- Patch 1.0.2 has arrived! - 31 October 2019
This is a minor bugfix update to iron out some quirks in the game. Improvements: Increased Spring Trap activation radius. Attackers are more likely to trigger the trap when moving through corner of the tile. Fixes: Fixed an issue with attackers rarely getting stuck in the level and preventing level from being completed. Fixed an issue with Spring Trap range not properly updating after upgrading it. Fixed several issues with attackers not being properly reset after they are defeated. Fixed an issue which would allow to to win and lose at the same time at the end of the level. Fixed an issue with Boulder trap not being properly reset if level was restarted while it was rolling. Fixed an exception related to ranged attacker behavior. Fixed an exception in level editor related to crawl point use. A new custom level! As it is the Halloween we have published a new Workshop level you can try y…
- Patch 1.0.1 has arrived! - 3 October 2019
First post-release update is out! Thanks for the feedback to players who reported their suggestions and issues. Fixes, improvements and balance changes below. Improvements: Ballista, Catapult and Heliofocus now start targeting attackers before they enter attack radius. This improves tower effectiveness on average. Before: https://i.imgur.com/4fGxOuQ.gif After: https://i.imgur.com/mGqpSlv.gif Attackers thrown by Spring Trap now receive damage upon landing instead of being thrown, as it was previously. This improves look and feel of the trap. Before: https://i.imgur.com/ocMtIZj.gif After: https://i.imgur.com/66LGm8M.gif Updated geometry in levels 5_1, 5_3 and 5_4 to better suit the story. Increased Boulder trap particle effect density to improve its visibility. Fixes: Fixed an exception related to peasant NPCs. Fixed an exception related to Priest and Suicide Runner particle effects. Fixe…
- Out of Early Access! - 20 September 2019
We are pleased to announce that after 277 days Seacurity Breach is out of Early Access ocean! We have more features (and creatures!) and fewer bugs than ever before. We want to thank everyone who was with us and provided their feedback. You made the game better! Please check our previous news for more details on what has changed during Early Access! You can do several things to support Aerians in their valiant defense: Share the news with your friends on social media. Write a review of Seacurity Breach on Steam. Create and share new levels for the game on Steam Workshop. Enjoy the release discount while it lasts and have fun defending Solarimere from Aquator invasion! Finalizing Seacurity Breach transition from Early Access to full-fledged release, game's price will be increased by roughly 30% (based on your local Steam currency) after the release week.
- Patch 0.7.0 has arrived! - 16 September 2019
Main changes: Added the last, 5th chapter featuring 5 new maps and a boss level. Intro in-engine scenario replaced with pre-rendered video. Other changes: Added sound effect for crystals and gold coins being dropped by defeated attackers. Improved crawl point navigation logic. Enemies will now properly fall to the ground after spring trap use near props. Prop destruction UI can no longer be improperly accessed from various screens. Vine decoration updated, no longer blocks tower placement on the walls. Fixed assassin ragdoll issue when killed while crawling over arrow trap on the wall. Fixed an issue when aura tower icon will not display if build timer ran out while the player had a tower selected. Fixed spring trap ability to throw attackers over the objective. Multiple prop obstacle sizes adjusted so attackers won't get stuck. Fixed an issue when a player might get stuck in a blurred…
- Seacurity Breach Release Date Announced - 13 September 2019
We are happy to announce September 20th as a release date for our own take on the tower defense genre, Seacurity Breach, today. This is our second game and it has been cooking in the oven (Early access) for a while now. And we think it’s almost ready! In Seacurity Breach, players will help defending the Solarimere archipelago against the vicious Aquators waves of various ocean based enemies. During the campaign, players will be able to follow the games main story trough 5 different chapters and progress through more challenging defensive scenarios. Unlock multiple towers and upgrades for them, thus giving players options to tailor their strategy in a way they like. One of the main feature in Seacurity Breach is verticality. In our game, you don’t just have one single plane on which all the action is happening. Enemies can jump, walk on walls and even react if you try to block their path…
- What sets us apart - 3 September 2019
Modern video games are extremely varied, unique and interesting, yet each genre has something that every plater expects and wants to see. Let’s take the most popular genre right now - Battle Royal. The core of the game is always the same, you drop down on a limited map, without any equipment. As a player, you have to scavenge and fight for better weapons, armour etc. while at the same time the map size is constantly shrinking. In that way, all Battle Royal games are the same, but if you said that to someone that loves that genre, you would look like a fool. Some goes to the Tower Defense genre. In a way, all you do is build defences to stop enemies from reaching their end goal. But if you look at games like Kingdom Rush and Orc’s Must Die, at first glance you might think that those games have nothing in common, which is completely false. One is more standardized with great 2D graphics a…
- A little hotfix - 23 July 2019
Hey everyone! We wanted to announce that a quick little hotfix for Seacurity Breach is live. It's nothing major but both issues were easy and quick to fix. Most importantly, when you can improve the player experience, you have to do it! Change log: Fixed first loading menu inaccessibility issue that some users have experienced Fixed priest, assassin attack animation. Until next time! ːsteamhappyː
