About This Game The new ultimate version of Violett brings even more of the best point and click adventure fun, right onto your screen. In this expanded version you'll see a pair of comple 5d3b920ae0 Title: Violett RemasteredGenre: Adventure, IndieDeveloper:Forever Entertainment S. A.Publisher:Forever Entertainment S. A.Release Date: 13 Dec, 2013 Violett Remastered FULL violett remastered pc. violett remastered walkthrough. violett remastered pc gameplay. violett remastered free. violett remastered giveaway. violett remastered steam. violett remastered indiegala. violett remastered. violett remastered gameplay. violett remastered. violett remastered review. violett remastered edition interesting puzzle with beautiful drawings,except that I cannot proceed due to the bugs.. The game lacks in all they are trying to sell you in the trailer, poor graphics and very hard to play. I do not recommend this game, there are other games out there which are much better and fun to play.. The game lacks in all they are trying to sell you in the trailer, poor graphics and very hard to play. I do not recommend this game, there are other games out there which are much better and fun to play.. Kind of Machinarium: no dialogue and lots of brain teasing puzzles in different areas. Also a lot of collectibles, too much even for me. At the beginning story was clear: you move to new house with your family and suddenly shrink into insect world (oh wait why? confusing already) Anyway then you supposedly want to grow back and get home; I hoped there would be story in between but no, just solving puzzles because they are there blocking you.Nice and surreal adventure but the main feeling was "not enjoying - just pushing through".the praise:-really liked the hand drawn cutscene graphics-nice music and beautiful background art-there was good bug too: i got both "use only 10 hints/don't use hints" achievements at onceThe nag:-story has zero explanation, why am i here why am i doing this?-too bad they didn't make the whole game hand drawn, 3d characters look dull and emotionless-music gets repetitive quick-some gameplay stopping bugs (workaround is to exit and reload)-frustrating inconsistensty when Violett can use her telekinesis. Kind of Machinarium: no dialogue and lots of brain teasing puzzles in different areas. Also a lot of collectibles, too much even for me. At the beginning story was clear: you move to new house with your family and suddenly shrink into insect world (oh wait why? confusing already) Anyway then you supposedly want to grow back and get home; I hoped there would be story in between but no, just solving puzzles because they are there blocking you.Nice and surreal adventure but the main feeling was "not enjoying - just pushing through".the praise:-really liked the hand drawn cutscene graphics-nice music and beautiful background art-there was good bug too: i got both "use only 10 hints/don't use hints" achievements at onceThe nag:-story has zero explanation, why am i here why am i doing this?-too bad they didn't make the whole game hand drawn, 3d characters look dull and emotionless-music gets repetitive quick-some gameplay stopping bugs (workaround is to exit and reload)-frustrating inconsistensty when Violett can use her telekinesis The early January Hotfix has arrived!: version #: 0.5.6215.18617Hey everyone! Thanks for cranking away so diligently on the holiday build and uncovering so many annoying-ass bugs! We havent fixed everything since weve been back (its only been a week!), but we have gone after the stuff with solid repro steps and anything obvious that was hurting gameplay. Weve wrapped these fixes up into a patch that we just released so we can move on to a content update later in the month. Our plan for January is - we want to start plugging in new game modes and some other crazy stuff before the end of the month, but its important that we have a solid foundation to build on so the game isnt torturing you with buggy behavior when you should be enjoying all the newness. We wanted to put that out there so you know that we arent slacking. Tyrants dont slack. A couple items worth noting - we havent had a chance to flesh out the Techno Slug tech upgrades or other slug related stuff, so youll still see white squares and other weirdness when you get that far along. Well get to it soon. Theyre slugs, so, you know, they move slower than your average empire. Also, if youre in the middle of a game, thatll get wiped out when you start afresh. Sorry about that space and video games are cruel in ways that other modes of existence are not except for maybe knitting. That can be horribly unforgiving. Come to think of it If youre brave and cool at the same time, wiping out your save file and starting right at the beginning would be a pretty helpful testing move. You can copy your current save files to somewhere else on your computer if you want to load em back up later, but heres how you get to that folder and clean it out (this is for a PC - not sure about other platforms):Before you launch the game, navigate to this folder on your computer:C:Users AppDataLocalLowBlue WizardSpace TyrantDelete all 5 files in that folder (3 .json files and 2 .old files) or move them elsewhere if you want to load them up later.Now if you launch the game, youll get the intro and start over on the Tutorial missions. SO EASY!And if youre wondering what got fixed or added, heres the change list:NEW:-Added resolution select when in fullscreen mode.