Militia Update 1.14 is LIVE on Steam (60% off!)

Militia on Steam

Patch Notes:

-Fixed red-text bug occurring when returning to the main menu during the enemy turn
-Fixed rare bug during board spawn
-Added BrainGoodGames splash screen
-Fixed bug with Linux plugins not loading properly on some platforms
-Potential fix for Linux sound issues’
-Fixed bug with Wizard freed from prison not enabling mirrored previews (with right click)
-Added confirmation popup when about to engage in friendly fire (killing allied units)
-Added option to confirm or deny placement match results

The End is Nigh!

edmundmcmillen:

The End is Nigh!

Coming to steam july 12th ( switch + possibly more consoles later )

http://store.steampowered.com/app/583470/The_End_Is_Nigh/

a game by Edmund McMillen and Tyler Glaiel.  
music by Ridiculon
voiced by Rich Evans
title screen by  Alex Pardee
retro titles by Matt Kap
Trailer by James Id 


The End Is Nigh is a sprawling adventure platformer where the player takes control over Ash, one of few “things” that have “survived” the “end of the world”.

Follow Ash as he flops his way through a future of pain and suffering. Feel his stress levels rise as you throw him into an endless swarm of decaying, mutant animal-like creatures and help aid his final epic quest… to simply make a friend (out of pieces of people he finds along his journey).

Oh, also you collect video game cartridges and tumors! if that does anything for ya.

Features:

  • 600+ levels!
  • 12+ explorable chapters!
  • 20+ collectible and fully playable mini game cartridges! (each with their own tiny achievements!)
  • 80+ achievements that will make you feel good about yourself
  • 100s of collectible little squishy tumors!
  • loads of hidden extras and endings that you will probably see someone else find before you do!
  • and stress!

I’m extremely proud to announce that Tyler and I finally finished something! After months of working in secret I can now say that our game is called The End is Nigh and it will be releasing on Steam, July 12th (in 5 weeks!).

A little back story….

In September of last year Tyler and I announced that we were working on a new game called 0uroboros, a platforming shooter with randomly generated environments. after a year of working on it, it felt 10% done. In order to avoid it becoming another mewgenics, we needed to figure out how to refocus it before it grows out of hand.

while working on 0uroboros we would take small breaks to prototype a few other ideas, but it wasn’t till December that we actually sat down and decided to do a full game jam and see what would come out. within a week what we had was a completely stripped down platformer with an adventure game “open” feel where the levels were all locked into tidy little boxes but attached in a way where they could be explored… it felt a bit like VVVVVV meets 1001 Spikes with a Spelunky control setup and it felt perfect.

once again what started as a 2 week mini project sprawled into, by far, the largest game (level wise) I’ve ever worked on. I’m extremely proud of what we’ve accomplished with this game, it embodies aspects of basically every game I’ve ever created and I’m super excited to see what you guys think.

and now a little QA to clear up some frequently asked questions:

Q: is this the Steven game? 

A: well it’s not 0urboros, but themes from it did bleed a great deal into it… you could say that in a way The End was a continuation of themes that i explored in Time Fcuk and 0uroboros… Steven is the glue that holds all my games together!

Q: so does this mean 0uroboros is dead?

A: not at all! I’m positive 0uroboros will eventually see a release, we just need some time away from platforming for a bit.

Q: why didn’t you announce this game sooner?

A: because i have way too many projects that I’ve announced become vaporware shortly after announcing and I’m sick of it, from now on I’m only going to announce stuff a month or two before release.

Q: what happened to bum-bo?

A: The Legend of Bum-bo is still very much in dev and scheduled to release this year in December.

Q: are you you working on any other projects currently? 

A: no, just bum-bo for the rest of the year (and i guess isaac booster packs).

Q: do you like me?

A: no!

Sweet “Legacy” Game Design Video

Really cool video by Keith Burgun about how strategy game designers can use design patterns from Legacy games (like Pandemic Legacy) to incrementally introduce complexity to players, and therefore enable them to make a more complex (and more deep) game without sacrificing initial accessibility. 

Considering something like this for Solar Settlers now… :thinking:

Solar Settlers: Card Placement

Okay! Who’s ready to learn about how cards are played in Solar Settlers?

So on the most basic level, each card has a type of space it can be played on (indicated in your hand just below the name of the card). So in this example, the Mining Colony must be built on a rock world and the Hunting Colony must be built on a Jungle World.

Fortunately, in this circumstance we have discovered a nearby jungle world ready to go, so we’re able to play our Hunting Colony right away, which is nice because it gives us a habitat for our colonists to live in (victory in Solar Settlers comes by “retiring” a certain number of colonists into suitable habitats!

If we wanted to play some of our other cards from our hand, we would need to explore more of the nearby sectors, which I’ll go into more detail about in another blog post, so stay tuned for that.

In other news, the Solar Settlers Greenlight is off to the best start of any Greenlight campaign BrainGoodGames has had so far. We’re very close to passing Minos Strategos’ vote total, so if you haven’t already, go vote and you could be the one to push us over the top! Thanks so much for all your continued support!