
VectorWave
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[UPDATE] Patch 1.6 Minor fixes/improvements/updates/stabiltyJul 30, 2018 - Community AnnouncementsHi Everyone, Just a simple patch coming through. Need to smooth things over with the new SteamVR patch. Also fixed some bugs that have been with us since day 1. More updates and major performance improvements coming in the following weeks. Patch Notes 1.6 : No new features yet ;) Patch Notes 1.6 : Fixed an issue where the tutorial would not load properly, not allowing the player to complete it. Fixed an issue where the player could not scale properly in-game. Fixed a bug that would repeatedly crash the game to many players' frustration. Fixed an issue with unkillable enemies that would make the level impossible to perfect. Lowered the difficult of a few levels we deemed a bit too much. Very special thanks to our dedicated players such as Glassman789 who helped us debug and improve this latest patch. Enjoy, TheodoreFirst Update in 6 monthsJul 4, 2018 - Community AnnouncementsHi everyone, Just pushing out a quick update to fix a few bugs people have been bringing to our attention. Mainly 1. Not being able to scale ingame. 2. Tutorial being broken in a few different ways. Both have been remedied. I'll probably be pushing out patches on a more regular basis now that i have the time. Mostly bug patches, but maybe some content in the future! -TheodoreVectorWave in 2018Feb 12, 2018 - Community AnnouncementsHi Everyone, Thanks so much for your continued support in the past few months as we launched VectorWave and then moved it out of Early Access. My small team and I have had a blast creating and bringing this game to you. Unfortunately, despite all the positive feedback we've received on our game, from both friends and strangers alike, sales have been less than stellar. The return we are getting from this game we poured all our work into isn't enough to keep us going. Long story short, VectorWave is unfortunately going to have to be put on hold for the foreseeable future. We believe with the price we set, and the content that we've delivered, we are doing no customer disservice by putting the game development on hold. Development may resume this year, next year, or possibly never. We honestly don't know. I'll personally still be active on the forum answering questions and such, but don't expect a new patch anytime soon. Thanks again for staying with us on this journey, and hopefully this is not an end, just a respite. -TheodoreVectorWave in 2018Feb 12, 2018 - Community AnnouncementsHi Everyone, Thanks so much for your continued support in the past few months as we launched VectorWave and then moved it out of Early Access. My small team and I have had a blast creating and bringing this game to you. Unfortunately, despite all the positive feedback we've received on our game, from both friends and strangers alike, sales have been less than stellar. The return we are getting from this game we poured all our work into isn't enough to keep us going. Long story short, VectorWave is unfortunately going to have to be put on hold for the foreseeable future. We believe with the price we set, and the content that we've delivered, we are doing no customer disservice by putting the game development on hold. Development may resume this year, next year, or possibly never. We honestly don't know. I'll personally still be active on the forum answering questions and such, but don't expect a new patch anytime soon. Thanks again for staying with us on this journey, and hopefully this is not an end, just a respite. -Theodore[UPDATE] Out of Early Access and into Patch 1.5Nov 16, 2017 - Community AnnouncementsHi Everyone, Special thanks to everyone who's stuck with us since the beginning. We're finally pushing ourselves out of early access. This means we believe our game has matured to a point where it is a compelling complete game on its own. But every game can be improved, and this doesn't mean we will stop creating updates for VectorWave. With this big update and move out of Early Access comes an impressive patch list as well. Patch Notes 1.5 : Right of the bat, we now have full support for the Oculus. Call all your rift friends over, because we can accommodate them now. New Tower, it's a companion to the current Boost tower. While the last boost tower improved tower fire-rate, this one improves tower Damage per shot. During play-testing we noticed the biggest issue was people who were new to the game would try to purchase towers unsuccessfully, not realizing that they had insufficient funds. We believe we have resolved this issue thoroughly by implement audio, video, and physical stimulus when you try to spend money you don't have. Finally Upgraded to that sweet Unity Pro, no need for that annoying splash screen anymore. 