time, there have been a few things about this game that no one really understood but me. Some stuff was just too disconnected and weird. There actually was a cool system for how Guardians spawned and how the side lane towers interconnected with the top lane towers in spawning Guardians. But it was just too weird and impenetrable a system, unfortunately. Similar was the idea that an item spawned where the Guardian originally spawned, rather than just spawning when the Guardian dies. Similarly problematic was the whole “lane chests” concept. It’s just super unintuitive to players to think that a minion will unlock Also, the Tesla Cart was good in theory, and probably worked fine for players who already knew what was going on, but was just a confusing strange road block for new players. A few things need to…

  • Version 0.6 Patch Notes! - 15 September 2018

    A small, but significant patch. This patch has a few new items, some major balance tweaks, and one crucial bug fix. GAME BALANCE Starting gold increased from 300 to 700. Monster spawn group size slightly reduced overall Monster spawn rate slightly reduced overall Tennor's Cardioid Blast damage increased significantly Tennor's Jump damage increased significantly Jelly health reduced slightly Winchip's health increased slightly Item prices tweaked significantly. Consumables should be more of a reasonable purchase now. ITEMS Two new suffixes added: "Of Smashing" - has no active ability. You deal 50 bonus damage to towers when you have an "Of Smashing" item - but it is also the most expensive suffix at $550. "Of Swapping" - swap places with an adjacent unit. BUG FIXES / MISC Major bug with item cooldowns not filling up properly fixed. "Ring" graphic now looks like a ring - now how about tha…

  • Unknown Pleasures: By Land, Air, and Sea - 14 September 2018

    You’re in for an “I can’t think of an intro” intro, viewers, because the last fortnight has kept me busy with the second most important thing I’ve ever done in my life. I don’t know about you, but while the world seems to be on a downward slide, things have been looking pretty great for me lately. When the bombs fall I shall surely rule the Wasteland, and have my minions rebuild, that we may finally get through our game backlogs. The most important thing, of course, was to play another pile of new Steam releases, and tell you which ones are the best. It is time for more Unknown Pleasures Transforming lives this week: birdless flights, branching fan narratives, and three wrongs making a right. (more…)

  • Version 0.5 Patch Notes! - 3 September 2018

    Gameplay New monster: Support Bot. Spawns in the Machine Zone. Has no attack, but heals nearby minions and monsters for 10% of max health every few turns. New monster: Wisp. Spawns in the Temple Zone. Deals high magic damage and doesn’t try to get too close to the player – having a ranged monster is going to help a lot with the tactical game. This monster, along with the Temple Guardians, help reinforce the concept of getting Magic Resistance for Temple zones. Monsters now spawn in groups of 3-6, depending on the zone – a big issue with the tactical game has been that you’re fighting one, maybe two monsters at a time. Having to fight several monsters at once makes the tactical space a lot more complex and allows abilities to mean much more. Your towers now attack nearby monsters/guardians if there isn’t a minion to fire on. – I actually am probably going to need to increase the health o…

  • We're live! - 23 August 2018

    The Escape the Omnochronom! early access launch has begun!! I can't wait to hear what you all think. Enjoy!

  • Steam Early Access starts August 23rd! - 10 August 2018

    Hey everyone! I'm Keith Burgun, the lead designer of Escape the Omnochronom. If you're reading this, thanks for hangin' out and being interested in what we do here. I'm really excited for the future of this game and I hope you are too. We're going live on Early Access on August 23rd! That's pretty exciting. In teh mean time: - You can grab the game now on itch.io (and you'll get a steam key later if you do): https://keithburgungames.itch.io/escape-the-omnochronom - You can learn more at my site: http://www.keithburgun.net - We also have a discord and a forum, both accessible from my site. - You can generally support my work (I make games but also write articles and make podcasts) on my Patreon: http://www.patreon.com/keithburgun Cool! One other thing! My other team, Dinofarm Games (Creators of Auro and 100 Rogues) have a new game coming to Steam real soon too, called Jelly Bomber! You c…

Patch notes and updates

S.noRelease datePatch nameGID number
128 November 2018Version 1.2 Patch Notes!2415515408464195341
25 November 2018Version 1.1 Patch Notes!2407631646387762583
35 November 2018We're out of early access! (And version 1.0 patch notes!)2407631646386850444
428 October 2018Version 0.9 Patch Notes!2403127338440013470
530 September 2018Version 0.8 Patch Notes!3167611029755670491
620 September 2018Version 0.7 Patch Notes!2450411965552968645
715 September 2018Version 0.6 Patch Notes!2454914931407194354
83 September 2018Version 0.5 Patch Notes!2447032361203033841

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