- Patch 0.6.0 has arrived! - 3 July 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2Fd0ff8e6656730022d39e390c5c0ee65591e24a12.png Well, it’s been a while, full of adventures, obstacles and puns by our Mother of Puns, but the next update and chapter of Seacurity Breach is here! The game has been improved in every way we could imagine. Starting with new levels, more story, enemies and ending with a completely reworked upgrade system, boss encounters and improved UI for Level Editor. Every level in games has been touched up and improved with new enemy wave setup, various quality of life improvements and bug fixes. Some of the highlights we haven't mentioned or showcased before. Slow Aura, Fish Stall towers were added https://i.imgur.com/hBkVdCB.gif https://i.imgur.com/ZZnFX50.gif As you can see, now players have more control of how to influence the enemy path. One of the things people were missing…
- Nordic Games 2019 - 27 May 2019
Hey guys! We want to share something amazing. Last week Seacurity Breach was a part of Nordic Games 2019. It’s a video game conference that focuses more on the business side of the gaming industry. Nordic Games is about making new connections between studios, publishers, developers and everyone else that works in the industry. While those 3 days were tiring and in a way stressful, it was all worth it. We had a chance to meet great people, create new friendships and contacts that could help us make Seacurity Breach as great as it could be. And the general response about SB was amazing, people loved the look of the game, the added verticality to the levels and the level editor. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2F17ca8245980041da66242094d0f351505283230c.jpg This looks amazing! We would also like to say big thank you to BerlinBalticNordic.net for hel…
- It's been a while but we are close! - 15 April 2019
Hey everyone, I hope our little period of silence hasn't been too long. While the next update isn't just ready yet here is a glimpse of the more mechanical changes/fixes we have already done and are still working on. Done Updated jumping enemy pathing Updated wall crawling enemy pathing Various collider fixes Various tower have upgraded models/animations Water tile (not ocean around islands) improvements/fixes Fixed various tower placement bugs Changed how moving the camera up and down works in the level editor Reduced delay after the end of wave and beginning of the next wave Pause menu no longer blurs the background Pier tiles showed that it's possible to build on them when it's the only pathway Fixed Aura tower icon not appearing if you placed aura tower and quickly started the next wave UI improvements Various fixes and quality of life improvements for various towers When attackers…
- What will patch 0.6.0 bring? - 11 March 2019
Okay! Another update/blog and still no update 0.6.0? The thing is, game development is complicated :D But on a more serious note, we simply want to add a lot of changes, features to the game. And because we are awesome here is a look at all the upcoming changes. Some stuff might have been mentioned before but we think that having a decent overview is worth it. So let’s start with an image dump! More precisely, how all the different defense structures and traps will change when you upgrade them in-game. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2F4aab2c4343bb74145f6773d4ea2bfa88480b65f0.png Damage Aura (Sketch) https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2F4f25f0f745f70fbde54e445eeb384cf40b04ab72.png Slowing Aura (Sketch) https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2Facfc3f1957725ea372bc8d8c5c3aeb%25E2%2580%25A6
- Defense structure progression - 15 February 2019
Hello again! Well, what can we say besides that we are still working on that mysterious big update? Nothing really BUT we also know that keeping people/players informed is essential. Because of that, we want to show you something! As everyone who has played or is playing the game currently knows, you don't see any changes in defences when you upgrade them in-game. The stats are increasing, they are more powerful and you are destroying enemies so much more efficiently. Yet you don't see it being represented visually. Well, that will change! And you don’t have to just take our word for it! Here is a glimpse of what you will see and can expect with every defence in the game! Let's start with Balista https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2Fc4756a6d0791747d80e5d366d6c156d8698523e0.png Jumping in with Spring Trap next https://steamcdn-a.akamaihd.net/steamco…
- Patch 0.5.4. available - 8 February 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2F94d760e9b5ad7a7c286c5faeab7a46911f8353f1.png Updates: Level panning is now possible via "WASD" keys It's possible to see tower ranges in build mode by holding "Alt" key Light columns were added to destroyable object scenario props Status icons for the attackers were added Chapter 1 difficulty rebalance Navmesh updates: units will less likely get stuck in a prop or near stairs Upgrade reset now refunds 100% of crystals back Dialogue editor now has mouse wheel scrolling option New upgrade button Building select screen shows stat icons now Music fade in added Last available level is now selected by default Sound effects are limited when multiple same sounds are player at once and pitch shift was added for them Aura activation button is no longer visible in a build phase Added click sound to difficulty selection but…
- Short update about the upcoming update! - 4 February 2019
Hey, defenders of Solarimere, So we stated that we are aiming to release the next update with the new Levels, enemies, story elements and other exciting stuff on last Friday. And as you can see, that didn't happen. It just wasn't ready. We needed to work a little bit more on balancing, bug fixing and other general improvements. But don't worry. It's still happening and we are aiming for this Friday. See you then!
