About This Game The year 2476, Earth's space-federation has been building moon-bases across the galaxy. One of those moon-bases has been sending a distress signal. Space Grunts are a group of intergalactic "problem" solvers, sent to investigate..You play one, out of a team, of Space Grunts, and your mission is simple: find your way into the moon-base, and figure out what has happened. You'll have to fight your way through aliens, robots, security drones and base-systems. Find the lower levels of the moon-base, and get to the core of the problems.Consumables - A large collection of consumables can be found all over the moon base from weapon enhancers, to destructive toys, armor, explosives, system-hacks, and more. Use the items wisely to advance deeper into the moon-base.Weapons - Starting with three standard Grunt weapons, you will be able to enhance them for more fire-power and range. On your way you'll also find alternate weapons, and melee weapons.Secrets - There are various ways to complete the game, anomalies leading to weird places, underground routes, and mysterious items to transport you to other area's of the moon-base. On top of these there are secret rooms and area's located all over the base, so never a dull moment! Can you find the core of the problems? 1075eedd30 Title: Space GruntsGenre: Action, Indie, RPG, StrategyDeveloper:OrangepixelPublisher:OrangepixelRelease Date: 12 Jan, 2016 Space Grunts Full Crack [torrent Full] Good game, but after recent update the game is unplayable.. A non-biased quick look @ the game:https://www.youtube.com/watch?v=Uqrtz5LPzRcA very addictive roguelite rpg with a cool turn base style mechanic. The year 2476, Earth's space-federation has been building moon-bases across the galaxy. One of those moon-bases has been sending a distress signal. Space Grunts are a group of intergalactic "problem" solvers, sent to investigate.. You play one, out of a team, of Space Grunts, and your mission is simple: find your way into the moon-base, and figure out what has happened. You'll have to fight your way through aliens, robots, security drones and base-systems. Find the lower levels of the moon-base, and get to the core of the problems. Consumables - A large collection of consumables can be found all over the moon base from weapon enhancers, to destructive toys, armor, explosives, system-hacks, and more. Use the items wisely to advance deeper into the moon-base. Weapons - Starting with three standard Grunt weapons, you will be able to enhance them for more fire-power and range. On your way you'll also find alternate weapons, and melee weapons. - Highly Recommended!. Fun pick up and play roguelite that emphasizes fast, turn based action. For lesser skilled players the overall challenge curve can get pretty steep later in the game, but it never really feels overly unfair if you're being mindful.. Game is a tad more difficult than it looks like at first, but once you get into it it's a lot of fun! Itemization is great, plenty of consumable and weapons too. I find most rogue like games to be somewhat overwhelming at times, learning curve and all, but Space Grunts is a great balance for a casual strategy pew pew fun.. Turn based Nuclear Throne. Great daily runs.. An absolute gem of a game. Super fast paced fun with high replay value. Full of surprises.. Bought this during early access on steam. Please see below video for my "initial" blind thoughts as I played through my first game. Too Long Didn't Watch: Strong first impression: enjoyable, pretty good variety for early access, will be playing more. https:\/\/youtu.be\/pWHDPfCf7cQ update 35: release version, and welcome to new players!: Welcome to the new players :) hope you enjoy the game and join the forums if you have idea's or questions (cause there are a lot of mysterious things in the game)Just a quick update here:interface:fix: input settings not saving correctlygame:fix: attempt to fix the NPC spawning in-front of a door / blocking hallwaysfix: skitter does less damage in direct-hit situationfix: changes to the camera code, now gives more space vertically in trade of slightly more movement fix: better placement of item-recycle-devices. Update #10: the final boss: It's here! the final boss, some of you already ran into a "work in progress" version of him over in level 15/16. Well now it's final, and defeating him will be the final task to complete the game.Also noticed some of you got very close, or even over, the 2 hour mark for a single run.. wow! I really thought people would be able to play in an hour max, so 2 hours would be a safe bet. Apparently, I was wrong. This does mean the leaderboards needed a reset and change due to the wizardry going on fitting all that high-score info into the Steam scorelist. The max amount is now 5 hours, if you go over that, it will just round to 5 hours. Obviously the faster times will get a higher-ranking, so don't take too much time to kill those aliens.Further more a LOT of fixes and improvements, so go dive in and have some fun.Next week will see the gates open up as the game officially enters Early Access and will be available from the Steam store. Just a few more "must do" items on my list before that, and once it hits EA I'll be pushing various new ideas and things I still have on the listagain: feedback is welcome! idea's as little as items or alien-types can spawn whole new ideas, so keep those coming !interface:fix: