- Space Gladiators Full Release - 10 March 2021
Hello, After more than 16 months of Early Access... Space Gladiators is finally launching in version 1.0! Here's a quick summary of everything that's been added and changed during Early Access: 2 new characters 167 new items / perks / traits 21 new enemies 8 new traps 3 new minibosses 27 new challenges 393 new rooms Countless gameplay, design, balancing and bug fixes and improvements Added stat modifiers to items Added the map & procedural path generation Added starting traits and danger levels Displayed the outfits on the characters Changed from individual zones to only full runs Removed enemy contact damage and reworked all enemies to account for that Performance improvements with a dancing potato Added localization in 8 other languages Added trading cards Special thanks to Petra, Bear, Olexa, Rogue Justice, PentaHybrid, Traumaturgy, TheSpaceEgg, Funguy, Kenzup, Celt, Devildoer, Lyman…
- Turkish [0.9.3] - 20 February 2021
The Turkish language is now available in the game. Special thanks to Gowner and the LG studios team for that!
- Trading Cards & Fixes [0.9.2] - 9 February 2021
Hello, We now have trading cards, emotes, backgrounds and badges for the game! Not totally sure how that works but you should be able to get some of them by just playing. Also wanted to let you know that Space Gladiators will likely be released in 1.0 later this month. It's been in Early Access for more than 15 months now, which is about 9-12 more months than planned. Even though there are a lot of ideas and features that couldn't be done, I'm pretty happy with how it turned out. Of course, I'll keep tweaking and supporting the game even after the EA tag is gone. Special thanks to Sasta (1), James (2), MrJuhanso (3) and Petra (4) for their help! Fixes & small tweaks Fixed a bug where the Water Bottle and the Cross would heal before adding a Max HP. (1) Fixed a bug where the graphics of the energy bar would sometime go over its limit. (2) Fixed a bug where the Nail Bat was giving 5x the…
- Spanish, fixes, balancing [0.9.1] - 29 January 2021
Special thanks to Emilio Tolsada (1) and Sensei Bean (2) for their help! New stuff New language: Spanish (1) Balancing Fakir Training: 20% chance to block trap damage => 50% Hell’s Dagger: +1 up damage per devil item taken => +2 Carving Knife: 8% to get item on a corpse => 15% Precision Knife: 16% to get item on a corpse => 25% Unkillable: -3 Max HP every fatal hit => -2 Fruit Basket: starts with 3 charges => 5 Enhanced Fruits: +3 coins => +10 Beelzebub: +20% Damage => +10% Athletic Insects: HP increased Fixes & small tweaks Fixed a bug where Lightning Sword would display 0 damage when your tech is low even though it actually deals a minimum of 1 damage. Fixed other descriptions. Changed the sound effect of hitting goo, laser bullets and lava projecitles. Fixed a bug where the description of some arena rewards were overflowing. (2)
- The Spooky Update + Chinese & Polish! [0.9.0] - 20 January 2021
Hello, Thanks to more awesome people, the game is now available in Simplified Chinese, Traditional Chinese and Polish! I’ve also added some more items, fixes and balancing tweaks. Special thanks to Bear (1), Petra (2), Traumaturgy (3), TheSpaceEgg (4), Funguy (5), Devildoer (6), drakan (7), jason (8), Hibou Inquiet (9), Howard (10), Rogue Justice (11) for their help! New stuff New languages: Polish (6), Traditional Chinese (8), Simplified Chinese (10) Ghost Costume - outfit: +1 Armor, gain 5 seconds of invulnerability when you enter a room (1) Zombie - trait: Set Technology and Max Energy to 0, enemies have a 3% chance of dropping a Brain (5) Child Eater - trait: Dolls get added as Passive items (ignoring modifiers), you can’t have a Defensive Ability nor an Outfit (2) Carving Knife - defensive ability: use on corpses to get various items with a 8% chance (4) Precision Knife - perk: You…
- Russian & Portuguese (BR) - 16 December 2020