-More Exploration Event art and Exploration reward art.FIXES:-All sounds now play through the proper channels are respect the audio sliders.-Empire/Leader mismatch on the Loadout screen.-Empire basic deck able to be used with wrong Empire.-When unlocking a new empire, proper deck selected with new commander.-Could spend more perk points than you had in a rare circumstance.-Thought Seize artifact works as intended, lowering enemy energy charge during combat.-Planet income upgrades are properly serialized now.-Node values are properly updated after loading now.-Hoplite Empire perk board has correct art and paths now.-Tech victory condition now saves its progress correctly.-Derelict Forge worlds no longer give their ship discount.-Derelict descriptor is no longer lost on Forge worlds when returning to a saved game.-EzCargot's decoy frigates no longer fire their weapons.Alright folks thanks again for playing! Well be here in the discussion forums intermittently over the weekend; answering questions and crying about any miserable bugs you find. If for any reason we dont respond right away, its because we got caught up in the glories of the weekend and forgot what a computer is. You can be certain that wont last for long and well be back in Tyrantsville in a few short hours.Have a great weekend!The Space Tyrant team.***Oh, and here's a ridiculous meme i made to celebrate this wonderful hotfix.. DICE OF MERCY v0.5.6423.22577: Dice have been PUMPED UP to MAXIMUM INVASIVENESS! Tired of having punk rebels or puny neutrals kick sand in your face-hole? Our NEW combat dice go all the way to SIX!Balance ChangesHoplite Siege die now has faces 1-6.Bzzerk Siege die now has faces 0-5.Siege dice will be more merciful.. One last update before Early Access: People! Tyrants! Tyrant People!Weve decided to push one more build out to you before we hit Early Access. Its packed with bug fixes, updated art, refinements to numerous systems under the hood and other cool stuff. The tutorial, sounds and Combat effects are still lacking any updates, but we think youll find that the rest of the game plays a lot more smoothly now. If youre in the middle of a mission, so much has changed that were having the game knock you out of that mission. It wont kill any progress youve made toward a particular cycle and you wont lose your unlocks, but continuing a mission with so much newness wasnt possible.Heres a list of all the particulars:Major Features:Revamped Starmap (so good)Cards as UnlocksPersistent Event TraitsNew Perk ArtTyrant TitlesRebellions on controlled planetsAdditional Features:Improved snapping in the ShipyardMany more stats trackedA new Main MenuSenate & CnH AI more aggressiveMission Detail tooltipsPlanet Rings show ownershipShipyard button is back (tho less enticing)Wormholes frequency reduced and opt-outs added"Mana" renamed to "Crystal"Fixes:Empty Fleet bug fixedMany, many, hangs and locks fixedFinal Mission unlock bug fixedUnsupported resolutions now default to 16:9Planet UI no longer interferes with fleet clicksSlug shield regen reducedMany defensive commander powers fixedCombat grid vs space weather layering issues resolvedCompound artifact effects on reload removedSpace slug regen nerfedPlayer based combat-initiation bugs fixed Commander energy shows correct at battle-startAlrighty, unless some horrible crash bug somehow got past us in this build, were pretty sure this will be the last of our updates until we hit Early Access in about a month. Well still be checking in on the forums on a daily basis, but our heads are mostly buried in development land, so we probably wont be as active as usual when a new build goes up. Cheers! Thanks again for playing!The Space Tyrant team.. Space Tyrant Steam Publisher Sale!: It's the 1-year anniversary of the Steam launch of the bloodiest puzzle game of all time: Friday the 13th: Killer Puzzle and we're celebrating big time!For the next 48-ish hours, ALL Blue Wizard Digital games are being discounted in a very special Steam Publisher Sale!Grab any of our titles or DLC on it's own at a great discount or pick up any of the titles or DLC you've been missing in the "complete-the-set" discounted BLUE BUNDLE!. Coming September 28th!: Dig out some glowsticks and slide into those Tyrant pants!This update will be sliming out with many a bug fix and all kinds of balancing goodness.. An update to the Combat system!: Treacherous Tyrants! Weve had our heads down in all things Combat these past couple of weeks and were finally ready to release our first pass at it. The previous version was something thrown together early-on and we were never all that happy with it. There was a lot of ship power spamming, no real sense for strategy beyond biggest fleet wins and it never really felt like a well thought out aspect to the game. So weve set about changing that. And I must repeat, what were putting up today is our first pass at it. There are bound to be aspects that arent working quite right or need the knob turn a little to the left or right. Its always that way. Were also asking that people try to approach it objectively. Thats a difficult one and something we struggle with a lot while working on the game, but pretending you havent played any previous versions and just having a fair look at the new stuff is important in the process. I mean, all commentary is worthwhile to us, but we do love those FRESH EYEBALLS.Heres a list of the new additions to Combat:One Special shot per ship: Ships now get