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Kritter: Defend Together
LJF Games Developer
LJF Games Publisher
2025 Release
Game News Posts: 13
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
The best hotfix in town

Hello my Kritters!

Today I'm bringing a quite small update but with a few cool features and a lot of bugfixes.

Thanks to all of you for playing Kritter, finding bugs and giving us feedback <3

Let's dive in.

Kritter Patch note v0.8.13.

New features


  • When the run is lost, you can now see a back in time effect.

  • The sound now mutes if you switch focus to something else.

  • The resource icones in the skill tree panel are now close to the required quantity.

  • Our amazing 2D intern Malys is now in the credits!

Bug fixes


  • The lieutenants no longer get bumped buy explosion.

  • It's not possible to leave the lobby anymore (a tiny hole allowed you to).

  • The ragdoll of the defender has been fixed (he was having seizures).

  • It's not possible anymore to move while dead with the right stick on a gamepad.

  • The enemis now correctly stop their attack after M.Ark is dead.

  • The weird invisible in the main tile has been removed.

  • Fixed a bug where an exploration phase could start instantaneously after clearing a wave.

  • Fixed a bug where you could be stuck in the tutorial if you'd leave it before finishing it.

  • Fixed a bug where in multiplayer, client player could not build anything.

  • Fixed a bug where after a run, the Kritter speed inside M.Ark was the same as outside, which was to high.

  • Fixed a bug where if you opened the menu while a reward screen was open, after closing the menu you could continue to play with the reward screen open.

  • Fixed a bug where skipping a dialog would skip three.

  • Fixed a bug where it was possible to change role selection after being ready.

  • Fixed a light in the pod.

  • Fix few errors on VFX.


[ 2025-06-16 16:24:55 CET ] [ Original post ]

Multiplayer and localization, what a huge update

Hello my Kritters!


We are gathered here today to celebrate not one, but \two huge updates\ (v0.8.11 & v0.8.12).

They bring TONS of new features and bugfix.

As always you'll find more details later in this post but here are the most important things to know :

- The game has been fully\ translated\ into German, Spanish, Portuguese, Russian, Japanese, Korean and Simplified Chinese.

[img src="https://clan.cloudflare.steamstatic.com/images/43124049/55486711bff366127fe312c75c285653a24f02b9.png"][/img]

- Both online and local multiplayer experience are cleared from dozens of bugs and have never been that great! Enjoy it 'till you can as the multiplayer will be removed from the demo in a few months.

[img src="https://clan.cloudflare.steamstatic.com/images/43124049/7724b986480bfd4c7616947c0bfb1e0bf48351c8.png"][/img]

- Diversity in base defense is coming. You can now choose between different turrets. The same thing is coming for traps in the next update.

[img src="https://clan.cloudflare.steamstatic.com/images/43124049/a882406edd03fceff5faccf4d3afdfea8237ec85.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/43124049/00ea32264d74179215148db48c52cae9d4340b1e.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/43124049/49bc1bbf4b79237fd5af15c271581beaa768bd7f.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/43124049/db8a99942fce88146fa22591a12a0b51d75d4f69.png"][/img]

And soooooo much more. The patch note is actually quite long so you'd better give this new build a try rather than read everything ;)

As usuall, please join our discord server and give us your feeddback ab out the game, it would helpo us tremendously make it better!

Now, it's time for the patchnote!

Patch note v0.8.12 - Let there be turrets


General


  • The game has been entirely translated into : German, Spanish, Portuguese, Russian, Japanese, Korean, Simplified Chinese. If you find errors in translations or in the UI, please tell us!

  • Mark's engine now has the new model when you unlock it after defeating the boss AND when M.Ark lift off for the second act.

  • The boss door has been fully reworked and now shows you the head of the lieutenants you have to defeat to unlock it.

GamePlay


  • You can now choose between 3 turrets. A machine gun, a bazooka and a railgun. Each of them have 3 levels that you can upgrade.

  • Machine gun shoots low damages projectiles at great fire rate.

  • Bazooka shoots explosive rockets doing damages within a radius with a low fire rate.

  • Railgun shoots projectiles with double the range of other turrets, high damages but low fire rate.

  • You can now reroll the shop when using a gamepad.

  • You can no longer leave the main area after defeating the 7th wave. (You might though, but you shouldn't).

Multiplayer


  • Full team death now trigger the cloning of all the players by M.Ark, like he does in single player.

  • Performances have been greatly increased, up to x5 in late game.

  • Resources are now shared between players and the right amount is gathered.

  • Players's healthbar are now always shown as well as the name of the player.

  • \[Local] Player 2 can now resurect player 1.

  • \[Local] Player 2 can now buy items in the shop as well as get rewarded at the end of a wave.

  • \[Local] Player 2 now has the correct skill inputs in the UI.

  • The multiplayer screen in the lobby now let you leave a multiplayer game, both local and online.

Graphics


  • The use of F.A.I.L devices is way more juicy and clearer.

  • The meadow biome in act 1 has been replaced by an aride one that fits more with the global environment.

  • Ground textures are now all in cel shading.

Audio


You can now appreciate the mighty boss music that was lost in bugs for like a year!

UI


  • The UI now shows you critical chance stat and your luck stat.

  • When a power up gem is picked, you now see which stat is upgraded instead of the gem icon.

  • When a ui screen is open, the background is now blurred.

Bugs


  • Fix bugs about walls that would be impossible to upgrade.

  • Fix a bug where action popups would stay on screen.

  • Fix a bug where old gadgets would stay on the world when upgraded.

  • Fix a bug where the UI would still show "Under attack" after finishing the 7th wave.

  • The UI now works for wide screens.

