Hello! I am Ivar, also known as an independent game developer Zuurix.Joined on October 28, 2014, 3:48 PM Visited on December 12, 2018, 2:24 PM
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.
The biggest update since the release!
It makes all weapons useful, adds new relics and enemies for more variety, improves time attack missions, and more!
New enemy: Planar
Planar is an alternative version of sentinel.
It's a medium - threat level 2 - enemy.
Currently, it's the only enemy that releases projectiles from the left of the player ship.
Like a sentinel, planar uses a shield but activates it earlier.
Planars can be encountered in regions 20, 23, 27, 29, Broken Infinity, and arena missions.
New enemy: Launcher
Launcher attacks player by launching missiles, that fall on the player from the top of the screen.
The launcher is another medium, threat level 2 enemy, it also uses a shield.
I want to increase the number of shielded enemies to keep shield removal abilities relevant - weapon rework adds two attacks that ignore shields.
It's why I changed Breach ability as well.
Launchers can be encountered in regions 10, 12, 14, 17, 20, 22, 25, 28, Broken Infinity, and arena missions.
New enemy: Wasp
Wasp is a threat level 0 enemy, comparable to swarmling.
Unlike swarmlings, wasps have high damage for a threat level 0 enemy.
Wasp's only attack ability is telegraphed, giving you more than enough time to move out of the way of attack.
Wasps can be encountered in regions 7, 9, 12, 16, 22, 24, 28, and Broken Infinity.
Weapon rework removes ether efficiency and cooling rate, making it impossible to change ability ether costs and cooldowns by installing nodes and pylons.
Instead, I have added new relics that have those effects.
I have also added two relics that are not related to weapon rework, but also expand the possibilities.
As usual, new relics come with unique animations.
Suun's Loom, Atomic Library:
This relic halves ability ether costs and maximum armor, which is a small price to pay for cheaper abilities.
Zero Spire, Coolant Injector:
This relic halves ability cooldowns and doubles ability ether costs.
It's supposed to synergize with Suun's Loom, Atomic Library.
Zero Spire, Coolant Injector is a less extreme version of Tempoquake, Cryostasis.
Tempoquake, Cryostasis reduces ability cooldowns and weapon damage by 90%.
This game-changing relic makes some of the faster damage abilities as fast as attack abilities.
Combined with Zero Spire, Coolant Injector, it can reduce ability cooldowns by insane 95%.
Still, its downside is massive and might require ridiculous amounts of weapon damage or ether generation to be useable.
House of Hate, Isotope Equalizer:
House of Hate, Isotope Equalizer might be the most powerful relic of the six added with this update.
It doubles weapon damage, ability ether costs, and ability cooldowns.
Because ability ether cost and cooldown modifiers do not affect attack, shield, and shield removal abilities, House of Hate gives you more than it takes away.
Crippled Vault, Broken Reality:
This incredible relic increases the part limit by 10 and reduces core attributes - maximum armor, maximum ether, and weapon damage - by 25%.
It also doesn't increase the weapon limit.
Surge Accelerator, Exothermic Focus:
It's a simple, but useful relic - it generates ether amount equal to 5% of maximum ether when an enemy is destroyed.
I have started working on a new game!
It's called Light of the Locked World.
It's a fantasy RPG with local co-op and PvP, set in a world of Caios II.
Three hundred years from the game's present, magical artifacts were sunken in the world's only sea.
Magic leaking from artifacts and pressure of the depth created perfect conditions for abyst crystals to grow.
Abysts amplify magic and are very valuable.
After abysts were discovered, miners and all kinds of opportunists have rushed to Caios II.
Abysts have a dangerous property - if there is a large quantity of them in one place, they cause anomaly called the Glow - abysts start glowing and all sentient beings close to them permanently lose sanity.
This and the fact that abysts can be used to create very powerful weapons forced the Council of Lords to send contraptions known as worldlocks to Caios II.
Worldlocks disrupt teleportation spells, making it impossible to enter or leave Caios II, keeping the abysts isolated from the rest of the worlds.
Three hundred years from all that player characters arrive at Caios II.
It's a wild, vivid world, full of dangers, ravaged by wars, and tainted by occurrences of the Glow.
The game will not have a main story quest chain, instead, it will have several independent chains. Complete all quests to win the game.
You won't have to read much - there won't be many dialogues.
The meat of the game will be exploration and combat.
Combat will be real-time and position based: The way you attack will be based on what tile you will stand on.
There will be three types of tiles: The ones next to solid objects will be called "Limited", the ones next to enemies - "Melee", and the ones that are neither - "Open".
You will be expected to move between different tiles and use abilities to deal with constantly changing situations, all while dodging enemy attacks.
Weapons will determine which abilities you will have.
You'll get weapons and other equipment by completing quests, from enemy drops, trading, crafting, and exploring.
You will be able to fully equip your character and equipment will change your appearance.
There will be several cities in the game - in them you will get most quests, craft, buy, and sell items, but the rest of the game will take place outside cities, in uncivilized, poorly mapped lands.
In them, you will find enemy encounters, loot, secrets, and many other things.
Your character will start with nothing, it will be bad at everything, but it will learn and become strong.
Doing activities will make you better at them, and will increase the level of roles.
For example, fighting with magic will increase the level of Mage role, and crafting items will increase the level of Materialist role.
The current plan is to have 9 roles: Warrior, Archer, Mage, Survivor, Materialist, Gatherer, Alchemist, Explorer, and Merchant.
You will be able to invite a friend to play with you, against you, or anything in between.
No content will be exclusive to co-op, it will be possible to fully complete the game playing solo.
I want to complete this game in a year, but it might require more time, as it is quite ambitious.
So that's pretty much it.
Keep in mind that this is my current vision of the game - things will probably change.
More things will become clear when an alpha demo will be available, which should happen in early 2019.
As for Sector Six, I won't abandon it, but as I will be focusing on Light of the Locked World, the updates will become less frequent and smaller.
Still, I'll keep fixing glitches and adding new content. The next Sector Six update is planned for early December.
Anyway, I'll be tweeting about Light of the Locked World regularly on Twitter, and posting entries to its development blog on my website.
That's primary places to keep in touch with the game's development.
You can also join my Discord server.
Invite link >>
I hope all of this sound good, until next time!