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Messages - deepshock

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Here's what I have recorded for Steel Seraph (Act 1-A through just before 1-E.)

More to follow tomorrow sometime in the afternoon. I can resume livestreaming sometime in the afternoon tomorrow. (1-E to just before 2-B ground)

Version 1.7.1 of Steel Seraph is available on Windows and Linux, across GameJolt, Itch.IO and Steam.


-Bugs related to certain kinds of controllers removed (PS4 in particular suffered)

-FWB Maginley 20th floor transition icon and transition regions now functional

-Rocket Level 1 buffed to 40 instead of 15 damage, obstacles requiring rocket destruction have 40 health but must receive that much damage in one hit to be destroyed. Things stronger than rockets in terms of raw damage can also destroy those obstacles, but at the time you get the rocket, it is the most damaging weapon you have shot for shot.

-Ice blocks in the Hydro Plant that require Plasma Sphere are given a dark blue tint.

-Explosions are more prominent.

-Clarifying text added, pertaining to Gorgons at Red Sector A requiring Rocket level 2 or something at least capable of 90 damage to destroy.

-Clarifying text added, pertaining to optional boss Koschei at the experimental climate area (XCLIME Area), if you end up attacking its phylacteries and attempt to shoot Koschei itself.

-The vast majority of air enemies have only 1 HP, and can be destroyed immediately by any weapon.

Mac version now available as of March 8, 3:39PM Atlantic Standard Time.

 "The game can, in some cases, mishandle OSX display scaling, leading to a truncated game display. Going to 'System Preferences > Display' and setting resolution to 'Default for display' rather than 'scaled' solved the problem when we examined it.

We've identified some regressions in Steel Seraph with regard to some zone interactions, certain gamepads and certain game options saving in 1.7.0. We will address those starting now, and add those and some other visual improvements we couldn't do before February 22 to 1.7.1.

Further testing is being done to catch anything else.

Also, rockets L1 are being buffed from 15 to 40, and grenade damage by level is being buffed to 50/100/200  instead of 40/100/180.

While I can't promise an exact date, the intended goal for 1.7.1 is in early March.


Version 1.7.0 of  Steel Seraph is available on Windows and Linux, across Game Jolt, Itch.IO and Steam.

Mac still at 1.6.1 temporarily, currently working to resolve mac-specific issues with compiling.


-A new and improved HUD

-Two act 4 sidequests (Hell Off Earth, Argos Panoptes) with endgame subweapons

-A fully implemented final version of the microjet (All tiered, non-optimal weapons upgraded to level 3, all Crisis Triggers and Dodge Tools acquired even if missed previously, a 'Shield Crash' ability that empties the shield and forces a crisis trigger (at an improved version) if you hold Strafe and Dodge for 5 seconds, and a new look.)

-Flow improved throughout, particularly in levels like X-Clime (Act 2-B) and Jeong Island Cave (3-A).

#GameDev #MadeInStencyl

The game's pulled about $40 on Steam from 22 people, and $9 from I'm doing what I can to make the full access version as presentable as possible. Rookie numbers, but as an obscure game from an untested property, they make sense.

The Christmas sale helped a bit.

66% off sale on Itch.Io and Steam until Jan 2, 2020.

Windows / Mac / Flash / HTML5 / Re: Steel Seraph 1.6.0 updated (November 1)
« on: November 25, 2019, 09:37:37 am »
Windows, Linux and Mac updated to 1.6.1. Version may still show as 1.6.0, an admitted oversight.

1.6.1 Changes:

At the fringes of scenes without direct transitions to other scenes, the game prompts (Map) for Fast Travel, as a reminder of how to zone between distant locations. If Map is prompted this way, map level is set to 3 (whole-world) immediately.

Tumble dodge tool only has normal startup (0.1 seconds) instead of 0.2.

Key button prompts are now -specific- to the controller type.

Game now prompts (Repeater) for talking to NPCs you're in proximity to.

Added balloons to all characters capable of granting and clearing objectives.

1.7.0 will be about expanding act 4's content, something initially planned for 1.6.1 but not fully ready.

Windows / Mac / Flash / HTML5 / Re: Steel Seraph 1.6.0 updated (November 1)
« on: November 02, 2019, 05:10:15 pm »
Linux updated to 1.6.0.


Windows now updated to 1.6.0. Linux and Mac changes to follow.

November 1 (1.6.0) Changes:

Act 4 prologue added (briefing before going into any stages.)

Demeter Battle changes

-Persephone health nerfed from 1000 to 500, speed nerfed from 20 to 15.

-Spore pods face the player and fire 3, rather than 5, bullets per second. They can fire from off screen, but the bullets are slow enough to dodge.

-Spore pod clouds form on spore pod death. If the spore pod times out rather than being destroyed by Seraphine, the post-death cloud radius doubles.

