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September 26, 2017


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Joined October 28, 2014
Games (6)

Sector Six Demo 0.8.5
June 11, 2016
Battle for '17
December 30, 2016
The Cursed Legion 0.1.0
March 26, 2017
November 04, 2014
The Name of the Demon
October 16, 2015
Magic of Autumn
September 13, 2017

Echo #77: Titan class (w/ video!)
Posted on July 18, 2017 at 06:55

Last week I have started working on Titan class!
5 abilities implemented, 4 abilities to go!

Titan class is a class that is not very good at dealing damage and removing shields but has powerful defensive abilities.

Titan class spaceships evolved from heavy support spaceships.
When the Machine invasion began, support spaceships were keeping shields up while Apocalypse and Carrier class spaceships were dealing damage.
After support spaceships won several battles because of their superior survivability, they were given even more powerful shields and weapons to become Titan class spaceships.

I've been saving up ideas for Titan abilities, so it's going really well, I expect for Titan class to be out in two weeks.
It would be possible to release Titan class next weekend, but I want to have extra time for testing and various combat improvements, such as Death From Above ability rework.
I will also need to make starter ship for Titan class and adapt tutorial to it.

Anyway, this and previous week I have added these Titan class abilities:

Concentrated Fire
This is main attack ability.
It's the fastest ability in the game, it's cooldown can be as low as 0.2 seconds, because every activation of ability decreases cooldown.
It has a downside - every 100 times this ability is activated, the ability has a long 15-second cooldown.
This gap will be a time for other abilities (including those from other classes) to shine.

Swarm Control
This ability is unique to the game, there was nothing like it before.
It creates a seeking missile for every minion seen on screen and those missiles go through shields, armour and even other minions until they reach their target.
It has a 4-second cooldown, so it's basically Titan class Death From Above.

Searing Beam
This ability creates a piercing beam that lashes minions.
It has a low cooldown and 15 ether cost, so if your ship generates ether quickly, it can be repeated often, unlike laser abilities of Apocalypse class.

Stable Shield
It's the strongest shielding ability in the game.
It's duration increases with ability level and at maximum ability level, it reaches 8 seconds!
With 14 second cooldown, it covers your spaceship more often and longer than other shielding abilities.

Creation of Energy
The ability that generates ether is finally here!
Break fundamentals of the Universe by downright creating ether out of nothing!
This is the first of many abilities that will encourage the use of giant spaceships.
When upgraded to max level, Creation of Energy creates 1 ether per part attached to your spaceship.
It has a 30-second cooldown, so you won't be able to completely rely on it to get ether. Unless your spaceship is like, really big.
Creation of Energy is immune to Flow Stagnation.

You can check out full ability descriptions and testing video below.

I hope you're as hyped as I am about Titan class!
Until next time!

Things I watched in 2017
Posted on July 09, 2017 at 08:22

DISCLAIMER: This bloody knife I have is not a decoration. I have just mercilessly butchered some of your favourite shows.


Handmaid's Tale
This makes Game of Thrones seem like kid show.
It's powerful and meaningful.
Not something you would watch for fun, but... Yeah.

The 2nd best thing I've watched this year.
0 flaws. Just awesome.

It has everything I want.
It's smart, dark, epic, it has awesome characters, visuals, music, demon invasion, etc.
Why isn't there more things like that?!
I mean seriously, why not?!

Planet Earth 2
Heh, would be a dick move to rate whole Earth below 10/10.
I mean, that's our only planet so far.
And nothing tops episode with racer snakes.


One Punch Man
Huh, anime that's not dumb and focuses on action instead of on whiny characters and characters are not whiny!?
It was very chill, fun, cool and original.
I really hope it's done entirely by Japan, they really lack good things.

Non-stop eye candy, especially if you love the surreal stuff.
It gets less interesting once they explain what's happening, but it doesn't make it less cool.

Rick & Morty Season 3
As good as previous seasons.

YES. World needs more well-written and interesting sci-fi.
Aliens were extremely good and their language... Wow.

Raid 1 and Raid 2
Raid 1 is literally raid - a team of people sent into a level 80 dungeon filled with trash mobs and bosses.
Just it's a movie and in cops, VS Mafia using fists setting.
Hell yeah.
Raid 2 has even better action and with the actual story, just is less "Raid".
I loved both of them, but I think Raid 1 has a better atmosphere and Raid 2 has better action.


