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Steam News3 November 20232y ago

[MAJOR UPDATE] Skill Tree & Playtests 🎮

Hello Warders. Thank y’all for playing Everwarder and sharing your opinions at PGA2023. We gathered lots of amazing feedback which helped us in developing more features and polish existing ones.

In this update10

Full notes

Full Everwarder update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Warders.

What changed

8 fixes23 additions8 changes1 removal
  • Gameplay
  • Maps
  • Store
  • Balance
  • Performance
  • UI and audio
addedThank y’all for playing Everwarder and sharing your opinions at PGA2023. We gathered lots of amazing feedback which helped us in developing more features and polish existing ones. But what are new features if players can’t test it? That’s why we want to announce playtests coming this weekend!
changedFrom 3.11.2023 to 10.11.2023 we decided to give you whole week to have some fun and share your feedback with us. Since last open demo Everwarder has changed a lot, that’s why we listed the changes to the game below.
changed🎮 Gameplay changesCHANGED main currency from 1 to 4 types of shards: common, rare, epic and rainbow
added🎮 Gameplay changesNEW Added ores containing shards. They work like normal darkness cell, but are undiggable until proper tier of skill tree is unlocked. Common requires T1 skill tree, rare T2 and so on.
added🎮 Gameplay changesNEW Added unclearable darkness
added🎮 Gameplay changesNEW Added biome system and one new biome. There will be biome specific enemies later on.
main currency14main currency increased, buff

Everwarder changes

addedThank y’all for playing Everwarder and sharing your opinions at PGA2023. We gathered lots of amazing feedback which helped us in developing more features and polish existing ones. But what are new features if players can’t test it? That’s why we want to announce playtests coming this weekend!
changedFrom 3.11.2023 to 10.11.2023 we decided to give you whole week to have some fun and share your feedback with us. Since last open demo Everwarder has changed a lot, that’s why we listed the changes to the game below.
changedCHANGED main currency from 1 to 4 types of shards: common, rare, epic and rainbow
addedNEW Added ores containing shards. They work like normal darkness cell, but are undiggable until proper tier of skill tree is unlocked. Common requires T1 skill tree, rare T2 and so on.
addedNEW Added unclearable darkness

Thank y’all for playing Everwarder and sharing your opinions at PGA2023. We gathered lots of amazing feedback which helped us in developing more features and polish existing ones. But what are new features if players can’t test it? That’s why we want to announce playtests coming this weekend!

From 3.11.2023 to 10.11.2023 we decided to give you whole week to have some fun and share your feedback with us. Since last open demo Everwarder has changed a lot, that’s why we listed the changes to the game below.

🎮 Gameplay changes

  • CHANGED main currency from 1 to 4 types of shards: common, rare, epic and rainbow

  • NEW Added ores containing shards. They work like normal darkness cell, but are undiggable until proper tier of skill tree is unlocked. Common requires T1 skill tree, rare T2 and so on.

  • NEW Added unclearable darkness

  • NEW Added biome system and one new biome. There will be biome specific enemies later on.

  • NEW Added darkness to map (M key)

🎉 Skill tree – it’s finally here!

  • NEW Increasing Skill Tree tier unlocks new skills including new crystal level, raising already unlocked skills level cap and gives the ability to mine new ores.

  • CHANGED - structures like shop, upgrade chamber and altar are unlockable by progressing in Skill Tree

Steam post image Enemies

  • CHANGED enemy spawn logic – now enemies spawn from destroyed darkness cells, not from everywhere. This change will allow you to moderate enemies horde.

  • PREVIOUSLY enemies were being spawned by "director" from random bordering darkness cell every X seconds. Every second "director" received X credits, which it used to spawn enemies. More credits = stronger enemies.

  • CURRENTLY system works so that this "director" gets X credits only when darkness cell is cleared and can spawn enemies only where the cell was cleared. Thus handing to the player control over the enemy flow size.

Steam post image Portal

  • CHANGED – only one portal spawns per level

  • CHANGED – portals are activatable on finding. Requirement to power energy relays has been removed

Steam post image Crystals

We completely reworked whole system in a way, that you won't feel bored at any given moment of the run. Depending on generated level, there was possibility for stagnation. With current system when you feel safe on one side of your base, you can move crystals to the other and boost darkness destruction speed, but not in a game-breaking way 😉

  • NEW You can move them around like units, unless crystal is not connected to two other crystals at the same time

  • NEW Crystal "power" system - Each crystal has certain amount of power, which affects how much damage it deals to darkness cells. Each subsequent crystal will be weaker.

  • NEW Main crystals is a source of power. Each crystal that's connected to it will have max power.

  • NEW Crystals with high power will highlight with particles and deal 1.5x damage to darkness cells. This should speed up early game.

  • NEW Crystals with 0 power can't be connected to any further

Steam post image Beacons – new structures

  • Beacons glow showing direction to the Portal

  • Beacons reset crystals power to 9

Steam post image Structures

  • CHANGED Structure generation system - Before there was a fixed amount of structures that would spawn randomly. Now "nodes" are getting spawned (with a certain minimum distance between) and then each node turns into a random structure(or required one e.g. portal) or stays empty.

  • This new system will work no matter how big the size of the map is and therefore is much better then previous one

  • Added more map decorations

Steam post image Tutorial changes

  • NEW Tutorial – based on your PGA feedback we wholly revamped the tutorial. Tell us if you feel that something was not explained enough

  • NEW Added menu with all discovered mini tutorials. Accessible from pause menu.

  • NEW Added sign flicker until read

  • NEW Added unit evolve tutorial part to initial tutorial, moved pattern tutorial into separate one which triggers after any new unit tier was unlocked

🛠️ Technical

  • Added VSync option in settings

  • Added “Evolve” button in Limbo

  • Added right click cancelations for different actions

  • Added leave building mode on [Esc] press

  • Fixed structures spawning inside of unreachable zones.

  • Fixed structures failing to generate.

  • Fixed stats displaying as upgrade even if they decrease.

  • Added New main menu and gameplay music

  • Added new SFX

  • Fixed wrong hover popup and artifact popup positions on different resolutions

  • Fixed main menu buttons getting out of screen

  • Fixed wrong UI scaling

  • Fixed milky colors on HDR displays

Want to talk to us?

Follow us on our Social Media Channels where we will post work in progress, news about the game and other cool stuff, so check it out!

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Have fun guys, Everwarder Team

Source

Steam News / 3 November 2023

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