leaderboards now can go up to 5 hours (thought 2 was enough!)change: reset leaderboards see above for reason!fix: scores now show hours when neededfix: default resolution and windowed mode for first installschange: moved active items lower on screengame:added: final level+boss fight! (level 16)added: ending after boss-fight (work in progress)fix: skitters now more fair (not shooting through everything)fix: bugs with laser-turret not hitting monstersfix: room with the secret entrance, and secret, now working correctlyfix: various bugs with alien-goo not behavingfix: various bugs with NPC’sfix: various bugs with items and turnsfix: various bugs with using itemsfix: some background stuff could be shot thru by railgunchanged: NPC’s now offering mostly “rare” items for tradechanged: “egg-pods” now blowable (with enough power or explosions). Update 17: The nice image above basically shows my last 8 months of working on this game. We've come so far and we're not there just yet! ;)In today's update a lot of fixes to various small things. Some of those were bugs, others are part of the balancing that will now be done more often. The hardest part in game development is getting that right, but we'll get there.On yesterdays daily run I had my ass handed in level 2, but Aline managed to reach level 16 running into a bug causing the end-boss to be un-destroyable! That shouldn't happen anymore, my night on the couch made sure of that ;)There is also a "work in progress" save mode added to the game, basically it saves automatically after every completed level.. so if you have to step away from the game for a long time or a power-outage, it should be possible to continue the game at the last save point.. let me know if you run into problems with that! (if you die, or complete the game, or are in a daily-challenge, there will not be a save game)interface:added: average playtime to stats (excludes old gametime)added: very “work in progress, might go wrong” game saving/loadinggame:added: Techjunky “hurt” voice sampleadded: Mimick monsterchange: improved explosion soundschange: small changes to camera movementchange: Marauders now also “pickup” items they walk overchange: alien-pillar now does his thing once every other turnchange: spider nests with flame/switch only if room isn’t HUGEfix: berzerker usage bugs fix: melee weapon now has “max” health, won’t increase above thatfix: made NPC’s a bit stronger, slightly less “accidental kills”fix: level 16 not having switchesfix: ammo-crates give less ammo (was a bit overkill)fix: not every mom-spider will spawn an ammo-cratefix: alien-pillar now becomes “unsolid” when destroyedfix: alien-pillar now takes proper damage before being destroyedfix: spawning behind ancient pillar now makes pillar transparent. version 1.4.1 - the dreaded end boss problems: A quick little fix, that hopefully ends all the end-boss problems people have been getting (a.k.a: the missing-switch).Let me know if you still run into the missing-switch problem in the end boss level. I'm 90% sure this fix does away with it, but I've been sure before ;)I also added a setting to the options menu to toggle between the old resolution and the new resolution as was introduced in the previous update. I can understand not everybody likes the higher-resolution (and the added view-distance it brings) so this is a way for you to change back to the original one.So.. go update!. Update 31: Cloud saving and contests!: Somebody mentioned Cloud saving? Actually, a few people did, and lucky for you guys I recently got a new PC so I also needed a way to take my progress with me: enter Steam cloud-saving.It's a best-case implementation, so if you have the game on 2 pc's, it will only take your cloud-progress if your local progress is "less".Another cool thing added in this update is the Moonbase-logs, you can find them in the stats menu near the datacards. Basically these logs unlock with every NPC you find per level. Finding all of them will be hard, but it will open up some nice lore on the happenings in the base.I'm also trying something new in this update, I added code which, in theory, should allow for contests! The prizes for these contests are in-game awards for now, so you might be able to win a battle-suit, or a gaia statue for your next run, etc. It will also be possible to win a b-skin! so let's see how that all works out.I'll come up with a contest soon, it should all auto-trigger on your game, and we'll take it from there, see where it takes us ;)And finally I updated the HUD, to a more space-marine style look. Think that removes the last few bits of the game that still reminded me of Heroes of Loot which it originally would be a sequel to ;)interface:added: Steam cloud-saving (datacards, unlocks, stats)added: contest-handling code! (I really love this, you’ll see!)added: one new datacard to collectadded: story-logs (see stats menu, find NPC’s to unlock them)change: a new game hud, a more space-marine-type-style-thingiefix: changed text “destroy’s” into “destroys” game:added: finding NPC now unlocks story logsfix: Moonbase 30 achievement not unlocking fully. update 21: worm dimension and combo's: A new "secret" zone is added : worm dimension ! It comes with a new achievement when you complete it, so go see if you can find it!I also added the first "combo's" and I plan to add a few more to make it interesting. Basically they can be triggered by