Version 0.2.0 Out now - human allies, new enemy types, and morehumans
It's been over a month since version 1 launch, making it 2 months that I've worked on this project! I'm definitely slowing down in terms of feature velocity as I need to refactor previous systems to add stuff. It's still pretty fun working on this project, though! I hope you enjoy and please leave me any feedback for the next release!
Features in this update:
- Humans. These native creatures are scattered on the map in camps. If your base has living quarters and means of feeding them, they will join you after a short conversation. As part of this feature I also had create a dialog system and several new buildings for humans:
- Log cabin: main shelter for humans
- Loggers hut: the first human employment building where they can help you gather wood
- Meat extruder: turn bug meat into nuggets for the humans. Yum!
- Fast enemy type. I wanted to player to feel unsafe when roaming around the map. These fast enemies will try to surround you, making it harder to kite them. They also add some variation to nightly waves. If you have a large gap in your defenses, they quick buggers can just run through.
- Enemy camps. There are also enemy camps scattered across the map guarding key resources.
- Other systems:
- Schedules. Now that you will have humans, they will follow a schedule system.
- Employment: humans will work at buildings. There are day and night shifts that the player will need to manage.
- Balances and quality of life:
- Drone harvester is now even slower. However, it has unlimited range.
- Nerfs to wooden tower
- Stone walls have more health
- Waves now scale exponentially.
Future planned updates for V0.3.0
The main goal of v0.3 is graphics. I'm hoping by this version they game will have established it's visual look and feel. Listed loosely by priority:
- Big graphics overhaul. This will mainly be tweaking the color schemes and creating a nice shader to establish the style of the game.
- True day night cycle. This will be part of the graphics overhaul where day and night will look different.
- Icons for resources: It's hard to read through all the resources. This will also add resource icons on top of certain buildings to improve QoL. Resources will be color coded for easy skimming.
- More human buildings:
- Mining hut for stones and iron ore
- Logistics buildings for humans to deliver resources from storage buildings to factory buildings. This is a key step towards automation.
- Slow and high HP enemy: to add more variation to enemy waves. So far, the only way to increase difficulty is to send more units. This unit will have a huge health pool, draining the player's defenses. This enemy won't pose a threat to the player, but it'll make a slow march towards your spaceship. They also will do massive damage to buildings.
- Ship AI dialog. The ship AI character will guide the player through some tutorials and also alert them on key events and incoming enemies
- Bug fixes
- Balances
Please leave a comment to chat with me in discord for any feedback you have. I am building this in the open so your voice will actively shape this game.
Files
Get Reclaim Earth
Reclaim Earth
Harvest, build, and defend to survive a hostile earth where new mysteries await
Status | Released |
Author | BlueRadishGames |
Genre | Survival, Simulation |
Tags | Action-Adventure, base-building, Management, Tower Defense |
Languages | English |
More posts
- V0.10 Update52 days ago
- V0.9.087 days ago
- V 0.8.0 - humans automation improvementsJul 26, 2024
- V0.7.0 Update- Mortar tower and additional contentMay 30, 2024
- V0.6 Update: Tech trees and bug hivesApr 30, 2024
- V0.5.0 Update - new building, enemy, enemy behavior improvementsMar 29, 2024
- V0.4.0 Update - Sound, Supply Station Building, Task improvements, and moreFeb 29, 2024
- V0.3.0 Update: Graphics OverhaulJan 19, 2024
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