- Nightmare of Decay - New horror shooter in development. - 8 March 2022
Just wanted to announce my new game project "Nightmare of Decay". I've been working on it for quite some time and feel that it has finally reached a stage in development where it can be publically shown. Nightmare of Decay is a horror first-person shooter that takes inspiration from classic survival-horror games of the 1990s. Expect zombies and a lot of gore! More info on the Steam Page: https://store.steampowered.com/app/1848450/Nightmare_of_Decay/
- Update v1.043 - Additional aiming options - 2 January 2021
-Added option to disable aiming/mouse acceleration for action mode. -Can now adjust aim speed for Y and X axis separately within the options.
- Update v1.042 - Small item fix - 31 July 2020
-Fixed a bug where equipped items in the New Game screen would be lost when quitting the game.
- Update v1.041 - Fix for camera orbiting - 15 October 2019
-Fixed a bug where the left and right arrow keys on the keyboard will orbit the camera even if they aren't assigned within the options. -Added in a slider within the options to adjust orbit speed of the camera.
- Update v1.04 - Quick fix - 10 January 2019
Quick update to fix issue with the construction territory overlay display not updating properly when a building gets destroyed while selected.
- Update v1.03 - Small Update - 8 January 2019
Small update that implements some player requested features. Change Log: -Added slider to adjust the amount of cliffs when starting a new game. -Item inventory space is now unlimited. -Defeating stages past wave 15 will now give rewards. -Increased damage of Spike Trap from 100 to 150.
- Update v1.02 - Polishing and balancing - 22 December 2018
Small update to add some polishing and balancing to the game. Improvements -Double clicking to select a unit will now select all visible units of the same type. -Units can now be commanded to follow a friendly unit. Done by giving a move command while hovering over a friendly unit. -When giving a attack or follow command the banner of the target unit will flash. -Unit orders are now saved and loaded. -Bosses will now play a sound when spawned during a boss wave. -Added attack voice sounds for Lord of the Fallen and Lady of the Fallen. Balancing -Increased damage of Cannoneer projectiles from 16 to 24. -Increased damage of Archer projectiles from 18 to 26. -Increased damage of Arrow Tower projectiles from 20 to 26. -Increased damage of Bombard Tower projectile from 25 to 30. -Increased health of Light Cavalry from 175 to 210 (unit health from 875 to 1050). -Increased damage of Light Cava…
- Update v1.01 - Traditional Chinese Translation - 13 December 2018
A quick update that adds the translation for Traditional Chinese to the game.
- Full Release v1.0 - Achievements - 10 December 2018
After two and a half months of early access, Reignfall has finally been fully released. Thanks to all the players who have supported and given feedback on the game. Also, a special thanks to Cédric Gauché and Lai Fan Ho for the French and Chinese translations. The update itself includes new steam achievements and various polishing and fixes. Change Log: Improvements: -Added steam achievements. -New neutral camp "Mysterious Cave". Inactive until all other camps are cleared. One spawns in each game. -Improved hit detection for the Paladin's basic attack animations. -Weapon trail effects are now affected by game speed. -Game stats (game time, enemies killed, troops lost, buildings lost) are now displayed with the in game menu. -Removed endless mode option from the start game screen. The option to continue to endless mode after victory in the normal mode made this redundant. Balancing: -Lor…
- Update v0.96 - Orcs - 29 November 2018
This update includes the new "Orc Warriors" Lord item and "Orc Stronghold" neutral camp. Difficulty for hard and brutal has also been slightly increased. CHANGE LOG: Improvements: -New neutral camp "Orc Stronghold". Defended by Orc Warriors. Weak difficulty. -New Lord item accessory "Orc Warriors". Start the game with a unit of Orc Warriors. -Health bars are now displayed for neutral camps. Balancing: -Reduced Royal Guard damage from 12 to 10. -Slightly increased enemy count for Hard and Brutal difficulty.
- Update v0.95 - Balancing + Polishing - 25 November 2018
There are still complaints about the high difficulty of the game. This update brings many balance changes to reduce difficulty so that new players to the game have a easier time. The Arrow and Ballista Tower are much more effective. Also, Royal Guards (starting unit) are stronger to make the early waves easier. CHANGE LOG: Improvements: -Treetops can now be toggled on and off for better visibility. -Blood pools and splatters now fade out before disappearing. -Gore pieces/Gibs now sink into the ground (like bodies) before disappearing. -Added option for permanent bodies in Battle Tester mode. -Improved combat AI for Fallen Champion boss. Balancing: -Increased Royal Guard attack damage from 8 to 12. -Royal Guard captain can now perform ground attacks. -Increased health of Spearmen from 120 to 140 (Unit health from 960 to 1120). -Increased health of Flagellants from 90 to 100 (Unit health…
- Update v0.94 - Spike Trap + Executioner boss - 21 November 2018
Included in this update is a new "Spike Trap" building that should add some additional strategy to how players layout their cities. Also included is the new "Fallen Executioner" boss. Wields a gigantic axe and is very aggressive. Change Log: -New building "Spike Trap". Spikes erupt from the ground to deal damage to enemies. Triggered when enemies walk on top of it. Can build a maximum of 15. -New Boss "Fallen Executioner". -Increased speed of animation for Lord's "Cleave" skill. -Added ability to perform attack combos to various hero skill animations. -Increased starting food from 150 to 200. -Increased starting wood from 150 to 200. -Fixed issue with the Keep garrison not clearing when starting/ending a game.