3 new levels that introduce even greater challenges than before. And along with those, 3 new unique enemies to challenge you on the track Another thing we received complaints about was not being able to see the range of your tower once you put it down. We remedied that by making a "ghost" of the rangefinder appear when you get close enough to the tower. We also color-coded each rangefinder to help distinguish ranges quickly. We hope this will help with planning your strategies. We're looking forward to feedback on this. We added 2 more options to the floating Scoreboard. We understand it constantly moving around can be distracting so we created a way to hold it down. You can press "Pin" to have the Scoreboard move over and sit on top of the entrance, keeping it out of your way, but still in a relevant place. You can also select "Lock" Which will simply lock the Scoreboard in place until you free it. Thanks to "Delta-X" for the suggestion. Also reworked the angle you need to activate the Scoreboard properly Patch Notes 1.5 : Fixed a glitch which would make the turrets permanently un-buyable if they were currently settling while you paused and un-paused the game. Fixed a bug where you couldn't press the buttons on the Game-Over screen properly. Thanks to "Delta-X" for pointing that out. Fixed a glitch where when a shield bar was depleting, it wouldn't remove itself and sometimes still stayed even after a virus was defeated. Fixed some Virus bodies deforming when moving through a portal. Lowered the difficulty of levels 17 and 18. We understand they were to much and apologize for keeping them this hard for too long. Finally just something QOL, we changed Dollars to our own personal credits to help with a bit of immersion. Thanks everyone again, we hope you continue to enjoy our game for many months to come. Enjoy, Theodore[UPDATE] Out of Early Access and into Patch 1.5Nov 16, 2017 - Community AnnouncementsHi Everyone, Special thanks to everyone who's stuck with us since the beginning. We're finally pushing ourselves out of early access. This means we believe our game has matured to a point where it is a compelling complete game on its own. But every game can be improved, and this doesn't mean we will stop creating updates for VectorWave. With this big update and move out of Early Access comes an impressive patch list as well. Patch Notes 1.5 : Right of the bat, we now have full support for the Oculus. Call all your rift friends over, because we can accommodate them now. New Tower, it's a companion to the current Boost tower. While the last boost tower improved tower fire-rate, this one improves tower Damage per shot. During play-testing we noticed the biggest issue was people who were new to the game would try to purchase towers unsuccessfully, not realizing that they had insufficient funds. We believe we have resolved this issue thoroughly by implement audio, video, and physical stimulus when you try to spend money you don't have. Finally Upgraded to that sweet Unity Pro, no need for that annoying splash screen anymore. 3 new levels that introduce even greater challenges than before. And along with those, 3 new unique enemies to challenge you on the track Another thing we received complaints about was not being able to see the range of your tower once you put it down. We remedied that by making a "ghost" of the rangefinder appear when you get close enough to the tower. We also color-coded each rangefinder to help distinguish ranges quickly. We hope this will help with planning your strategies. We're looking forward to feedback on this. We added 2 more options to the floating Scoreboard. We understand it constantly moving around can be distracting so we created a way to hold it down. You can press "Pin" to have the Scoreboard move over and sit on top of the entrance, keeping it out of your way, but still in a relevant place. You can also select "Lock" Which will simply lock the Scoreboard in place until you free it. Thanks to "Delta-X" for the suggestion. Also reworked the angle you need to activate the Scoreboard properly Patch Notes 1.5 : Fixed a glitch which would make the turrets permanently un-buyable if they were currently settling while you paused and un-paused the game. Fixed a bug where you couldn't press the buttons on the Game-Over screen properly. Thanks to "Delta-X" for pointing that out. Fixed a glitch where when a shield bar was depleting, it wouldn't remove itself and sometimes still stayed even after a virus was defeated. Fixed some Virus bodies deforming when moving through a portal. Lowered the difficulty of levels 17 and 18. We understand they were to much and apologize for keeping them this hard for too long. Finally just something QOL, we changed Dollars to our own personal credits to help with a bit of immersion. Thanks everyone again, we hope you continue to enjoy our game for many months to come. Enjoy, TheodoreQuick AnnouncementNov 13, 2017 - Community AnnouncementsHi Everyone, Thanks for hanging in there. For everyone who's been asking for new updates and patches, they are coming very soon. We have been working on the update to push us out of Early Access for over a month now. With it comes a new tower, more levels, more enemies, a bunch of bug fixes, and OCULUS support. Full patch notes will come with the update. Thanks everyone for your patience, update will be pushing out this friday! -TheodoreQuick AnnouncementNov 13, 2017 - Community AnnouncementsHi Everyone, Thanks for hanging in there. For everyone who's been asking for new updates and patches, they are coming very soon. We have been working on the update to push us out of Early Access for over a month now. With it comes a new tower, more levels, more enemies, a bunch of bug fixes, and OCULUS support. Full patch notes will come with the