  • When you upgrade a gadget, the previous ones now correctly disappear.

  • Resolution settings no longer show the same resolution multiple times.

  • Lava does damages again.

  • Buildings ghost don't collide with client players in multiplayer game anymore.

Patchnote v0.8.11 - Let's make Kritter great again


General


  • The character creation screen and the customization screen have been reworked so they can be used with a gamepad. The character naming is also clearer and the whole UI is ready to welcome new customization possibilities.

  • It is now possible to choose the screen resolution properly.

  • An anti soft lock system has been added in case a mob is thrown in a weird place by some explosions.

  • The Temporal Chest has been added to the skill tree. It allows the player to keep up to 50 coins at the end of a run for the next one.

  • World tiles have been slightly reworked with more potential camps and new deposit positions.

Gameplay


  • The dash has been reworked. It no longer teleports you but give you a quick impulse. The movement is now smoother and will collide with some colliders. The base idea was to fix a terrible clipping bug but we feel like this new dash is actually what we always wanted ,

  • The player can't take damages during the dash.,

  • The Defender heavy skill (the jump) gives you 0.5 secondes of invulnerability,

  • All the resources, power ups, coins and other items are now physical and are droped on the ground by enemies / chests / deposits ... It results that those items should not stay stuck on top of environment or inside rocks or things like this anymore.,

  • The drill now start working at the first exploration phase but gives significantly less resources.,

  • The health of the Kritter is more readable as well as when the player gets hit or healed. Furthermore, when Kritter's health is below 20%, a red screen animation is displayed.,

  • Cryo skill modifiers have been removed due to too much problems. They will soon be replaced by way better modifiers.,

  • Tracker projectiles collider size have been doubled.,

  • The water doesn't do damages to the Kritter anymore.,

  • When the Kritter doesn't move, the gadget is built in front of him instead of behind.

  • Full balancing of the waves.

Multiplayer


  • The difficulty scaling was too much and has been reworked. Monsters health and damages are still scaled up but the amount of enemies will stay the same. It also greatly improve the readability of the game when playing with a party of 3 or 4.sq

  • Client players can now see the walls being destroyed.

Minor things


  • Dead enemies stay on the ground for 2 seconds instead of 4 (increase readability).

  • When playing with gamepad, the heavy skills of the defender and the tacker now hit farther.

  • Global performances have been increased.

  • The pause menu has been translated in french.

  • When a wave is cleared, the reward screen comes quicked.

  • Wall parts no longer block the tracker projectiles.,

  • M.Ark doesn't talk during the character creation anymore.

Bugs


  • M.Ark modules (temporal convector / drill / radar) are now correlty placed arround him.

  • Leaving the game in the middle of the tutorial don't get you stuck for your next session anymore.

  • Fixed a bug where the walls could be invisible.

  • Fixed a bug where enemies could have multiple shield on them.

  • The cloning addon no longer slow the player.

  • Fixed a bug where the Kritter attack animation could be stuck.


[ 2025-06-06 13:12:41 CET ] [ Original post ]

Kritter &quot;explosive&quot; v0.8.10 udpate

Hello there fellow Kritters! What?! LJF Games releases two big updates within a month? Damn right we are! And we are so happy with this update. After bringing local coop, a new art style, new role skins and a shit load of new things (excuse my french), we are a now bringing even more changes and new features! I know it sounds too good to be true, but take a look. First, the online multiplayer is working again. Then, the base had a huge rework. M.Ark now have its own turret on its head. You only have to defend 4 directions against 8 previously.
You can now build TRAPS arround your base.
You don't have to rebuild the walls anymore. You can repare M.Ark against resources.
The shop has a new corner!
Oh and ... We entirely reworked the waves, with 3 NEW ENEMIES THAT PHYSICALLY EXPLODE WHEN THEY DIE! Oh my, it's so cool, you HAVE to try.
We also did a few cool things like, you don't have to press a button to "mine" the deposit. Now you just have to destroy them.
The settings menu now has a new style and you can navigate in it with a gamepad!
We can't wait to have your feedback about this update! Here is the full patch note :

Patch note v0.8.10


General


All the roles are unlocked by default. We want players to be able to create a co-op game and play different roles right away.

Gameplay


Defending walls are now reparable. You can repare then during fights or they will be repared by M.Ark at the end of a wave. Traps can be build in front of the walls. For now they can't be upgraded but that's gonna happen soon. A turret for M.Ark is not unlockable in the skill tree. The turret is not upgradable yet. The organization of the base changed. Waves are coming from 4 directions instead of 8. That means that you only have 4 walls to build now. M.Ark can be repared by spending resources on him. Resource deposits now need to be destroyed with your abilities to gather resources. The objective of the tutorial is more readable. It's not perfect yet as too many players still don't understand what they need to do.

Content


Three new enemies have been added. A basic stone warrior replacing the old blob ini waves. A javelin thrower replacing the wasps and a new tiny swarm spearman. The big stone golems and the canoners and all the three new character now share a color that indicate their level. White is T1, blue is T2 and black is T3. Red ones are berzerkers as the previous red blobs. New tips are available on the loading screen. Orange and pink Kritter skins have been polished. If you unlock M.Ark lvl 1 you'll see a repared model on M.Ark

Settings


The settings menu now has a new style and is working with a gamepad. It's possible to set fullscreen or windowed mode.

