Koya Rift now available on Steam!

Eventually Koya Rift managed to make it out of the murky swamps of Greenlight (I don’t know how) and is now on the steam store!

Pick it up here: http://store.steampowered.com//app/328990?beta=0

If you have purchase proof of buying the game via BMT DRM-free and you would like a steam copy, shoot me an email at sunnykatt[at]live.com. Please include your receipt and/or confirmation code so that I can validate you and get you a free steam key!

Future updates to KR that will *eventually* get done when I get time to actually work on the project include Mac OS, Linux ports, Performance Improvements, and Bugfixes. One day. :(

And yes, I’m still working on that other unnamed game. It’ll be announced eventually.

-Zach

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Koya Rift is on Steam Greenlight! New Bundle!

This is our chance to get on to steam.

If you like the game, then help spread the page below and “like” it on the steam greenlight page:

http://steamcommunity.com/sharedfiles/filedetails/?id=92953602

This game is pretty unknown, so I will need a lot of luck and attention to get anywhere. Please share it with friends and post it on websites you frequent!

In other news, Koya Rift is in the Neon Shump Bundle. Get it and a few other cool games for $5!

EDIT: The bundle is over now, thanks everyone!

Thanks for the support everyone! Wish me luck.

EDIT2: I am starting on a new game! Details about it will be announced as soon as we (yeah, it’s not just me working on it) come up with a name for the game. Subscribe to the website via email (top of the right column on the site) so you can get updates as soon as I release them!

-Zach

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Koya Rift 1.1 Released! New Trailer!

If you already own the game, this update is free!

Buy on Desura

Buy direct (DRM-free) via BMT

It’s here! The summer update is finished and uploaded to all distribution platforms (however, as of the time I’m writing this, it still has to go through Desura validation and the IUP newsletter containing the new version hasn’t been sent yet). The demo has NOT been updated, it is still a hopelessly old version of the game.

The update has been uploaded to the BMT servers, so re-visiting your download link should  allow you to download version 1.1. Make sure the file that you’re downloading says KOYA_RIFT_1_1.  If you have any problems, email me at sunnykatt [at] live.com and we can fix whatever went wrong.

What does this include since the initial game release? (we’re ignoring the half-update that came out last month)

Energy System (“Guard the Pod Initiative”): There wasn’t an incentive to guard the pod, so I made an “energy” system. Now when you fire a weapon, you drain your energy. To get it back, you need to visit the pod on the surface so it can recharge you. In my opinion it works great and actually forces you to protect your stuff on the surface!

New Health/Energy Bar: The old health bar looked nice, but it was hard to judge how much health you had left, and colorblind people couldn’t use it. Now health and energy are displayed in easier-to-read formats that take up less space. The smaller value of the two is pushed to the front, in case you’re having trouble understanding it.

New Rank Graphics

Wider Range Of Sound Effects: Sound effects added for:

  • Player getting hit
  • Player at low health/energy (warning buzzing)
  • Ally getting hit
  • Enemy getting hit
  • Landing on the ground from a fall
  • Buying a new unit
  • Obtaining an upgrade orb
  • Gnat exiting a wall
  • Crystal Death
  • Entering the pause menu
  • Ally teleports (they do that now)
  • and others I forgot to list. whoops.

BALANCE CHANGES: 

  • Enemy HP less sensitive to the difficulty adjustment: before enemies took too long to kill after you hit difficulty 650 or higher.
  • The “phasing” ability moves more quickly.
  • “Inspire” (white) weapons have reduced effectiveness: With a large group of droids and a smart player, this combination was way overpowered.
  • Difficulty adjustment is more sensitive in the downward direction: Before it seemed that it was easier to get the difficulty raised on you than having it reduced when you’re losing. It needed to be a bit more forgiving.
  • Droid prices have a sharper exponential gain: Earlier it was too easy to buy a zillion droids and just wipe everything out in the tunnels. So their prices steepen based on the number you have already bought a bit faster than before.
  • Droid AI values following the player more: If the player was trying to run somewhere but a droid was busy fighting, they used to prioritize the enemy over following the player. Now they still follow the player, even if they’re shooting at an enemy.
  • The “Reinforcements” bonus needs to have a dropoff as you get more droids: It was really overpowered if you get maybe 3 reinforcement bonuses in a row. If you already have a lot of droids out on the field, it should only give you maybe one now, to prevent the player getting an unfair advantage (and later getting nailed with a difficulty increase.