update. Thanks everyone for your patience, update will be pushing out this friday! -Theodore[UPDATE] Beta 1.40 Released!Oct 14, 2017 - Community AnnouncementsHi everyone, Super excited to get this patch out to you. This is easily one of the biggest patches we've done yet. Update 1.40 Focuses on the bigger picture, Getting us out of Early Access. Without further Ado, The patch notes: Patch Notes 1.40: First and foremost, We made huge improvements to our lighting system and our visual fidelity. The game has had a huge face-lift and we're sure you'll love it! Second biggest announcement: New Tower Type! It's called swarm and it's a great addition to our roster. Naturally, it comes in 5 variants, from the initial version to the top tier on either path you choose. We noticed not a lot of high-scores were being posted for the harder levels. we took this to mean they are a bit too difficult, so we lowered difficulty in those levels a bit. Fixed a bug where the final level wouldn't load properly sometimes. Fixed the weird text offset problem on the leader-boards we overlooked the last patch. Fixed a glitch where reloading a level would break the secondary camera. Don't forget to restart your steam client to get the update. Patch 1.5 Is already in the works, and we're hoping to add even more valuable content soon! Enjoy, -Theodore[UPDATE] Beta 1.40 Released!Oct 14, 2017 - Community AnnouncementsHi everyone, Super excited to get this patch out to you. This is easily one of the biggest patches we've done yet. Update 1.40 Focuses on the bigger picture, Getting us out of Early Access. Without further Ado, The patch notes: Patch Notes 1.40: First and foremost, We made huge improvements to our lighting system and our visual fidelity. The game has had a huge face-lift and we're sure you'll love it! Second biggest announcement: New Tower Type! It's called swarm and it's a great addition to our roster. Naturally, it comes in 5 variants, from the initial version to the top tier on either path you choose. We noticed not a lot of high-scores were being posted for the harder levels. we took this to mean they are a bit too difficult, so we lowered difficulty in those levels a bit. Fixed a bug where the final level wouldn't load properly sometimes. Fixed the weird text offset problem on the leader-boards we overlooked the last patch. Fixed a glitch where reloading a level would break the secondary camera. Don't forget to restart your steam client to get the update. Patch 1.5 Is already in the works, and we're hoping to add even more valuable content soon! Enjoy, -Theodore[UPDATE] Beta 1.37 Released!Sep 25, 2017 - Community AnnouncementsHi everyone, First of all, big hello to everyone who got this game from the IndieGala bundle in the past week, we're glad to have you! Update 1.37 is a smaller but still important patch that makes a lot of improvements to our back-end so we can make way for a much bigger patch coming soon. Rumor has it we might get a whole new tower branch! For now enjoy the small but needed improvements this patch brings. Full Patch notes Below: Patch Notes 1.37: First and foremost, We added Trading Cards! For those who like collecting cards/backgrounds/emoticons, you finally have some VectorWave stuff to grab. We apologize that the Badge takes 12 cards to craft, to be perfectly honest the steam trading card setup process wasn't totally clear on that, i wanted to make it less but once you submit the cards there's no edits. Anyway, enjoy these cards and the little tidbits of facts about each Tower and Enemy! We fixed some targeting errors with the towers by redesigning the way towers deal damage to targets, so now it is virtually impossible for the towers to miss like they used too .01% of the time. Fixed a lot of back-end stuff to improve performance and make it easier to implement new modes(cool new stuff coming soon!) Some enemy designs and animations had still been around since the early design days of VectorWave, so they had to go, being replaced with new better models and animations! Fixed the weird text offset problem on the leader-boards we overlooked the last patch. Last note is more of an explanation, In the first few releases of the game we observed that players who wanted to precisely place towers near roads were getting thwarted by minor movements in the physics system. We remedied this last patch by killing the velocity of any turret moving under a certain speed to ensure that if you wanted to drop something straight down it dropped perfectly straight down. That speed we chose was apparently too fast for some people who expressed that they had trouble properly throwing the turrets now, so we tweaked the needed speed for a perfect drop to be 70% less than it was. We're pretty sure this will make both parties happy. Don't forget to restart your steam client to get the update. Patch 1.4 is going to include some more juicy content, so stay tuned! Until Next Time -Theodore[UPDATE] Beta 1.37 Released!Sep 25, 2017 - Community AnnouncementsHi everyone, First of all, big hello to everyone who got this game from the IndieGala bundle in the past week, we're glad to have you! Update 1.37 is a smaller but still important patch that makes a lot of improvements to our back-end so we can make way for a much bigger patch coming soon. Rumor has it we might get