Other


Few perf optimization has been done on the UI. Bugs Pausing the game during the tutorial or during cloning won't affect the timer anymore. Two dozens of possible crashs have been fixed. And that's it! Thanks again everyone for all your feedback and support <3


[ 2025-04-03 06:39:05 CET ] [ Original post ]

Biggest Demo Update Ever - With Local Co-op

Hello there my fellow Kritters! It's been so long. Way too long. I know and I'm sorry but we come back with a lot of amazing things. The thing is, we did 4 updates and we compiled them all in one. As usual, you'll find the details of all those updates at the end (v0.8.6 / v0.8.7 / v0.8.8 / v0.8.9), but let's highlight the biggest features! M.Ark has a new face, he his so cute now!
The art direction changed and the whole game now shows a cel shading style. We hope you'll like it. Still in the art department, the 3 base roles now have dedicated models with brand new animations.
The skill tree is entirely new, in an octogonal shape, with a lot of new perks.
Base building has been fully reworked, with octogonal walls arround M.Ark, turrets, drill, shop and so on.
Passive upgrades have been added in runs. And the UI has been fully reworked as well!
Well, this new build is FULL of new features, almost everywhere, so we hope you'll enjoy it! Please come to our discord to give us your feedback :) Now here are the full patch notes (there are 4).

Patch Note v0.8.9


General


  • The new art style is finally there! Enjoy a nice cel shading effect everywhere.
  • New character models ! The Tracker, the Defender and the Engineer now have a dedicated model with new animations.
  • After unlocking the radar, youll have a nice radar building in your base.
  • First round of optimization : 30 to 50% fps gain.
  • Customisation : You can now choose the eyes of your Kritter and its color independently.
  • Probably the biggest update yet, there is now a custom cursor
  • Better transition between day and night.
  • Using of a more modern render pipeline to better work with lights.

Gameplay


  • The primary attack of the defender is now a combo of three slash followed by a shield hit. The defender has never been that fun to play!
  • Waves can no longer arrive from the north line.
  • Combustion and cryo dash upgrades have been removed.

UI


  • In the selection screen, roles now have a nice selection animation
  • The Exit sign has been replaced by a GO sign to be more understandable

Balancing


Every role damaged has been balanced. More damages on tracker mostly.

Bug fixs


  • A bug prevented the player to attack while using gamepad when the player had a building preview visible
  • Fixed a bug where the player was looking at the mouse after receiving damages or after closing a UI
  • The Player 1 was not resurrectable by Player 2, its now fixed.
  • The boss is animated again when walking :|
  • A dozen crash generating errors have been fixed.

Patch Note v0.8.8


General


New Local Co-op Mode ! Play with two controllers on one screen and enjoy the best fun there is on Kritter!

Bug fixes


  • The walls no longer stay stuck in the ground after building them
  • You can see through the boss dome now

Patch Note v0.8.7


General


  • M.Ark defenses are no longer dedicated perks in the skill tree. They have been merged with M.Ark's levels so you will unlock walls directly at the end of the tutorial. More details in the Skill Tree section.
  • Resources and their usage have been reworked. A new Coin resource has been added and is only used with the shop. The yellow crystals no longer exist. Carbon (the grey resource) is only used for defensive buildings. The blue crystals are only used for modules and Tier 3 defensive buildings. The cost of every build has been balanced acordingly.
  • It's now possible to build defensive structures during the defensive phase. So you can rebuild walls that have been destroyed. The build ghost and popup are more discreet though.
  • The SHOP is no longer wandering the map. You will now have to unlock it through the skill tree and you will find him next to M.Ark between each wave with new content.
  • Secondary skills from the Defender and the Tracker now works as intended. It means that when using mouse, you will jump / fire where you clicked. When playing with a game pad, you will auto target near enemies and if no enemies are on sight, the skill will trigger at max ranged.
  • At the start of the game, the welcome panel will give you the possibility to disable voices in the game. Sadly we had a few feedback on players not liking M.Ark's voice :frowning:
  • You can now see through visual obstacles if your Kritter is behind. It's not perfect yet but I should help a lot with visibility.
  • Enemies AI has been improved regarding the way they target walls. There is still work to do but it's way better.

Skill Tree


  • The skill tree is now versioned so every time we update it, the skill tree with be emptied and you will be refunded.
  • The two first tiers have been reworked with a bit less minor perks and more major perks.
  • M.Ark defense lvl 1 now unlocks walls.
  • M.Ark defense lvl 2 now unlocks turrets.
  • Add-ons slots are now available at each tier.
  • A Shop Major perk has been added to unlock the shop with two minor perks to give you a reroll option at the shop as well as more items to buy.
  • Stats on strength / M.Ark health and shield have doubled.
  • You can now see the stats values that a minor perk will give you

Balancing


  • The "distance 3" tiles (the ones really far from M.Ark) will now give way more resources. In general, more resources are on the map.
  • Skill upgrades of the Tracker have been boosted.
  • Golems have less health.
  • T2 dragons now fire at a reasonable pace.
  • M.Ark Force field has now 50 health (was 30)
  • The main area doesn't contain any super green tree anymore and enemie's path have been cleared so they don't get stuck not their projectiles.

Audio


  • Death of lieutenant now triggers the right lines and sounds.
  • New sounds on Add-on selection.

UI


  • The shop UI is now up to date.
  • A few improvement on the role selection screen has been made (like the right inputs).

Misc


In the settings a new "Special" category hold a dangerous button. With it you can fully erase your character in order to start the game again at the very beginning. Probably only works on Windows for now. Use with caution!

Bugs


  • Localization on inputs where sometimes wrong (azerty for FR / qwerty for EN).
  • When selecting a role, like tracker you will now play the tracker. The 0.8.6 had that wrong somehow.
  • When opening a reward screen with gamepad, you now have a reward pre selected.
  • Walls had tons of bugs. Now that I lost my mind and soul fixing them, it "should" be okay.

