Saturday, April 28, 2012

New AVWW Reviews and GGTL's Livestream Event

A few new A Valley Without Wind reviews we wanted to pass along, plus a live event taking place this weekend to mention.

In Armaan Khan's review on TruePCGaming he felt had barely scratched the surface in terms of content during the 12 hours he spent in the game. As he puts it: "a time in which I could have played out most other modern games at least twice."

Peter Parrish aptly provides his take on the game in his incgamers piece 'A Valley Without Wind Review - It doesn't blow.'

The Controller Online thought the concept was bold and interesting, though didn't believe the game was for everyone.

Tierra Gamer gave the game an 8.5/10, raving about the gameplay, soundtrack and background visuals. (Spanish)

Gamer's Guide To Life Livestream

I'll be joining a couple of the guys from GGTL for a livestream of Valley this weekend. The show will start at Noon ET today (Saturday, April 28th) and run for around an hour. We'll be talking about the game as they play, I'll be taking questions, and there's going to be a giveaway as well. Stop in if you're hanging around!

Friday, April 27, 2012

AVWW Post-Release 1.002-1.006 "Upgraded Elitism" Released!

This one is the second of our post-release beta updates, and it focuses once again on what they newly-expanded player community has been telling us.

Enemy Elites
First of all, the elites were me with a mixture of joy and dismay with the last release.  On the one hand, they were greeted with great interest because lets face it: new enemies are cool.  However, the thing that didn't sit right with a lot of folks was how the elites permanently replaced some of the weaker enemies.  Also, the fact that killing 80 bats led to them all turning into sonic bats (as one example) felt really punitive to players even though it wasn't meant to.

After a lot of discussion and thinking on this, we came up with a middle-ground.  The new approach is detailed in full on the release notes, but basically takes away that whole "kill X number of enemy to have it upgrade into an elite" and instead has it so that as your Civilization Progress (CP) goes up on a continent, new elites unlock at random.  Also, the elites don't fully replace each enemy that they are an elite of, they just become increasingly common in place of them.

This makes it so that each continent grows and changes in ways that are randomized as you go, and thus each player's world is a lot more unique.  On your world you might not even see sonic bats for your first few continents, but I'm seeing a lot of them.  Instead I'm seeing eagle divers or various other enemy elites.  This takes some things we've learned from AI War about making really unique and personal places for people to explore, and adapts it to this game.

Upgrade Stones
So: upgrade stones have been around for a long while, and our beta players really liked them.  But one of the first things we've been hearing since the official release was that the upgrade costs were too expensive.  It was simply getting to the point of having to grind in order to keep characters appropriately upgraded.

This has been a subject of very intense math-riddled discussion all this week, and after all that we finally found the answer.  The costs are now lower and fixed, but the returns you get from those costs are diminishing.  The overall effect is that you don't have to grind anymore, but you're not constantly overpowered either.  All the details are in those release notes.

Enchant-Acquisition And Enchant-Inventory Mechanics
These have been something that we knew was a problem, particularly in multiplayer, for the last few months.  They weren't broken by any stretch, but they also weren't ideal.  We wanted to do something about it, but we also didn't have any particularly better ideas.

But now we've had them!  The enchants progress in multiplayer is now a lot more sane-feeling and less likely to overwhelm new players.  And hoarding of low-power enchants is now strongly disincentivized by finally building in an "incinerate this enchant for enchant points" mechanic.  That's been discussed for months, but rather than putting as a new object you have to travel to your settlement to use, we built it right into your enchants inventory itself.

Clamping Player Spell Ranges
So, new batch of players, new exploits get found.  It takes all sorts of players to really nail all the exploits in any game.  Some enterprising folks found that they could snipe bosses from offscreen by using certain tactics and possibly speed-enhancing enchants.  Fighting enemies at that incredible range basically circumvented all challenge or interest in the combat.  Yikes!