a whole new tower branch! For now enjoy the small but needed improvements this patch brings. Full Patch notes Below: Patch Notes 1.37: First and foremost, We added Trading Cards! For those who like collecting cards/backgrounds/emoticons, you finally have some VectorWave stuff to grab. We apologize that the Badge takes 12 cards to craft, to be perfectly honest the steam trading card setup process wasn't totally clear on that, i wanted to make it less but once you submit the cards there's no edits. Anyway, enjoy these cards and the little tidbits of facts about each Tower and Enemy! We fixed some targeting errors with the towers by redesigning the way towers deal damage to targets, so now it is virtually impossible for the towers to miss like they used too .01% of the time. Fixed a lot of back-end stuff to improve performance and make it easier to implement new modes(cool new stuff coming soon!) Some enemy designs and animations had still been around since the early design days of VectorWave, so they had to go, being replaced with new better models and animations! Fixed the weird text offset problem on the leader-boards we overlooked the last patch. Last note is more of an explanation, In the first few releases of the game we observed that players who wanted to precisely place towers near roads were getting thwarted by minor movements in the physics system. We remedied this last patch by killing the velocity of any turret moving under a certain speed to ensure that if you wanted to drop something straight down it dropped perfectly straight down. That speed we chose was apparently too fast for some people who expressed that they had trouble properly throwing the turrets now, so we tweaked the needed speed for a perfect drop to be 70% less than it was. We're pretty sure this will make both parties happy. Don't forget to restart your steam client to get the update. Patch 1.4 is going to include some more juicy content, so stay tuned! Until Next Time -Theodore[UPDATE] Beta 1.3 Released!Sep 7, 2017 - Community AnnouncementsHi everyone, After weeks of nonstop work, we are proud to bring you Patch 1.3! With this patch comes lots of new stuff, including 6 new levels and 7 more enemy types. On top of new content we've cleaned up and smoothed out many things including turret targeting, and added some other quality of life features. Full Patch notes Below: Patch Notes 1.3: First of all Let's talk about the big one, 6 more levels that are harder than ever! We felt the game was a bit too easy so along with 6 new levels we also did some rebalancing of the older levels, we're eager to hear what you think of them! And with new levels came the need for new enemies. 7 New enemy types to play around with, each with a new interesting ability or twist to how they work. We've update our Achievements to reflect the new levels, 4 to 6, 8 to 12 yadda yadda, If you already have all of them you'll keep them, but for new people they'll have to work harder to get some of them. We got rid of Regional Leaderboards, Steam didnt seem to be sending us the right data so it seemed pointless and only took up extra time to poll from Steam. Ironed out the silly problem of 45 degree track angles to bring you more interesting levels. I know it doesnt sound like much, but when taking everything into consideration something like 45 degrees can take a certain amount of time to implement. Change the Score font on the leaderboards to a MonoSpaced font. It makes it easier to read and looks much nicer. Thanks to CheddaNinja for that suggestion. Added a new rotation tracker to the leaderboard so you can keep track of how many times you've spun around in VR so it's easy to untangle yourself without taking your headset off. If you wish to reset the tracker, simply press it like you would any other button ingame We completely reworked the way Towers target, now giving you an option to choose whether you want them to target enemies by, First, Last, Strongest, or Weakest. Along with this, we reworked how the Tower UIs look, making them nicer than ever! Towers now turn faster as well, making targeting snappier. We reworked the back end on our whole enemy spawning system allowing for more complex waves along with any number of waves we want per level. Because of this the new hard levels(12-18) have 15 waves of mayhem for you to enjoy One really cool feature we added is a second player Camera so if you're playing and you have a friend watching you, they can press and have their own freeform camera. This also creates an object in the player's world which can be manipulated, allowing for some mischief between friends. Lots of little optimizations and effect reworks that improve overall quality of the game. And last but not least, because of all these new changes to levels and difficulty, we had to reset the highscores. Sorry about that but it could not be helped. Don't forget to restart your steam client to get the update. Patch 1.4 Should be alot like 1.2 in which we focus more on bug fixes and evaluating your feedba...