Patch Node v 0.8.6


General


  • M.Ark has a new face and a lot of new lines through the brand new tutorial.
  • A whole new tutorial with a dedicated map and objectives will help you better start in the game.
  • The first cut scene is here! Introducing you to the first boss. (You HAVE to get there).
  • The world is way more alive than before. A lot of things have been reworked visually, such as most tiles, the reward chests, the boss arena, the modules and structures
  • A new resource, void crystals, will be dropped by lieutenants. You will need them for some perks of the skill tree.
  • If you haven't played for more than 3 months, you'll see a nice outline over every object.

Skill Tree


The skill tree is entirely new, have fun (re)discovering it. Here are some new elements :
  • It is divided into tiers so you will have to play through all the acts to unlock them all.
  • Perks in the skill tree now have a fixed cost.

Base Building


Base building was fully reworked, you can now build surrounding walls and defensive turrets as well as what we call "modules" around M.Ark. Every defensive building or module has 3 levels of upgrades that will require resources to unlock. Here are the currently available buildings:
  • 8 walls disposed in octagon around M.Ark.
  • 8 Turrets disposed around M.Ark.
  • A Carbon Drill which, as you can imagine, drills carbon for you during the exploration phase.
  • A Temporal Convector that increases the duration of exploration.

GamePlay


  • We added traits that we call Add-ons. They offer you a lot of different boosts for a run. They act like a passive upgrade to your character, your base, mark or other aspects of the game. It's the first phase for that feature with 12 add-ons. At least two other dozens are planned. Have fun discovering them!
  • The gadgets (what we called Utilities, such as the scarecrow, the landmine or the engineer's turret) are not time limited anymore. For example if you have 3 charges of gadget, you can have 3 of them at the same time but adding a fourth one will replace the first one you placed. The scarecrow now has health and will stay until it's dead or replaced. The landmine stay until it's triggered or replaced. The turret has ammo and will stay until it's empty or replaced.
  • Each run now starts with an exploration phase.
  • Death has been reworked. Now when you die, you are resurrected in front of mark after a few seconds. This timer increases at each death. The "lose condition" is if M.Ark dies or if the player dies during the boss fight. If you are playing with friends in multiplayers, the run is lost when all the players are dead.
  • Markers will show you where teleporters are to easily get back to M.Ark.
  • If you unlocked the Radar perk, you will now, and for the first time after 3 years of players asking for it, see where the next waves are actually coming from.
  • Lava and water are now dangerous. You'll take damage if you walk in it.
  • The camera changed and will be closer to the action during exploration but farther away during the defense phase so you can better see what's going on around M.Ark.

UI


  • A fully new UI style. Everything is not yet done in that area but we hope you'll like it.
  • The start screen has been fully redone to better show the ambiance of the game
  • On the role selection screen, icons now show you how many players are ready.
  • You can now leave the role selection screen and go back to M.Ark.
  • Dialogs now have new avatars for M.Ark, the first Boss and the shop.

Balancing


  • All the roles and their skills have been tweaked a bit.
  • M.Ark has less health now that you can protect him with walls
  • The T2 blobs are way more dangerous than before.
  • Tornadoes launched by mages now follow you.
  • Globally, the game is harder. Sorry :)

Bugs


Historical bugs have been fixed such as:
  • Super jump through the map with the defender
  • Resources mined are now correctly gathered by the player, even if the player dashes.


[ 2025-03-03 22:10:01 CET ] [ Original post ]

Welcome base building in Kritter Test Build

Hello Kritters!


During the last 6 months, Kritter evolved A LOT. Because Kritter current demo is more a test build than anything else, we took the time to add many new features that bring us closer to what we are aiming for this game. And of course, as we are a tiny team of two working on our free time, everything takes more time than it should :D We are so excited to show all those new things to you and get your feedback about it. I'll drop a patch note later in this announcement but let me describe to you the core features we added.

A new world map randomly generated


This new map brings the new artistic direction we are aiming for the first act : a barren, post apocalyptic world a bit inspired by MadMax. This new feature maybe one line long in our list, but it was weeks of work. It's still not a final version as we want to add more diversity to the tiles. So here the thing. The center of the map is always the same, but arround it, everything is different in each run. The map is composed of random tiles, and the inside of those tiles is also random. This kinda look like this if seen from above.

Base Building


This was an even bigger task to make but we have done it. You have two kind of base building:
  • Structure building: Those are the defensive parts you can build where you want. Walls, traps and turrets are the only options for now but we are planning on adding a dozen of cool thingy to build.
  • Module building: Those are staticly placed elements that you can build and upgrade. They will act as M.Ark and Kritters upgrades. For now you don't have much of a choice. 4 modules slots for 4 modules. One to speed up your movements, one to increase exploration time, one to heal M.Ark and one to upgrade M.Ark's shield. But we are aiming for 20+ modules and you will have to choose because you won't have as much slots available. They look like this:

Teleporters!


During exploration, look out for portals. Those will bring you back to M.Ark in a second. Way better than walking all the way to your base isn't it?

New resources and deposits


Two new resources are now available.
  • Carbon: Used for structure building.
  • Temporal crystals: Used for upgrades.
You can find them in chest for also in deposits that are scattered around the world. Do I have a screenshot about it? Absolutely not, you'll discover them while playing!

A merchand


This one actually replace the old shop you had while playing to M.Ark. This one is from a race called the Azertys and they strangely look like old known piece of technology.
A lot of little things changed everywhere. The following patch note is not exhaustive but you'll get a good idea of what's new :)

Kritter Patch Note v0.8.4


General


  • By default, the steam name is used as your Kritter's name.
  • Reworked narration: All the voices have been recorded again and the tutorial has been shorten a bit to improve the experience of new players.
  • A welcome popup on start now explains that this is still a game under developpement.
  • When players fall from a high place, they now do so at a coherent speed.
  • Enemies now look where they go.
  • Items now drop on floor with a cool animation.