So what we've now done is made it so that spells are inherently limited in how far they can travel.  This also prevents players from very large screen resolutions from exerting too much of an advantage over players with a smaller screen resolution.  For many players this should hopefully be hardly noticeable of a change, but it does mean that you have to get a bit closer to enemies and actually risk their attacks in order to attack them in return.

UPDATE: There was a regression in 1.002 that caused some worlds to not be readable in that version.  1.003 corrects that.  Apologies!

UPDATE: There was a regression in 1.003 that caused guardian powers to cause unhandled exceptions in some cases.  Sigh.  1.004 corrects that.  Apologies again!

UPDATE: So folks really didn't like the ranges being that short.  Please note that spamming our company inbox with requests for a change like this is not going to do you any favors with convincing us.  However, other folks made reasoned arguments that were convincing.  Since this bothered so many people, 1.005 has been pushed out early -- despite it being the weekend -- to help fix that for them.

UPDATE: Okay, hopefully the last hotfix for the weekend: 1.006 is out now.  Hotfixes that come like this aren't the normal way we do things around here, just for anyone keeping score.  Sure, we'll do them when they're warranted (as now), but we prefer to prevent them from being warranted in the first place.  The reason for this update is to put in a fix that prevents some excessive error logging that could cause lag on some MP servers.  Also it tweaks the balance of Forest Rage again to hopefully get that so that it's useful but not as overpowered as it previously was.


More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 0.500 or later, you can download that here.

Thursday, April 26, 2012

AVWW Launch Week Press Continues To Roll In

Some wonderful surprises arrived today on the press front for A Valley Without Wind, highlighted by Kate Cox's feature on Kotaku where she raved about the game so eloquently we had to have one of her best quotes added to our game page on Steam.

Rob Manuel gave us a very nice shout out in the 'What You Should Be Playing' portion of his That Indie Game Column.

Will Porter featured AVWW in Hookshot Inc.'s Hot Shot column, calling the title 'a pure-brew indie game.'

Still More Launch Coverage

PCGamer -- A Valley Without Wind out now, demo available

Rock, Paper, Shotgun -- A Valley With A Demo Version

Indie Game Magazine -- 'A Valley Without Wind' Now Available On Steam

PikiGeek -- A Valley Without Wind Released, Gets a Demo

More Videos Too

Check it out: A Valley Without Wind

A Valley Without Wind Gameplay

UserFriendlyGaming -- A Valley Without Wind

Wednesday, April 25, 2012

AVWW Post-Release 1.001 "Arrival Of The Elites" Released!

This one is the first of our post-release beta updates.  If you're new to Arcen post-release support, here's how it works:

1. We've released the 1.000 version of the game, and that's stable and great.

2. Now we've started releasing beta versions after that, which may have more bugs but which have all sorts of new and awesome features.  If you run into any bugs, sorry about that, but just let us know and we'll fix them.  Note that the beta versions don't come through the Steam client or similar, they only come through our internal updater and they're totally optional.

3. These beta versions tend to come out every weekday or two during the busy periods (like now), and so some bugs are inevitable with that breakneck of a pace.  But also those bugs get fixed darn fast if they are serious.

4. After a few weeks or a month or two, we'll take all those beta updates and we stop adding new features for a bit.  Time for another round of polish and bugfixes to make an official version.  It might be something like 1.100 or similar.

5. Version 1.100 is then released as the next official build, and gets pushed out through the Steam client, the Impulse client, and as a new installer on GamersGate and our site and everywhere else, etc.  Version 1.000 is officially and completely retired, and 1.100 becomes the new "official" version of the game.

6. Now go back to steps 2-5 once again, and we do more beta updates for a few weeks or months and then do another official.  And repeat and repeat and repeat.  With AI War, we've been at this for the last three years and are currently north of version 5.000.

So now you know what the deal is with the post-release betas, if you're new to Arcen.  If you're familiar with open source projects, our betas are basically like the nightly builds in most of those sorts of projects.

