- Gameplay Overhaul Update - 6 May 2022
If you checked out our preview post here roughly 2 weeks ago, then you know what time it is! Huge updates have launched this week and we've updated the core Quinterra gameplay, updated and rebalanced every encounter, and even polished up the UI. 1-2-3 Go! Gameplay Changes Draft Mana, Not Units. Quinterra’s resource system has been completely reworked! In addition to gaining 2 colorless mana per turn, players now get extra mana by drafting tiles in play. Elites now start on your player bar rather than needing to be drafted before being deployed. Command Points are no longer a thing; Minions cost 1 colorless to play. Why this change? Our goal is to decrease friction in the gameplay and let players deploy their units in a way that feels more intuitive. By implementing a more intuitive resource system and removing a resource entirely, we open up more room to make interesting encounter desig…
- Clockworks Unleashed Update - 12 August 2021
You’ve defeated the Ancient Evil within the Deep Mines, slayed the fearsome Sand Dragon in the Crystal Desert, and even pierced through the Heart of Fire deep within the Ancient Jungle. But what horrible adversaries might lurk beneath the frozen surface of the Restless Glacier? Needless to say, the Restless Glacier is in very capable tentacles, and defeating the Icy Kraken will be no easy feat. Luckily on your conquest of the fifth and final domain, the Restless Glacier, you’ll be equipped with a reworked talent tree, a new playable species, unlockable units, alternate starting loadouts for the current species, and much more to discover! You’ll earn many of these new tools by leveling up in each species with our new long-term progression features. With these progression changes comes an even greater challenge to unlock for our more experienced players with the new Corruption mode. Each…
- Update 1.0.2.3 is now live! - 4 June 2021
As we continue to improve upon our new player experience with a better tutorial, a hints system, and better overall input systems, we've decided to also take some steps to rework the starting race-the Lycans. While our original approach for the Lycans was to try to keep things relatively simple for new players, this led down a path that ended up feeling very underwhelming and not very fun to play. This update features our first run of changes for the Lycans to ramp up synergistic and fun combos with their kit. Along with Lycans changes for this week, Ethereals have received a visual/particle system overhaul and we also implemented the potential of push/pull movement abilities that are undergoing internal testing and will be added in the near future! 1.0.2.3 Patch Notes: Content/Balancing: Gave Lycans a rework with various buffs to their action economy and staying power across the board.…
- Update 1.0.2.2 is now live! - 22 May 2021
A new Quinterra update has arrived! For this update we've been prioritizing changes to the tutorial system to improve the new player experience. It was very clear to us that our original approach for the tutorial contained massive amounts of information overload, so we're taking steps to break down events and focus on including more player interactivity along with explanations. While this update includes the first steps we've taken to improve the new player experience, we have many more changes in the works to help players out in the early learning stages including a new hints system! Along with the initial tutorial changes we have also created new mana building art, added more encounters, and fixed various bugs. Keep the feedback rolling as it helps us tremendously with our encounter balancing! If there's particular encounters you love or hate, drop us a line on the steam discussion bo…
- Update 1.0.2.1 is now live! - 5 May 2021
It's been a busy couple of weeks for us at Sidereal! Along with an internal engine update and internal developer tools, we've been prioritizing our new player experience overhaul. Although our new tutorial systems aren't quite ready yet for this update we've decided to go ahead and release various bugfixes, content changes, and encounter revisions. Our next update will include the first iteration of our new tutorial approach that we'll continue to expand upon so stay tuned! 1.0.2.1 Patch Notes: Content/Balancing: Nerfed 1-3 star Ravenous Lichen encounter. Now has 1 less Creeping Lichen to start in each. Sand dragon has been redesigned completely across all scaling difficulties. Lowered amount of minion summons in Giant Scorpion fight. Added cooldown to Giant Scorpion's Stinger Strike. Buffed Magnate's health and minion interactivity in 3+ star encounters. Less minion summons in Hawkmast…
- Update 1.0.2.0 is now live! - 18 April 2021
It's been a great release week, thank you for all of your support and feedback! This week we've prioritized high priority bugfixes, visual changes, new units, new equipment/balance, a new unit highlight feature visual, a slight reduction to overall expedition length, and a rework to poison functionality. We'll be posting a more in-depth early access road map soon so stay tuned! Important: If you have an active expedition we recommend starting a new one as your location may be slightly thrown off due to this update. Version 1.0.2.0 Patch notes: Content/Balancing: Lowered the victory points required to win Clash at all difficulties by one. These battles were dragging out a bit too heavily. This is a first step we're taking to reduce the amount of time it takes to complete a full expedition Lowered the number of available equipment for purchase at the Marketplace and the number of availabl…
