





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
https://store.steampowered.com/app/1932260/No_Creeps_Were_Harmed_TD/
[previewyoutube=IkKGgleb-t0;full][/previewyoutube]
Employ lethal turrets, traps, and gadgets to defend against an onslaught of evolving creeps! Step into a twisted, hyper 3D, mind bending realm. Upgrade and adapt your defenses. Become a master maze crafter. Collect bizarre artifacts. Rush creeps for lucrative rewards, and succumb to greed!
Hello Everyone!, I am very happy to announce Clanfolk! Clanfolk has been a four year passion project, and now it is about time to show it. A little history, Clanfolk was developed alongside Golftopia, its sibling project. After SPAZ and SPAZ2, we needed a break from space combat for a little while and Narlak and I decided to each try a solo side project. Initially, these projects were supposed to only take 14 months, but here we are 4 years later, oops. When Clanfolk started development, I had been making games for 16 years and had never once touched art or sound or shaders in a game, ever. So I decided that was something I wanted to try. Over time, I think my art has improved, yeah it is coder art, but I like it :) I also wanted to make a game where I could just escape for a while and really care about the inhabitants. Rimworld is an incredibly well made game that came closest to the feel of non throwaway people (I don't want to call them pawns because that is not how I see them) So over time Clanfolk kind of became this merging of Rimworld, Banished and the Sims. It is a home away from home for me. Throughout development, I have not focused on combat at all, instead I went the route of trying to simulate the world as completely as possible while researching/implementing historical survival methods. It turns out that just surviving the elements and preparing for winter is quite the challenge. I also like that you have the time to get to know your Clanfolk while the seasons are more forgiving. Then when they freeze or starve, it is extra horrible :) Now that the world and life sim has formed a very robust foundation, I am beginning to think on external events. I recently added neighbor clans with hired workers, inn visitors, and traders. These clans will of course bring conflict with them, but it is not a focus yet. Right now it is all about day to day life on the homestead. I also want to delve into more natural based events like wandering bears, or crop blight, rat infestations, all real world problems that Clanfolk would face. I just really enjoy working on this game, but yeah 4 years is a long time to not show anything, so here it is. I am very happy to answer questions in the discussion forum as well! https://steamcommunity.com/app/1700870/discussions/ Andrew Hume (Blorf) p.s. We will be participating in Next Fest, and there will be a Demo (Oct 1 2021) Clanfolk Link: https://store.steampowered.com/app/1700870/Clanfolk/
Hi everyone. A lot of you have been pretty anxious to hear what were working on these days. It's finally time for MinMax to announce our new game! GolfTopia is a retro-futuristic golf management sim, tower defense, pinball hybrid from the makers of Space Pirates And Zombies 1 and 2.
Check out our Steam page here
https://store.steampowered.com/app/1144020/GolfTopia/
If youre interested in hearing the story about how we got from space pirates to a futuristic golf course, keep reading
After SPAZ 2 we both felt pretty burnt out on space operas, having worked on SPAZ 1 and 2 for over 8 years combined. We both knew we didnt want to jump into another SPAZ right away. We wanted to do something different, and not just become a single game studio. For a few months we rolled around several weird ideas, but nothing seemed to stick long term. Were both pretty different gamers, which is an asset during development, but can be pretty frustrating when coming up with a seed idea. We both had wildly different ideas we wanted to pursue.
So we decided instead of making another game we would make two. We both would own the full development process for the game we wanted to make, letting us fully dive into these as projects of passion. For me, that game is GolfTopia. For Blorf, that game is something you will all get an opportunity to see at a later date. Both games will be MinMax games, so this definitely isnt a breakup letter. Were still a rock-solid team now more than ever. We still meet nearly every week, help each other, play games, and chat it up. Its been a crazy learning experience for both of us, but were having a lot of fun too!
GolfTopia is something Ive been wanting to make for a decade now, being a huge fan of the criminally underrated SimGolf. The original idea for GolfTopia wasnt to take place in the future. It was more grounded in modern day, and the invading weeds were modeled after Kudzu. Things really started to shift after I built a simple decorative windmill. I couldnt help but make it actually functional, blowing airborne balls around the course. Well, that was it! Now I needed to add bumpers, teleporters, and all sorts of crazy fun things. There goes my art style. I started reworking the assets I already had, but also designed a bunch of new features around the theme change, like weed killing laser turrets and the Futurama-Like transport tubes. I just had too many things I wanted to add to the game, and a futuristic art style freed me up to do all of those things.
So yes, were two developers making two games at the same time (were crazy). Neither game is anything like SPAZ, and both games are extremely different from one another. That said, some of you know us pretty well and we think some of you may enjoy these new games, having enjoyed SPAZ. We both like challenging games with deep strategy and GolfTopia is no different in that regard. Being just the two of us, word of mouth is pretty important to us. If you know someone that might enjoy GolfTopia, please spread the word and dont forget to add GolfTopia to your wishlist.