-Gas collision damage nerfed from 400 to 100 (10/24)

-Air mouse movement speed now matches regular air speed. (10/26)

Windigo changes

-Changed how the pre-Windigo scene works (interlude cooldown instead of page advances)

-Instead of immunity, half damage on weapons used too often

-Minimized animation timing inconsistencies both before and during battle.

Nymph changes

-Nerfed Kirin bullet speed (50 --> 30) (10/26)

-Disable mouse and halt mouse movement when the mouse is not onscreen (10/26)

-Allow both d-pad AND joystick movement in all stages. (10/26)

Minotaur arrows now clear on defeat.

-Nerfed Nymph health from 15k to 10k

-Nerfed Pragmatichorisis enthrallment hazard slightly (15% less when Seraphine has 0 shields)

-Psychikravgi telegraph moves around while charging, shakes screen and turns white when it activates.

-Nymph 80%+ enthrallment sound distortions now take the form of 10 different 'wrong' sounds.


-Seraphine and her weapons will move approximately 33% faster

-Signposting improved in areas where it was found to be unclear. For example, at the start Seraphine is warned to rescue the engineers if she attempts to enter the second floor of Fauconvert before she has taken out the Golem in District 13 .

-The Hera City theme has a different instrument for its main melody, one that's a bit smoother.

- Use Right Stick- On by default instead of off. (10/26)

-Gamepad is now stable, and bugs related to sticks, buttons as well as inputs have been fixed.

-Shutendoji is defaulted to left facing.

-Prevented entry into other areas during Doji fight. Lengthened the long form dialogue box significantly.

-'Black box' glitch eradicated in areas where found.

-Made it so that in menus that allow for it, the down face button (A on Xbox, X on PS) is confirm, and the right face button (B on xbox, O on PS) is cancel. Fix quick key config, for the interface and to make sure confirming makes everything work. CJ-Bat is now 40/120/360 damage per swing. In addition, swinging the bat holds Seraphine in place for a half second. Changed how mid-conversation scene changes work, slightly (The moment the time scale becomes 1 again, it triggers. Formerly, they was based on page advance button presses.)

Gauges for ammunition and crisis trigger duration (when active for Awareness, Mercy, Patience) are more visible.

Eliminated a narrow area in the east part of D-12.

Removed 'mid-game zoom', as it caused problems with visibility and refuses to work with Linux.

In most cases, especially on ground, enemy bullet speed has been capped at 30 unless heavily telegraphed.

Forced a .5 second message timer cooldown after getting equipment.

Added a zoning cooldown of 1 second that requires you not to fire in order to tick down, before entering a new area. Also, require a button press (clearly marked) to enter an area.

Maintained speed while strafing on the ground.

Some people I know did some vids on the game, which revealed some things I need to work on and will have worked on by the end of the month. I'm pretty far along.

The latest the next update will be is in late October. The reason for this is that I plan to make major improvements on this game in gameplay, visuals and (in some cases) music.

Seraphine and her weapons will move approximately 33% faster

I plan to have destructible rubble in some areas that can be taken down with any weapon.

Signposting will be improved in areas where it was found to be unclear. For example, at the start I intend to close off areas like the second and third floor of Fauconvert before Seraphine has taken out the Golem in District 13 (unless there are any objections to the idea.)

The Hera City theme will have a different instrument for its main melody, one that's a bit smoother.

Whole-scale war on bugs, even the most latent, hard to find ones there are. THE GAME WILL NOT BE UPDATED UNTIL THE BLACK BOX BUG (Triggers in rare cases when the player calls the map) IS CONFIRMED SQUASHED.

A continued call to streamers and reviewers who are interested in indie/early access/games from untested developers.

Thank you for your patience.

Windows / Mac / Flash / HTML5 / Re: Talk to Strangers released!
« on: April 19, 2019, 09:18:50 am »

Even in its earliest sale state it's getting SOME bites: 3 sales on steam and 2 on itch. It sounds REALLY slow, but hey, early access gonna early access. I think the closer the game gets to completion, the more confidence I'll earn from potential players in the process, and it IS something I'll have to earn, possibly over months.

Here are my Steam and Discord links.

...And here it is. It's not yet ready for Steam or Discord (and Epic will, again, require a few more months to even be able to vet it), but it's on itch and GJ right now.
The price is $4 Canadian and will stay that way unless it's part of a sale.

Final beta is up. The next build will be the early access launch one. I'll make sure it's as ready for that as possible in the 12 days remaining.

I'm also targeting Discord, Epic and Steam with the main build, and have started with all of them.  The game on Epic will be far later coming (since they mentioned that their Q1 and Q2 list of games is almost complete and it'll be a while before I get any new info from them.)

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