Two New Monsters
We've been listening to what players and the press have been saying!  The number one thing that players and press both wanted more of was enemies, so that's what we've been focusing on. 

There are two new types of espers that appear right from the start of the game, which add a lot of variety to a lot of areas (espers are pretty common).  Both the Explosion Esper and the Ice Esper are floating magical beings like the rest of the espers, but at the same time they have very different sort of attack patterns.

There will be other brand-new enemy types also coming up in future releases in the next week or two, but these two make a nice start.

Twelve New Monster Elites
Next up there are twelve new kinds of enemy elites -- and in fact, these are the first enemy elites to be a part of the game at all. 

What the heck is an elite?  An elite is an upgrade of an existing monster class where the new class replaces the old.  It's basically a behavior and/or stats upgrade for an existing monster class that gets unlocked after you kill a lot of that type of monster.

Note that there were already offshoot-type monsters that get unlocked as you demonstrate proficiency with enemy classes, but elites are different.  When you kill 100 bats, you unlock fire bats in addition to your regular bats.  However, it's very possible to be running into both regular and fire bats, and they look very different visually and act super differently.

Once you kill 80 bats, however, those now upgrade into their new elite form: sonic bat.  The sonic bats look and act just like regular bats, except that they have a ranged sonic attack.  It's possible to have sonic bats and fire bats at the same time, but sonic bats replace regular bats.

Once you kill 160 bats (including sonic bats; elites count as their base type for unlockables), then you'll unlock sonic screamers.  These are a further-upgraded elite of the bats in which not only is there a ranged sonic attack, but the melee attack of the bats inflict a status penalty to you that causes your cooldowns on spells to be slower.

Unlocking whole new classes of enemies with new visual effects is really cool: you have the skelebot centurions and the ice and fire bats, and so on.  But when the original enemies are also retained, those original enemies wind up being kind of blah next to their fancier-class counterparts before too long. 

Our plan is thus to make it so that there's a constant arms race between new enemy classes and new features for existing enemy classes after a certain number of kills; that way everything stays fresh around you.  This is also an example of yet another way that we're working to make the world adapt to how you play even more.

Anachronism Mission Improvements
The "Fix the Anachronism" missions were a weak spot in terms of game clarity/fun, it was pointed out to us.  Therefore we've tweaked not only their documentation, but also their mechanics.  This way they aren't instant-fail in any situation (see release notes for details), and that should make them a lot more enjoyable even for newer players.  Previously these particular missions were pretty much veteran-friendly only, which we should have caught pre-1.0 but didn't.  Ah well!


More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 0.500 or later, you can download that here.

AVWW Launch Day 1B Press

We're finally in the homestretch of the 48-hour launch day for A Valley Without Wind. The game is now out on Steam and IndieCity, and we have a slew of new coverage landing since our last update.

Dan Crabtree gives the game a 'Try It' rating in his review 'A Valley Without Wind remembers a new past' on ars technica.

Tom Chick has started an ongoing diary/review of the game over on Quarter to Three (that we're already enthralled with!).

David Sanchez talked with Chris on various aspects of the game and its design on GameZone.

And fellow indie developer Cliff Harris (Gratuitous Tank Battles) let us cross-post our 'AVWW: What The Heck Is It?" article on his devblog. Thanks Cliff!

