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We nailed down that pesky bug preventing progress through the new tutorial for some players. It could impact other missions too, so make sure it says "Zigfrak 1.5.5" (or newer, if you're reading this from the future) on your main menu screen! Thanks to diligent players who reported this early and often enough for the bug to finally click for us, and Rustysniper for handling the release footwork. --Alex
Entheogen Studios is proud to announce immediate availability of the Zigfrak 1.5 Feature and Engine Mega-Update. Our first public update in over two years, this release is dedicated to Zigfrak's true cult following. We're here for you until the cold, bitter end. It's risky to change up so many things at once, but these are good changes. Zigfrak has grown up, but it's still as crazy as ever. If you encounter problems or have questions, please let us know. Since it is the future now, we're trying a pure 64-bit release this time. Chime in on the pinned forum thread if you'd like to comment about 64-bit releases. This is Backyard BBQ part one of two. These changes are intended to support the upcoming expansion content patch, eta mid-late 2017.
... technically. Fixes included: ːflameː Addresses a performance issue seen during Symbioid encounters. ːflameː Addresses an issue with discombobulations yielding inappropriate items. Apologies for unexpected crafting side effects, or if the Symbioid Virus was making your computer slow.
The test branch has been updated to Zigfrak 1.5.3. This is a followup to yesterday's mega-patch on the test branch, and attempts to address several player-reported issues which were preventing early campaign completion. Zigfrak is a game with a lot of randomness in it; no two playthroughs quite the same. Testing all the possibilities is a challenge for us. Thanks for your help and patience during this final shakedown. Fixes for issues: - Auto-jump not working for some players on certain missions. - Defense platforms sometimes not spawning during tutorial. - Loss of camera focus during opening gun sequence. - Fixed potential null reference crash during opening tutorial. Please report back. For good measure, here was yesterday's announcement: http://steamcommunity.com/games/zigfrak/announcements/detail/653414355536317418
The test branch has been updated, and this time all characters (new and old!) are invited. Set your Steam client to pick up the Zigfrak public test branch to check it out. This release includes all systems changes from last December's test patch, plus a major retooling of the game's primary campaign, and Marduk knows what else. A few known issues linger: - Large ship control still unfinished. - Pet system working but unfinished. - Controller support unfinished. - Various camera glitchiness. Cameras are hard. It's been too long since the last update, so I'm pushing it as-is. I think it's a vast improvement over our last major update in 2014. Everything has been taken apart and put back together again, this time with feeling, and true to the vision of what Zigfrak is... whatever that is. Please take a look, and call out any major issues you run into. Linux build is untested, shout out if you have any luck either way. All builds are 64-bit. Unless we run into any show stoppers, this patch should hit the public branch around the end of November. Good hunting. Make a new character. Take some screenshots!
Zigfrak's base price will be getting a bump from $4.99 to $7.99, pending Steam's approval of the change. This is a long-planned change based on several factors. In a nutshell, running a small business in California is expensive, and indies should not undersell themselves. That's the cost of a free expansion! We will be promoting the BBQ feature release to the main public branch soon, pending a little more fix-up of the things it broke.
Have a level 40 Zigfrak character with campaign completion? If so, you are cordially invited... to the Backyard BBQ Open Beta! Visit the BBQ Beta sub-forum for all your Backyard BBQ needs. To switch to the public test branch (Zigfrak 1.5), right-click on Zigfrak in your collection, and modify your opt-in status under the Betas tab. You may need to restart Steam to make sure it pulls down the right build. The download is about 260 megs, and the start screen says "Zigfrak v1.5.0".
