- Name change, all new story, random-access bosses, mini bosses, currency, rendering improvements, more! - 19 December 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31501901%2F1e9496582553c1db395eb6c35f816e1f15a45347.png Name and Story A brand new name, and a brand new story to go with it. I won't go too much into the reason for the name change, however I think it's a good thing for moving forward. As per the story, it's much more compelling now and a little more serious. The dialog at the start of a new game has been replaced with an introduction similar to that in the new trailer, and the boss dialog has been rewritten and the story generators for missions have been reworked as well. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31501901%2F343ea20b47213334fca7d9e86be0cd82f46cafb9.png Bosses and Mini-bosses You can now fight bosses in any order, provided you destroy the shield generator stations protecting the planetary area that the boss guards first. There's 2 to…
- Projectile Juice, Screen shake (optional), Increased max save game slots to 8 - 5 December 2018
A small update tonight, added some extra graphical "juice" and increased the maximum number of save game slots. Details: Added extra particle effects to all projectile weapons except for Railguns Added screen shake back, which can be disabled from the graphics settings menu Increased maximum save game slots to 8 from 4 Some gameplay footage of these changes: https://www.youtube.com/watch?v=w97Orhtx1HY&hd=1 https://www.youtube.com/watch?v=DMw9QKUlj3w&hd=1
- UI Scalabilty, Sandbox Test Mode Update, and info on what's next - 3 December 2018
BlockShip Wars: Roguelike has been in Early Access for nearly a year now, and I think the game has enough core features to go ahead and starting working on the rest of the content. One episode is complete, two more remain. These are roughly planned out, and most of the work involved is creating new ship components, special abilities and AI ships to fill out these episodes. All of the new components & specials for the second episode are planned out (however there may be additions, removals, and changes), and the plan is to have this 2nd episode in the game by the end of January, and the final episode within a few months of that. In order to get started on this the first task was to redesign parts of the UI to allow for much larger number of ship components and special abilities, which is the majority of this update, as a result many parts of the UI have been redesigned to scroll, and to…
- November 29th Patch - 29 November 2018
Some smaller fixes and graphical tweaks relating to the recent update. Changelog: Fixed damage propagation algorithm for pooled HP Creatures now leave Crystal and/or Antimatter and/or Uranium when destroyed Graphical changes to asteroid & shrapnel field hazards UI graphical tweaks and fixes
- November Update: Blueprint Library, Steam Workshop, Sensors, Space Lifeforms, Pooled HP, UI Overhaul - 26 November 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31501901%2Fa30d2162f659a529788cb71332a51a25c5fed17a.png This update has been in the works for a couple months, and so there's a lot of new features and changes: Major Updates Blueprint Library & Steam Workshop The main Blueprint Library allows you to collect and make blueprints without loading or starting a game. You can also publish your ship Blueprints directly from this interface to Steam Workshop, and create or load & test blueprints from a special 'Sandbox' mode that you can initiate from the Blueprint Library. In the Sandbox mode you can equip any special, and have access to all types of ship components. Your blueprint library will be seeded with 4 blueprints automatically (3 fighter type blueprints and one late-game destroyer), and any blueprints that you subscribe to on Steam Workshop will automatically be added to…
- Graphics, Gameplay, Optimization Update - Late September '18 - 23 September 2018
First of all, big thanks to Megan for providing me with great feedback and ideas, many of which that went into this update. I've added a new trailer to the store page, which is also on YouTube here: https://www.youtube.com/watch?v=V-x4_AzxhK0 Here's the list of updates: Heavy optimizations Particle based explosions More balanced RPG mode gameplay More balanced crafting material drops More metallic/shinier looking ship & asteroid rendering Asteroids now fly through target area and only explode if something collides with them Thruster fire does damage and pushes things away ESC Menu now pauses game Hold shift at (almost) any time to enter quick-pick mode, where edge panning is enabled, left click picks up items, and right click melts them. Number of inventory pages now increases with level, up to 8 pages of inventory to store items in. Long charge weapons no easier to see charge state (Ra…
- Environment Update, Linux Steam Release - 9 September 2018
The main focus of this update is new environmental aspects that make you feel more connected to the environment in the game; The two main environmental elements added are hazards that can either hurt you or can be used by you as traps for enemy ships, and a freight ship system, over 200 freight ships that fly back and forth between nearby stations, react to nearby enemies and battles, and as well can be communicated with and traded with. Besides the freight ships there have also been numerous optimizations, tweaks, and improvements across the game, and a Linux build! The Linux build has only been tested on the latest version of Ubuntu so far, however should be compatible with most newer graphical consumer focused 64-bit Linux distros. I would suggest you use vendor graphics drivers If possible on Linux. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31501901%2Fbe5e9587%25E2%2580%25A6
- PATCH: Updated tutorial, mouse controls help, minor fixes - 18 August 2018
Just a quick update to help with ease of use (especially for new players), and some minor fixes. Added mouse controls help (can be disabled in new gameplay options menu) The tutorial can now be retaken (via the gameplay options menu) Rotating a piece in build mode is now done with the right mouse button instead of holding ALT Fixes to enemy ships (mainly Goliath) Miscellaneous fixes As well within the next week or two I will be releasing a free Demo version on Steam, so stay tuned for that if you haven't purchased the game but would like to try it out first.