Launch News Coverage From Sites We Love/Are Falling In Love With

IndieGames.com -- A Valley Without Wind Launched

VG247 -- A Valley Without Wind out now, demo also available

Strategy Informer -- A Valley Without Wind hits digital distribution

Blue's News -- A Valley Without Wind and Demo Released

IndieGameMag -- Ally Valley: ‘A valley Without Wind’ Now Available

Gamershell -- A Valley Without Wind Released and Launch Trailer/Demo

DSOGaming -- A Valley Without Wind Released; 2D indie sidescroller with procedurally-generated levels

BuySomeIndieGames -- A Valley Without Wind (Arcen Games)

GameZone -- Indie game A Valley Without Wind out now on Steam

CPU Gamer -- A Valley Without Wind Launched on Steam

GGMania -- A Valley Without Wind Released

Inside Mac Games -- A Valley Without Wind Comes To Macgamestore

3DMGame -- A Valley Without Wind Released (Chinese)

Excellent Video Impressions and LP's

RedGamingTech -- A Valley Without Wind First Impressions, Opinions & Review

PTDG -- What's this?! - A Valley Without Wind [PC GAMEPLAY COMMENTARY] 

InfoGames -- A Valley Without Wind Gameplay

PrivatGaming -- A Valley Without Wind Gameplay (PC/HD)

We'll post more as it crops up!

Tuesday, April 24, 2012

A Valley Without Wind Hits 1.0, Released on Steam

Arcen Games is proud to announce the 1.0 release of our procedurally-generated, open-world sidescroller A Valley Without Wind. This marks the debut of the game on Steam, and the game remains available through the Arcen Store, GamersGate, Impulse, IndieCity, and MacGameStore. In celebration of the launch, the title will be 10% off the standard $14.99 price tag until May 1st.

The PC/Mac title brings over 100 achievements along with 2-8+ player co-op multiplayer with cross-platform play. Also on offer is a "buy three get one free" pack to help groups of friends jump into multiplayer at a discount.

After 15 months of active development, which included a six month open beta with showings at MineCon and PAX East, the game has evolved in ways we couldn't have imagined at the start. We don't plan on stopping here either. Those who know of our post-release support standards for AI War will be happy to hear that we have the exact same plan in mind for A Valley Without Wind.

The launch trailer is available to view now, with demos for both PC and Mac versions available through the game's website and on Steam.

About A Valley Without Wind

"I can imagine this game opening up under continued exploration to be one of those all-encompassing experiences that you can't help sinking an unhealthy tract of time into." - Rock, Paper, Shotgun

"A Valley Without Wind by Arcen Games is what happens when you try to make a Super Nintendo game today. A super polished limitless 2D metroidVania adventure game." - Thrifty Nerd

A 2D sidescroller without a linear path. An action game with tactical combat and strategic planning. An adventure game that lets you free-roam a vast, procedurally-generated world. A Valley Without Wind defies genre stereotypes. Unlike other procedurally-generated games, you also get a logical progression in difficulty, plus helpful tips and checklists to guide your travels (should you need them).

Choose for yourself how to prepare to face the vastly stronger Overlord. Complete a variety of missions to earn arcane rewards, or roam the wilds to uncover secret missions and stashes of magical loot. Customize your characters with unique combinations of enchants and spells that change how you move, jump, and fight. Or rescue people and bring them back to your settlement, recruiting them to help you in return.

You choose how to play, and the world adapts around you.

The full version is available now on PC and Mac. A demo is also available, and grants full access to the game/multiplayer with only some tier restrictions. Even though AVWW has launched, it continues to grow with new content and improvements added nearly every weekday. Follow the game and its updates/discussions on Facebook, Google+, Reddit, and Twitter. To be a part of how AVWW evolves in any and/or all of its aspects join the ongoing discussion taking place within our forums.

For members of the media: review keys and press kits are available upon request

About Arcen Games

Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.

AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, and now the company has shifted its focus and excitement to the development of A Valley Without Wind. Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Facebook or on Twitter: @ArcenGames; as well as Arcen lead Chris Park's Games By Design blog.

AVWW Launch Day 1A Press

As you may have heard today's A Valley Without Wind's launch went well in several ways, but the day wrapped with us having to move the game's release on a couple distributors (Steam and Gamestop) back until tomorrow. Everything is progressing well, we just ran out of time tonight.

