Update 1: Genesis



This update is for the person who’s streaming all the demo day games.


  • Increased starting and maximum food to 99 from 50
  • Removed the ‘End turn’ button. Now you can wait by clicking on your character or by pressing the ‘.’ key
  • Removed the 'armor' equipment slot and replaced it with another ring slot. There was no 'armor' actually in the game.
  • Added Tomes of Experience to the main loot table. These will let you choose a permanent perk when you finish them, but you’ll need to find a safe place first, as they take 16 turns total to read through.
  • You can now eat, read, and reload items by double clicking them.
  • Bat Outta Hell now has the ‘joyride’ ability. When in range to attack, they will pick up the player, fly them to a tile around 10 tiles to the north, and drop them. This will do 14 damage and possibly put you in a dangerous position.
  • Banshees now have the ability to blind you. They will use this ability if you are in their vision range. It has a cooldown of 20 turns.
  • Added the Harvester. It’s a big robot with 3 armor.
  • The Harvester spawns asleep in the barn, which now spawns in the cornfield. Next to the Harvester will spawn either the gatling gun or the new flamethrower, but getting within vision range will wake them.
  • The current last area of the game has been reworked into the mall.
  • Inside spawns a bunch of items and food, but also a bunch of enemies, including the new clownacondas.
  • These will captivate the player if they enter vision range, making them unable to move away from the caster.
  • Giant wasps are now ‘fast’. They move twice every turn.
  • Added magnet ring - has a %10 chance to generate a bullet every turn. The veteran starts with this item
  • Added the Winchester - does a lot of damage but has a %10 chance to miss.
  • The flaregun will now damage and affect a 3x3 area.
  • All robots now sometimes drop bullets on slay
  • Action log now condenses identical messages with “x2/3/4,etc”
  • Added Numpad movement. Direction traveled is relative to camera rotation.
  • Added save slots. You can now save the game and reload BUT there’s probably some bugs right now, although it seems to work.
  • Added the option to turn on debug tools. Right now this only includes a button to reveal the entire loaded map.
  • There’s a work-in-progress ending to the game if you make it past the mall.
  • Each tile now has its own move sound when you walk over it.
  • Changed some UI stuff
  • Changed some sprites/tile textures

Fixes:

  • Enemies will now obscure items they walk over
  • Dropped items will be nudged to an adjacent tile if their target tile is occupied by another item. For now if it can’t find a valid adjacent tile a message will show and the item will be destroyed.
  • Increased the range at which chunks will stay loaded by 2. This is to provide a small buffer zone.
  • Fixed a bug where waiting would allow you to move again before all other units have completed their actions
  • Fixed an issue where text descriptions wouldn’t update the size of the info panel correctly at first

I’d like to avoid adding mechanics / systems without due diligence. I’ve tried out some spellcasting stuff, but I wasn’t able to find something I really liked. Permanent spells seemed very powerful, whether they used mana or were cooldown based. It felt like getting a spell was pretty much always better than getting any other item in the game that used limited bullets, or ran out of charges. 

I’d like the game to be more about scavenging random loot and finding a way to make it work rather than assembling specific build archetypes. Abilities that might have been spells will probably be added in as items, like the new flamethrower.

So I haven’t added spells to the game for now, instead I added the perks.

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