Author Topic: Eternal Step (now at v1.25) $  (Read 7941 times)

getter77

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Eternal Step (now at v1.25) $
« on: October 17, 2015, 12:31:25 PM »
http://store.steampowered.com/app/374240 $9.99 Win

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Eternal Step is a deviously difficult, rogue-like action adventure game.

In Eternal Step, you battle your way through an ever-changing, endless tower. Bosses will crush you. Enemies will swarm you. Traps will deceive you. Collecting Loot Cards and skills will help you turn the tides of battle, but you never know what awaits on the next floor…

An all new rogue-like action adventure from developers Once More With Gusto, Eternal Step combines randomly generated levels and twitch-based combat. Filled with beautiful animation, inventive loot, and randomly generated levels, Eternal Step will keep you fighting the unknown across endless floors.

Key Features:

Over 100 randomly selected floors
An endless rogue-like gameplay experience
Horrendously tough bosses
Plenty of loot to tailor your play style
Fast-paced, twitch based combat

Boldly launching just a couple weeks ahead of Afterbirth---but I reckon they've still a fighting chance.   8)
« Last Edit: February 19, 2016, 01:36:37 PM by getter77 »
Brian Emre Jeffears
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getter77

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Re: Eternal Step (now at Update #1 Part 1) $
« Reply #1 on: October 23, 2015, 04:14:22 PM »
Update #1 Part 1

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Challenges and floor changes have now entered the Tower. This mysterious challenger wages bets on crusaders who enter the Tower to see if they have the bravery to beat his challenges.

 Can you beat the challenges and win the rewards?

 How challenge and floor change floors work:

 Before a floor a challenge icon will pop up letting you know a challenge is coming.
 
You could get any one of these challenges:
 
Don’t Block
Don’t evade
Break your shield
Don’t use a potion
Keep some stamina (don’t run out)
Take no damage
Break no scenery
Finish the floor in 20s/30s/40s
 Floor changes are slightly different in that they change the floor into something or give the floor a unique set up. A floor change can be any of these:
All enemies have regen (ouch right)
All bombs (every enemy will explode)
No loot (harsh!)
Tons of mines (watch your step yo!)
No traps (thank F@~%)
Enemies are weaker (sweet)
Enemies are stronger (typical)
Enemies die in one hit (YES! Get REKT enemies!)
All enemies drop health potions (you WHAT!?)
All enemies have triple HP (yep just to P£$% you off)
All enemies are slimes (hmm not bad)
All enemies are wisps (pretty good not bad)
All enemies are skeles (you can handle that right?)
All enemies are blocky (the golem with a b***h of a back slap)
All enemies are orbits (get ready to dodge and block those... You love bullet hell though)
All enemies are imps (sorry DOMTRON)
All enemies are ghouls (if you haven’t battled these yet you will read this later and curse us)
All enemies are hounds (pretty harsh)
All enemies are nibbles (much like slimes but more annoying)
Please note you won’t get an all enemies floor if you haven’t come across the enemies so you can let out a sigh of relief as we won’t throw harder enemies at you if you haven’t came across them yet.

So for finishing a challenge (not a floor change) you’re rewarded with LOOOOOT

 The reward is random and can be any of these:
1 chest with common item
2 chests with common items
1 rare chest
1 potion
5 potions
10 sword fragments
10 armour fragments
10 shield fragments
10 monster fragments
 Challenges are there to keep the gameplay slightly different and mix things up, we will of course be adding more in the future and will be listening to feedback!

We haven’t just done challenges though we have also changes and fixed some bugs! These changes are below:

Changes:
Edited character sight to stop hindering vision near walls (screen would go black sometimes)
Enemies now have shadows
Altered the look of gold floors to look less flat
Smash the cart now works on level instead of floor (making it more of a challenge)
Increased the hit boxes of axe for the up and down attacks (to help with some people missing attacks)
 
Bug fixes:
Soul Leech now correctly works when created with fragments.
Cart hit sounds have been fixed.
Will D Wisp will now stop cheating by attacking you while you were looking at loot.
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getter77

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Re: Eternal Step (now at Update #1 Part 2) $
« Reply #2 on: October 28, 2015, 12:31:30 PM »
Update #1 Part 2

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The council of Nine has been kind this week and added 3 new floors to the tower.

These floors are all treasures floors, so no risk of dying! YAY.

The three new floors will just mix themselves into the current set of floors, so you have a chance of getting them no matter where you currently are in your climb to the top.

New Floors

Imp Race:
A nasty Imp loves treasure chests and is trying to beat you to them. There are 4 rare chests on this floor, and you have to beat the Imp to each one.

If the Imp gets to them before you do, he steals the treasure within!