Reviews, Impressions, and Interviews
Still there was a great amount of press regarding AVWW already popping up that we wanted to share right away.

GameZombie.tv gave the game a 4/5, informing us the title brought 'some of the coolest gameplay in a 2012 game.' Nice!

TruePCGaming ran a terrific interview with Chris which ended up being featured predominantly in /r/indiegaming.

RTSGuru's Christina Gonzalez found a lot for strategy gamers to like about AVWW and seemed pleased to discover us and our booth at PAX East, as she explains in her piece An Adventure With Strategy Game Roots.

KingIsaacLinksr has begun an extensive, and on-going review of the game over on his blog.

Game Rant compared and contrasted the title favorably to some other (fairly popular) open world indie affairs out there.

VGMMDI gave the title a 'solid' 7/10, delighting in the replayability factor.

Launch Coverage
On top of all those great in-depth pieces, we received launch day coverage from some very awesome outlets:

The Verge/Polygon -- A Valley Without Wind Hits Steam Today

Rock, Paper, Shotgun -- The Final Draft: A Valley Without Wind

IndieGameMag -- As I Walk Through The Valley: A Valley Without Wind Gets Release Trailer

IncGamers -- A Valley Without Wind Breezes Out Of Beta

Game Connect -- Arcen Games Releases A Valley Without Wind

We also caught sight of a few new gameplay videos in the wild.

More to come tomorrow we expect!

Monday, April 23, 2012

Well... We've Halfway Launched. Rest To Come Tomorrow!

Today has been... one of those days.  Not particularly for us directly, but apparently there were a lot of games coming out today and in general just lots of craziness going on in the world of gaming.  Distributors moving office locations, distributors out of the country they're based in, distributors drowning under the weight of a dozen indie releases on one day, and so forth.

So, yeah.  It's been one of those days.  The good news is that GamersGate got the 1.0 build up super early today, both in regular buy-one-copy format as well as in four for the price of three format.  They're running a 10% off sale on the game for the next week, too, in celebration of launch.  So that's all settled!

Turns out, we're doing the same thing -- our store has options to buy singly or to get the four-for-three option, and we're also running the 10% off sale for the next week.  We got our stuff going later in the day, after much wrangling with the four-for-three thing in particular.  Like I said, one of those days.

Next up came MacGameStore.com with the game launching, and also doing a 10% off sale for the next week.

And... that's it for today.  Gamestop is still carrying the beta version at the moment, but their pricing has updated and if you buy the beta you can use the in-game updater to get to the launch version.  They're very close to having the 1.0 version fully released, but didn't quite make it in under the buzzer today.

Same deal with Steam.  That's another one where the build and store page and so forth are just almost done, but didn't quite make it in under the buzzer.  But tomorrow's another day, and like I said it's so close I thought it was going to be tonight.  But now it's late and I'm heading for some sleep, so if it's tonight then I'm going to be missing it until the morning.

Sorry about this -- I know that a lot of folks were waiting on the distributors that didn't quite make it in under the buzzer today, but it's just one of those things.  Hopefully things will speed along much quicker tomorrow.  Knock on wood!

Sunday, April 22, 2012

New Wave Of A Valley Without Wind Press Includes First Reviews

On the eve of A Valley Without Wind's release we have several bits of press coverage to share including the first two reviews for the game.

James Allen enjoyed nearly all aspects of the title giving the game a 7/8 on Out of Eight. James also posted a sizable YT video entitled 'Battleground, Building and Cave Exploration, Stealth Assassination.'

SmoothTown gave the game a 4/5, complimenting the game's deep and addicting gameplay as well as how the world reacts to your actions. The outlet also conducted an interview with Chris after the review was released.

Tap Repeatedly included AVWW in its 'Indie Impressions from PAX East.'

Finally, Fun or Frustration wrote up an extensive impressions piece, taking a deep look at various aspects of the title.

Keep an eye out tomorrow and all this week as we have several interviews and other coverage in the pipeline.

