A few more fixes: + maintenance (controller) + maintenance (sounds) + maintenance (localization)
-Increased base chance to get candles from runes and increased total of owning both of the bomb upgrades to that for a total of 10%. -The legendary dagger was incorrectly only working on natural drops (drops from enemies). It now works on candles gained from loot bags and runes. - Fixed the ordering in the stats page. While I'll still have to individually check each stat throughout future patches, this at least gets you closer to the accurate numbers. Please be patient when it comes to the stat page, I'll be running down each stat throughout patches to make sure it's accurate per stat. -Tasks have been moved to the bottom right bar as they are no longer a check a couple times a day window with the changes. Tasks now show a + when having a task ready to turn in. -The gambler's den (spin wheel) now shows a + if you have at least 1 coin to spend. -Collections now get a bright gold border around the NPC's portrait when ready to turn in. -NEW SYSTEM Introducing Transmutation Scroll (Unlocks at enemy level 5000). Generate Gold every 10 seconds based on the enemies you're fighting. It stores in the scroll until you click on it to withdraw it. Upgrade how much gold it can produce by finding and applying enchanted metals (rare) to the scroll. -NEW SYSTEM Introducing a new minigame. This is a sudoku style minigame that unlocks at lvl 6000. Completing the game results in Gold & Experience rewards. The difficulty can add to those rewards! (This will not auto-play, it's something to do for extra loot while playing). - Stats window now has a stat specifically to see your Legendary Sickle %Flux bonus. I've also adjusted the way it works to feel better -Changed specialty window to not unlock until player level 1500. -Fixed various typos (Thanks Silvaar
Small update, mostly QoL improvements. Changelog: + maintenance (controller) + maintenance (quest end) + maintenance (crafters)
-Fixed the gear displaying incorrect values. The backend is still the same, NOTE: YOU STILL HAVE THE SAME STATS YOU HAD, but they are now displaying correctly. -The sub 10% stats should no longer display wrong either. -Crushing blow chance has been increased. -Crushing blow dmg from armor has been increased. -You now get an extra 5% gold drop CHANCE every 1000 paths up till path 5000. (ie stacking 5% every 1k path until you hit a max of 25%). -Level 4k+ now drops up to 10x more gold. -Level10k+ now drops up to 10x more gold on top of that. -Bloodjunkie's Rising (+20% Gold Page 4 trainer) now gives +30% gold per level (backwards compatible). -The cost scaling for Cannibal's Hunt (+1% Xp Page 4 Trainer) is now less -Adjust cost scaling for quite a few trainer upgrades. -Fixed certain candle drops not counting towards the acheivement. -Final Blow's base dmg has been increased. -Moonfire Claw (+20% Hp/Dmg page 5 Trainer) has been increased to +50% dmg/hp
-When crafting with right click, the crafting will now pause for 2.5s upon crafting a perfect. -The trainer now has "Max" covers to help distinguish between active and finished ones. -The skills window now shows what skill you will get with a locked icon. The skills coloring and such have been adjusted to see easier. -Max covers have been added to the skills window. -The collection window has been reorganized so that you can see all collections on one page. They also now have their names and their collections descriptions of what you're collecting this random stuff for people! -Daily goals are now called tasks. Every hour 1 completed task will be replaced with a new one. Daily reset time will still reset all completed at that time. -Trainer now shows locked items differently, allowing you to see the bonuses. They are also dark enough to where you can ignore the bonuses if you like to be surprised. -Reliquary window now shows the new lock method where you can choose to read what you'll unlock if you want. -Clarified descriptions in the Reliquary. -Added Discord button to landing page. -Adjusted tasks trophy amounts down significantly. -The Well spin wheel now has a pop up with the rewards you received as well as a description for what they are. -An in-game FAQ with a ton of information has been added to the game. -Offline gains can now be earned for up to 1 week. -You can now right click consumables to quickly stack them (Shift right click will super speed stack them) -You can now right click the top buffs to quickly stack them (Shift right click will super speed stack them) -You can now right click Reliquary items (candle and magic pouches) to quickly spend them. -Various bug fixes and display adjustments -Even more anti-cheat methods have been added to help with the leaderboards. -Increased gold gain from 3k-5k a bit. -The Trainer item for reducing boss health correctly shows a "-" on it.
This is just a minor patch to address a few issues pointed out tonight. -Fixed lvl 72 new armor stat from not showing the full stat amount. -Double checked all shop artifacts to find any that were functioning improperly. -More various bug fixes and display fixes.