Hello, Thanks to the work of some players, the game is now available in 2 more languages: Portuguese (BR) and Russian. If you also want to help bring the game into your own language, feel free to head out to Localizor and start translating! I also took the opportunity to push some bug fixes. I haven’t had as much time to work on the game lately, but Space Gladiators has already been in Early Access for more than a year now which is way more than I originally planned. I still want to add some things but overall I’m pretty happy with the current state of the game. I think 1.0 is not that far off. I know some of you are hoping for more stuff like mod support, customized runs and such. It might come later but I can’t really promise anything there. The game has evolved way past its original scope and wasn’t supposed to include modding & stuff, so some of these functionalities would probably…
- The Antique Update [0.8.3] - 18 October 2020
Hello, A small update today, featuring items from the community vote back on the Discord server! It has actually been lingering on the beta branch for some time now. A lot of things on the backend had to be fixed and cleaned-up to be able to implement the crowd sourced translations. This created a bunch of random bugs and I wanted to playtest it a bit more before making it live on the main branch. Please let me know if you find some weird things, broken items or translations! Special thanks to TheSpaceEgg (1), Traumaturgy (2), Swestar (3), Padongo (4), Sensei Bean (5), Petra (6), Celt (7), Funguy (8) for their suggestions! New stuff Mystery Machine - passive: +1 Strength, Technology or Max HP when you enter an unknown room. (2) Midas’s Crown - passive: Gain coins every 10 times you hit enemies with basic attacks. Scales with Charisma. (7) Broken Vase - passive: Hitting an enemy with a b…
- Space Gladiators is now on Localizor! - 25 September 2020
Hello, Space Gladiators is now available on Localizor, a website used for managing crowd-sourced translations! It has been recommended by a lot of other cool indie devs and it looked like a simple and elegant solution so I wanted to give it a try. I spent the last few weeks fixing all the keys and translations inside of the game to make it easier to get external contributions. Here are the current languages available for translation: German Italian Japanese Korean Russian Portuguese Chinese (Simplified) Spanish Polish If you're speaking one of those fluently and wanna help the game out, feel free to start contributing there! You'll only need to create a Localizor account and you'll be good to go. I also created a dedicated channel on the Discord server to keep organized and in case you need more info on anything so make sure to join us there! Cheers!
- The Underground Update [0.8.2] - 8 September 2020
Hello, This week we got some more new items and bug fixes. We also got the game verified on Steam! You might have noticed that the achievements for beating the bosses with the 2 new characters were missing. That’s because we had a limit of 100 achievements since the game wasn’t verified. That limit has been lifted and the achievements have been added. They should get unlocked automatically once you launch the game if you’ve completed the corresponding challenges. Special thanks to Petra (1), Lyman (2), Padongo (3), Traumaturgy (4) and Swestar (5) for their suggestions! New stuff Coral - passive: Set your current negative stats to 0 (doesn't impact temporary effects) (1) Shield Breaker - passive: Ignore enemy shields (1) Full Moon - passive: +10% damage (1) Rip and Tear - passive: Enemies explode on death. Scales with Strength. (1) Hell's Dagger - passive: Upwards attacks deal additional…
- The Pretty Update [0.8.1] - 1 September 2020
Hello, We’re back with our smaller more regular content updates! This one adds a few new items, rooms, bug fixes and balance changes. On another note, my engine got a big update a few days ago and it broke a lot of things. I hopefully fixed it all but you might see weird things in some rooms (exits and assets in the wrong spots, traps that don’t work like they should etc.). If you see stuff like that, please report them to me in the Discord or on the Steam forums. Special thanks to Pepenosoy (1), littleninja117 (2), Celt (3), SenseiSenzuBean (4), Funguy10101 (5), Dreamless (6), Lef (7), MadderThanEggs (8), Woodlutins (9), Petra (10), TheTurtleMelon (11), Lyman (12), Traumaturgy (13), TheSpaceEgg (14) and Hallow (15) for their suggestions! New stuff Pretty - passive: +5% Negotiation, +10% Charisma (10) Spicy Food - passive: 25% chance to poop when you attack down. Scales with Max HP. (10…