Friday, April 20, 2012

AVWW Beta 0.971 "Release Candidate 2" Released!

This one is basically AVWW 1.0, unless a showstopper bug comes up between now and Monday that we need to slip in.  Otherwise all further changes to the game will be post-release content. :)

Specifically, this version fixes a crash bug that cropped up in the last 3-4 versions based on a bug in unity.  The release notes have all the technical details, including how other unity devs can work around the problem. 

The crash bug was a fairly tame one as far as crash bugs go, because you had to alt-tab out of your fullscreen game for 10+ minutes for it to then crash.  But still that's not the sort of thing you want going into an official build by any stretch.

Presuming nothing bad comes up in the meantime, the next batch of stuff is planned hit on late Monday.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 0.500 or later, you can download that here.

AVWW Beta 0.970 "Release Candidate 1" Released!

This one is basically AVWW 1.0, unless a showstopper bug comes up between now and Monday that we need to slip in.  Otherwise all further changes to the game will be post-release content. :)

Presuming nothing bad comes up in the meantime, the next batch of stuff is planned hit on late Monday.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 0.500 or later, you can download that here.

Thursday, April 19, 2012

AVWW Beta 0.934 "Dastardly Lasers" Released!

This one is the second of what hopefully will only be three releases today.  It contains a number of fixes, including a key fix to the "lasers" that were causing unhandled exceptions when you were in stealth mode.  There's also a few other minor balance and sound effect things in there, too.

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 0.500 or later, you can download that here.

AVWW Beta 0.933 "The Classic Choice: Orb Or Slice" Released!

This one is probably the second-to-last release prior to 1.0.  There will be another release later tonight, and hopefully that will be the last one unless some critical bugs are found overnight.

The current release has a variety of fixes and tweaks that players had asked us for, as well as a fairly good-sized list of things that we kept meaning to get to but never had time for until now. 

Lots of sound effect additions again, and both the mechanics of The Deep and of stealth sections have been dramatically improved.  Also energy pulse has been split into two spells: energy orb and energy slice.  See the release notes for details as well as the full list of all the other changed stuff!

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 0.500 or later, you can download that here.

More PAX East 2012 Coverage For A Valley Without Wind

PAX East coverage for A Valley Without Wind continues to roll in...

Just Press Start's Jeff Ortloff got the full tour of the Arcen Booth, posting audio interviews with both Chris and Pablo.

Gameinpublic posted the first ten minutes of the indie game talk I took part in. This was day two (we did a similar talk with different devs each day of the conference).

Andrew Whipple III of Gamer's guide to Life seems very pleased we're fleshing out a title in the sidescrolling action genre.

Patrick Lindsey put together a solid preview of the game over on BeefJack as well.

The Mash Those Buttons guys talk about the game for a decent chunk of their PAX East podcast.

Luigi Guarnuccio of Gamers Haven called AVWW 'a gem of a game' in his preview.

Matthew Jay discovers there's more to the game than what can be gathered at first glance in his preview over on Snackbar Games

OnLiveFans' Jeremy Burg mentioned us as one of the gems he got to play on the show floor in his round-up of the event.

Finally, GiantBomb snapped and posted a shot of the Arcen Games booth, check out those sweet banners. :)

Oh, one last item: 2nd Opinion Podcast's Chris Dunham will be live streaming A Valley Without Wind today at 3:45 PM ET for a good couple of hours. Tune in then to his Twitch.TV channel for a longer form, on-the-fly look at the game.

AVWW Beta 0.932 "The ATI Salve" Released!

This one has a whole lot of cool stuff in it, and you should totally check out the release notes.  I'd tell you more about it, but I-am-so-exhausted.

The brief version: massive performance boost on ATI in particular; control scheme improvements for non keyboard+mouse players; miscellaneous fixes; less insanely difficult battlefields.

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 0.500 or later, you can download that here.