You may or may not remember me talking about a game called Sublevel Zero. Back in 2014, myself and a few of my developer buddies decided to create a Descent/Forsaken inspired title for the Ludum Dare Game Jam. It took us 72 hours to make it, and what resulted was a really simple but fun procedurally generated shooter with 6 degrees of freedom. Luke Thompson, the team lead even managed to get it to work with the Oculus Rift! Sublevel Zero reached joint 21st place out of over 2000 entries around the world, and so we were pretty chuffed...
Anyway, what I'd like to tell you today is that Sigtrap Games, the company that has since been created to develop the game further, has just announced it's first teaser trailer:
I'd also like to say that I'll be reprising my original role from the jam version as a... yes you guessed it, procedural generation guy! I'll be taking the lessons I've learned from developing TinyKeep and applying it ten fold. We've got some complex and ambitious plans for the level design, so it's definitely going to be a challenge for me!
The game is being published by Mastertronic, and will be releasing on Steam sometime later this year for Windows, Mac and Linux.
Steam link here if you want to add this one to the wishlist!
Hey everyone! In case you haven't already noticed, I'd like to make an official announcement that the Steam version of TinyKeep is now available for all three desktop platforms (PC Windows, MacOSX and Linux).
Of course with it being a Unity game, porting to other platforms is a lot easier than it used to be. However it still isn't a one-click solution. Over the past month we ran into all sorts of issues from consistent game controller support, resolution issues, installation dependencies to compatibility problems with the latest Yosemite MacOSX update. Thus I'd like to thank everyone who offered to help test the game on a range of setups, without which it would have been very difficult to co-ordinate the release in time.
I've promised Google and Nvidia that I'll do one final port (for the time being at least) to their Android tablet devices and then after that I'll be free to finish off some Kickstarter reward stuff. And then I will perhaps start exploring other avenues to get TinyKeep onto other more consumer based platforms. *cough* consoles *cough*
Version 1.2 is finally here! This will be the first update to TinyKeep since the game was released on Steam at the beginning of the month. When the initial launch excitement was over, I was able to collect and collate a whole bunch of feedback from the Steam community forum and reviews. As I'm the only full time programmer on the team, I obviously cannot add every single feature request to the game, however I was able to prioritize between what I felt were the most important requests against the issues that were the quickest and easiest to fix.
Version 1.2 is available now!
If you have TinyKeep on Steam, you will be automatically updated immediately. If you do not have TinyKeep on Steam, what are you waiting for? You can pick it up at http://store.steampowered.com/app/278620
What about MacOSX and Linux?
I wanted to add the most important and heavily requested features and fix all the bugs and annoying issues before I tackle porting to other systems. Now that this is done, I'll focus all my attention on getting the MacOSX and Linux versions out on Steam. These are all technically working but needs some further testing to ensure there are no issues.
Here's a brief list of the all the additions, fixes and tweaks to v1.2:
Temporary Save and Quit
A highly requested feature, you can now quit the game during a run and you'll be able to pick up from where you left off the next time you play. Note that the game will only save from the end of the previous level, and more importantly, it's still permadeath. So if you die you'll still have to start from the beginning. However, for the less hardcore players we have added...
Unlockable Level Selects!
As you progress through the game (and inevitably die), each new level you visit will be unlocked. So the next time you play, instead of starting from the very beginning, you'll be able to skip to a level you've been to before. This feature was added for those players who dislike the whole permadeath thing, but there are some strings attached. In order to balance the difficulty, you'll still start the game with zero buffs and hence be at a disadvantage compared to starting from level 1. Achievements and speedrun timers are also disabled in this mode.
Custom Control Remapping
Another highly requested feature which in hindsight should have been included in the initial release. Every single game control can now be remapped to a custom key of your choice. Hopefully, with just a few minutes of tweaking, players should be able to get the game to support any external game controller out there. Please let me know if you find any issues with this as I've not tested it on every single controller type, and it would be useful for me to find out what kind of gamepads you guys use!
I've added an additional 25 achievements ranging from really easy ones to medium difficulty ones. I admit the 11 that were there before were a bit hardcore!
Disable screen shake option.
Disable Xbox360 controller prompts.
Lighter (less annoying) corpses.
Coin radius increase (you can now collect the coins stuck in those pesky crevices).
Improved/clearer Xbox360 controller diagram.
A handful of level seeds were unwinnable as the player was too "fat" to fit in some of the gaps in the wall. This no longer happens.
Fixed some unwinnable cave areas.
Pause menu can now be closed with ESC.
Hope you will all enjoy the improvements and fixes I've made this month. There's still a lot more for me to do, as you can see with the porting and fulfilling the last of the Kickstarter rewards but for now I hope this resolves some of the major requests I've picked up.
Until the next update, good luck and happy escaping!
So my composer Will Bedford dropped this into my inbox this morning, a fully mastered version of the TinyKeep Original Soundtrack!
Now available to purchase on Bandcamp :D
We're mega proud of the game's music, so it's good to be able to finally condense it all into a tidy little album. Please take a look and consider purchasing if you would like to see Will continue to make more amazing music for games!
I'll be brief as I still have a lot of marketing to do in the next few days, but we're going to be releasing TinyKeep on Steam (Windows version first, with other platforms soon to follow) sometime at the end of September. We're thinking 29th or 30th.
I'll be back with more specific details on the release, but for now, enjoy the trailer and look forward to the playing it very soon!