- Update 0.8.0 - Characters, minibosses & Lost Potato - 14 August 2020
Hello, We’re finally here! Lost Potato and Space Gladiators’ update 0.8.0 are now live! https://store.steampowered.com/app/1365010 Make sure to check out Lost Potato if arcade-ish top-down roguelite sounds like something you’d enjoy, it really helps support my work! It means two brand new characters to unlock, three new minibosses to find during your runs and a ton of new items, fixes and balancing changes. As usual, this update will be followed by a bunch of smaller ones that’ll add more items, rooms and fixes. Time to party! Special thanks to Petra (1), Bear (2), Funguy1010101 (3), Kenzup (4), TheSpaceEgg (5), Traumaturgy (6), Lyman (7), Olexa (8), Soremon Sketch (9), Rogue Justice (10), DarkLiveRyder (11), Flounder (12), Blueish (13), Ixion (14), TheTurtleMelon (15), littleninja117 (16) and AguruAguru (17) for their suggestions! New stuff 2 new characters with 10 new specific perks 3…
- Next update this Friday... and a new game! - 10 August 2020
Hello, A quick announcement to let you know that the next big update (new character??) will be out this Friday! And also a whole other game: Lost Potato! https://store.steampowered.com/app/1365010 Lost Potato is a minimalistic top-down roguelite where you can't damage enemies directly. Push them into spikes, reflect bullets and help a young potato find its way out of a jungle filled with man-eating tribes! Make sure to go ahead and wishlist it! (really helps with getting visibility) See you on Friday!
- -20% Summer Sale before Price Increase - 26 June 2020
Hello, Space Gladiators is currently available at 20% off for the Steam Summer Sales! Wanted to make this quick announcement to let you know that I'm planning on increasing the price once the event is over. This means the current discounted price is probably the best deal you'll get on the game for a while. This shouldn't come off as a surprise to most of you who've been reading previous announcements or the Steam page of the game. The amount of content of the game has more than doubled since the Early Access launch back in October and with some more major content updates coming soon, I feel like this is the right time to do it. So if you've been on the fence, now's your chance to snatch it! Cheers!
- Update 0.7.5 - French - 18 June 2020
Hello, French is finally here! Now that the game is setup for localization, adding more languages will be way faster. But they’ll come later when the content is more stable. I also added 11 new traits / items / perks and polished the menus a bit. Next up is some more exciting stuff: I think it’s the right time to start working on some new characters, mini-bosses and other content ideas I had. I’m still unsure if I want next update to be the big one or if I’ll do a couple small ones first to fix some stuff… but definitely keep an eye out for it! Special thanks to Dreamless (1), Susucr (2), Blueish (3) and Rogue Justice (4) for their suggestions! New stuff Full French localization Gambler - trait: Shops sell only one item, rerolling shops costs 5 coins instead of 25 (2) Needle Phobia - trait: +4 Strength, take 1 damage when you pick up an injection (2) Achilles Heel - trait: +2 Max HP, +2…
- Update 0.7.4 - Performance - 30 May 2020
Hello, The main focus of this update is to improve the game’s performance and to fix some important crashes that would delete your save file. I’m not going to go into too much details but know that you’ll now experience some loading at the following times: Launching the game Starting a run Ending a floor Finishing a run Basically, we’re now preloading a lot of stuff at specific times to avoid frame drops in the middle of a run. That’ll be indicated by a little dancing potato in the bottom right of your screen. I’ve reduced the texture page size from 4096x4096 to 2048x2048, which might impact you if you have an older computer and the game keeps crashing because of memory limitations. I also got tons of suggestions and bug reports from y’all so I tried my best to implement them. Don’t worry if you don’t see yours here, I haven’t had the time to go through all of it. Next couple of updates…
- Update 0.7.3 - New Perks - 11 May 2020