[UPDATE] Beta 1.3 Released!Sep 7, 2017 - Community AnnouncementsHi everyone, After weeks of nonstop work, we are proud to bring you Patch 1.3! With this patch comes lots of new stuff, including 6 new levels and 7 more enemy types. On top of new content we've cleaned up and smoothed out many things including turret targeting, and added some other quality of life features. Full Patch notes Below: Patch Notes 1.3: First of all Let's talk about the big one, 6 more levels that are harder than ever! We felt the game was a bit too easy so along with 6 new levels we also did some rebalancing of the older levels, we're eager to hear what you think of them! And with new levels came the need for new enemies. 7 New enemy types to play around with, each with a new interesting ability or twist to how they work. We've update our Achievements to reflect the new levels, 4 to 6, 8 to 12 yadda yadda, If you already have all of them you'll keep them, but for new people they'll have to work harder to get some of them. We got rid of Regional Leaderboards, Steam didnt seem to be sending us the right data so it seemed pointless and only took up extra time to poll from Steam. Ironed out the silly problem of 45 degree track angles to bring you more interesting levels. I know it doesnt sound like much, but when taking everything into consideration something like 45 degrees can take a certain amount of time to implement. Change the Score font on the leaderboards to a MonoSpaced font. It makes it easier to read and looks much nicer. Thanks to CheddaNinja for that suggestion. Added a new rotation tracker to the leaderboard so you can keep track of how many times you've spun around in VR so it's easy to untangle yourself without taking your headset off. If you wish to reset the tracker, simply press it like you would any other button ingame We completely reworked the way Towers target, now giving you an option to choose whether you want them to target enemies by, First, Last, Strongest, or Weakest. Along with this, we reworked how the Tower UIs look, making them nicer than ever! Towers now turn faster as well, making targeting snappier. We reworked the back end on our whole enemy spawning system allowing for more complex waves along with any number of waves we want per level. Because of this the new hard levels(12-18) have 15 waves of mayhem for you to enjoy One really cool feature we added is a second player Camera so if you're playing and you have a friend watching you, they can press and have their own freeform camera. This also creates an object in the player's world which can be manipulated, allowing for some mischief between friends. Lots of little optimizations and effect reworks that improve overall quality of the game. And last but not least, because of all these new changes to levels and difficulty, we had to reset the highscores. Sorry about that but it could not be helped. Don't forget to restart your steam client to get the update. Patch 1.4 Should be alot like 1.2 in which we focus more on bug fixes and evaluating your feedba...Mid Patch Cycle UpdateAug 25, 2017 - Community AnnouncementsHi Everyone, Thanks for your continued support of our dev team. Next patch is taking us some time, and for good reason. It's going to be a big one. Along with the usual bug fixes and small gameplay additions, we will be adding a load of new content. 12 levels --> 18 levels 10 Enemies --> 17 Enemies We are also adding a new level mechanic which will help make things tougher in the later levels, along with rebalancing some of the older levels. With these news levels and reworks we willl unfortuantely have to reset leaderboards this patch. It's something we cant avoid. All that aside, this update, along with a bunch of new interesting features/bug fixes, will be coming within two weeks, probably closer to one. One last thing, Do you guys think the game is too easy? We have been debating adding in a hardmode for people who really want a challenge. Anyway, Thanks again for your support. Until next update. -Theodore Mid Patch Cycle UpdateAug 25, 2017 - Community AnnouncementsHi Everyone, Thanks for your continued support of our dev team. Next patch is taking us some time, and for good reason. It's going to be a big one. Along with the usual bug fixes and small gameplay additions, we will be adding a load of new content. 12 levels --> 18 levels 10 Enemies --> 17 Enemies We are also adding a new level mechanic which will help make things tougher in the later levels, along with rebalancing some of the older levels. With these news levels and reworks we willl unfortuantely have to reset leaderboards this patch. It's something we cant avoid. All that aside, this update, along with a bunch of new interesting features/bug fixes, will be coming within two weeks, probably closer to one. One last thing, Do you guys think the game is too easy? We have been debating adding in a hardmode for people who really want a challenge. Anyway, Thanks again for your support. Until next update. -Theodore [UPDATE] Beta 1.2 Released!Aug 7, 2017 - Community AnnouncementsHi everyone, We're happy to announce Patch 1.2 even earlier than we were expecting. 