Silicon Valley
I relate to this show, so I like it more than I probably should.
Got to say that it went downhill after season 2.

It should be rated higher.

Alien and Aliens
Good stuff.


Ugly Americans

Samurai Jack Season 5
It was good to finally see the ending of Samurai Jack.
It was a bit rushed, but for understandable reasons.

American Gods
I love the surreal stuff and the whole idea of the show.


Tried watching that old show. Like up to episode 5.
I don't get what people see in comics heroes.
Is nostalgia really that strong?

Red 2
It was rather funny. And kind of good, especially when compared to the other action movie I've watched.


Steven Universe
It sucks now.
Instead of some sort of story, there are just random episodes.
Yes, I get it. Gay people are people too.
Can we get to interesting parts now?
No? Ok, bye.


John Wick 2
Dude pretentiously and effortlessly shooting other dudes for two hours.
What a waste of time.
Why it's rated so high?!

Cowboy Bepop/Firefly
Couldn't keep me. It just wasn't interesting enough.
Making sci-fi into a western is just dumbing down awesomeness that is sci-fi.


Attack On Titan Season 2
Haha, we have cool and creepy titans, we know how to animate decent action scenes and we have an interesting setting, but instead, we're going to focus on characters, even though we have no idea how to make interesting characters.
Now gives five stars. Thank you.

Neon Genesis Evangelion.
Was the most bizarre of the animes I tried this year.
It had potential, but instead of focusing on giant robots fighting giant monster robots, they decided to focus on some dumb neglected kid's mental issues.
And girls with some other issues. And the camera angles with even more issues.

Couldn't even start watching ... Gears? What was the anime called, the one that had robots and Britania was an invading country?
Couldn't watch because of obvious anti-USA propaganda.
C'mon, have some decency. I know the USA is evil, but it's just low.

Several other anime's, which names I won't mention.

Just go to IMDB top rated animes and they all are there.
I didn't watch the whole thing, just first few episodes just to prove myself that it's garbage so I could stop wasting time.

Now I know for sure that anime is garbage, so I can stop looking for a good one.

"Honorable" mention:

Scrubs/The Office/Parks And Recreation/F Is For Family/King Of The Hill/Bob's Burgers

Only old or/and boring people could enjoy that.
Just not for me. So no rating.

Quote: Better late than never:
Uh, these are not reviews. At first, I just wanted to write down what I watched. Then I decided to give shows ratings. THEN I have decided to write down why they got such ratings from me. Then I have realized I can't sit for 10 hours writing a post...

One Punch Man "focuses" on the action in comparison to Attack On Titan/Evangelion, which has like 1 minute of action per episode.

It takes 0.5 seconds to say that "Wow that is awesome!" and 5 days to fully analyze why something makes me feel like that. I'd rather be unfair/inaccurate than waste my time explaining why I feel in one way or the other.

I don't feel bad about giving Firefly/entire anime genre (minus One Punch Man) such rating, but hey, they probably are overrated, so there's no harm in them being underrated for once.

Also, anime really pissed me off. Show stupid shit, and you'll get stupid shit, I'm not holding myself back >=|

I do hope that I got some of you to watch Castlevania.

Update! New tutorial and options
Posted on July 08, 2017 at 12:07

Sector Six should be less confusing for new players because the tutorial has been extended to include explanations for spaceship building, ability equipping, alloy container maintaining, and mission map.

There are also new options for map screen.
It is now possible to skip a turn - which generates new missions - and to check in how many turns the Machines will move.

The big thing is the option to set level cap.
That can be done on the class select screen before starting a new game.
Level cap be set to 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 and unlimited.
Level cap only works for that save and it cannot be changed.

Other changes:
  • Improved class select interface.
  • Fixed Almadi anode glitch.
  • Demolisher achievement can now be achieved again.
  • Shield generators now release mines.
  • Shield generators can now be encountered outside tutorial.
  • Fixed various phase break glitches.
  • EMP Grenade now costs 5 ether to activate.
  • Now it's possible to pause tutorial.
  • Possibly fixed invisible shield glitch.
Next update: Titan class!

Echo #76: Better experience and big questions
Posted on July 03, 2017 at 06:12

If you don't have time to read the whole post, scroll down to BIG QUESTIONS.
(The big questions part is dedicated to active, high-level Steam users)

The new tutorial is nearly finished!
I'm almost done with one of the hardest development phases.