Also the Imp is a big cheat, and can't be killed... so don't try!

Puzzle floor:
Our first puzzle floor is live! You have 30 seconds to make all the lights blue.

This is the first of the puzzle floors, and we plan to add more in the future. Some of these floors will be skippable.

Pick A Box:
3 items and 3 boxes, keep your eyes on the prize and they are shifted around and you get to pick one!

That's not all – we have fixed some bugs! YAY

Next update will feature BRAND NEW WEAPONS, and maybe some more treasure and hell floors.

New
Race the imp treasure floor.
Make all blue treasure floor.
Choose a box treasure floor.

Adjustments
Added some health per level so you would not lose full health bonus with master on level up.

Bug fixes
Fixed a bug that could make wisps not work right.
Fixed a bug that made the floor not display correctly in tutorial.
Stopped a way of making the loot screen not send you to next floor on special floors.
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Re: Eternal Step (now at Update #1 Part 3) $
« Reply #3 on: November 06, 2015, 12:52:55 PM »
Update #1 Part 3

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Brand new weapons have been crafted by the Council of Nine and added to the tower this week.

A total of 9 new weapons have been added check out the details below!!!

Have fun collecting them and killing enemies with brand new set ups and builds.

This now adds 50 percent more weapons so get climbing and find them.

Next content update is going to be the WINNER of the vote we held witch was

*NEW RARE MONSTERS*

This update may take a little more then week as these enemies are more complex to do.

We wont be sharing how you find them MUWAHAHAHA

So look forward to that.

We have finally also done some fixes and options to help lower end machines.

Let us know if this helps.

New
Graphics options (you can now set to low to remove lighting and environmental effects. Should hopefully run better without these for lower end PC's.)
New weapon Scroch, second attack of the combo adds a fire attack.
New weapon Scramble, rush attack now attacks where it lands aswell.
New weapon Grandmaster, Always fire a weapon per attack.
New weapon Earthquake, Adds a ground dot where you attack.
New weapon Imbue, Charge will hit twice.
New weapon Vitalborne, steals health on attack.
New weapon Piercer, Ignores enemies with attack resistance or blocking.
New weapon Furor, Makes flurry have a wider range of attack.
New weapon Grit, steals stamina on attack.

Adjustments
Adjusted hitboxes for hand slam, imp fireball, ghoul hit, jacky fire and avoid bullet so you don't get hit by them when under the hit area.
Removed some frames from jacky bullets to make him run a little better.

Bugs
Stopped some rare enemies having a chance of spawning offscreen.
Fixed angel mage hit sound.
Stopped cancelling as the skill page comes on messing up the title screen interface.
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getter77

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Re: Eternal Step (now at v1.1) $
« Reply #4 on: November 13, 2015, 12:40:42 PM »
v1.1
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As we work towards doing the new rare monsters, this weeks patch is all about upgrading the visuals.

Following feedback we have changed the look of the visuals and enemies etc.

We feel this looks better and is closer to what we wanted to do in the first place.

Other then that we have a few fixes and balance tweaks.

We are also working on a way to tell you that a boss is almost dead :)
After watching a few people tackle bosses, the common question was "are they almost dead" or "how well am I doing"

So this change is also coming.

Rare monsters is still about 2 weeks away so get geared up for the hunt.

New
Art update for character animations. The main character and enemies will now not just have flat block colours.

Adjustments
New minimum damage for floors applied. (To stop higher floors killing heavy armour builds 1.)

Bug fixes
Change floor triggering all imps will now work properly.
Floor variant 125 door would open before all enemies were dead, now it doesn't.
Will D wisp explosions will no longer give exp.
Blocky card will now work on Encho's projectiles. Because he isn't that special.
Jacks maze will now be visible on low settings. thanks to Fantasy Batman for pointing that out.
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Re: Eternal Step (now at v1.1.1) $
« Reply #5 on: November 21, 2015, 08:11:16 PM »
v1.1.1
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Apologies for the small updates in the upcoming couple of weeks. Other work has stopped me working full time on the game but we should be back to normal in two weeks.

Critical moments have been added!!

We have watched and listened to feedback and now give you a way to know if the boss is close to dead.

The music in the game will change once the boss hits 20 percent health, this peice of music should get you pumped as you have almost killed the sucker...but then you die..nooooo

Other then that we changed a few things to makes peoples life easyer!

Rare monsters are still coming :)
Also Christmas content is still on the way YAY for Christmas and all the death that will follow.

New
New music plays when the bosses are under 20% health.

Adjustments
Slime appearance altered to look more like king slime.
Removed fragment video tutorial to help people get into the game easier.