/throws down hammer, for no reason. Backyard BBQ's talents are 100% feature complete, and apparently working (cross your toes.) There is undoubtedly some balancing and tweakage much later down the road-- especially once players start kicking the tires, but for now, I'm calling this a major milestone. There are just a few more gaps to fill in before releasing a test candidate for those who have opted in for beta releases. Best case is a few weeks out. Worst case is heat death of universe. So close. As a reminder, we're doing a feature release first (just features, no major content changes.) A public test build for the feature release is what's close. An engine update will follow, and finally, the expansion content will hit. These are further out. I don't mean to sell the feature release short, though, this bugger is huge. A full writeup of all the available talents is now available here: http://zigfrak.com/bbq/bbq-specs.html There are a great number of cherry picked dev screenshots on the @zigfrak twitter feed, check them out and give us a follow! https://twitter.com/zigfrak/media Thank you for flying with Zigfrak. We know you have your choice of space games to fly with, and your decision to fly with Zigfrak brings us a warm fuzzy every time. Also, radiation sickness. --Alex Zigfrak Dev
About a week old at this point, but in case you're interested... https://www.youtube.com/watch?v=FbsR-XXvwZc
Bombs have a sacred place in Zigfrak's history, and are a major part of the game's flavor. There are lots of bombs, used in a variety of ways. From the development side, though, bombs are a very rough concept. What players perceive as "bombs" are produced by an ad-hoc smattering of runtime side-effects. There's a lack of formality to them. I won't be nice to myself here, it's a sloppy implementation. Some bombs come as payloads, in stacks, dispensing bomb items which must be handled individually. Now you've got a bomb: do you want to jettison it, arm it, disarm it, or give it to an enemy? Some bombs require remote detonators, some have timed fuses. Using payload bombs effectively involves juggling several items in the UI, with an understanding that arming a bomb is even a thing you can do in Zigfrak in the first place. Sometimes bombs take the form of RPGs or Mines, eating up a weapon slot. And what is Flak? For our purposes here, Flak is a shaped explosive shrapnel charge, detonated towards your enemy at very close range. So effectively, yet another specialized type of bomb. An underdeveloped bomb at that, represented only by a smattering of minimally effective items throughout the game. Sure, it's fun if you know how to play it, and are into "melee" style spaceship combat. Looking at the pre-BBQ bomb situation, it's a complete clusterfrak. Using payload bombs is incongruous to the rest of gameplay, and it's really hard to justify equipping Flak, RPGs, or Mine weapons in place of a top-end guided missile launcher. We're cleaning it up, and the result is a fun new dimension to combat in Zigfrak. In Backyard BBQ, we'll be unifying Mines, RPGs, Bombs, and Flak into a singularly kick-ass Grenade mechanic. No matter the situation, the play flow for bombs is being collapsed from several convoluted UI interactions into one button. Thousands of Grenade Mods will be available, representing all of your favorite old-school bombs, and more, flavor-blasted. Grenades will be launched pretty much how you expect, via an alternate fire command, probably taking over the "G" keybinding by default. Grenade deployment will consume a charge from a tightly limited pool of Grenade ammo. The generic Mine and Flak ammo types are to be retired. More as I know it, thanks for reading!
Fellow Pilots, Here's the latest on Backyard BBQ, Zigfrak's expansion in progress. Since the announcement, we have a much better grasp on the specifics. I am firming up the release date to "when it's ready", but the good news is that there will be two appetizer rounds. The overarching plan calls for two major pre-expansion releases, to get everything nice and ready for the actual expansion content.