- Update v0.93 - Cannoneers - 14 November 2018
Added in a new recruitable unit "Cannoneers". They function similar to the Archers but shoot explosive rounds that knockdown infantry. Can be recruited from the barracks for a high price and high upkeep. I noticed some players still having trouble with the difficulty when playing easy mode. Because of this, the starting resources for easy difficulty has been doubled. Change Log: -New recruitable unit "Cannoneers". Ranged unit that shoots explosive projectiles. Can be recruited from the Barracks. -Starting resources for easy difficulty has been doubled. -Increased health for towers from 150 to 250.
- Update v0.92 - Battle tester mode + New Lord items - 8 November 2018
Biggest change this update is the new "Battle Tester" mode. In this mode, players may freely place units on an empty map and simulate battles. Originally, this was intended as a developer only mode to test unit balancing and combat but I noticed the popularity of "Battle Simulators" and decided to make it available to players. The new mode can be accessed from the main menu. Also included in this update are a few new items for the Lord. Change Log: -New "Battle Tester" mode. Freely place units on an open map to simulate battles. Mainly for testing unit balance and combat. Can be accessed from the main menu. -New Lord item accessory "Minotaurs". Start the game with a unit of Minotaurs. -New Lord item accessory "Bodyguard Manual". Adds 3 Royal Guards to the Lord's unit. Guards are revived and healed at the end of every wave. -New Lord item skill "Fireball". Throw a small fireball. -New Lo…
- Update v0.91 - Enemy wave changes + Warpriest hero - 3 November 2018
The most noticeable change in this update is the modification to the generation of enemy waves. There are now more enemies but the composition is made up of more lower tier units. Because of performance issues in previous versions (before the unit limitations) I made higher waves more difficult by changing enemies into elite units instead of adding more numbers. Eventually all units would become elite and lower tier units (Thralls, Wights) stopped appearing. There should now be more variety of enemy units in later waves with lower tier units continuing to appear. Although, the game is more difficult as a result. Also included in this update is the new Chapel Knights and Warpriest hero at the Chapel. They specialize in fighting skeletons (blunt damage). Change Log: -Modified generation of enemy waves to have more units but continue to have lower tier units appear in later waves (before,…
- Unknown Pleasures: 20% Seasonal Edition - 26 October 2018
Boo! Haha, Halloween is so easy. Although I’ve never understood the rules when it falls on a weekday, and like all miserable British whingers I resent its weird expansion from a few hours of hiding from unpleasant infants into an entire sodding month of pumpkins and rubbish horror. So with that in mind, let’s have a spooooky Unknown Pleasures ! Threatening but then being too British to actually ‘trick’ anyone this week: barely interactive fiction, a multiplayer indie with actual players, and a stick on the moon. (more…)
- Update v0.9 - Limitation to unit counts + Housing residents - 24 October 2018
This update introduces a mechanic that limits the number of active player and enemy units (the amount can be modified when starting a new game). It is now truly possible to fight against an endless number of waves instead of the game eventually becoming too unstable due to the number of enemies. Any units recruited by the player over the limit will be garrisoned at the Keep and can be manually deployed when the number of active units is under the limit. Upkeep is still payed for any garrisoned units. Heroes and any starting units do not apply to the limit. For enemy waves, any units over the limit will be placed in a reinforcement queue and spawn as units are destroyed. Bosses do not apply to the limit. Because enemies now attack from more directions, the game is a little harder. Also included in this update are residents that spawn from housing and interact with service buildings. This…
- Update v0.871 - Quick fix + Attempt at fixing stunlock - 19 October 2018
Quick update to fix a issue with troops in enemy units continuing to hit buildings and not follow the leader when moving to attack archers. Also included is an attempt at fixing the long standing issue of stunlock (getting stuck in a cycle of inescapable stun animations when getting hit multiple times). Players can now dash out of the stun animation while controlling heroes. This does not apply to knockdown animations. Change log: -While controlling heroes it is now possible to dash out of the stun animation when getting hit (not knockdown animations). This should reduce issues with stunlock. -Fixed issue with troops continuing to hit buildings and not follow the leader when moving to attack a archer unit.
- Update v0.87 - Archers + Skeletons - 18 October 2018
A content update that includes the new "Archer" unit. Archers act as a mobile arrow tower that can be given targets and fight in melee. Also included in this update are new skeleton enemies. Skeletons take reduced damage from arrows (Archers, Arrow Tower, Ranger). Change log: -New recruitable unit "Archers". Can be recruited from the Barracks. -New enemy unit "Skeletons". Has arrow resistance. -New enemy unit "Skeleton Warriors". Stronger version of Skeletons. -New enemy unit "Skeleton Reavers". Elite skeletons armed with massive greatswords. -Light Cavalry and Heavy Calvary now perform trample attacks during combat instead of just when entering combat. -Increased Arrow Tower damage from 10 to 12. -Increase health of Thralls from 90 to 100 (Unit health from 1080 to 1200) -Option to continue game in endless mode on victory screen.
- Quick Fix v0.862 - 14 October 2018
A quick fix to remove a developer control that I forgot to disable in the previous update. Also included are some small balance changes for the Templar hero. v0.862 Change log: -Removed developer key control that automatically upgraded buildings. -Can now upgrade Hops Farm. -Templar recruit cost reduced from 3000 gold + 150 food -> 2000 gold + 100 food. -Reduced cooldown of Templar's Healing Light ability from 180 to 150. -Fixed issue with woodcutters harvesting wood from invisible trees on road tiles.