Thanks for reading
Here is a trailer and a 50 minute gameplay video to get you all prepared. Please don't forget to tell your friends! Trailer: https://www.youtube.com/watch?v=MY_-rIzTMIc Game Demo/Training: https://www.youtube.com/watch?v=34G6moZ1BBg
Here is a trailer and a 50 minute gameplay video to get you all prepared. Please don't forget to tell your friends! Trailer: https://www.youtube.com/watch?v=MY_-rIzTMIc Game Demo/Training: https://www.youtube.com/watch?v=34G6moZ1BBg
Today's Deal: Save 80% on Space Pirates and Zombies!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
Hi everyone, Thanks to your overwhelming support for SPAZ, we have now been working on a sequel for the past 2 years. We have made a lot of changes due to player input and our own growth as designers. SPAZ 2 really will be an entirely new experience but in a familiar universe. We are hoping to release SPAZ 2 in the spring of 2015. Please tell us what you think. Your feedback makes a huge difference! http://store.steampowered.com/app/252470/
Hi everyone, Thanks to your overwhelming support for SPAZ, we have now been working on a sequel for the past 2 years. We have made a lot of changes due to player input and our own growth as designers. SPAZ 2 really will be an entirely new experience but in a familiar universe. We are hoping to release SPAZ 2 in the spring of 2015. Please tell us what you think. Your feedback makes a huge difference! http://store.steampowered.com/app/252470/
Play Space Pirates and Zombies for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup Space Pirates and Zombies at 80% off the regular price!*
At its core, Space Pirates and Zombies is an action based, skill oriented, top down space combat game. Its similar to the ones we knew and loved in years past, but now using full physics simulation and modern graphics for those oh so pretty explosions. But as you dig deeper, SPAZ becomes much more.
Instead of flying a single ship, you are in charge of an ever growing and evolving fleet, unlocking the rich tactical elements of SPAZ, all accessed at the touch of a button. Issue orders, change ships, apply fleet AI settings, all on the fly. At any moment the battle can change, and the Tactics Panel gives you the tools to make the battle turn in your favor.
If you already have Steam installed, click here to install or play Space Pirates and Zombies. If you don't have Steam, you can download it here.
*Offer ends Monday at 10AM Pacific Time
Changelog: V1.605
- Fixed deployable turrets assigning relation damage on self destruct after being scanned.
- Fixed broken turret on an Advanced Mule ship design.
- Fixed huge pulse cannon now shoots huge projectiles, not large.
- Fixed some "Extreeme" spelling to improve "moral"
- Modding: last mod used is remembered on re-launch (YAY!)
Changelog: V1.604
- Fixed possible infinite enemy loop on Extreme extortion events
- Lowered severity on extortions in general (combat wise) by 25%
- Fixed save name accepted sound on enter key press with invalid name
- Modding: Added the scriptfile_Added.cs functionality see (www.spazgame.com modding forums)
Change Log 1.602:
- Fixed Hang when exiting to main menu from Chapter 4 on the Mac
Changelog:
- Fixed fullscreen issue on OSX 10.6.8
- Fixed double pointer issue
- Fixed Steam Cloud on Mac
- Fixed ability to delete save files
- Fixed location of console.log
- Fixed sound crash (hopefully) with new OpenAL library
Change Log:
V1.600
- Added Modding tools downloaded separately (http://spacepiratesandzombies.com/updates.html)
- Added Random tech progression option to the Galaxy generator (this is the pre v1.500 method)
- Added Slider for tech availability to the galaxy generator
- Added Slider for Bounty Hunter population to the galaxy generator
- Added Facebook, Twitter, and RSS buttons to the launcher. Please follow us for future developments
- Fixed Mothership is fully crewed now so it repairs properly
- Fixed Gate bribes are never greater than the max goons you can carry
- Fixed turrets firing on cloaked Ships
- Changed Increased mass bomb damage 33%
- Changed Mothership given pre-defined tech levels to keep mothership attacks fair vs. all tech specialties
- Changed Bounty Hunter random help at high respect does not cost respect since you don't choose to call them
- Changed Lowered severity of extortion missions
- Changed Lowered extortion request amounts for goons, rez and data
- Changed Removed beam boosters in favor of point def for many AI Manta designs to lower damage output a bit
- Changed Lowered Manta's maneuverability, health
- Changed Lowered Brute's health and crew
- Changed Lowered Mammoth's health and crew
- Changed Removed a weapon booster from each AI Mammoth and replaced with Point defense to lower damage output
- Changed Lowered Energy Burst Cannon damage 15%
- Changed Lowered Particle Cannon damage 15%
- Changed Greatly Increased Respect rewards for missions to offset bounties accrued during the fighting
- Changed Cloaking Shields 30% stronger
- Changed Cloaking Engines 30% faster, more maneuverable, better thrust
Change Log:
V1.506
- Fixed ATI 12.2 driver issue with OpenGL. This also optimized rendering
- Lowered mass bomb damage
V1.505
- Fixed double charge for extortions if bribe attempt accepted.
- Fixed savegames with locked components due to blueprint count changes
- Fixed All components unlocked achievement fail if broken savegame
- Fixed Bounty Hunters using bounty hunter life pods
- Fixed Arena Rez rewards reporting properly in the preview (on all skill levels)
- Fixed Arena Rez rewards diminish properly in chapter 4 based on replays
Fixes
- Extortion battles no longer charge extortion rate randomly upon success.
Fixes
- Huge hulls properly unlock if had > 4 hulls before the 1.501 patch
- Save games with bounty extortions in wrong instances fixed.
- Fix for failed extortion attacks when spawned from non home instance.
- AlienFX™ manager hidden on disabled fixed.
- Warp out location popup on exit Arena event.
- Bounty ships have surplus crew.
- Minor spelling fix in galaxy creation screen
- 2 new loading hints for bounty hunter features
[ 5653 ]
[ 1481 ]
[ 4227 ]