Bug fixes
Possible fix to the rush ability throwing you offscreen sometimes that Th3Jok3r reported.
Orbbit projectiles should now take less cpu power.
Stopped Handy hiding in walls sometimes when losing armour.
Stopped Orbbits from floating into hard to hit positions.
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Re: Eternal Step (now at v1.12) $
« Reply #6 on: December 18, 2015, 01:33:30 PM »
v1.12

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Christmas boss is now ready to challenge!

The world of Terra may not celebrate christmas as we do.

However the City of Omina does exchange gifts between the rich and poor alike to help struggling people make it though the winter.

They also hold a feast lasting from the 18th December to the 8th January, as ordered by the council of Nine.

The festive boss is a nod to a myth told to children who get gifts around this time.

The myth is that a monster lives inside the gifts, and if you are bad it will come out, grab you and pull you into present to be lost forever.

However if you are good then the present will show you a gift inside instead.

The council made an actual version of this for the tower.

Remember if you like lore then read the lore book everytime you get a new peice of gear or fight a monster to learn more.

--

Thanks for your patience with the delay to game updating. Paul had to take on some other work for three weeks so was unable to fully dedicate his time to the game. We hope everyone enjoys the patch and has a good Christmas holiday. If you don't celebrate Christmas then happy usually get time off work days!

Sadly a new update to the engine has hapepned but that is still in beta, which shown great results for lower end PC performance, was unable to be implemented yet due to old saves not working with the newer update. Hopefully this will be fixed soon then most users should see a noticeable improvement in performance.

We have asked about a fix for this or work around yet currently nothing has come back!

New
Christmas boss added till the 8th January.

Adjustments
Thanks to new Christmas boss code, King Slime and Master Handy will spawn enemies based on your level and not floor level.

Bug fixes
Taking a skill from a rare would make another rare appear in the loot table, even though you didn't have one.
Boss 2's Add could work wrong with skills. (still able to hit the eye with the mob dead.)
Trapdoors before floor 30 would put you into higher enemy floors.
You could cancel out of trapdoor animation by letting go of a skill.
Handy pet now less specific with damage numbers. (no more 30.15 damage.)
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Re: Eternal Step (now at v1.2) $
« Reply #7 on: January 15, 2016, 01:43:43 PM »
v1.2

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So we start this year with more Loot as Eternal Step see's its first update in 2016.

Our main goal at the moment is to boost the levels of loot to be roughly the same as swords ( 2 pages worth basicly). this will then pave the way for some of the bigger updates outlined in our 2016 roadmap.

Which if you havent read do so now and get hyped for more hard content.

The christmass boss as far as me and Paul could see was not defeated and you now will have to wait till christmas 2016 before fighting him again.

New
New armour Ninja gear, start each floor invisible for a few seconds.
New armour Fervent, blood hurts enemies.
New armour Hero, Upgrades sword beams.
New armour Verve, 50% more health.
New armour Steadfast, don't recoil on hits.
New armour Resurrect, come back to life once.
New armour Fearless, Half your health to double power (all damage types.)
New armour Superstition, Higher chance of special floors.
New way of showing lore at card selection.
Skill descriptions on skill selection.

Adjustments
Level up will now heal you to full health.
Updated door and brick to show they fragment into two.
Bigger card zoom size to more easily view the text
New code to stop the same normal floor variant happening twice in a row.
Graphics changes to the title screen and some level objects.
Old lore book removed to make way for the new version.
Floor 100+ normal floors altered in difficulty. (yes that means harder.)

Bug fixes
Stopped yet another bug that could stop the loot from showing on floor clear.
Stopped some moves hitting twice when they should only hit once.
Some spawned chests spawned more than once on top of each other.
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Re: Eternal Step (now at v1.25) $
« Reply #8 on: February 19, 2016, 01:37:04 PM »
v1.25
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We have added new shields for you to find in the tower and this should help mix up your builds or playing styles.

The next update to come will be the one life mode but at the moment we still have a few things to sort out for that.

Eternal step is now updated to v1.25. Main new inclusion this time are 8 new Shields.

New
New shield Vampire. Hold block to suck up blood and heal some health.
New shield Fortress. doesn't break but take 5% health per block.
New shield Svalinn. Front projectile blocker.
New shield Reaver. Enemies drop souls. Hold block to collect and heal.
New shield Grenade. Explodes when shield shatters.
New shield Liberal. Skills on weapons drop twice as often.
New shield Neglect. 30% more powerful as long as you don't block. Resets each floor.
New shield Firin. Hold shield to charge a laser-beam.

Adjustments
Hitboxes for trapdoor and some fireballs changed to not hit/trigger above you when it doesn't look like it should.

Bug fixes
You can no longer use fragments to create items you have not stored yet.
Took the decimal point damage out of wisp card.
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