CONTINGENCY news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak1
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score93% positive
- Total reviews14
- Release dateAug 26, 2019
- DeveloperMatthew Prater
- PublisherMatthew Prater
Genres: Action, Adventure, Indie, RPG
Company pages: Developer: Matthew PraterPublisher: Matthew Prater
CONTINGENCY Steam news
CONTINGENCY news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Patch 1.0.1 - 5 September 2019
CONTINGENCY 1.0.1 Patch notes: Pause Menu: Greater contrast added to the pause background so that you can always see black text. Restart run feature added in pause menu. Selecting this will kill you and restart you at suit selection screen. Exit game feature added to pause menu. Usability changes: You can no longer open a door if have a key and an upgrade is available. You must select an upgrade first and then the same button can be used to open the door once an upgrade is not available. Wordsworth descriptions for upgrades updated to be more accurate. 3 descriptions were added that were missing in error. The drink creation screen has been updated with more instructions for controls. Making drinks was previously very unfriendly to new players. Bug fixes: Fixed an issue where the shadow man was sometimes waiting too long to attack after entering his second phase. Content Additions: Boss…
- LAUNCH TOMORROW! - 25 August 2019
It's finally ready! Head over to the store page and wishlist so that you'll be emailed when it drops tomorrow! All you have to lose are some braincells. Post your fastest runs to Twitter with a screenshot of the game winning screen with the tag #contingencyrun or in the Steam community forums. I think that there will be some people who can get through the game really quickly! Some of the final updates leading to launch are quality of life changes and bug fixes. Your custom controls now save and more explanations have been woven in for the more complicated aspects of the game.
- New Places to Find Disgusting Meat - 14 August 2019
Been working hard towards a release. Mostly on bugfixes and making sure the engine works perfectly on as many computers as possible. I've had to work around many of the limitations of the tech I'm using, to make things work as they should (font problems were a horrible pain). I have also been working on some new content too, to round out the variety you'll have. I've been adding many more areas to explore where you'll find items and resources. There isn't much to say about each, the screen shots speak for themselves. These areas all have a animal in them that you can get food (health) from and many of them also have a fruit somewhere and sometimes they have items that can be locked behind a door. https://live.staticflickr.com/65535/48537656426_a5fc801952_c.jpg https://live.staticflickr.com/65535/48537656561_e07070f843_c.jpg https://live.staticflickr.com/65535/48537802362_db1e24acd3_c.jp…
- EPIC RGB GAMING - 31 July 2019
I’ve been working overtime on almost every element of the game. Performance improvements, bug fixes and designing new areas to discover. I’ve made huge amounts of content that is primarily auditory and as such not easy to show off. Pages and pages of new dialog for the player’s assistant character, Wordsworth. I have added more locked off areas with new items inside them. You have to find a key to enter these areas. Like many things in the game, there are 3 colors of keys, red, green and blue. https://live.staticflickr.com/65535/48420513997_a88b6b5716_o.png Expanding on the flowers and other plants you can find on the ground, I've add several more plants which eat have their own ability when consumed. The first and most common you will find is called Traveler's Herb. When eaten, it transports you back to your ship in an instant. This is really helpful since you can save time for more im…
- Flowery Features - 20 July 2019
I've been working on tons of misc things, many of which I won't be posting for spoiler reasons. I will show several random things that haven't been shown before. Here's a clip of the changes to the final boss battle. The first phase includes the shadowman spawning many random enemies. https://live.staticflickr.com/65535/48331061571_c760af5967_o.gif Here are some pictures of some consumable items that you can create, flowers. There are 3 different types all of which have different properties when consumed. The blue flower takes away any negative debuff you have when consumed. https://live.staticflickr.com/65535/48331578112_6785f2ce1c_o.png The green flower improves the amount of health you get when you eat food. https://live.staticflickr.com/65535/48331443871_a5a58f7c52_o.png The red flower turns you on fire for a while after you consume it (sounds dumb but it can be useful). https://liv…