World


  • An entirely new, randomly generated world map. This new map brings the new artistic direction we are aiming for the first act : a barren, post apocalyptic world a bit inspired by MadMax. This new feature maybe one line long in our list, but it was weeks of work. It's still not a final version as we want to add more diversity to the tiles.
  • A new Shop: Mark won't be your shop anymore. You will now have to find the mysterious Azerty, and old living computer selling goods to travelers.
  • New resources and ore deposits: Carbon and Temporal Crystals are now available among the Energy Crystals (the blue ones) and the Soul Crystals (red ones) already in the game. To add more fun that just looting them from dead enemies, we also added deposits everywhere on the map to get those useful resources.
  • Teloporters! Yes, you won't have to go back on foot to your base anymore. Best feature in the game?
  • New mini blobs enemies: quick, weak but numerous!

Gameplay


  • Temporal Bubble: A whole new phase to rest after a wave and before starting a new exploration.
  • Structure building : Available by buying a special perk in the skill tree. We aim to add a lot of fun things to build and for now, you'll be able to build walls, fences, traps and turrets.
  • Modules: a new way to upgrade your base and your Kritter against the resources you gathered during exploration. Just 4 of them are available now but we are planning on 20+ modules.
  • Gamepad aim has been greatly improved.
  • Chests reworked: They now drop rewards directly on the floor. More juicy and no UI, oh yes!
  • A lot more visual feedbacks. That's our little secrets to make the game feel good!
  • Gamepad gameplay has been improved. It's now easier to hit targets.
  • Landmines now disappear after exploding.
  • The F.A.I.L device is not a consummable to revive in solo or resurect your friends in multiplayer anymore. Now a charge of F.A.I.L Device will prevent you from dying on a fatal hit and will heal you for half your health. Same behaviour in multiplayer. Those items are not shared anymore.
  • Resources in general are not shared between players anymore.
  • Mobs now reset their health if they lose aggro.
  • Broken walls now repare themself at the end of a wave.
  • Traps are twice bigger.

Bugs


  • Yellow crystals seen as -1 when you had 0 in module build popup
  • The modules at maximum level doesn't show the detail of last seen module anymore
  • Big chests now always drop loot

Multiplayer


  • Players can now resurect their friends as many times as they want. The F.A.I.L Device is not used for that anymore.
  • Players can now build and upgrade modules in multiplayer.

Bugs


  • Client players can now pick up resources and power ups
  • Client players can now build turrets and traps and correclty see the walls they build
  • Telegraph now don't stay on world after the enemy's death
  • Cactus Stom is finally fixed (1 year old bug)
  • Client players now see the boss health correclty
  • Screen was shaking non stop for client player if the host built a module
  • Shop now visible for client players (Bug #10 from Hypadao)
  • Tracker landmines now work if created by a client player
  • The names of your friends were sometimes poping on screen and stayed there
  • Leaving the game as a client now disconnect you properly from the game and brings you back inside M.Ark (not working 100% of the time ).

UI


  • You can now see the Kritter's direction with a little UI thingy arround your character
  • Healthbar are smaller and disappear after a fex moment without hit
  • A new end of run screen is now here to give you some stats and encourage you to play again
  • The little popups showing how much resources you picked are now stackable to improve the readability (and also show the exact number, which was not the case before)
Bugs:
  • Fixed a case where the main screen UI could disappear

Audio


New audio mix so every sound is now properly managed by audio settings

Other


  • The Defender is now properly animated for its primary attack
  • New light inside the pod. So colorful !
  • Numerous translation fixes
  • Dozens of bug fixed but I prefer to forget they ever existed
  • Full re balancing of the game
Thank you so much for reading, for all your support and have fun playing Kritter!


[ 2024-05-17 16:59:15 CET ] [ Original post ]

Kritter on Bullet Heaven Fest and Demo Update

Hello Kritters!



We are so excited to be part of the Bullet Heaven Fest from November 06 to 20. The perfect opportunity for us to update the Demo to its 0.7.6 version and bring you new features and content. But before I tell you more about it, you can check the event page right here Don't hesitate to take a look at our Stream on the event page and Kritter Steam page, Tom is doing a nice presentation of the game :)

What's new in Kritter Demo 0.7.6?



The first thing you will notice is that the game changed a bit visually. We removed the grass we had everywhere because it impared the visibility of the game. Instead we started adding more low polly elements. The work is clearly not over on that matter but it's a first take on having a smoother and nicer environment. The second big change is about the game loop. While we are still working on the structure building part, we also had to prepare things before that. We heard the many feedbacks from players about the fact that the successives defense and exploration phases were stressful and that a time to breath would be much appreciated. So we decided to introduce a new phase in the game loop, the Safety Phase. When you clear an enemy wave, M.Ark will teleport you close to him and a will spawn a Temporal Bubble. Inside this bubble, time stops and you can stay in it as long as you want to catch your breath, do some shopping and in the future, build structures around your base. When you leave the bubble, it will burst and time will resume its course. At that moment a new timer will show you when the next wave will arrive and how much time you have to explore the world. Let us know on our Discord what you think of those changes!