Hey players, I’m coming up on three years in my journey of making Oraxum Trials. I’ve been doing gamedev as a hobby for around a decade now but this was my first “real” game that I actually released and followed though all the way. In developing this game I’ve learned so much and grown as a game designer and programmer, but have also made every mistake possible regarding scope creep, marketing, balance, outsourcing, releasing game-breaking production bugs, etc, and at this point the code is kind of a mess of technical debt and bad architecture decisions I made 2 years ago. Since starting Oraxum Trials I’ve had a baby, bought a house, changed jobs, survived a global pandemic (so far), and have come to a place where it’s time for me to refocus my priorities. The mental load of working in software engineering during the day and maintaining a game in the evenings takes its toll and I end up taking weeks off of the game to avoid burnout. I’m not quitting completely and will continue to release bug/balance updates as necessary, but am going to take a long break before starting on my next project. I’ve been toying with getting back into music production or writing but I’m not totally sure what’s next. Thanks to everyone who has spent their time playing Oraxum Trials, and I hope to see you again in the future. Prajna
Fixed Exchange synergy multiplier wasn't applying to inlet/outlet tiles Made command line arguments case-insensitive
Get your own adorable lil Capybara Spa plushie from Makeship! This is a limited time edition, so make sure to grab it soon! ✨ Click here to get your own capybara plushie! {STEAM_CLAN_IMAGE}/41657758/8d4d4d3b47d167662c83d24631884efd81ffd30b.png
Fixed a bug that crashed the game when you opened the leaderboard.
Universe 1 Content Void Maps now start dropping after your first Portal, down from fifth. All Void Maps below Z200 now have less difficulty than before. Void Maps pre Z60 start with very low difficulty, still gain difficulty and loot at Z60, then now gain another +100% difficulty and +100% loot at Z200. This leaves Void Maps at Z200+ with the same difficulty as before, but with +100% more loot than before. Adjusted drop rates of the first 3 Heirloom drop tiers, grey Staff/Shield Heirlooms no longer drop. Renamed Uncommon (green) Heirlooms to "Common", and grey Spire Cores to "Basic". Added some new Z600+ story messages Added 12 new Z300+ Zone Progress Achievements Added 5 new Speed Achievements for Spire VI Added 4 new Speed Achievements for Spire VII Added 1 new Gem Collection achievement The Feat 'Stoned' now requires 500K kills, down from 1M AutoStorage is now unlocked by completing a Z40 Void Map, down from Z50 Universe 2 Content Zone 201+ is looking a little mutated... Added U2 Story messages from Z160-205. Make sure your Story messages are enabled the first time you reach Z200 on this patch! All Radon gains above Z201 in Universe 2 are now increased by 250x Added a new Heirloom drop rate tier at Z275 Added 5 new Spire Assault items! Added 2 new Spire Assault bonuses, one of which unlocks a new Perk! Added 2 new feats and a new achievement category with 5 achievements Dusty Tome (Spire Assault One-Time Bonus) now applies its effects multiplicatively with Lifegiving Gem. Added a new Challenge / C3 that unlocks a new Perk on first completion Scruffy has gained real rewards for Level 21 and 22, and more damage rewards for 23 and 24 UI/QOL Added a mouseover tooltip to empty Heirloom slots, stating to click an Heirloom from the inventory to equip it Added an option under Layout to disable Roman Numerals Disabling Pausing while the game is paused will now unpause the game. Pressing Z while MaZ is open will now save and close MaZ rather than cancel it. Hotkeys are now...
