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May your Halloween be full of scares ...and treats.
Do you know how much we love you and the Betrayer community? So much that we've released Update 1.4 today! New enemies, hazards and equipment, not to mention improved AI. Check it out the full list of features and improvements:
- New enemy type! Spider-like creatures that swarm and spit harmful venom.
- New hazard! Fungus-like growths that spew toxic mist when approached. Listen for their telltale sound and don’t get too close or you’ll regret it.
- New equipment item! Throwable explosives! Scarce but powerful and highly effective against groups of enemies.
- Option to show health bars for enemies.
- Better enemy ranged weapon leading.
- Better enemy pathfinding.
- Better AI foot placement reduces cases of floating enemies.
- Clarified the “Can’t carry” message.
- Improved the Listen tutorial.
Collecting cards lets you craft new badges for your Steam Profile and earn rewards like emoticons, profile backgrounds, and coupons.
Update v1.2 released!
This update should address the UI crash issue. We're sorry for the inconvenience and appreciate everyone's patience!
A huge thanks to everyone who's been supporting Betrayer and giving us feedback! Bug fixes, gameplay tweaks and more! For more information on the changes, go here: http://steamcommunity.com/app/243120/discussions/1/558751813430454292/
Just 3 days away!
We are very happy to report that the game is finished and will be released on March 24th for a retail price of $19.99. The $14.99 Early Access price will still be available until then.
We're grateful for all the feedback and suggestions the community provided during our Early Access. Your involvement resulted in many new features and refinements and helped us make a better, richer game experience.
Steve Gaynor, Game Designer for Gone Home, sat down to talk with Craig Hubbard about Craig's career in the video game industry and more. Worth the listen if you like hearing tales from development. Here's the podcast: https://www.idlethumbs.net/tonecontrol/episodes/craig-hubbard
FPS Guru just released their PAX Prime 2013 awards and Betrayer received the Up and Comer award!
Now for the Up and Comer award, our rising star, I'm going to have to give it to a game that dazzled me.
Check it out here
Update 2 went live last week with some new features, tweaks and fixes.
The big news for this update is a color slider for those who requested it. Note that the original look is completely unchanged, so this is a purely optional alternative. The finished game will allow you to restore the default values.
Update 1 went live this week.
- Added sliders to allow adjustment of dark and light intensity. Accessible from the Main Menu or the Pause Menu while in-game.
- Added initial gamepad support.
... and many more gameplay changes. Check out the full changelist here.
We've a ton of great feedback on from the community. Thanks for your support and suggestions everyone!
We're excited to announce that Betrayer will be at PAX Prime: Aug 30 - Sept 2, 2013. Stop on by the Logitech booth (#3630) to play Betrayer and meet some of the Blackpowder Games team!
Betrayer is now available on Steam's Early Access. Please support the game! http://store.steampowered.com/app/243120
10% Reduction ended yesterday (Aug 21st) but please check back for future sales as well as other purchasing options ...
Frankie on PC put up a first impressions video for Betrayer. *SPOILER ALERT* If you don't want to ruin the fun of experiencing Betrayer for the first time on your own, you may not want to watch it. But if you're curious what he had to say... check it out. We're not going to stop you!
Games Industry International had a chance to speak with Craig Hubbard and Larry Paolicelli about the advantages of going indie. Head on over to their site to check it out: http://www.gamesindustry.biz/articles/2013-08-13-the-evolutionary-advantage-of-going-indie
One of our Facebook friends posted this question about unique weapons in Betrayer:
Q: Alec Chalmers: The HV penetrator gun (in F.E.A.R.) was awesome! Will we be seeing some unique weapon designs in this?
A: While we decided to stay with authentic to early 17th century weaponry, we did explore some ideas that may not have existed in that era. Here's an example of a unique weapon concept that didn't make the cut: The Crossbow Puppy. When we heard dogs in shooters were going to be huge in 2013 we just knew we had to see if this was something we could incorporate into our game design. Sadly, when we got it into the game, enemies thought it was too cute and would just stand around saying, "awwwww" and the puppy spent more time sniffing things than attacking so we ended up removing it from the game.