“Campaign” Lock Symbol: I’ve had several people point out that it’s hard to know about the existence of campaign mode unless you’re told about it. So now in the main menu the “Campaign” button will still show if you don’t have it unlocked, but it will be greyed out and have a lock icon next to it. Upon hovering the mouse over it, it will say that you need to complete more battles to unlock Campaign mode.

Hover-Over Tooltip System: Learning the game was way too hard, especially in campaign mode. Now there’s lots of tooltips to help explain things, and they work very well!

In-Game Screen Shake Control: This is the most-requested option – The ability to turn screen-shake off will be in the options menu so you can adjust it in-game without having to modify a file.

Skip-able Death Animation (actually a bug fix): Some Redditors requested that it’s possible to skip the player death animation. The long wait times were actually from a bug (more of an oversight) that’s fixed now, so no worries about waiting a long time any more!

Replace all Code Drama logos with SunnyKatt ones: I won’t be starting a game with Code Drama until after I graduate university, if even then. So it is only hurting me to have a split-persona within the game.

MINOR INTERFACE CHANGES:

  • Additional Numerical Representation of Money: Sometimes it is hard to judge using the symbols exclusively. Now numbers are superimposed on top of the money icons, as per request.
  • “NEW” text above newly acquired weapons: Before, your newest weapon was just highlighted in yellow. Now it is emphasized with textual clarification.
  • Slightly higher contrast between cave walls and background: People with CRT’s and other displays that have a deeper, darker color range had trouble seeing the difference between the cave walls and interior. So I slightly widened the difference in the brightness between these two.
  • Make screen shake based upon your resolution: Before, Screen Shake was a hard-coded value that seems more extreme when you play on a smaller resolution (because there are less pixels). This now adjusts automatically so people playing on tiny 720p resolutions aren’t getting headaches. The shake is much more bearable now.
When low on health, the edges of the screen darken and the character sparks and smokes to warn the player.

Remember to subscribe to the website for future updates (the top of the right column lets you subscribe via email!).

Links:

Koya Rift Subreddit

Koya Rift on Facebook

My Twitter (if you even care)

Thanks for the support everyone!

PS: Hey, press! I really need coverage. Email me please. <3

-Zach

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Koya Rift 1.05 (Summer Update Part 1) Released! Koya Rift subreddit is up (/r/koyarift)!

The first part of the summer update is finished and ready to be played! (and tested… there are some bugs and probably a few balance issues that need to be found)

This is me trying to mashup as many of the new features as I can into a single image.

The update has been uploaded to the BMT servers, so re-visiting your download link should  allow you to download version 1.05. Make sure the file that you’re downloading says KOYA_RIFT_1_05.  If you have any problems, email me at sunnykatt [at] live.com and we can fix whatever went wrong.

The update is currently going through validation on Desura, The update is now out on Desura!

IUP purchasers should be getting an email with a new copy of the game.

To find out what is new check out the uppermost section of this post: http://sunnykatt.com/archived-to-dos/

Everything under the section titled “Old Summer Update (Part 1) checklist” is what is included in this update, plus non-major things I didn’t end up listing.

Here’s a mediocre video explaining some of what is new, if you’re really interested.

I would like feedback on the update! So if you have time, please shoot me an email or otherwise get in contact with me on your thoughts. Is there anything you want added? Do more tooltips need to be added in any areas? Is there a balance change that should be made?

In other news:

Koya Rift Official Subreddit

/r/koyarift is now live! This is a reddit community where users can discuss and give me feedback on the game. Hopefully people actually use it and it doesn’t die out – the Koya Rift community does need a place to try and congregate!

I’ll be checking the subreddit for feedback and news on a regular basis, so it’s a great way to get in touch with me and the community.  Subscribe and use it!