Patch Note 0.7.6


General


  • Temporal Bubble : A whole new phase to rest after a wave and before starting a new exploration.
  • Visual rework of the first biome
  • Rework of the enemy waves : more enemies with a bit less health
  • Improved hit feedbacks on enemies and the player

Gameplay


  • We reduced the values of the Kritter Shield reward, because it was clearly too OP
  • Bug : It was possible to dash on top of things

UI


  • Rework of the wave UI to show the timer only during exploration
  • Added an info panel during the Safety Phase to explain how the Temporal Bubble works
  • Health bars are smaller and disappear after a few seconds with no activity
  • We removed all the Kickstarter buttons as the campaign is over (thanks again everyone!)

Audio


  • Bug : Fixed music bugs when starting a camp during a wave
  • Bug : Multiple SFX at the same time should not be too loud now
Thanks everyone! We can't wait to show you more but you will have to be patient :D


[ 2023-11-07 17:51:45 CET ] [ Original post ]

Kritter SHMUP Fest Update (v0.7.5)

Hello there! This is a big week for us and we have many things to tell you!

The Steam SHMUP Fest



We are participating in Steam SHMUP Fest and for the occasion we updated the Kritter Demo. We will tell you more about it in the Patch Note at the end of this post but you should know that we tried new things for the version. Palyers are now starting with the Tracker and to add more fun to the game, we started to add some skill modifiers. Kritters can now upgrade their weapons with Combustion and Cryo damages. We are already working on other elemental damages: Electricity and Radiation. We took the liberty to change the traditional Fire/Frost/Lightning/Poison names to something closer to our robotic universe.

What are we working on?


As we previously said, we are working on skill modifiers, but that's not all. We worked in anticipation of the Kickstarter campaign results and started to work on Structure Building. This is a HUGE workload for an amazing feature but we already have a prototype!!!
We can't wait to show you more about it in a next update.

Last days to support us on Kickstarter


An enormous THANK YOU to everyone who contributed! Because of you we reached our main objective in just a week!
But this is not over. The Kickstarter campaign will be up until this Friday and it's still possible to reach another stretch goal. If you want to help or just take a look, follow that link :) -> https://www.kickstarter.com/projects/ljfgames/kritter?ref=2raevw

The v0.7.5 Patch Note


Now, let's take a deeper look into what we included in that new demo version. General
  • After finishing the demo, it was not possible to continue playing, it's now fixed!
  • The player now starts the game as a Kritter and will have to unlock the Defender
  • The Defender's Technique now go 20% further and the Defender starts with 2 Dash charges
  • A "Shop Open" sign now indicates when you can go to Mark between waves to check out the Shop
  • In solo mode, the timer is now stoped during the Reward Screen after clearing a wave
  • Platform camps are now placed in order to facilitate their navigation on keyboard
Gameplay
  • The dash can now fo through enemies and some elements
  • New skill modifiers ! You can now add Combustion or Cryo damages to your skills -- Combustion adds direct damages and damages dealt over time on the target (on Attack, Technique and Dash) -- Cryo adds direct damages and slow the target (on Attack, Technique and Dash)
  • New skill modifiers that can be obtained as a wave reward : -- Combustion and Cryo Attack / Technique / Dash -- Luck Boost -- Critical chances Boost -- An additional shield for the Kritter
  • The telegraph of long range gunners is now perfectly centered on its target
  • Projectiles now disapear if their source is killed
  • Tornadoes launched by mages now disapear if they hit the player
  • The boss now had 40k Health points (insteand of 15k)
Multiplayer
  • Enemies telegraphs were not appearing for players other than the host. Now it works!
UI
  • The Shield points for the Kritter and Mark are now displayed separatly from the Health points
  • Dialogs position have been adjusted
  • Country flags on Mark are fixed and change when you change the language in the settings
Others
  • The Post Processing on intro is now working
Thank you again for your support and I hope you will have the best fun playing Kritter!


[ 2023-09-25 17:02:51 CET ] [ Original post ]

FUNDED on Kickstarter


Thanks to all of you and after only one week, we successfuly reached our first objective of 2500. We are thrilled about it because, it will secure the completion of the project by helping us fund its development. We still have a lot of work to do, and with more funding, we could go even further. That's why we added some stretch goals with two huge milestones we would love to reach:

  • Add building features : The game is cleary about base defense, and what's best than building towers, traps and walls to better defend it?
  • Nintendo Switch version : We just received confirmation from Nintendo that we can port the game for Switch. This could be amazing as I may be capable of handling crossplatform multiplayer. But porting on Switch isn't cheap and we will need you help again for that.

If you want to contribute and get exclusive rewards, the Kickstarter page is right here -> https://www.kickstarter.com/projects/ljfgames/kritter?ref=2raevw Thank you again for trusting us and giving us the necessary help to achieve our dreams. This project could not be done without the generosity of our magnificent community <3


[ 2023-09-11 12:03:57 CET ] [ Original post ]

AWARD WON AND KICKSTARTER KICK-OFF

This is HUGE! The Kickstarter campaign for Kritter starts TODAY until September 29th. To cheer up the spirits we have created limited rewards for the first 72 hours of the campaign, so if you have your mind set on it, go for it! https://www.kickstarter.com/projects/ljfgames/kritter?ref=2raevw In case we exceed our objectives, we may unlock the possibility to add some cosmetics, new features, a Switch version, an infinity mode and more! https://store.steampowered.com/app/2103950/

The first award



Few months ago, we participated in a french competition rewarding rising indie game studio. WE WON THE BOOSTER PRIZE!!!
We are so proud of our work and after 2 years of hard work, if feels realy good to see that Kritter could reach further that we thought. Oh and the reward coming along the prize is amazing! Starting next week, we will integrate an incubation program with the goal of helping us be a professional Game Studio and sell our game Kritter. This is a huge opportunity for us and we are sure it will greatly help us on our work on Kritter. If you have any questions about the campaign or the game, you can contact us on Twitter, Discord or send a message to bastien@ljfgames.com and if you want to follow the game closely, keep an eye on our TikTok and Instagram profiles ;) Have a nice September <3