Wow, loaded title, right? I wanted to make this announcement over on Desura, but a mod immediately deleted it. Bummer. I'm guessing that Steam won't care so much. (Update: Just had a pleasant exchange with the new management over there, who addressed my concerns like a pro. We cool.) First, an apology to Zigfrak's player base on Desura. I'm sorry. We've been lagging behind a couple versions there, and if you actually depend on the Desura client for updates (who uses that, really though?), then you haven't been getting the latest and greatest. You bought the game, and you deserve equal treatment. The latest bits will soon be updated on Desura. Updating Desura is a serious pain. It's a full work day (or longer) for us to update Zigfrak's builds there. The process for updating standalone builds is great (feed in a URL, Desura's servers slurp it down, and you're good to go), but updating the "images" used by the Desura client must be done from inside of the Desura client on the platform for which you are publishing. It's a tedious and error-prone process that typically only works about 20% of the time you try. Couple with the fact that nobody is buying the game on Desura anymore, our motivation levels drop. It remains to be seen if we will remain on the Desura platform, but we're there for now. I'm immensely grateful to the original Desura crew for taking a chance on Zigfrak during our alpha funding phase, but it's really hard to justify having to jump through continued hoops to remain there these days. Anyway, hello to all new players from the Groupees Space Bundle -- and again, apologies to all existing players on Desura for the tardiness of our updates there. We'll have the latest bits up very shortly, and you can always get the very latest directly from http://zigfrak.com or Steam. If you haven't heard, the game is getting a free expansion soon, which we're pretty excited about. Hop over to http://zigfrak.com/bbq for details. Thank you for playing Zigfrak! --Alex
I'm pleased to announce Backyard BBQ, an upcoming content and feature expansion for Zigfrak. Check out the details at: http://zigfrak.com/bbq
Zigfrak 1.17 wraps up the changes from test builds 1.15 and 1.16, and adds support for demo mode on Steam. Still on the fence? Try the demo! It includes several tiers of missions, and has a level cap of 10. Saved games will carry over to the full version.
This is a minor bug fix release, available on a beta opt-in basis for now. 1.15:
Just issued a minor update to address several issues.
Zigfrak 1.13 introduces a plethora of new loot, adds support for Steam Cloud, and includes an overhaul of combat and item mechanics. This is a stable wrap-up of the changes introduced in test releases 1.11 and 1.12. Huge thanks to everyone who opted in and provided feedback. Release notes may be found here: http://forum.zigfrak.com/index.php?p=/discussion/105/zigfrak-1-13
Greetings, I wanted to post about the upcoming changes in 1.12... but it wouldn't all fit in an announcement! Luckily, discussion topics don't have this problem, so I've posted a status update for 1.12 in this thread: http://steamcommunity.com/app/259430/discussions/3/540731691146933356/ TL;DR: Ammo as we knew it is gone; weapons, engines, auto-equip overhauled; lots of fixes and changes; available "soon".
This release contains a radical upheaval of the saved game system, and adds support for Steam Cloud. It also introduces weapons lock and engine boost mechanics, which represent significant changes to core gameplay. For a more complete list of changes, the release notes are available here: http://steamcommunity.com/games/zigfrak/announcements/detail/1387405181554376302 Because of the large scope of these changes, we're treading lightly and doing an initial opt-in release for anyone who wants to help test the waters. We'll likely be rolling out future releases in this manner as well. All players are welcome, and we're particularly interested in feedback from players with many hours logged, and/or those who have Steam Cloud enabled for Zigfrak. To opt in, right click on Zigfrak from your library. Navigate to the "Betas" tab, and select the public test branch. The Steam client should patch the game shortly afterwards. Consider enabling Steam Cloud from the "Updates" tab while you're in there! To help calm any fears for would-be testers, we've taken a few steps to prevent the possibility of data loss due to unforeseen bugs.
This release is available, on a beta opt-in basis for now. Opt-in notes: http://steamcommunity.com/games/zigfrak/announcements/detail/1387405181555162952
We just issued another small patch to address a blocking issue with the mission "An Unusual Robot Dialect". We've completed a full playthrough unimpeded, and it looks like all blockers are taken care of for now. Hope this didn't catch too many of you, have a happy rest-of-the-holiday!
This build includes an emergency fix for the Wrath of LGoD encounter.
This was a minor release to address loading performance and rebalance early-game difficulty.
Zigfrak is Now Available on Steam!
Zigfrak is a space-based action RPG, featuring missions, exploration, and crafting. With an emphasis on loot and over-the-top items, it's not a traditional space sim. Enemy ships explode like loot piñatas, spewing forth useful pickups.
The game employs subtle humor to poke light at a dark situation -- a human civil war on a galactic scale, complicated by the invasion of technologically superior aliens. During the campaign, players encounter clues and artifacts which could reveal ancient secrets of humanity.
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