Here's the list of previous tough phases:

1. Tutorial 1
2. Interface rework
3. Tutorial 2
4. Graphical update
5. Controller support
6. Tutorial 5?

There were many tutorials. Too many =P

These things aren't that hard, but they are very boring.
Reworking entire combat was a much more difficult task, but it was fun.

When I have to work on boring stuff, I have to force myself and I don't always succeed, and then the boring thing takes even longer to make.
Vicious cycle!

But I've dealt with this tutorial pretty well.
I'm going to polish it a bit, adapt it to controller/carrier class and then I'll update the game with the new tutorial.
That should happen in 2-3 days.

And yes, I need to have different tutorial versions for each starter spaceship and then different versions of those for controller users.

With the upcoming update, I'll also make mission 1, 2 and 3 shorter.
I'll just reduce filler space between things happening.

After the tutorial update, I'm going to adjust level systems and...

This needs a dramatic pause.

And I'll add Titan class!

Titan class will be absolutely amazing - except at removing shields - but more about it in next post.

Now, the new level systems...

When I get player feedback about things, I still don't do anything, until I start seeing patterns in feedback.
For example, when I start seeing more comments about level up system.

So yeah, I've got enough feedback about level up system to consider changing it.

First, I'll make sure that it takes more kills to level up in higher levels.
To be more proportional to how many parts the spaceship needs in higher levels.

Then I'll change the way enemies level up.

Every 10 missions completed, the Machines move.
It is when enemies will scale to player level, instead of automatically leveling up when the player does.

This will make leveling up very advantageous to the player, even if temporary.

To make this work, I'm going to need to change several things about leveling.
I think I'll nerf The Decision modifier and make it impossible to level up quickly by killing low-level enemies.
I don't want players to be more than 4 levels higher than enemies.


There are a few very important questions I want to ask my small community:

1) Should I decrease maximum part limit from 80 to 70?

80 parts are difficult to stuff into building field. It feels limiting, so I thought maybe I could reduce a size of spaceship a little.
Fewer parts also mean less time spent managing ship.
The better solution would be to increase building field, but I can't do that.

2) Should I nerf The Decision difficulty modifier? If yes, how much?

The safest option would be just let it have 1 level, that increase mission length just by 100%.
When I implemented it, I thought it was a good, heh, decision to make modifier that modifies mission length.
Now I'm not so sure.
I still want to keep it, but I don't want to force players to spend so much time on just one mission.
It would also allow exploiting enemy leveling after the upcoming changes.
Although new enemy leveling might not come.

3) Should I delete all saves and reset leaderboards when the game will leave Early Access?

Ships built in old version are a constant headache.
Update button helps a little, but with upcoming changes, old ships will become completely alien to the game.
Possibly different maximum part limit, part sets, new part properties, new experience formula - and old spaceships are build with different rules.


I know many of you spent really a lot of hours playing Early Access versions, so if a fresh start doesn't sound good, I will respect that.

The question could be rephrased to:
When the game will leave Early Access, will you continue playing with an old spaceship OR will you start the new game?

Another thing, there will be some serious changes to save system.
It would be a lot easier for me to make these changes if I didn't have to port old saves to new save system.

4) Should I release all story missions in one update, or should I release a mission, whenever I'm done with it?

Once I'm done with everything else, I'll be working on new story missions.
There will be 9-10 more missions.

Finishing story might take several months and I don't know if anyone wants to wait that long.

The good thing about the mass release:
I might pull the game out of Early Access with the same update, so you can complete story in final game version.

5) How is the part sets?

How difficult is to obtain and maintain them?
Are there problems with them?

That's something to think about, eh?

So, that's all for this echo.

Until next time!

Delaying Inevitable 2017 (Just an idea)
Posted on July 02, 2017 at 17:33

As Jani has noticed, this looks sad.

No surprise I guess, with no new users, 64Digits will stop being active at all some time in future.

While we still have few users, how about we delay the inevitable heat death and make this site look less dead =P

Competitions seem to make 64Digits more alive, so how about we - or me - start another wacky competition.

Because we're lazy or busy or both, instead of making quality competition, let's make quantity competition!

The goal is to produce as much content as possible to fill up that activity bar.

Art, games, random crap, everything is accepted.

Bonus points if you drag some old member from under a rug (where you obviously keep them) and make it join the competition too.

2x bonus for creating "64Digits EXISTS!!!" post on other sites.