[ 2023-08-29 09:46:48 CET ] [ Original post ]

Kritter is in the Dreamhack Beyond Summer Indie Showcase

The Dreamhack Beyond Summer Indie Showcase has started and we are pleased to see Kritter being part of it! As this is my first Stream broadcast I have no idea if it's necessary but here is the broadcast link -> https://steamcommunity.com/broadcast/watch/76561199149039487 This is the perfected time to try the demo and follow our live streams. For 95% of the time we will broadcast pre recorded video of Kritter play sessions but we also will broadcast some real developer playing the game moments :) Be sure to check out when we will go live for real on our Discord See you soon for some new updates of the Kritter demo as well a the start of the Kickstarter campaign on August the 29!


[ 2023-08-18 19:38:27 CET ] [ Original post ]

Kritter Demo Update v0.7.4

Hey there! I hope you are doing well! This is a little but really cool update fo the Kritter Demo.

What's coming next?


Before telling you more about the update, I'm really glad to say that after spending weeks to adjust and polish the demo, we are now on track to develop amazing new things, such as the second biome, new enemies AND skill modifications. Oh boy that's gonna be so fun. We recently gained visibilty and all those recent wishlist gave us so much energy. Thank you so much to all of you for supporting our work As some of you may now, we are a team of two and none of us is an 2D artist. We worked with an amazing artist for our Steam Capsule and would love to work more with him to design more enemies and cool concepts for the game. In order to do so, we will start a Kickstarter campaign in a few weeks so we can fund it as well as some of the great features to come. For now you can follow our Kickstarter page to get notified when the campaign launches : https://www.kickstarter.com/projects/ljfgames/kritter Oh and we released a new trailer. Go check it out and tell us what you think ! [previewyoutube=uWcPUG8ofag;leftthumb][/previewyoutube]

What's up in this update?


We had a lot of feedback about the fact that the english version was far from good due to two problems. The english narration was unnecessarly vulgar and the subtitles were not well synced. About that, I'd like to thank the many players for pointing out those issues. So we changed some lines of the narration and reworked the subtitle system and now, it's all way better. We also had a new load of players trying the multiplayer and a blocking bug emerged about opening a reward chest while a team mate was doing something in another UI, like another reward screen or the shop screen. This was our top priority to fix and we had multiple way of doing it. We chose to edit the reward chests behaviour to enforce the cooperation. Now you won't have the reward screen opening from a chest opened by a team mate. If you want the reward, you have to open the chest yourself. Everyone still gets a reward, but everyone has to move to the chest and open it to get it.

Patch Note Kritter v0.7.4


  • English narration adjusted to avoid unnecessary vulgarities
  • English subtitles now correctly synced
  • Camp treasures now give a reward only to the player opening it. Chests have a reward for everyone.
  • New Kritter logo on Start Screen (Tell us if you like it!)
  • Added a sound on hovering start screen button -> That's a test, do you like it?
  • Ambiant musics start at random timing so you won't always here the same thing
  • Marks Shield now start at 50 health points (previously 25)
  • Fix a bug were the tips from the loading screen could change while reading it
  • Fix a bug were a Utility Skill charge could be lost when leveling up the skill
Thanks everyone for playing the demo! You are clearly making the game better by doing so


[ 2023-07-28 13:09:54 CET ] [ Original post ]

Kritter Demo Update v0.7.2

Hey everyone! Before showing you the entire change log, which is clearly not the most interesting read in the world, I would like to thank everyone who played the demo so far. You gave me invaluable feedback to improve the game and its player experience. We are a tiny team of two, a dev and a musician (we are looking for a 3d ninja by the way) and making a multiplayer game is super hard. With your help though, it's starting to look really good Don't hesitate to join our Discord to meet us and give us your feedback. That being said, you'll be happy to know that I fixed a ton of multiplayer bugs and I would love to get your feedback about it! Also, Kritter won its first award (but its not official yet so shhhhh ) and we got featured in a Kotaku article. We are so proud of it and it gave us so much energy to reach new milestones If you like our work and would like to help, well, you are an amazing human being and you could support us on Kickstarter . The campaign will start in a few weeks but you can already follow the projet Before the full change log, here are some key features in this update:

  • A new Boss Fight
  • Working multiplayer
  • Wide screen support
  • New settings
  • Improved UI and feedbacks
  • Full rebalance of everything (roles / enemies / waves / skills / items ...)
And now the

Patch Note Kritter v0.7.2


General


  • Some people had motion sickness due to camera movements. We added some settings and it Is now possible to disable camera shakes as well as camera wobbles.
  • Skipping dialogs is now binded on Q (keyboard) and X (Xbox pad) / square (PS pad). You should not skip by mistake anymore
  • Its now possible to limit the FPS of the game up to 150. You graphics card will like it (we set it to 120 by default)
  • The game now support wide screens
  • Some tips have been added to the loading screen
  • Tutorial : Mark now tells you to be carefull before the first wave attack and suggest to you to explore the map after surviving it. Also we fixed a bug where you could lock the entire game during the tutorial. No biggy.
  • The wave timer is now paused during the first lieutenant cut scene

World


  • New beautiful water shader
  • The arena is a bit more in the north to avoid some monsters to pop in the arena doorsteps
  • A bit more environment details