New review from Buy, Rent, Avoid it (Koya Rift got a “buy”!)

Remember to subscribe to this website via email in the top right corner so you can stay updated. And if you’re a redditor, join the Koya Rift subreddit!

Also: I forgot to update the INSTRUCTIONS.txt file that came with the game. So that has no new info in it. I’ll get it for the next part.

Thanks for the support as usual everyone,

-Zach

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Summer Update Upcoming: Users Decide the Features! Also, 50% off Forever!

During the 75% off sale that happened in February, Koya Rift gained incredible momentum, mostly thanks to the awesome people over on Reddit. I was hit with 150,000+ website views and 550+ sales of the game in under 48 hours. Not only is that more views than the website ever got since it was up, but it also was more sales than have ever been accumulated since the game came out. Incredible!

Now it’s time for me as a developer to give back to the community. I’m going to start by making Koya Rift 50% off forever – a permanent price cut that brings the price down to a more accessible $3.99 USD.

Click Here to buy the game (DRM free)

Click Here to buy the game on Desura

Secondly…

I’m going to spend as much as my free time as possible this (American) Summer adding features to the game. 

What features, you ask? I have a few in mind, but beyond that, I’m leaving the choice up to you guys. What does the community want in the game? Post your questions in response to this post, email me, respond in the Reddit thread, or something else I can see. I’ll offer my feedback and let you know what we can and can’t do.

Here’s what I can’t put in the game (to save you the time from asking):

Multiplayer/Coop: Hugely time consuming – splitscreen can’t work with the current way I wrote the engine, it would take me the whole summer to refactor everything so that I could even get multiplayer working. It’s better to spend time on other features.

Ports to other OS’s: The development engine I wrote Koya Rift in is actually getting ported to other OS’s, but unfortunately KR relies too heavily on windows-only DLL’s to port the game now. I may do this on my own later down the road. I would like to see KR on tablets, but that’s a project for another time…

Click here to see what I’ve already planned to add to the game in a convenient list!

So what do YOU want to see in Koya Rift? A rare, neutral Alien race whose help can be won over? Space battles? Vehicles? Laser weapons? Energy Swords? An option to play as the phantoms? A new, different game mode? A special reddit alien outfit? collectible hats (I’ll veto that)?

I have some more questions. Would you guys like to see update videos every few weeks to see my progress? I think that would be cool. Would you also like playable alphas to come out when I add features? This would take additional work, but it could be done. Let me know! Also, I’m working at a place with flexible hours during the summer. Would anyone be interested in a Kickstarter to fund the update so that I can afford to work less at my day job and more on the update? Would it be successful? Again, let me know what you think!

I have some bad news, too. The demo will not be updated to support the new features. It will take way too much time that could be better spent on more features for the users. Similarly, I’m dropping multi-language support from the game. The translations were bad in the first place that everyone just used English anyway – continuing to support them will make adding new features much, much slower.

Also, remember to sign up for email updates! It’s at the top of the sidebar on the right. Please do this so you don’t have to remember to keep track of the news on your own.

And if you’re really hardcore, you can check out Koya Rift’s facebook page.

As a final reminder, remember to visit the Reddit Thread and distribute your votes and suggestions accordingly. Thanks for the help everyone, hopefully I can reward you guys with some awesome new features. <3

-Zach

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Introducing the Indie Underdog Pack!

Koya Rift is being bundled with a bunch of other indie games to help us raise funds for our projects!

The website it here. Check it out!

Also, if you have a Reddit account, please show your support here: http://www.reddit.com/r/gaming/comments/qwwyb/introducing_the_indie_underdog_pack_help_fund_our/

Thanks guys!

-Zach

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mini-update

I promised something new was coming a few weeks ago but never delivered. This is for two reasons: one, my hard drive in my desktop died (nothing important was lost, just my operating system), so it prevented me from making banners in photoshop, and two, there’s something else coming up very soon and I didn’t want the two things to overlap.

So post-sale impressions (the sale was amazing, by the way!) with new news will be coming up at the end of march / early april-ish, but exciting other news will be coming out before that. Sorry to keep you waiting. :(

Just keeping you in the know.

-Zach

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