Hello survivors!
We hope you're doing okay. Development of Dead in Antares is moving forward nicely, and we can't wait to show you more in the next blogpost!
In the meantime, we're VERY happy to take part in this edition of the Steam Next Fest! This is a perfect occasion for many new players to try the demo of Dead in Antares and tell us what they think of it! :)
Since the release of the demo in August, we got a lot of feedback regarding QoL, balancing, and more, and we want to thank you for that, as it allowed us to improve the demo quite a lot!
So, without further ado, let's dive into the changelog!
Added previews on usable items inside the inventory.
Added notification on most UI to show the player when something new has happened (new item added, new trait added on a character, a camp station newly deteriorated, etc.)
Added new feedback on characters when they have level up.
Added a new button inside the inventory interface to filter item with no stock.
Added a new button to send everyone to the shelter.
The game now has an auto save every phase instead of every day.
Added a new shortcut to select characters (numbers from 0 to 9).
Added a new shortcut to scroll through characters during the exploration phase (arrows keys).
Added new feedback on unidentified items.
The camera won’t move anymore when navigating inside the condition popup.
Players can now left click on a character to select them and then click on a slot to assign them instead of performing a drag & drop (this feature was previously available when right-clicking).
Added new tooltips on some UI and improved the general behavior of tooltips.
Entries equal to 0 in the “effect” category in the trait tab of the character sheet are now hidden.
The weather interface is now accessible during the night phase.
Left click on a stack of food or water will take the entirety of the stack allowing the player to distribute more easily.
Double clicking on a water stack will fill the empty slots with the selected water.
Added a reset button during the water phase.
Added contextual lexicon on hover of the battle skill buttons.
Damage inflicted on the block of a character will now be displayed.
Characters now have a starting row during battle depending on their classes.
Added a new option to deactivate the confirmation on end turn skills and on the move skill.
Added more visible feedback when the power surge can be used.
Increased William’s positive Historical Trait effect.
Liu’s negative Historical Trait no longer produces less yield when working with a partner, only more penalty.
Increased the amount of Sickness/Injury healed via the Infirmary, as well as the chance to heal a Disease/Wound.
Decreased the amount of Fatigue and Stress gained by the doctor via the Infirmary.
Botany Station now gives access to a pop-up allowing to convert Plants into various medicinal Powders.
Increased the amount of Hunger healed by Food.
Food and Healing items now have a small % of chance of inflicting Diseases or Afflictions.
Decreased the impact of Condition on penalty.
Decreased the impact of Natural Resources on yield.
Condition and Natural Resources now decrease per use of the station instead of per worker using the station.
Shelter’s Condition now does not wear down when it is used, only during the night.
Weather Forecast upgrade now allows you to predict the weather for the next 2 days directly, instead of only the following day.
Increased Weather Forecast upgrade crafting cost.
Tweaked a couple of weather effects.
Tweaked the Murky to Clean Water conversion ratio.
Expeditions now only cost 0.5 water per explorer, instead of 1.
Interactions during Expeditions are more worthwhile: increased yield and decreased penalty.
Decreased the amount of Knowledge gained through all its means.
“Disarmed” (Status) reworked: it now increases the cost of Attacks by 1 AP, instead of completely disabling them.
When a character uses a Power Surge, the gauge is now only disabled until the end of the character’s current turn, instead of the start of the character’s next turn.
“Move” (Skill) now only costs 1 AP, instead of 2.
Ace class “Pistol Shot” (Skill) now deals the same amount of damage regardless of the caster's current Row.
Sapper class “Glue Spray” (Skill) now targets all enemies in the targeted row instead of only one enemy.
Increased how much negative status is applied by “Don’t Shoot Please” (Noemi’s Power Surge), notably to compensate for the change to how Disarmed works.
Decreased health restored by “Medical Emergency” (William’s Power Surge) slightly.
Ace class “Hail of Bullets” (Skill) now deals more damage in Back Row and less damage in Front Row.
Added some new backgrounds for the jungle biome during the exploration phase.
Improved visuals for William’s portrait and William’ sprite inside the camp and during battle.
There is a missing feedback when using an item in the inventory adds a trait to the character
So, even if you played the demo back in August, this might be the perfect occasion to try it again!
And for all the new players: we hope you'll like the demo!
Take care! <3