Hey everyone, Ravenous Devils endless mode is now available with this new patch, we suggest you to try this mode once finished the main game. We also introduce Thai language with this update. The goal of the "Endless Mode" is to survive the policeman inspections and recurring taxes. If you get caught murdering someone or if you don't pay taxes when they occur you will be arrested. {STEAM_CLAN_IMAGE}/40478836/bea477c9c3b3029766614e7d6254b3543f126c94.gif Here you can find out about the new content and challenges. You can now customize the shops look buying the walls and floors in the "skins" tab, these are available also in the story mode: {STEAM_CLAN_IMAGE}/40478836/a49f7adb725483f292d1f976e07697f49ef245e9.gif When you kill a client the "Wanted level" will increase {STEAM_CLAN_IMAGE}/40478836/67277300f37402fb641daa437ca372a3920e0128.gif The more the "Wanted level" increases the more will be the chances that a policeman will come inspect Percival's tailor room. {STEAM_CLAN_IMAGE}/40478836/3495b7a17295630ffe46c5ab613d5b1914d4b765.gif You can lower the "Wanted level" by not killing customers. Percival's customers in the tailor room will now generate an order. You can sell them a cloth to get some money and decrease the "Wanted level". If you don't sell them a cloth, when they leave, your "Wanted level" will decrease anyway, but you won't get any money. {STEAM_CLAN_IMAGE}/40478836/c2b2f8190581077c67c3eaa2ec31741be1642de1.gif If you don't have meat, because you are not killing customers, you can prepare new recipes that don't involve any kind of meat in the cooking process. Keep in mind that these new recipes are less worth than the meat-based recipes. {STEAM_CLAN_IMAGE}/40478836/27b604197c2a92b9d8741a34113d2a5dab5f4b8f.png There's a new machine that produces flour in the greenhouse, check it out, it's pretty funny :) {STEAM_CLAN_IMAGE}/40478836/b309fea1ed895688c2fd3dd8881441c3f761b970.gif Have fun with this new mode!
Small cosmetic changes to the leaderboard.
Added Re-added "Crystal Instability" (now only boosts corruption) Changed Nerfed multiplier for "Corruption Value" talent Fixed Sliding buttons moving out of place when switching resolutions
Hello, this update represents the most significant changes in Oraxum Trials since going onto Steam. I have been dissatisfied with the amount of active play required to manage selling energy and buffing auto-sell mechanics several times didn’t solve the problem. Instead, I decided to go in a different direction and have crystals generate money directly, and also reworked energy to be used for an entirely new game mechanic of casting spells. You no longer have to worry about “wasting” energy because all crystal capacity is converted directly into money, and the addition of spells gives new options for active players. For idle players there is a new talent which boosts your board production based on how long your energy bar has been full. Due to the extensive changes in mechanics and balance I would highly recommend doing a hard reset to start a new game (check the Steam forum for instructions). The next minor updates will be focused on more balance and progression adjustments, and I have plans to add more Spell stuff. Added Crystals now generate Almedite (money) directly Spell casting (3 spells currently, more coming) "Idle Boost" talent "Infinity" talents "Disable menu animation" setting "Disable Autobuys on prestige" setting (on by default) "?" button on most panels which opens the relevant help entry Changed Energy is now used to cast spells instead of being sold Energy bar shows gain amount while full Increased Energy Reservoir base stats Pneuma is now based on money+corruption instead of energy+corruption Acclimation base bonus is now 1% Sell all tiles is now Control + Right Click Redid/added some tutorials Cost/formula balancing SFX/Music options are now sliders Misc UI tweaks Removed Energy selling/auto-selling and related upgrades & talents "Crystal Instability" talent "Auto Refreshment" talents (replaced by "Infinity" talents) Fixed Disable particles option wasn't disabling all particles Super Boost display amount Crystal triggers/tooltips being out of positi...
Fixed the leaderboard not displaying properly when you are below top-15.
Expired Brands (HQ) Changes 1. Added franchise set bonuses 2. Added buildable concession stands 3. Unlock new stands and lots between franchises Farm Changes 1. Animals and vendors purchased can now be toggled on and off 2. Vendors at the farmers market now sell items over time 3. Profit Sharing - upgrade allows you to increase how much money you get when vendors sell items 4. Stockpile - increase vendor stock ingredients 5. Efficient processing - increase meat gained by slaughtering animals 6. Blood Money - increase cash gained by slaughtering animals 7. Collecting eggs will also give a small amount of cash New Franchise Perks 1. Quick Upgrade - upgrades all ingredients to the required level 2. Quick Research - Starts all available menu items research timer 3. Upsell - increase profits (5%) 4. Customer Service - increase customer timer 5. Overtime - adds 1 minute to combo timer each upgrade 6. Price Gouge - increase profits (10%) Balance Changes 1. Reduced cost of 'Mobile Ad' at the marketing building 2. Increased odds of getting rare items from common AmaZone boxes General Changes 1. Updated font for easier visibility 2. Added new Diamond Case item event 3. Various minor bug fixes HOTFIX - 7/5 1. Fixed sound concurrency settings 2. Fixed franchise perks not unlocking if already maxed prerequisite 3. Slightly reduced quick upgrade perks cost 4. Added missing equipment to specific franchises HOTFIX II - 7/9 1. Reduced cost of vendor items 2. Updated menu item order 3. Fixed animal spawn bug 4. Fixed upcoming reward text 5. Removed low trash options from sewers
Highlighted Changes 1. New Karen events Balance Changes 1. Event cash loss is now based on percent of your money so you can never 0 out 2. Increased XP gained from some events 3. Reduced required XP in early game 4. Reduced cost of movie tickets employment perk General Changes 1. Added new events 2. Added upgrade ready indicator to menu items list 3. Added new animation to event results 4. Added sound fx to XP gained 5. AmaZone Gold can now only be purchased after you have sacrificed soul so the player understands the system before making a purchase Bug Fixes 1. Trash now will still spawn if you have "Collect trash cans" daily task 2. Fixed typos and event issues 3. Added load screen to fix crashes
Game Updates: added: - new tree of upgrade - highlighting items ready for purchase fixed: - improved timer in captured territories changed - game balance
{STEAM_CLAN_IMAGE}/33854950/eae14b9804ea72b7c49dda507fcde6c6a96393f6.png Big thanks to everyone who took part in the Create-A-Chook competition, the winners have been sent out prize packs and their designs have been added into the game as new Rare Breeds! Keep on Chookin!