- BOSS BOSSES - 16 July 2019
Lots of work lately. Manly I've been ironing a lot of bugs out. I streamed last night. You can see the runs I did here: https://youtu.be/wbD6yBkm9iM?t=177 Been working on bosses a lot. I wanted them to have lots of abilities and variety. First off, I added more sprites for the boss. You can get 1 of 3 possible. The first is the classic style that's been in the game for a while: https://live.staticflickr.com/65535/48294343471_e01ac119bc_o.png Next is a more shiny and sleek fool: https://live.staticflickr.com/65535/48294444272_fb694819e5_o.png And last the most hellish looking one: https://live.staticflickr.com/65535/48294444317_2aed0586aa_o.png Additionally, I've spent tons of time on different attacks and random patterns for the bosses. I won't spoil all of them but I'll show a couple. Here's a special ability, stealth, where the boss goes mostly invisible and then does his next attack…
- New Powerups To Make You Tingle All Over - 11 July 2019
New powerups: Suit Healing (Tier 1 upgrade): This powerup lets you recover health if you hold down. It works pretty slowly so it can’t be used in battle. Lets you save food so that when you are fighting a boss you can have food to recover health in the middle of the fight. https://live.staticflickr.com/65535/48253494627_17f9aa5e75_o.gif Pyro Suit (Tier 2 upgrade): This allows you to set yourself on fire at will. You can also extinguish yourself as you please. Fire does damage to you but also has some other cool interactions in the world that can be useful, from combat to getting into certain areas. https://live.staticflickr.com/65535/48253424016_3676b9b770_o.gif I've also mostly redone my store page. The "About This Game" fits my game so much more now and is filled with the type of dialog and humor that's actually in the game. Please give it a look: >> STORE PAGE
- Generating Dungeons Your Grandma Would Love - 9 July 2019
I wanted to show the dungeons in the game. Dungeons are randomly generated floor by floor. The game makes a path from the entrance all the way to the top of the building where there is a mini boss. Here’s what the algorithm spits out for a dungeon before a function in the code goes through and creates world objects for each piece. The arrows indicate the path the player can follow to the top. https://live.staticflickr.com/65535/48243036007_861edd9167.jpg An “e” indicates that an area is a room with enemies to fight. https://live.staticflickr.com/65535/48243035622_f1cd3802eb_o.gif A left or right arrow means there will be a room with a puzzle that you have to solve to move on. https://live.staticflickr.com/65535/48243034817_503e719a9f_o.gif The up arrow means that there is a room to get to the next floor. https://live.staticflickr.com/65535/48243033932_c073edd481_o.gif 0's have random st…
- Contingency Devlog - Music Generation - 22 June 2019
I’ve been worrying about music for a long time. I’m an extremely amateur musician and I’ve made track after track for this game. I’ve tried to create scores that I felt fit the atmosphere I wanted but even the tracks I’ve really liked got tiring after I’ve put them in the game and heard them a lot. I wanted to have music sync with the combat so for a long time my solution was to start the music when a battle began and then fade it out when all the enemies were gone. Well even when switching which tracks play depending on the progress of the run and for variety each time, I was just finding the music to get stale. Here’s my favorite track from before I solved my music problem: Older Track on Soundcloud I decided that with this type of game, where you are going to be dying over and over, you don’t want to respawn and then go have vastly the same experience with the music over and over aga…
- Contingency's Twist on Crafting Requires Skill, Not Just Memory - 18 June 2019
We've all played many games with item crafting. Mostly the formula is the same, even if the games are different. Collect the ingredients, move the right numbers of each into the crafting menu and after a button press, the menu spits out your new item. These systems are intuitive and they make sense to use. I think they pop up in more and more games because they are easy to understand but interesting to learn more about. It's fun to see which items can go together in the most useful ways and it makes us feel like we are becoming experts about our knowledge of the world we're playing in. For Contingency, I thought that a crafting system would be a great way to give my world more depth and make usable items more interesting. The worry I had however, was that a simple crafting menu where you put in your recipe quite passively and then get the result, didn't really fit into the more active g…
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