- MAJOR UPDATE: Secondary Missions/Space Stations, Graphical Improvements, AI Improvements, Optimizations, more - 11 August 2018
Glad to finally get this update done and released! Many thanks to Jolenar for helping me improve the graphics in general, and for doing some game art as well. Also shout out to GentleCrimson and everyone else who helped test this update while it was in development! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31501901%2F8a390501f40b9f0f07639cbb7d90340711f5af84.png Secondary Missions/Space Stations Now every area has a space station at the center, and each space station has randomly generated missions that you can accept. The original objectives (defeating the Zef clones and travelling to the next system) have become Primary Missions, and are automatically accepted/completed as you defeat the bosses. You can have one active secondary mission at a time, and upon completion of a mission you will rewarded with one of 4 sets of components shown to the right of the mission…
- Hydraulic Extenders & Sliders, Shipwrecks, 20 new and changed enemy ships - 30 March 2018
Hydraulic Extenders & Sliders Two new types of articulating components, 3 sizes of each. Hydraulic extenders consist of a long beam with a smaller one inside, that extends and retracts when bound keys are pressed. There are two modes that can be set on any of these; Normal (Two distinct key binds, one for in and one for out). Pump (One key press automatically pumps in & out, useful to construct a stabbing weapon) Sliders consist of a long beam with a small cube in the metal that slides either way along the length of the beam. It has similar modes and controls to Hydraulic Extenders. Useful for both mounting melee weapons and projectile weapons. Some of the new & updated enemies using these components "Pumper" https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31501901%2F9b27634ce9eb1bb96d1a6029052e99703b8994fe.png "Little Spider" https://steamcdn-a.akamaihd.net/steamcommun…
- Hydraulic Extenders & Sliders, Shipwrecks, 20 new and changed enemy ships - 30 March 2018
Hydraulic Extenders & Sliders Two new types of articulating components, 3 sizes of each. Hydraulic extenders consist of a long beam with a smaller one inside, that extends and retracts when bound keys are pressed. There are two modes that can be set on any of these; Normal (Two distinct key binds, one for in and one for out). Pump (One key press automatically pumps in & out, useful to construct a stabbing weapon) Sliders consist of a long beam with a small cube in the metal that slides either way along the length of the beam. It has similar modes and controls to Hydraulic Extenders. Useful for both mounting melee weapons and projectile weapons. Some of the new & updated enemies using these components "Pumper" https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31501901%2F9b27634ce9eb1bb96d1a6029052e99703b8994fe.png "Little Spider" https://steamcdn-a.akamaihd.net/steamcommun…
- MAJOR UPDATE: UI Overhaul, Background setting overhaul/optimization, New music, Dangerous & Elite enemies, more! - 19 March 2018
This update has been in the works for a while, and I'm excited to finally publish it! List of Updates The UI has been redone to be faster, cleaner and give a more space oriented aesthetic. The background setting has been redone to be in outer space. As pretty as the procedural terrain was, it was not interactive, distracted from the gameplay, and used up too many GPU cycles. This new outer space setting fits incredibly with the new music in this release, as well as with the graphical style of the UI updates, and is considerably faster to render. All new music by Zamaster and DotStarMoney New particle effects and thruster smoke trails "Dangerous" & "Elite" enemies: Stronger versions of the normal enemies colored Blue and Yellow, as well as being higher level they have more speed and a higher special ability charge rate. A great source to farm higher level components, especially in Rogue…
- MAJOR UPDATE: UI Overhaul, Background setting overhaul/optimization, New music, Dangerous & Elite enemies, more! - 19 March 2018
This update has been in the works for a while, and I'm excited to finally publish it! List of Updates The UI has been redone to be faster, cleaner and give a more space oriented aesthetic. The background setting has been redone to be in outer space. As pretty as the procedural terrain was, it was not interactive, distracted from the gameplay, and used up too many GPU cycles. This new outer space setting fits incredibly with the new music in this release, as well as with the graphical style of the UI updates, and is considerably faster to render. All new music by Zamaster and DotStarMoney New particle effects and thruster smoke trails "Dangerous" & "Elite" enemies: Stronger versions of the normal enemies colored Blue and Yellow, as well as being higher level they have more speed and a higher special ability charge rate. A great source to farm higher level components, especially in Rogue…
- Improved explosion graphics, better material pickup graphics - 17 January 2018
This update was pushed up last night, the changes are: Juicier explosion & destruction graphics Improved crafting material pickup graphics Shields nurfed Shields have also being nurfed a bit, so it'll be easier for you to take down enemies with shields, but a little harder to stay protected with shields. This should balance the late-game gameplay a little better. Miscellaneous Finally to pick up materials in craft mode the button has been changed to right mouse the same as melting.
