What changed
0 fixes4 additions0 changes0 removals
addedLet's waste some time!Here comes an all-new demo update that a) hopefully addresses most of the issues folks found so far and b) delivers a closer taste of the final game.
addedNew Robots!Behind the scenes I've now finished up the full robot-roster and decided to pick out a different set of robots for this particular update. So you won't be seeing RAKE in this current build, but instead get introduced to DIGR and GUNNAR as trusty sidekicks to our little WIPR.
addedNew Robots!There's also a new biome, new abilities and a bunch of re-balancing and moving around. So for example there's now a waste type that has a chance to create electric chain reactions - instead of that being a WIPR ability. Will be very curious to hear what you think!
addedArtifacts!You can upgrade DIGR to find artifacts for you. Those can be fit in to special slots on the upgrade tree - and will then give the connected/neighbour nodes a boost. I'll likely add some better visualisation of that, but for now you should see the values of neighbour upgrades go up once you add an artifact.
Time To Waste changes
addedHere comes an all-new demo update that a) hopefully addresses most of the issues folks found so far and b) delivers a closer taste of the final game.
addedBehind the scenes I've now finished up the full robot-roster and decided to pick out a different set of robots for this particular update. So you won't be seeing RAKE in this current build, but instead get introduced to DIGR and GUNNAR as trusty sidekicks to our little WIPR.
addedThere's also a new biome, new abilities and a bunch of re-balancing and moving around. So for example there's now a waste type that has a chance to create electric chain reactions - instead of that being a WIPR ability. Will be very curious to hear what you think!
addedYou can upgrade DIGR to find artifacts for you. Those can be fit in to special slots on the upgrade tree - and will then give the connected/neighbour nodes a boost. I'll likely add some better visualisation of that, but for now you should see the values of neighbour upgrades go up once you add an artifact.
Let's waste some time!
Here comes an all-new demo update that a) hopefully addresses most of the issues folks found so far and b) delivers a closer taste of the final game.
New Robots!
Behind the scenes I've now finished up the full robot-roster and decided to pick out a different set of robots for this particular update. So you won't be seeing RAKE in this current build, but instead get introduced to DIGR and GUNNAR as trusty sidekicks to our little WIPR.
There's also a new biome, new abilities and a bunch of re-balancing and moving around. So for example there's now a waste type that has a chance to create electric chain reactions - instead of that being a WIPR ability. Will be very curious to hear what you think!
Artifacts!
You can upgrade DIGR to find artifacts for you. Those can be fit in to special slots on the upgrade tree - and will then give the connected/neighbour nodes a boost. I'll likely add some better visualisation of that, but for now you should see the values of neighbour upgrades go up once you add an artifact.
Do let me know what you think here, in the comments or on the Discord!
/Ben