- Update 1.0.1.9 is now live! - 10 April 2021
Ask and you shall receive! With your post EA release feedback in mind we've been prioritizing some visual changes, bugfixes, balancing, and our first optimization pass for Quinterra. We're aware some players are reporting stutters and occasional frame drops so we have taken some steps to try to alleviate these issues. One of our main priorities as we move through this week is to work on our new player experience. We understand our tutorial has quite a lot of information overload as it stands which can be very overwhelming, so we will be working on solutions to alleviate the confusion involved. In the meantime we've taken some steps to nerf low difficulty encounters, allowing new players to have a bit easier time from the start. Below you will find a list of patch notes. Keep the feedback coming and we will do our best! Version 1.0.1.9 Patch notes: Optimization/Visual Changes: Mass chang…
- Quinterra Early Access is now live! - 7 April 2021
After two years of development, we are extremely proud to announce that Quinterra is now live on Steam Early Access with a 15% launch discount! We are thrilled to share our vision of what the roguelike and turn-based strategy genres can offer when mixed together with deck-building and our unique drafting mechanic. We hope you have fun on your expeditions, building a diverse army of insurmountable strength with powerful equipment and items. As we enter into early access, we want your feedback to help Quinterra reach its full potential. We look forward to seeing you in the lands of Quinterra!
- Update 1.0.1.7 is now live! - 7 April 2021
What a busy week it's been! In preparation for release later today at 4 PM EST we have pushed out an update that features a host of functional system changes, some UI reworks, a talent point system overhaul, addressed some font legibility issues, bugfixes, and content changes. Defeat conditions are now functional again! If you lose all of your morale, your expedition is over immediately. There are now three ways to lose morale- If you lose a combat encounter, if you allow the enemy to gain a victory point, or if you go past turn six in boss/champion fights. Morale currently resets to 50 once you reach a new region. Update 1.0.1.7 Patch Notes: System Changes/Fixes: Progression system add: Species now have unlock conditions before you can begin an expedition. Talent points are now gained directly from encounters rather than gained from a level/experience based system. Revised the talent t…
- Update 1.0.1.4 is now live! - 1 April 2021
We have had a very busy week getting ready for release on April 7th. Our target this week has been to bring updated visual systems to the forefront that we've heard are problematic from multiple testers. As such, our combat UI has gone through a complete rework to consolidate information into appropriate locations and we have added the much needed combat-side army viewer so you can see your full loadout during combat. Along with visual systems we have hit numerous balancing changes to ramp up end-game difficulties, added the crystal desert as a functional domain, added the ethereals species as playable(lacking talents currently), combat storyline dialogues, many bugfixes, and re-implemented the steam cloud save system. Extensive patch notes can be found below. Make sure to start a new expedition with this update as a lot has changed! Update 1.0.1.4 is now live on the main and playtestin…
- Update 1.0.1.3 is now live! - 18 March 2021
Update 1.0.1.3 is now live on the main and playtesting branch and we have added another wave of playtesters access! Patch Notes: Supply has been removed as a resource in the expedition. Supply has also been removed as an option at the Port location. "Bonus" locations are now locked until a combat location is completed in the same area. The Shrine location's requirement has been changed to this. Units now have selectable collision in combat, as opposed to just tiles. The buttons for using a unit's active abilities has now been moved to a static location above the preparation bar. Buildings no longer appear during draft/preparation, and are instead located on the preparation bar from the start of combat and cost 1 command point to summon. Tweaked the health of some buildings. Fixed an issue where buildings were showing their attack value. Added temporary art for some buildings. Updated so…
- Release date, new update, and playtesting! - 14 March 2021
Quinterra's current target early access release date is set for April 7th! Over the next few weeks we'll be pushing out targeted updates to work on balancing across the four playable species intended for our release. In order to help us achieve a better state for release we have accepted a new wave of testers on our playtesting branch. Make sure to let us know about your experience either here on steam's discussion board or on our Discord(link below.) Keep in mind our current build is setup for testing purposes and certain features are disabled to allow for an open-ended testing experience. Your feedback is extremely important to us. We here at Sidereal Studio believe in a community feedback driven model to determine the future of Quinterra. As we enter early access we will be keeping a very close eye on both our internal statistics reporting systems as well as player reactions to asses…