Gameplay


  • Mark will now tell you when he is hit. We added some visual and sound effects + a blink on the UI so you don't miss it
  • Boss reworked : He is way more deadly, has a real boss healthbar, has phases and a ton more health
  • Engineer reworked and rebalanced. Its heavy skill doesn't jump in a weird direction anymore
  • Your utility skill (landmine / turret / scarecrow) is now build in the opposite direction of your movement, so you never get blocked by it
  • It's not possible to knockback the boss and the lieutenants anymore
  • All the waves have been rebalanced
  • Fix a bug where the attack of the player wasn't stopped when opening a UI or leaving the run

Multiplayer


  • The resurection is now fully working
  • Fix a possible softlock when all players died
  • Fix camp music that didn't stop for client player
  • Fix a bug where some crystals were not picked by players
  • Fix a bug were items UI wouldn't close when another player picked the item

UI


  • Rework of the dialogs UI with an avatar and the name of the entity talking
  • The color of the healthbars are more coherent and are the same as the corresponding health potion
  • Added a tiny indicator of the level of the skills
  • You can now leave the pause with de back button on gamepad
  • You can now show / hide the player healthbar in the scene
  • Fix a bug where the items details popup had the wrong background color. Same for the shop.

Audio


  • Added a compressor to avoid some sound to be too loud
  • Fix a bug were the music camp didn't stop after losing camp aggro

Others


  • On keyboard, you can now dash with the spacebar
  • Fix the Kritter in the pod that didn't have to same color as the player
  • Full rework of the settings and they now save properly
  • Fix a bug where exiting the pause would restart voices
  • Mark's shop discounts now work correclty
Thanks for playing Kritter, see you soon!


[ 2023-07-12 12:19:52 CET ] [ Original post ]

KRITTER DEMO IS OUT!


Hey everyone!


This is a big moment for us as we just released the KRITTER Demo steamhappy This means you can try it right away! Please let us know what you think about it in the Feedback Discussion And if you liked it, don't hesiste to add to your wishlist ;) If during your playtime you find any bug, please let us now about it right here -> Bug report discussion If you are curious about the development of the game or want to know more about us, feel free to join us on our Discord Server Have a great time playing the KRITTER Demo!


[ 2023-06-07 21:46:39 CET ] [ Original post ]

The spaceship Mission Ark 182 (please, call him M.ark) crashes on an unknown planet. Damaged but not destroyed, M.ark activates a survival protocol: creating fighting robots called Kritters to protect and repair him.

YOU are one of them : a fragile, clueless pile of scrap metal with a mission far too big for your tiny frame. But through failure, learning, and repetition, you’ll grow stronger. Explore a hostile world, battle bizarre enemies and uncover the secrets behind M.ark’s crash.

Rise again, adapt and push forward.

Kritter, you are our only hope.

Kritter is a top-down roguelite combining hack 'n' slash and base-building elements. Playable solo or with up to 4 players online, the goal is to defend your spaceship against enemy hordes and gather the necessary resources to repair it.

YOUR KRITTER, YOUR HERO

You embody a Kritter, a type of combat robot created by M.Ark, your spaceship. You have complete control over your Kritter: you will need to juggle between your main weapon, heavy weapon, and constructions to protect M.Ark and attempt to escape this hostile planet.

AN ADVENTURE IN TWO PHASES

A TIME TO DEFEND

During a game, monsters will surge towards your spaceship in "waves". Each time you survive a wave, you'll earn a reward to evolve your Kritter. Will you upgrade one of your attacks? Heal yourself? Opt for more resources? Each game is unique, and your choice will be crucial.

A TIME TO EXPLORE

Between monster waves, you'll have a brief respite. This will be your chance to explore the surroundings in search of valuable resources needed to build defenses or improve your Kritter's statistics. However, beware, as this respite will be short-lived! Always keep an eye on the timer because when it reaches 0... Another wave will hit. Don't leave M.Ark defenseless.

CHOOSE YOUR GAMEPLAY

Your Kritter adapts to your playstyle! You can opt for different classes that drastically change the gameplay. Currently, the game features 3 classes:

  • The Defender: In this form, your Kritter fights in melee combat with a sword. It can leap into the air and crash down on groups of enemies. The Defender can also build a scarecrow to distract and lure monsters wherever desired. The Defender is sturdy and can construct solid stone walls.

  • The Engineer: Your Kritter fights here at mid-range with a flamethrower. A true war machine, the Engineer also shoots sharp nuts around him. It can place turrets that automatically target your opponents. The Engineer is more fragile than its counterparts but more destructive.

  • The Tracker: Your Kritter wields a sniper rifle here; the Tracker can take down targets from kilometers away. It also has a mortar shot for area damage and can place mines along its path to greet those foolish enough to follow. The Tracker creates barriers that its shots can pass through. Handy!

AN OVERWHELMING THREAT

Despite your efforts, it's highly likely that defeat will occur at some point. M.Ark will then rewind time, bringing you back to its cockpit, and everything will need to be done again... Well, almost everything! You'll be able to upgrade your Kritter or M.Ark between games using soul crystals! These major upgrades will make life easier for you: adding a shield around M.Ark, adding a radar to know where enemies are coming from, enhancing your strength, boosting your resources, increasing your life... The choices are numerous!

A STORY THAT UNFOLDS OVER TIME

Kritter is a story of time. When you lose, you rewind time; when you play, you battle against time... The story itself unfolds within this temporal chaos. M.Ark is the narrator of the story... But M.Ark suffers from amnesia! With each defeat, with each return to its cockpit, the story will progress. It is through advancing that M.Ark will gradually remember the reason for our presence here.

DYING IS MORE FUN TOGETHER

Kritter is a demanding game that will require you to face death more than once... So what's better than facing it together? Invite your friends, form squads of up to 4 players, and discover the exciting story of Kritter in cooperative play!



GAMEBILLET

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