one special shot per instance of Combat. Their energy wont refill automatically, so youll need to be more careful and deliberate about where you focus the added firepower. Theyll still fire the usual volleys of shots, but for that extra kick, you get just one per ship. Tactics: At the start of Combat, you get to choose from one of 3 random Tactics. The one you choose will sit to the upper left of your fleet and its a button you can hit at any time during gameplay. Sometimes youll want to hold out for just the right moment, sometimes youll want to hit that sucker right away. Were still brainstorming different Tactics that could be fun, so please let us know if youve got any wild ideas. Breaches and Crits: There is a chance in the heat of Combat that you or the enemy will get a Crit (Critical Hit) and it will cause a Breach. The Crit does a bit more damage than the average shot and the Breach it causes will do a small amount of damage over time. It will also disable the special shot on your ship unless you repair it. Repairing it costs one bolt of energy, so its not that hard to shut down a Breach you just have to be on the lookout. There is also a Tactic you can use to seal all Breaches at once, if you decide to use it.Weather: Oh man, space weather is now a thing. Its an equal opportunity damage inflictor, but its one you can capitalize on as well as defend against. More often than not, we find it tipping the scales in your favor, but sometimes well, you know it will rain on your parade. But as with some of these other new and threatening aspects to Combat, youve got Tactics you can play to get the upper hand. And we know you like the upper hand, all Tyrants doShip Balance Pass: Some of these new additions required us to do a slight balancing pass on all of the ships. Theyll fire a little faster than they used to, some of them have slightly different weapons its all fairly subtle, but helped to balance out the changes.So thats where things are at with this first run at a new Combat system. After this, were going to take another pass at it to fix any bugs that come up and continue working on the balance. We also need to update the explosions, some of the new visual effects for Tactics and finally do an audio pass. Were a small team and its a slow process, but were getting there pixel by pixel.Also check it out. We fixed a bunch of bugs and added some little art polish here and there. We find it all to be very happy-inducing. That being said, we didnt fix all the bugs (does anyone ever fix ALL OF THE BUGS?), but we did focus on and root out some of the more egregious ones. There are still bugs that I get every game that make my teeth vibrate and my eyeballs hemorrhage, but I have faith that well fix them at some point. Share in that faith with me - well polish this sucker up good in the months to come. My teeth and eyes depend on it, so you can rest assured we're committed. Alrighty thats it for this update. Well now hover over the discussion forums, salivating and typing wildly. As bugs come up, well weigh em against stuff were working on and probably push some hotfixes in the days to come.. Closed Beta, an end in sight.: Im pleased to report were nearing the end of our closed beta status! Between the beta feedback and our internal discussions, weve finally reached a point where we can start to prepare for our Early Access release. As we commit ourselves to this deathmarch, we might still offer up a build to the beta crew to make sure nothing is exploding along the way. That could happen anytime in the next month, but probably not after that Ill post more info as we figure it out. What we are sure of is our plan to release Space Tyrant into Early Access during the last half of May. Well continue to develop the game beyond that date, but we do feel like its ready for a wider audience. And while the game is still technically in closed beta, were leaning in on the closed status and not letting anymore people in. You can all still play and hunt for bugs if you feel like it; well also continue to respond as the weeks tick by, but these are indeed the final days of closed beta. Ill take this opportunity to say - thanks a million to everyone who has stuck with us through this process! As someone who spent some years in the QA trenches, I know how frustrating it can be working with buggy, broken games. So, we really do appreciate your efforts. Ill start the process this week of sending out all remaining pins and stickers to those of you whove come on board in recent times. And when the game goes into an official Early Access state, Ill send everyone on the list a key so it can be in your Steam library until Tyrants take over the planet and disintegrate your computers. Lastly, If youve written up bugs or have given us any feedback, keep an eye out for a friend request from SpaceTyrantSwag. Through that account Ill ask for your physical address so I can send you stuffs. Ill also message you a key for the game through that account when the time comes. Cheers everyone and thanks again for the help! Many happy subjugations of celestial lifeforms to you and yours.Love - The Space Tyrant team. Space Tyrant got an update!: v1.541 will now be beamed down to your hard drive with the following:Features:New fleet commandersNew Tyrant TitlesSpeed Mode added ( Right Ctrl+.
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Violett Remastered FULL
Updated: Mar 14, 2020
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