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Steam News23 November 20169y ago

Update 1.11 Released!

A lot of people expressed some basic concerns about the game, and we're glad to announce they've all been addressed in 1.11!

Full notes

Full Septic Savages update

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

What changed

1 fix0 additions0 changes0 removals
  • Maps
fixedA lot of people expressed some basic concerns about the game, and we're glad to announce they've all been addressed in 1.11! We're going to make a quick list of what we've done here so that curious players (and potential customers) can see what we've been busy doing. You move faster at the beginning of the game . Septic Savages isn't particularly suited to moving slowly. It's more about frantic battling. Some people (rightly) suggested that the beginning speed for the game was simply too slow. We've increased it by around 37%, and we have to say it works really well. No more slow start to the game! There's no more secondary fire in Campaign Mode . Our original intention in having a secondary weapon in Campaign Mode was to allow for torpedo limits and add a new layer of complexity to the game. Well, we added complexity, but we also frustrated players who found the whole thing a bit inconvenient, and that's not what we want. So update 1.11 gets rid of secondary fire and make torpedoes unlimited in Campaign Mode. And you know what? It's fun! You shoot just a little faster now . The joy of Septic Savages is in distributing torpedoes by the thousands to the otherworldly denizens of the sewer. Now we allow players to do that just a little bit more quickly than they could before! Arcade Mode is promoted more . So this hasn't been mentioned to us directly, but as the developers we've notice that a lot of players have been playing Campaign Mode first. Campaign Mode is cool, but it's best enjoyed after getting your footing in Arcade Mode. We've readjusted the main menu to sort of nudge new players in the direction of Arcade Mode before delving into the slightly more complex Campaign Mode. We've added hints into Campaign Mode . We also noticed that a lot of players are struggling to understand the goals in Campaign Mode. For example, many players we're exiting a dungeon as soon as they could. As with most dungeon crawlers, this is not a good practice in Septic Savages because you won't find important powerups. Now hints appear as each level loads to help guide new players in the best strategy to survive in Campaign Mode. Arcade Mode has a new random map generator . Arcade Mode is cool as it is, but it needs more random map generators. Adding another one should go a long way to help make the game even more replayable. We plan to be adding even more generators in the future. Thanks again for playing the game and we hope you enjoy update 1.11!

A lot of people expressed some basic concerns about the game, and we're glad to announce they've all been addressed in 1.11! We're going to make a quick list of what we've done here so that curious players (and potential customers) can see what we've been busy doing. You move faster at the beginning of the game. Septic Savages isn't particularly suited to moving slowly. It's more about frantic battling. Some people (rightly) suggested that the beginning speed for the game was simply too slow. We've increased it by around 37%, and we have to say it works really well. No more slow start to the game! There's no more secondary fire in Campaign Mode. Our original intention in having a secondary weapon in Campaign Mode was to allow for torpedo limits and add a new layer of complexity to the game. Well, we added complexity, but we also frustrated players who found the whole thing a bit inconvenient, and that's not what we want. So update 1.11 gets rid of secondary fire and make torpedoes unlimited in Campaign Mode. And you know what? It's fun! You shoot just a little faster now. The joy of Septic Savages is in distributing torpedoes by the thousands to the otherworldly denizens of the sewer. Now we allow players to do that just a little bit more quickly than they could before! Arcade Mode is promoted more. So this hasn't been mentioned to us directly, but as the developers we've notice that a lot of players have been playing Campaign Mode first. Campaign Mode is cool, but it's best enjoyed after getting your footing in Arcade Mode. We've readjusted the main menu to sort of nudge new players in the direction of Arcade Mode before delving into the slightly more complex Campaign Mode. We've added hints into Campaign Mode. We also noticed that a lot of players are struggling to understand the goals in Campaign Mode. For example, many players we're exiting a dungeon as soon as they could. As with most dungeon crawlers, this is not a good practice in Septic Savages because you won't find important powerups. Now hints appear as each level loads to help guide new players in the best strategy to survive in Campaign Mode. Arcade Mode has a new random map generator. Arcade Mode is cool as it is, but it needs more random map generators. Adding another one should go a long way to help make the game even more replayable. We plan to be adding even more generators in the future. Thanks again for playing the game and we hope you enjoy update 1.11!

Source

Steam News / 23 November 2016

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