Content Dark Essence drops now round up to 1 before any bonuses are applied. This means if you're on a 2x Daily Challenge, drops that were previously 1 will now be 2. Previously, drops of 1 might have internally been 0.25, so doubling would go to 0.5 and still round to 1. This change will result in more Dark Essence drops when first unlocking the mechanic but have no effect on late game. UI/QOL Added a new setting under General on the Desktop/Steam version to toggle Discord Rich Presence off or set it to update only on Portal. Moved Void Map drop messages out of the "Secondary" category and in to their own "Void Maps" category in the message config window. Added a mouseover tooltip to displayed Helium per Hour explaining what it is. Added a line to the Trapper2 Challenge stating that bonuses that cause housing to come prefilled with Trimps will not work. Added a setting under Performance to disable Dimensional Generator animations Added an alert to the Portal confirmation popup if no Challenge is selected but at least one is available (including repeatable Challenges). This message can also be disabled with a new setting under Pop-ups and Alerts. Bug Fixes PlayFab and Steam Cloud Save conflict checking now better supports progress made in U2 Updated AutoGolden's tooltip to better match its current unlock requirement Updated the half-full Frenzy star icon to better match the other Frenzy icons in size Fixed a typo in the Relentlessness unlock message Fixed a typo in the Smithy unlock message Importing a save file without Gardens unlocked over a save file with Gardens unlocked no longer leaves Gardens as a selectable Biome. Radonculous from the Bone Trader in U2 now properly states that it's disabled on C3 rather than C2 Karma (Daily Challenge Modifier that grants increased Loot for the Zone after killing an Enemy) now properly scales production based loot The tooltip for the 'Alerting' option now properly says the alert icons are blue instead of yellow if using Dark ...
- helper icons changed - fixed bug with grower salary
Added sound effects for all items, crafters, heroes, and of course merchants (cat included) Added Spanish translation Fixed volume and sound effects levels
- fixed reflection of the weed mass of the neighbor - fixed upgrade system for neighbors - added dependence of salary on improvements - fixed the total percentage of improvements - banker property changed - fixed game progress reset - fixed display of large numbers in the leaderboard
Hey everyone Some of you may or may not know but since the launch of Galactic Mining Corp I have joined forces with a few other amazing developers. We started our own studio called "Creature Cauldron" and we have been working away on our first release Spirit Hunters: infinite Horde! SPIRIT HUNTERS: INFINITE HORDE - OUT NOW! https://store.steampowered.com/app/1914580/Spirit_Hunters_Infinite_Horde/ My/our latest video game Spirit Hunters: Infinite Horde just released onto Steam Early Access. Check it out! "You are the Spirit Hunters in this action rogue-lite. Slay huge waves of monsters and harvest their souls for ever increasing power. Unlock many playable characters, abilities, maps and more through a deep progression system." The game costs just $5 for Early access and we are working on this a lot so expect regular updates and frequent content! Thank you all so much for the amazing support over the years. I appreciate every single person who plays any of my games and I sincerely hope you enjoy my latest one Spirit Hunters: Infinite Horde. Much love Anthony Follow Creature Cauldron on... Discord | Twitter | TikTok | Twitch | Instagram | Patreon | Website Follow Windybeard on... Twitch | Discord | Twitter | Instagram | Facebook | Patreon | Steam | Youtube