I have been quiet for a while, but development is going along very well. I've been working on fixing bugs, improving the interface and adding only small gameplay features. Everything so that the game gives you a more smooth and pleasant playing experience (that doesn't mean the dragons won't be after you, though).
The Steam Early Access launch date was moved again, but this time it's final, whatever happens: March 31.
PS. Here you can find an interview about KeeperRL that I gave to a French blogger.
KeeperRL alpha13 is released. This update features mostly non-gameplay changes. Graphics have received a lof of polish, there are now basic animations. The game is optimized better and has fewer bugs. Check the video below and the changelist for details.
The free and paid versions are available from Itch.io. As usual, the free version is the same as the full release, minus graphics and music. If you've already bought the game before, you can download the new version from your personal itch.io link.
- Smooth movement and attack animations.
- More gold on the map.
- Major optimizations and improved FPS.
- New intro with a custom soundtrack.
- Dialog for changing game speed.
- Another dragon and cyclops villains, attacking based on dungeon population size.
- Doppleganger absorbtion details displayed in keeper mode.
- UI improvements.
- Prettier ground tiles.
- Fullscreen support.
- More tooltips.
- Highlight the tile after the 'fetch items' order.
- Highlight prioritized tasks.
- Pretty tile highlights for digging and tree cutting.
- Nicer arrow sprites.
- Removed kraken minion.
Sorry for the lack of updates! The last few weeks have been a big grind, fixing bugs, optimizing and improving the graphics. The game looks and plays WAY better now. I was planning the Steam EA premiere before the end of January, but decided to move that to the beginning of March. Not that the game isn't (almost) ready. The main reason is that in February I'll be going away from the grid for two weeks, and doing a big release right before wouldn't be a smart idea, would it?
So instead there will be another conventional release in a few the days (Alpha 'lucky' 13). This will be a highly polished version of Alpha 12 (well highly polished for me, don't expect AAA quality :P). After that I'll spend a few weeks adding more content and gameplay features and getting ready for a Steam release.
Things are shaping up very well!
PS.: I invite you to join our IRC channel: #keeperrl on irc.gamesurge.net.
Since the last update I've been working pretty hard on getting ready for Steam Early Access. I tried to port the game to M$ Visual Studio, but that was a complete failure, due to the compiler's very poor C++11 support. The Steam API only works with Visual Studio on Windows, but luckily there is a way to go around this.
- Smooth movement animations of units.
- Much better looking ground tiles.
- Optimizations (-> higher fps).
- UI improvements, including changing the game speed.
- Many bug fixes.