having a combination of character + items sometimes at a specific moment, etc. interface:change: stats screen improved “most dangerous” listfix: upload b-skin scores to the right scoreboardsfix: b-skin avatars missing from leaderboard viewfix: b-skin scores uploaded to leaderboards againgame:added: three new achievements (survive game with b-skins)added: worm-dimensionadded: “survive worm dimension” achievementadded: unlocking of “max weapon” upgrades achievementsadded: item: “sonic tool”added: first “combo” weapon: Lightning-rodadded: first “combo” event trigger: Teleport malfunctionchange: graphical improvements for healing spores and “radiation”change: lowered usage (turns) of damaged itemsfix: monsters in spiderweb can be damagedfix: B-skin versions wouldn’t render correctly with gas-mask or battle suitfix: reinforcement won’t shoot at “flames” anymorefix: renamed poison to radiation. Beta Update #2: If you played with the mouse you probably bumped into the "plant" thingie and most likely got stuck? That's fixed! and a few other things:interface:fix: windows app iconsfix: fragmentor-weapon info text shortenedfix: removed line under chapter namefix: added instructions to cpu-access and weapon-upgrade dialogs fix: added “back” to options menu game:fix: stopped “inventory after death” from workingfix: monster-spawner now only spawns smaller enemiesfix: mouse-controls and “alien plants” bug solvedfix: CPU terminals weren't active (oops!). update 25: soooooo much stuff: First, if you enjoy the game, please leave a review for others to read, this helps the game, it helps me stay motivated, it helps other potential players, and basically it helps the universe! (I think) - thanks.So what about the update.. well it's a MEGA BIG ONE!I fixed a lot of little bugs, including the stupid hack-key crash bug, the ducky bugs, and on top of all that managed to come up with a bunch of new ideas and features.You'll now have a nice level-progress bar, which will show you how close you got to completing the game. It's displayed at the start of your level, in the map screen, and on the game-over screen (making for some nice screenshots).I also added a bunch of new "rare" and pretty powerful items, with some achievements attached to them. Some experiments with camera-control for special events (I hope to have some interesting special events in future updates that use this) and just a lot of cool stuff.and some more balancing.. as always feedback is welcome and very much useful!interface:added: level-progress to chapter name, map screen and game-over screenfix: music-volume on/off setting had some bugsgame:added item: ancient orbs atlasadded item: ancient orbs detoxadded item: ancient orbs portalusadded item: ancient orbs extenderadded item: adrenalineadded item: secret-room detector (perma-item)added item: spider-nest detector (perma-item)added item: weapon-upgrade detector (perma-item)added item: Gaia statue (?!)added: quack sound to the decoy duckadded: squeel sound to mommy spidersadded: camera-focus effects for specific eventsadded: “chatsound” to the “secret area” speech bubbleadded: achievement “Escape zombie attack”added: achievement “Use Gaia”change: aliens will chase duckies more aggressivelychange: weapon-upgrade now more likelychange: speech bubbles partly translucentchange: increased rate of NPC spawningchange: electric-fences now also disable with hack-keyfix: hack-key / cpu access crashing the gamefix: aliens chasing “invisible” ducky (once you shot it)fix: various minor text bubble bugsfix: ducky scaring aliens instead of luring themfix: 1-square dark-wall render bugfix: railgun now also goes through broken-alien podsfix: destroyed poles now also remove their flags fix: stopped space-cube from spawning when already at max. Beta update #9: improved graphics and super items: Before we get started, thanks for all the feedback! If you enjoy the game, make sure to tell your friends. They can still profit from the pre-order discount (http://www.spacegrunts.com) for one week.. after that we go Early Access and the discount will be over!Now onto the update!Mostly a fixing update, with some minor bugs for mouse-players causing navigation and in-game problems.The high-scores seem to work, so far, let me know if you notice your entry being wrong (time-wise or such) as there is some trickery going on to make Steam record all those values in it's leaderboards. I now also activated the score boards per classThe first zone's level graphics have been overhauled, now making it look more like the outside of the moon-base - and hopefully less like that nuclear game ;)And finally the introduction of the first, rare, super-items. Your best bet in finding them is by bumping into an NPC with something to trade.interface:added: high-scores per classfix: various bugs with mouse navigation in menu’sfix: crash with mouse navigation in inventorygame:added: (super-item) high-tech battle-suit (very rare)added: (super-item) tech-regen (very rare)changed: improved zone one graphics (look more like outside of moonbase)fix: renamed few missionsfix: various graphical improvements in world graphicsfix: damaged-items sometimes caused a crash of the gamefix: npc’s sometimes spawned as “walk-through” appearancesfix: bug with npc asking for “recently used” item to tradefix: alien-cave-entrance sometimes spawned blocking entry hallway
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