Build #9 (Windows, Mac & Linux)
Announcing the return of the updated Linux build! Take it out for a spin and let us know what you think.
░░░ DEMO #9 - DEC 2019 ░░░
// Additions
• Different weapon damage-types now add a special effect:
• Laser attacks will leave a lingering effect, causing extra bleeding for a few rounds
• Plasma splashes, damaging anything next to the target
• A shot from a Gauss weapon will penetrate the first target
• Disray damage will travel and hit additional nearby foes
// Changes
• Updated sprite for vending machines
• Some improvements to how things get logged in the Combat log, regarding repeating messages
• Mouse-clicking can now path to locked Doors (and potentially open them)
• Light UI work - Equipped weapon comparison window now shows up next to the item in inventory
// Under the hood / Bug fixes
• Pathfinding performance improvements, especially for the final level
• Fixed countdown (i.e. the Drone explosion) showing on top of UI elements
• Massively reduced memory footprint from audio files (check your Unity import settings, kids!)
• Some fixes and resilience updates for saving/loading
• Some chunky refactoring of the underlying code
• Zipped demo size down to 48mb from previous 64mb, haha - always ogg your wavs, everyone
Files
Get Escape from Aeon
Escape from Aeon
A turn-based sci fi / horror roguelike.
Status | In development |
Authors | Ghostknot Games, Rauno Villberg |
Genre | Role Playing |
Tags | Dark, Horror, lone-survivor, Roguelike, Sci-fi, Survival Horror, Turn-based, Turn-Based Combat |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- EFA + Ghostknot state of the union ::Dec 13, 2023
- Build #14 (Windows)Aug 25, 2020
- Build #12 (Windows & Mac)Jun 05, 2020
- Build #10 (Windows)Feb 09, 2020
- Build #8 (Windows & Mac)Nov 21, 2019
- Build #7 (Windows & Mac)Oct 13, 2019
- Map generation in Escape from AeonOct 16, 2018
- Build #5 (Windows, Mac & Linux)Oct 08, 2018
Comments
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Can't use F to shoot the guard in the Tutorial
Dang, thanks for reporting - managed to replicate it.
I'll definitely fix it for the next update.
Sorry for the trouble, and again - thanks a lot for bringing it up.