Hello, I noticed that the old arena rewards were almost forcing you into a certain specific playstyle. You'd basically find perks giving you a Heart or a Pet every run even if you didn't like playing with these items. To fix that, this update adds 26 new perks and the ones relative to specific items will now only appear if you already have said items. It means you won’t find perks giving you a free Heart or a free Pet anymore. Next updates will be less content-heavy and might take more time to go live. I have quite a bit of back-end work to do before I focus on adding new stuff again: performance optimizations, crash fixes, some tricky suggestions to implement, setting up the game for localization etc. Special thanks to Lyman (1), ElectricLute (2), Babbleplay (3), 2 Lainz (4) and Dreamless (5) for their suggestions! New stuff Heavy Weights - perk: The Dumbbell can give up to 18 Strength…
- Update 0.7.2 - New Items, Balancing & Fixes - 4 May 2020
Hello, This week’s been pretty crazy! I got a lot of feedback and I tried to implement most of it in this update. I also added 6 new items, fixed a lot of stuff and did some work on balancing the game. One big problem that I kept seeing is that a lot of the time you could just facetank all of the enemies and outdamage them once you got a few good items. (namely Strong Bones, Green Energy Ball or a lot of Vampirism, HP and Metal Scraping) I think I’ve pinpointed the issue: too many invincibility frames after you get hit. It means that enemies could never deal more damage than the amount you recovered - which made it very boring once you got to this point. It was even worse with Voubi because of the clones that acted basically like an additional Vampirism mechanic. That’s why I’m reducing the iframes by 25% in this update. (you’ll basically take 25% more damage if you facetank everything)…
- Update 0.7.1 - New Traits - 27 April 2020
Hello, Thank you all for the reception to latest update, it’s been great! There will be a few smaller ones now to add more content and to smooth out some rough edges. Special thanks to Rogue Justice (1) and TheTurtleMelon (2) for their suggestions! New stuff Added 14 new Traits. (the scrolls at the beginning of a run) (2) Added 5 new rooms. Added 2 new items. Balancing Big Nose: -100% Negociation => -30% Poop effects and price have been changed. Fixes & small tweaks Fixed a mistake where the “Negociation” stat was referred as “Coupon” in the inventory. Some rooms have been updated. The big red spiderish enemies in The Crypts now spawn tiny bats in a more randomized direction. (2) The Surgical Bot icon now still appears if you have disabled the “Display numbers” setting. Accentuated the red aura of the big white ball traps in The Hole. Tweaked the hitbox of some enemies and added some le…
- Save 10% on Space Gladiators! - 22 April 2020
Hello, Today we're celebrating 6 months of Early Access! The game has changed so much since the launch. With our biggest update yet just going live, I figured this would be a good time for the first sale of the game. So during the next week, you can get Space Gladiators with a 10% discount. Finally, a heads up: the early access is lasting longer than I expected and tons of content are being added so the price will most certainly go up before the 1.0 launch to reflect that. Cheers!
- Update 0.7.0 - Subzones - 21 April 2020
Hello, Welcome to the game’s biggest update yet! I’ve received a lot of feedback and ideas over the last 2 months and I tried my best to implement them. The main goals of this update are twofold: Improve the diversity of the game with new subzones and hundreds of new rooms, traps and enemies Smooth out the gamefeel and difficulty curve of the game with improved movement and the removal of contact damage. From now on, if an enemy doesn’t have a red aura it means you can touch him without taking damage. A lot of behaviors have been obviously been reworked and rebalanced to account for that. We’re also trying out a new run structure: all runs are now full runs. A lot of people have suggested that the previous format of doing each zone individually felt weird. I’m not completetely discarding the idea of reintroducing the possibility of doing individual zones later on but we’ll see how it go…