- Improved explosion graphics, better material pickup graphics - 17 January 2018
This update was pushed up last night, the changes are: Juicier explosion & destruction graphics Improved crafting material pickup graphics Shields nurfed Shields have also being nurfed a bit, so it'll be easier for you to take down enemies with shields, but a little harder to stay protected with shields. This should balance the late-game gameplay a little better. Miscellaneous Finally to pick up materials in craft mode the button has been changed to right mouse the same as melting.
- Weapon modes, more enemy ships, crafting materials, blueprint unlocks, more. - 13 January 2018
First of all, thanks to everyone who's been playing and reporting bugs and giving feedback, it helps! Here's what's new in today's update: Added new firing modes to the following weapons: Blasters: Burst fire. Machine guns: Spread. Missiles: Splinter. Lasers: Long range. Torpedo launchers: Cluster. EMP launchers Cluster. Railguns: Randomize mode. Saws: Reverse & Grind modes. Fire only (no detach) mode for Detaching launchers. Added size 3 thrusters. Missing ships added, updates to most enemy ships to include new firing modes. Boss fights are now escapable in Rogue mode. Unlock blueprints randomly via destruction (100% chance from boss fights). Crafting materials now drop randomly via destruction instead of just via melting. Melting is now only done via right-click in inventory & craft mode, to prevent accidents. Made enemy placement throughout the world more randomized. Now only pieces…
- Weapon modes, more enemy ships, crafting materials, blueprint unlocks, more. - 13 January 2018
First of all, thanks to everyone who's been playing and reporting bugs and giving feedback, it helps! Here's what's new in today's update: Added new firing modes to the following weapons: Blasters: Burst fire. Machine guns: Spread. Missiles: Splinter. Lasers: Long range. Torpedo launchers: Cluster. EMP launchers Cluster. Railguns: Randomize mode. Saws: Reverse & Grind modes. Fire only (no detach) mode for Detaching launchers. Added size 3 thrusters. Missing ships added, updates to most enemy ships to include new firing modes. Boss fights are now escapable in Rogue mode. Unlock blueprints randomly via destruction (100% chance from boss fights). Crafting materials now drop randomly via destruction instead of just via melting. Melting is now only done via right-click in inventory & craft mode, to prevent accidents. Made enemy placement throughout the world more randomized. Now only pieces…
- Ship configuration system overhaul, automatic thruster keybinding button, more. - 31 December 2017
All ship configuration items, as well as ship controls display & power usage have been moved into the new "Config Mode". Now you can have AI decide which controls to bind to what thrusters by entering config mode, selecting all the thrusters on your ship, and clicking "Auto-assign Controls". As well modes (i.e. auto tracking & mouse tracking modes to turn powered hinges into turrets) have been moved into the config mode. The original keybinding mode is still available, however it is now only for rebinding shortcut keys for buttons on the HUD. Multiple components in a category can now have keys and modes set at the same time as well. The other major change made is starting each game off with a default ship already built. Good enough to get you passed some of the easier enemies, and with a little work some of the harder ones with more powerful weapons to salvage. This will be especially u…
- Ship configuration system overhaul, automatic thruster keybinding button, more. - 31 December 2017
All ship configuration items, as well as ship controls display & power usage have been moved into the new "Config Mode". Now you can have AI decide which controls to bind to what thrusters by entering config mode, selecting all the thrusters on your ship, and clicking "Auto-assign Controls". As well modes (i.e. auto tracking & mouse tracking modes to turn powered hinges into turrets) have been moved into the config mode. The original keybinding mode is still available, however it is now only for rebinding shortcut keys for buttons on the HUD. Multiple components in a category can now have keys and modes set at the same time as well. The other major change made is starting each game off with a default ship already built. Good enough to get you passed some of the easier enemies, and with a little work some of the harder ones with more powerful weapons to salvage. This will be especially u…