Hello! I am Ivar, also known as an independent game developer Zuurix.Joined on October 28, 2014, 3:48 PM Visited on February 20, 2019, 11:01 PM
This update adds much-needed challenge for players with really high power level spaceships, improved vendors, many quality of life changes based on player feedback, and important fixes.
New endgame activity: Absolute Deterioration
This is the end of your invincibility. All of the worst instances collapsed to form absolute deterioration.
In this vortex of nightmare incarnations, your enemies will become more and more powerful, until your strongest weapons and best tactics are worthless. Until you have no choice but to flee or be destroyed.
If you're lucky, you will escape with treasures born in twisted realities of deterioration.
Absolute Deterioration is a mission in which you will have to fight waves of enemies.
Enemies will enter your range as fast you destroy them, and with each wave, their power will increase.
Fight as long as you can, then extract - the more waves you will defeat, the more decayed fragments you will get.
Decayed fragments fuse into absolute deterioration relics:
New relic: Stolen, Hidden, Forgotten, Lost
This relic increases relic limit by 2.
Flame Tower, Redirection Hub
With this relic installed, projectiles your ship will deflect transform into seeking missiles that deal 100% weapon damage to enemies.
New relic: Physical Linking System
This relic gives +1% weapon damage per three projectiles, meaning that you will deal more damage the more projectiles there are.
New relic: Radiance And Blight, Aberrant Alliance
This truly unique relic will allow you to have both Oesa's Radiance and Kithalia's Blight set effects active at the same time.
New relic: Frailsphere, Pearl of Deterioration
Frailsphere will restore your armor 50% when it drops 0 once per a mission.
New relic: Horrorcradle, Darkspindle
Horrorcradle will become more powerful based on the highest number of waves survived in absolute deterioration.
A recent breakthrough in quantum logistics have allowed improving long-distance part distribution systems: You no longer need to enter secured regions!
This leap in technology has also led to the fusion of spaceship building and vendor interfaces: All building functions are now available during trading.
2018 was a difficult year for me, but it was another year of growth, especially the second half of it.
I got flu two times, went to hackathon which was an unpleasant experience, I worked more than ever this year and had a hard time after Sector Six was released - glitches, stress, constant inner conflicts.
But this was also the year when I got close to my goal of living from making games - thanks to Sector Six's success in December.
I also did some of my best work during this year - I think I'm most proud of relics, the Machines, mission 11, and Broken Infinity.
I'm better now - more experienced, more confident - than I was before 2018 and I'm happy about that.
My plans for 2019:
In early 2019, possibly January, I'll release Sector Six update, that will add things that it currently really misses - better vendors, better highlighting, and brutally difficult challenge for top players to push themselves.
After that update, I might be doing a balance update to trim the absurd power levels, if that proves to be necessary.
I'll also try to repeat December's success and if I'll succeed - maybe I'll make another big update. If not - I'll just a make a few small updates, mostly support ones to fix glitches and implement small quality of life improvements.
2019 is meant to be a year for Light of the Locked World, my ambitious RPG project.
Once Sector Six's update is out of the way, I'll be working on Light - that's how I ended up calling it for short. The promised alpha demo will probably not come out in January.
After I'll release Light's alpha demo, I'll keep making updates to, just like I did during Sector Six alpha/beta.
So, to summarize, in 2019 I'll release the alpha demo for Light of the Locked World, then I'll update it, at the same time working on small updates for Sector Six.
I hope this year will be great.
Until next time!
Recent discounts have increased player count by a lot of and I've got a lot of feedback.
Because all of that, I decided to do one more big update - with so many sales and positive reviews, I think Sector Six earned it =]
The development of this update has begun with proper sell all/dismantle all/uninstall all button confirmations.
This should prevent accidental selling/dismantling of valuable items, and is possibly faster than previous system - no need to wait for "Cancel" time to run out.
The next thing I did was a vendor rework.
Clicking on a secured region instantly opens vendor interface, and the interface was merged with spaceship building interface - now it's possible to dismantle/install/uninstall/compare parts and alloy containers while trading.
The other change is that now it's not possible to visit the same vendor again until you complete a mission.
This was done because it would very easy to connect and disconnect to vendors to generate new stock for free - and the game needs that unit sink.
Also, it makes having multiple secured regions with the same vendor type useful.
Overall, I think it's a large improvement to the whole trading experience, and I can't wait to release it.
Now I will be working on a new endgame activity - Absolute Deterioration.
The feedback I got about this, suggests that players who make it to max level are so powerful, that no current content is challenging to them.
Absolute Deterioration will change that.
This endgame activity will have players to do an endless mission, in which enemies keep getting stronger.
The current plan is to make enemies spawn every time there's no more of them left.
E.g.: You destroy heavy and veteran spawn in its place immediately - there are no pauses, combat is constant.
After you destroy a certain amount of enemy groups, a new wave begins and enemy power increases.