No spam, but everything dangerously close to that is accepted?

Time - 1 week.
Reward - no idea. I mean how to measure commitment to this, uh, "competition"?
By +1 pressed on blogs?

ALTERNATIVELY, we could do nothing. Works for me. I'm a lazy and busy introvert, I hate doing things.

OR if this is too innovative (this word haunts me even if im asleep) we can have just typical 64Digits competition.

Update! Part sets, new part properties, and advanced part management
Posted on June 27, 2017 at 05:14

This update implements the last item and spaceship building features!

Part sets

Now you will have a chance to find parts that belong to a set.
If you will equip 12 parts of the same set, you will be able to activate a powerful set effect!

There are 7 part sets:
  • Etherion's Clash:
+400% damage.
Damage boost is applied only if your spaceship has equal amount of relays, pylons, and nodes.

  • Cor's Voidshape:
Enemy projectiles go through your spaceship.
Enemy projectiles damage your spaceship only if they hit the Elder Mechanism.
Shield duration is reduced to 2 seconds.
Maximum armour is reduced by 90%.
Reflect chance is reduced to 0%.
Taken damage reduction is reduced to 0%.

  • Ultranid's Torment:
Cooldowns of all abilities are reduced to 0.5 seconds.
Activating an ability deals damage to your spaceship.
Damage dealt is equal to 10% of maximum armour.

  • Oesa's Radiance:
Your spaceship gets +1% damage for every 5 ether.
Base maximum armour of your spaceship is equal to maximum ether multiplied by 50.

  • Kithalia's Blight:
Your spaceship has +4% damage for every 1% of missing ether.
Your spaceship is destroyed if ether reaches 100.

  • Azimar's Killframe:
Weapon limit is equal to part limit.
Ether is removed.

  • Lodeon's Ultimatum:
Relay, pylon and node damage is equal to maximum armour of your spaceship.
Every 1 seconds damage is dealt to your spaceship.
Damage dealt is equal to 2% of maximum armour.

Only extant, mythical and etalon parts can belong to a set.

Part sets are a massive change and your feedback is needed more than ever!
If you think that they need some improvements, please let me know.

New part properties

Now items may have these properties:
  • +x% chance to upgrade part
  • +x% chance to cause white wave
  • +x% chance to cause red wave
  • +x% chance to cause black wave
  • +x levels to EMP Grenade ability
  • +x levels to Assemble Obelisk ability
  • +x levels to Resurrect Armour ability
  • +x levels to Shards of Chaos ability
  • Reduces phase break cooldown by x seconds
  • +x phase break damage
Some of the properties can only be found on higher grade parts.

Advanced part management

Part management interface has been updated with the new options!
Now you can highlight, dismantle or unequip:
  • Low-level parts.
  • Parts that have not been upgraded with amplifiers.
  • Amplifiers.
  • Alloy containers.
  • Relays.
  • Nodes.
  • Pylons.
  • Non-weapon parts.
  • Engines
These options are also available in cities!

Miscellaneous improvements and changes
  • Etalons and mythicals can now be upgraded twice.
  • Returned cannons to game.
  • Renamed cannons to pylons.
  • Nerfed Sustained Barrage.
  • Abilities cannot be unleashed anymore.
  • Removed nomad abilities.
  • Improved enemy explosions.
  • Improved missile impacts.
  • Improved toggle buttons.
  • Improved backgrounds.
  • The Elder Mechanism now has a tooltip.
  • You can now use controller buttons to manage parts.
  • Changed Eternal Obelisk and Full Potential achievements.
  • Achievement lore and lore buttons removed.
Have fun! =]

Echo #75: Sector Six is too hard!
Posted on June 23, 2017 at 03:53

'Ello all! I've just watched a streamer play Sector Six.
I didn't watch the whole stream, but I got the important message. Sector Six is too hard!

What happened during the stream probably happened a lot of times before.
I've got comments and reviews saying that Sector Six is challenging, but that is good and so I didn't do anything about it.

If you played Sector Six and it seemed too hard/grindy/slow, I am very sorry!

It was never meant to be grindy or challenging unless the player really wanted it to be.
On the surface, it's a very easy and basic game.


What happens when players get Sector Six and start playing it?

They build an imbalanced ship, that doesn't have enough weapons and go to destroy some minions.
It's not that bad at first.
But they eventually level up, enemies get stronger.