- Upcoming Update - 25 January 2019
Hey! Time to give you an update on what we have been doing. In short, A LOT of exciting stuff. Currently (as in today) the plan is to release a BIG update for our game next week. The new update will include 5 new levels with a story, new enemy units, a new trap, balance changes and bugs! Wait, bugs? No no no, bugfixes. The new stuff! You have already seen the new slowing trap in the previous blog but for those who missed it here is the concept sketch that we love! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2F500f5f7da6dfc0b07e4b2539613a4999f56025b7.png Now that's a winner! Now let's talk about the new enemy units! The GIANT (name is work in the progress if you have a great idea feel free to write it in comments)! A slow behemoth of shark that can take a lot of punishment but also has the sweetest smile of them all. Just look at this glorious T-pose and his…
- Level Editor User Manual - 15 January 2019
Workshop Level We were messing around with our Level Editor, trying out different stuff (trying to break it). Created some levels that were decent but weren't a good fit for our main campaign. Not wanting to let it go to waste we put it on Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=1625394739 Guide And while we are talking about Level Editor a quick reminder. Currently, we don't have a tutorial implemented in the Level Editor but for those who want to create their own MASTERPIECES we hope this nifty guide can help you. https://steamcommunity.com/sharedfiles/filedetails/?id=1575155747 P.S. The best user-created levels we will highlight here and on our social media ;)
- New Trap WIP - 12 January 2019
Time for a quick update! While we are working on several aspects to improve our game (balancing, new enemy unit, story etc) not everything would be an engaging read. Because of that, let’s tease you with a new tool in your arsenal! We always want to give players a chance to have meaningful choices when it comes to how they want to tackle our levels. Or to have the ability to develop their own playstyle using their favourite defence mechanisms. And thus far we were missing one of the Tower Defense game classics - slowing aura. We are happy to say, that it’s no longer the case. Well… we are working on adding it. First designs concept. Something simple to understand, a noxious mushroom that emits gasses that would slow Aquator units. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2Fe476d78453dad34f027f602b3f055b996426eb03.pngCute%21 But because we wanted for it to…
- Patch 0.5.3. available - 11 January 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2F02f3c83655dd45299a1523b05d3062257f8ec9e1.png First update of the year focuses on fixes, improvements and balance changes. Thanks to everyone who reported issues and gave feedback! Fixes and updates: Navigation mesh updates to reduce the number of units getting stuck, walking through some decorations and towers Priest drum sound no longer gets stuck Slightly optimized building placement code to reduce overhead Fix for perfect score not being awarded with health permanent upgrades Quarter blocks preview icons in the editor now have a background to discern them easier Aura tower ability icon does not get rotated when placed on a wall for easier access Spring tower fix for assassin units transitioning from the wall New decoration items and blocks added to the editor Editor spawn point replacement fix Updated asset l…
- Merry Fishmas!!! - 25 December 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2Ffa837b44ba325d6172e3f6673316fed97e1f923e.png We all hope that you will have great holidays ;)
- Patch 0.5.2. available - 21 December 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33543832%2F2634cdb87aac1fd85b522eb3762c0d52d30c574d.png Tower balancing and fixes: Damage aura tower effect radius is now shown when the building is placed Damage aura tower cooldown resets when the wave starts Damage aura tower damage increase effect increased from 10% to 15%, scaling increased from 2% to 3% per tower level, from 2% to 4% per permanent upgrade Damage aura tooltip update Heliofocus ignition upgrade cost reduced from 500 to 250 Miner upgrade cost reduced from 2500 to 1500 Enemy balancing and fixes: Assassin HP bar position tweaked for crawling animation Assassin path preview fix for a case where no normal path is present (only wall crawl) Priests no longer destroy barricades in seconds Enemies getting stuck in certain places (chapter 1 level 5 for example) was fixed Level balancing and fixes: Updated Pengwo…