- Custom Inventory & Path Plotter - 15 May 2020
Custom inventory When you start a new game you always have to craft your favorite gear and to tidy your inventory. It's getting worse with higher starting levels. Now you can customize your inventory and save it. You can do this right after you left the carrier, but you have to stay within the custom inventory zone (watch the boundary). Craft your favorite gear, call the ingame menu and click on "save inventory". When choosing your starting level you will notice a new checkbox "use custom inventory" (tooltips included). If the checkbox is checked then you will get your current custom inventory, otherwise it's the known default inventory. Menu state changing Now the game supposes that you don't give up. Unless you press "Abort game". After the player ship has been killed the game performs an auto-restart (if possible). When choosing "Abort game" you get back to the main menu without furt…
- Explosives mainly - 23 April 2020
Sawgun As you know the original single sawblade has been replaced by 3 sub-blades. Each of these sub-blades deals half the damage of the former single sawblade. This results in 3 x 0.5 = 1.5 times the original damage. But this was unnecessary. The sawgun should be a beginners panic weapon. Its main purpose is to keep the attackers at bay, nothing more. So I reset the damage according to the following equation: 3 x 0.33 = 1.0 Grenade launcher & shrapnel launcher The particular role of these weapons should be to deal much damage in short time. It can be dangerous but you can get rid of drillers quite fast. Changes: damage increased (x 3.33) range of the explosion increased (x 1.6) clip size reduced (from 20 to 12) Flame shotgun This weapon is suitable against groups or bigger enemies (driller, welder) but it lacks range (and power). Changes: higher range (approx. x 2) less spread in order…
- Sawgun & Co. - 1 April 2020
Dear space scavengers, I balanced some lower level weapons because the chiselgun was way too dominant. The chiselgun is ok but the other weapons don't have clear advantages or they are even dangerous to you. Sawgun I always wanted the sawgun to be a real beginner's weapon. Just spamming saw blades in order to keep all the attackers at distance, no skill needed. - The fired saw blades don't drift endless any more. They loose their momentum quite fast. - Let's assume that the saw blades are fabricated three-layered. Now when firing, the sawgun splits the original saw blade into three sub-blades, the actual projectiles - Let's say that each sub-blade deals half the damage of the former saw ammo. This results in a new damage factor of 3 x 0.5 = 1.5 - The sawgun got a higher rate of fire allowing us to really spam saw ammo This ratio of one saw blade to three projectiles only applies to the…
- Game update #3 - 25 March 2020
Many item descriptions have been edited in order to turn them into helpful statements. This applies to weapons, devices, single-use items and consumables. Also the class of the selected item (single use item, consumable etc.) is displayed in a separate line. In addition the crafting warnings have been edited. Each craftable item which is tagged with an exclamation mark (!) displays a warning in a separate line. For now there are 3 possible warnings: 1. Device already present or included If you have a tactical scanner for example then you don't need another one. You don't even need a separate seismic scanner. 2. Weapon stack already full You can use maximally two sawguns at the same time for example. You will get this warning if you want to craft a third one. 3. Ammo not available (ingredients missing) If you want to craft a plasmoid launcher for example but you don't have the ingredient…
- Game update #2 - 15 March 2020
Crosshair camera When playing fullscreen on a 16:9 monitor the view range circle extends the top and bottom boundaries of the screen. I suppose this issue somehow applies to all window dimensions. The view flipping mechanism (F key) is intended to compensate that in special situations. Alternatively you can use now a dynamic camera. You have to turn it on under Settings > Other > Camera. The camera is attracted to the crosshair to some extend. The effect gets stronger with increasing distance to the player ship which is meant to prevent dizziness. So you will hardly notice it when moving the crosshair within the wider middle of the screen. Backward smoke Fixed: The MGs of guards and turrets emitted smoke particles which in parts moved backwards. This only occured when vsync was turned off. Loot with wrong image Fixed: Some bigger enemies drop various loot when exploding (trucks, driller…
- Game update - 9 March 2020
Vsync issues It's possible that the vsync option doesn't have any effect on your PC. When using a tool to detect your FPS you would see no difference between the 2 modes (on/off). Until now I ignored a third possible mode: adaptive vsync. This is involved now. So when turning vsync on the game tries to enable adaptive vsync first (which is available on some systems). If this fails then the game enables common vsync. And if this fails too then vsync remains switched off. Hotkeys for inventory slots Some of you struggle with the mouse wheel and require hotkeys. The 10 number keys (1-0) now select the corresponding inventory slot. Scrolling boundaries There is a new checkbox option which stops the cursor at the inventory's top and bottom entry. Adjustable screenshake Now there is a slider and you can adjust the screenshake effect. Weaver webs more durable In pre-release phase I modified th…
- Wot I Think: Savage Vessels - 4 March 2020
Developer: KPas Publisher: KPas Release: Out now On: Windows From: Steam For: 10.29 / 10.80 / $13 I did level four on my first go. That’s my crown and none of you can take it. Level three was a bastard’s hump and I struggled to get through it for hours, before I realised that I already had the supplies I needed to repair my ship. Those same supplies are also a requirement for the best weapons. That’s just mean , man. Savage Vessels is a top-down roguelike survival game that’s openly inspired by Teleglitch, 2012’s harrowing pixelly survival horror, but it’s doing enough differently do stand out. In fact, I prefer it. (more…)
- Savage Vessels is live and playable - 2 March 2020
Big thanks for your inspiration, feedback, suggestions, bug reports, questions, encouragement, excitement, rage, previews, demonstrations and so on! That's one small step for any gamer, one giant leap for the dev. ;)
- Extended Intro, brightness control and optional screenshake - 25 February 2020
1. Intro The second scene of the intro showed the wreck of your carrier and you could read the text: And every scavenger makes an unexpected find. This has been replaced by a longer scene which shows how your carrier is trapped by the void and when you discover the freak accident site. 2. Brightness Now there is a slider for the brightness of your display (see settings > video). Please let me know if you encounter issues with this feature! 3. Screenshake Now there is a checkbox for screenshake (see settings > other).
