Create the most wicked creature by using all of the parts you’ve encountered..
Happy holidays!.
New Breed in 0.4.0 is now available!:
Specimen of this mysterious breed have been sighted in all inhabited areas. We have called them
Vagorians.
They have a utility zooid called
Twister that creates small swirls which pull in and carry objects over distance. These swirls merge together in size and strength, becoming capable of moving significantly large objects or even Sipho colonies. We suspect this zooid might have been used as a long distance colony transport.
Vagorian colonies are held up with
Peapod zooids which seem to be smaller than typical structure zooids. They allow more compact zooid growth and require less nutrition to sustain. Other colonies which adapt these zooids can become a real threat to all of living marine life.
Burstopod zooids are used for offence and defence. They release an enclosed shell filled with high-pressure unknown substance. The shell breaks with great force, damaging all creatures within small radius.
For local travel Vagorian colonies use
Drifter zooids. They provide great colony turning force, but are less effective while strafing. They might have evolved to withstand or embrace great turning forces of swirls and whirlpools.
Our simulations for Aquarium have identified Vagorian environment as
highly unstable. Their optimal environment is expected to be found somewhere between different areas where strong currents flow. It is littered with fragments of destroyed habitats brought in by strong currents flowing through.
Version 0.4.0.
Version 0.3.3 is now available!:
Hi everyone!
A week has passed since Aquarium release and we cooked up a new version of Sipho.
This update has a new feature - ability to share Layouts through text string. They can be exported and imported in Layout Browser window in Aquarium. This is a small feature we wanted to make to encourage creativity and display your ingenuity in Sipho-craft.
We have also added more tooltips to Aquarium UI to help understand it better, added auto-spawned enemy size control to Aquarium and many more little touches of polish. See the whole list below:
Version 0.3.3.
Version 0.1.8 released!:
Hello everyone!
It has been a crazy week after release and we are really happy about reception of Sipho. We have got loads of feedback from around us which will help us polish the game on all rough edges.
Some notable changes are increasing free spaces in areas later in the game. We got reports of navigating in those areas with a larger Sipho was hard, which was not intended. Such closed areas feel nice when Sipho just big enough to fit through, but later levels provide so much food that Sipho can be pretty wide and become easy prey if it gets stuck. To allow enjoy the game in any size we have increased passages and open areas in Buginis and Cra'Than areas.
Tutorial has been improved by removing lots of flavor text and leaving only most important information. Grasping a lot of information for the first time is a lot to ask, so we had to distill information to easy to understand highlighted sections. This was a also a good time to update Dash icon together with tutorial images. So skill bar has gotten some love too - all skills are now represented by their zooids or things they drop.
We have fixed several stability issues which interrupted play sessions. Game no longer will get stuck entering growth mode while entering boss fight. Game will not be saved when quitting, which in some rare cases resulted in player getting saved to the "void" which is an empty area. We have also potentially fixed a freeze on longer plays and if that still happens - let us know.
We also had version 0.1.7 in Beta [staging] branch, but wanted to do some testing before making it public. For those who are not using Beta [staging] branch both version changes are relevant:
Version 0.1.8.
Version 0.2.0 is now available!:
We are proud announce a new extra-featured build. It is also a development milestone for us which marks a new Version 0.2.x era.
Starting Early Access we have promised to listen to your feedback. To not compromise existing balance and wanting to give a little bit of strategy between runs, we have implemented ability to keep a zooid after death!
This will allow to have a little bit more creative freedom in the main game mode by allowing you to strategically select a zooid to keep from previous run. New synergies can be explored this way without making the game too easy. Breed selection menu will now also display starting zooid loadout and plan ahead:
Implementing this feature has allowed us to make some under-the-hood changes to allow us affect game settings more easily. And it might be that little push that will help you to finally defeat Frakir and his minions.
Other thing we wanted to do even before launching to Early Access, but did not want to risk regressions, was to re-balance movement. There were some cases in early stages where an enemy would be faster than the player with several movers. Now movers have a lot less drag so movement should feel more responsive allowing you to create more interesting builds.
Together with aforementioned major changes, check out the full list:
Version 0.2.0:.
Version 0.4.1 is now available and future plans:
Greetings!
Following a Vagorian release we took our chance to dive down to tech behind Sipho and upgrade our Unity engine version from 2017.4 to 2018.4. That means we are now able to use year's worth of improvements.
One of new engine features is the new Input system which we are going to use to implement controller support. We will first focus on basic support such as movement direction rebinds for controller. That should reach you in future updates. Then we will start improving experience with hotkey-based controls of our UI. Navigation hotkeys will have to be implemented for menus, growth mode and aquarium spawning. In the end, we would like to have game playable on any kind of input setup.
Content will not be forgotten - there will be more new zooids in the future. We have yet to decide if they will come as a new breed or as breedless zooids. New breed would mean a new area is required as there can only be one Wanderer. Breedless zooids would be added to the drop pool, possibly made available after completing a special challenge. Let us know what you prefer!
As for today's matters, we have improved stability of kill slow-downs which should not result in explosive physics simulation at a cost of loss of precision of real-time time as opposed to game-time. Game-time precision stays deterministic which possibly makes more sense as kill slowdowns is rather eye-candy or juice rather than gameplay-impacting mechanic.
Per one of our user's request we have added size control to Aquarium spawn system which will allow spawn solid objects and decorations in various sizes. For that extra
unleashment of creativity!
Version 0.4.1.
Development Update and Version 0.3.5:
Dear Parasite Designers,
We are happy to announce an updated of 0.3.5 version! This will hopefully be last minor update in 0.3 phase as we are working on the new breed in parallel. As you might have noticed, we are experimenting with two-week release cycle which keeps the updates flow. All of this means that the new breed is coming in two weeks!
One of the things we're seeing is that Queen boss seems to take a toll on many player's lives. Buginis breed is brittle, but deadly. That is why we have placed several powerups in the way to Queen itself to give a little encouragement for you to engage.
We have noticed that procedurally grown Siphos do not plan well enough their growth and get blocked by growing non-structures all around their perimeter. We have addressed this by allowing them to ungrow Zooids to enable themselves to grow further. Procedural growth is not what we have focused on in development, but if it proves to be interesting for you, let us know what would you expect from it.
Aquarium object multi-spawning should be more convenient and less ridiculous. We have limited rate at which multi-spawns happen over time. That fixes Multiple spawns at the same spot, but makes "drag fast to spawn many" break. To address that spawn rate is increased when mouse pointer is moving faster. So the first Aquarium experience of spawning many
many many nutrients is still there.
Version 0.3.5.
Version 0.2.1 is now available!:
Happy new year!
Just after rolling over to the next year we would like to share a small update. While working on Aquarium we had some chances to find some issues and do a little balancing act. Changes are listed below:
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