Players add more parts that don't really help them.
Spaceship building mistakes start stacking up and turn fast, explosion filled combat into a slow nightmare.

Enemies take minutes to kill, the player loses several times, loses an alloy container, not even an easy mode helps at this point.

If I had to guess, this happens most of the time.

I've put a lot of warnings, there are ability descriptions and item tooltips.
And yet it keeps happening.

Players seem to understand how combat works.
They are able - even if not that well - to use shields, dodge bullets, activate abilities, repair armour with alloy container.


Players handle combat pretty well. There's a combat tutorial that quickly explains how to fight.
Players don't understand how to build a good spaceship. There's spaceship building tutorial-

Oh, right.
There's no spaceship building tutorial.

I mean, why would there be a tutorial, if to build a basic, good spaceship player just needs to add a lot of weapons to it?

Apparently, I was wrong and Sector Six needs an extended tutorial to also cover spaceship building.

I believe that right now Sector Six scares away most of the players and they never get the awesome experience that I spent years to create.

That needs to be fixed as soon as possible!

The UX team will have to work overtime to-


Anyway, since I'm already writing the echo...

The last item update is almost here!

New properties and their effects have been implemented, advanced part management is working perfectly, set effect are ready to change gameplay forever...

The new spaceship building tutorial will be the next update, right after the item update.

Until next time!

DISCLAIMER: I now have 20Mbps speed
Posted on June 22, 2017 at 08:39

That's 20 times faster than my old internet speed. And it's unlimited.


Any suggestions on what should I do with it?

I mean, obviously, I'll use it to watch...
...but besides that?

The Cursed Legion development will resume in 2018
Posted on June 17, 2017 at 07:39

When I started working on the Cursed Legion, it was just an experiment, another one of my side projects.
Now I have decided that the Cursed Legion is too good to be just a side project.

Most of my time goes to development of Sector Six, that is my main project.
It's getting close to being finished and it keeps demanding more and more of my time.

Because of that, I only get 1-2 hours per week to work on the Cursed Legion, while my main project gets 3-6 hours per day!

So the best thing to do for the Cursed Legion is to postpone its development until I can turn it into my new main project.

Sector Six should be finished this year so the development of the Cursed Legion will resume in early 2018!

I won't continue working with a clunky battle engine, card editor, and other features.
I will recreate the Cursed Legion completely, it will be my main project, and it won't take long.

The Cursed Legion inherited a large portion of its systems from the other CCG I made.
It was a mere prototype, my first attempt to make a CCG.

Because I had no experience with CCG's, that prototype's - and so the Cursed Legion's - systems are very poorly made.
I could spend months trying to fix them and even then they wouldn't work as well as they should.

So instead the Cursed Legion will be remade from a scratch, to be greater than ever!
This includes story and card art.

My artist got a better software, so cards will look much better!

The new Cursed Legion will launch with multiplayer, original soundtrack and good sound effects!

To pay for them, there will be a paid version of the game.
The premium version will cost 3$ and will have some additional features and content.

The Cursed Legion will stay free, but instead of 100%, it will just 90% =P
I think that's a small sacrifice for multiplayer and good sound effects.

What's also good about the Cursed Legion having a premium version is that I will be able to release it on Steam with cards and other goodness!

I think that will be epic!

Thanks for playing and see you in 2018!

Echo #74: Waves, phases, and explosions
Posted on June 12, 2017 at 13:43

Last week I have implemented wave part properties, started working on advanced part management and did few graphical improvements.

Item update is almost done.
I only need to finish part management which will take 1 or 2 days, add the last part properties and fix all those glitches that have crawled into the game with recent changes.

After that is done, I'll make few graphical changes and then update will be released.
The update should happen on the next weekend!

I've already written about white, red and black waves, so now I want to write a bit about phase chance and phase damage properties.

Phase chance will dictate how often your spaceship will enter the phase of increased power.
During the phase, you will deal more damage. The phase will last 5 seconds.
Phase damage will increase damage dealt during the phase.
For example, if your phase damage is equal to 200%, all of your abilities will deal 200% more damage during the phase.
Simple and effective!

Phase chance should replace unleash chance, which I have removed two weeks ago.

Anyway, next week I will also continue working on graphics.
I wasn't planning on doing that, but I've got some feedback and... started working graphics =P

Check video bellow to see what's improved.

So, that's all for this echo, I hope next time I'll have more news!

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