- Loot and Rage - 18 February 2020
1. Loot You may expect loot now dropped from killed opponents. The bosses always drop flotsam (orange marked rubble) containing 2 or more items. You can pick it up later unless the void collapses on the spot. The common attackers only drop loot rarely. Rule of thumb: The bigger the more often. If they drop anything then it's one drifting item. They drop it as soon as the ship starts to show signs of explosion. It's up to you to grab the item before the shockwave will push it away, perhaps into the void. 2. Rage Some of your opponents (the original drones) are now able to express their rage. When spotting the player their AI light starts to flare and they emit a corresponding sound. You might be scared but it helps you to spot and classify the attacker. 3. Tactical scanner The tactical scanner is a powerful tool which even has an impact on the game's feeling and atmosphere. If you want t…
- Screen Shake and Punchy Sounds - 7 February 2020
Screen shake a) Getting hit Note: screen shake affects zoom (z-coordinate) increased by factor: 3.3 b) Recoil, depending on weapon Note: screen shake effects position (x/y-coordinate) Increased by factor: 4.0 Sound adjustment Ok, this is not an "ears bleeding update". I kept the overall soundscape and only edited carefully selected sound sources which felt weak. So I increased the volume of those sounds by various factors and also increased the range in rare cases. List of cases: Projectile explosions (grenade, shrapnel, plasmoid, unfolding net) Impacts (all) Player shooting (salvage ram, sawblades, chisels, bolts, ball-lightning gun and variants) Enemies shooting (chiseller, bolter) Mouse Sensibility There was an issue with marginal mouse movements regardless of configured mouse sensitivity. Should be fixed now. So far for now! Introducing loot and extending the intro will take more ti…
- Measures Planned Concerning Game Feeling - 5 February 2020
Meanwhile the closed beta test is over. The game runs stable, as far as I know. Almost all known device issues have been sorted out. That's really nice! Recently two previews have been published: https://www.youtube.com/watch?v=ZStmHSkpvgs&t=2s https://www.youtube.com/watch?v=jSgLxyFDYwc All the comments that have reached me since december make me think: gameplay is fine! But the feeling of the game could be better. According to gathered feedback, there seem to be 4 points which need editing: 1) Gunshots, impacts etc. are underwhelmingly puny I will fix this in two ways. First by increasing the sound pressure for all the crucial shooter sounds. By the way, this is not a matter of overloading sounds within an editor. This has to be done by adjusting a sound's output parameters. No problem. And secondly, screen shaking has to be increased significantly for both cases: when you take hits a…
- Rock Paper Shotgun - 15 January 2020
I got in contact with the gaming press. That turned out to be a very nice experience. But read for yourself on Rock Paper Shotgun The author is Sin Vega. For the Reviews section on the store page I picked the following quote: I like the plinky planging sounds when you fire big metal spears into the robots, and the saw blades and strange tentacular missile thing. And on this occasion I added another quote from one of the Teleglitch devs. I got this feedback on my devlog on TIGSource, back in 2017. One thing that bothers me is that the ship propulsion jets look like glowing plastic things glued to the ship Other than that, it looks really good and it seems to get better with every update. Furthermore I started a Teleglitch Let's Play ... https://www.youtube.com/watch?v=MQnlVcNe-N8
- Savage Vessels looks like Teleglitch with spaceships - 9 January 2020
Savage Vessels is a top-down roguelike shooter with “physics and hard survival”, in which you fight hostile robot spaceships and scavenge parts to improve your own vessel. It looks rather promising, as you can see in the below trailer. (more…)
- Announcing Release Date: 2 March, 2020 - 8 January 2020
Release is less than 8 weeks away! In the meantime you can watch the final gameplay trailer. Music by Sweeppah
- Stories from the Closed Beta Zone - 4 December 2019
Watch the twitch.tv video from TheWoadRaiders -> Closed beta for Savage Vessels!
- Wanted: Pilots for Closed Beta Test - 28 November 2019
"Count me in!" Sign up here
- Taking shape - 19 August 2019
Impressions from recent work on the higher levels. https://i.imgur.com/wrpZ8hz.gif Surfacing sub-warp-artillery https://i.imgur.com/RI2FPyc.gif Using up to 3 weapons of the same type https://i.imgur.com/9NkYp5z.gif Mine launching turret https://i.imgur.com/UemTz53.gif Torpedoes
- Reaching the higher levels - 20 May 2019
The levels 7-9 are in the works. We're leaving ore and ice behind. The new environment is stone, and the robots are trying to fortify the area. Watch some impressions: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33365494%2F650d9fe072acb94344a8ab4a499552bc99aa340e.jpg We encounter minefields and plating https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33365494%2F2024ed74ce43c14c8abc143636dda953078cf5fc.jpg Beware of bigger guards! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33365494%2Ffb88667915905f372da5a9c30d4dcb04da3a4c78.jpg You launch ball-lightnings which strike everything on their paths https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33365494%2F8587dcf52efc4da1dba20ef37dcea237ac78f211.jpg You launch plasma-nets which throw back, tie and burn attackers
- Intro & Lore - 16 February 2019
I want to pass lore to the player in order to create background, atmosphere and a story. I'm not quite sure how to do it best. But this intro is a first step. https://www.youtube.com/watch?v=sxrYMmlZT_Y