1.2 Focuses on rounding out VectorWave. Smoothing out the rough edges and squashing any outstanding bugs. Patch Notes: Moved to Unity 2017.1 for better feature support(silly name BTW, 3.0, 4.0, 5.0, 2017.1? Unity why?) Fixed a few bugs brought on by Unity 2017 Including effects being displaying the wrong way, text clipping through objects, and buttons failing to load levels Updated all the in-game menus and buttons with fresh new sprites that make them sharper and easier to see. Fixed a bug that was freezing the leader-boards on the loading screen, not allowing the them to display. Added a rather large and hard to miss display of all the button controls to the options menu. In case you forget and you don't want to replay the tutorial. Worry Free settings changing! Made it so that when you're in a pause menu in a level the game slows to a crawl allowing you to modify whatever setting you wish without worrying about your defenses. Added Labels to the shop on your left hand to make it easier to distinguish items for new players. Fixed the Tutorial so you can no longer buy yourself into a corner(sorry about that). This is just a band-aid fix, a whole Tutorial rework will be coming in a few patches to make it much more friendly to users. Added new 2X speed button for those times you're stuck waiting for enemies to cross some desolate part of the track. Fixed a bug with the hand laser. We launched the game with a bug that slipped under our radar and broke the hand laser. Damage was still being dealt, but no effect was being shown. This rectifies that. Reworked the physics of throw-able objects. Objects like grenades and towers should not fly as far and feel more realistic to throw. Making it easier to toss them exactly where you want Removed FPS counter in levels but kept the one in the main menu. When the level slows down in the menus, the FPS counter becomes a moot point. You can still test your performance in the main menu. Reworked the effects on the laser Towers a small amount Added a nice little crumble animation to your core if you lose a level. If you play right you'll never see it :D. Don't forget to restart your steam client to get the update. Patch 1.3 should bring a few more features, bug fixes, and if we're lucky maybe even a level or two. That's all the fixes for now, We hope you enjoy! Here's to many more patches in the future and your continued support through all of them! -Theodore[UPDATE] Beta 1.2 Released!Aug 7, 2017 - Community AnnouncementsHi everyone, We're happy to announce Patch 1.2 even earlier than we were expecting. 1.2 Focuses on rounding out VectorWave. Smoothing out the rough edges and squashing any outstanding bugs. Patch Notes: Moved to Unity 2017.1 for better feature support(silly name BTW, 3.0, 4.0, 5.0, 2017.1? Unity why?) Fixed a few bugs brought on by Unity 2017 Including effects being displaying the wrong way, text clipping through objects, and buttons failing to load levels Updated all the in-game menus and buttons with fresh new sprites that make them sharper and easier to see. Fixed a bug that was freezing the leader-boards on the loading screen, not allowing the them to display. Added a rather large and hard to miss display of all the button controls to the options menu. In case you forget and you don't want to replay the tutorial. Worry Free settings changing! Made it so that when you're in a pause menu in a level the game slows to a crawl allowing you to modify whatever setting you wish without worrying about your defenses. Added Labels to the shop on your left hand to make it easier to distinguish items for new players. Fixed the Tutorial so you can no longer buy yourself into a corner(sorry about that). This is just a band-aid fix, a whole Tutorial rework will be coming in a few patches to make it much more friendly to users. Added new 2X speed button for those times you're stuck waiting for enemies to cross some desolate part of the track. Fixed a bug with the hand laser. We launched the game with a bug that slipped under our radar and broke the hand laser. Damage was still being dealt, but no effect was being shown. This rectifies that. Reworked the physics of throw-able objects. Objects like grenades and towers should not fly as far and feel more realistic to throw. Making it easier to toss them exactly where you want Removed FPS counter in levels but kept the one in the main menu. When the level slows down in the menus, the FPS counter becomes a moot point. You can still test your performance in the main menu. Reworked the effects on the laser Towers a small amount Added a nice little crumble animation to your core if you lose a level. If you play right you'll never see it :D. Don't forget to restart your steam client to get the update. Patch 1.3 should bring a few more features, bug fixes, and if we're lucky maybe even a level or two. That's all the fixes for now, We hope you enjoy! Here's to many more patches in the future and your continued support through all of them! -TheodoreRelease Day!Aug 2, 2017 - Community AnnouncementsHey everyone, It's finally release day! Thanks to everyone who tried out our demo and gave us important feedback. This will be the first of many announcements as we move forward with regular game updates weekly or every two weeks or so, depending on patch size. Hope to see you all soon in-game! -TheodoreRelease Day!Aug 2, 2017 - Community AnnouncementsHey everyone, It's finally release day! Thanks to everyone who tried out our demo and gave us important feedback. This will be the first of many announcements as we move forward with regular game updates weekly or every two weeks or so, depending on patch size. Hope to see you all soon in-game! -Theodore
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