Main Page

GOG release and Steam Summer Sale!

Hey Everyone!

GemCraft Frostborn Wrath has finally arrived to GOG.com! Also, the Steam Summer Sale has started! You can get GCFW on both GOG and Steam with a 25% discount!

GOG:
https://www.gog.com/game/gemcraft_frostborn_wrath
Steam:
https://store.steampowered.com/app/1106530/GemCraft__Frostborn_Wrath/

More updates are on the way, including the Iron Wizard mode update, please stay tuned, stay safe, and have a great summer!

Chilling Update for GemCraft Frostborn Wrath

Hey Everyone,

After a long silence, the Chilling Update for GemCraft Frostborn Wrath has finally arrived!
And, for a few days the game is at -15% on Steam as part of the Tower Defense save event.

https://store.steampowered.com/app/1106530/GemCraft__Frostborn_Wrath/

And if you’re waiting for a GOG release, there might be good news for you too, the game might get on GOG as well soon!

Chilling Update details:

The initial difficulty of the game got a mixed reception, even after many smaller attempts to make the game’s overall feeling less unforgiving. So now, in addition to the original “Frostborn” difficulty, a new “Chilling” Game mode has been added for those players who just want to smash through the monsters and feel the mana flowing through their veins.

Existing Frostborn saved games can be switched to Chilling mode, so you don’t need to start over again for a monster-shredding freezing-edge experience. (Going back to Frostborn is not possible though.)

Chilling Mode features:

  • Freeze spell is given at start
  • +3 gem damage at first grade (causes a dramatic damage increase at higher grades)
  • 3 free buildings (except walls) can be built in every battle
  • +300 mana when a battle starts
  • 3x shadow cores drop from monsters
  • 2x xp on kills given by monsters in Journey battles
  • Reduced first wave hit points on later game fields (where first wave would be above 70 hp)

Other changes and fixes have been added as well:

  • Added many formerly missing trial fields
  • Range can be decreased for lanterns and pylons
  • Vital link trait power reduced from 10% to 3% per level
  • Hp multiplier per wave is set to 1.1 for all endurance fields (it was varying between 1.1 and 1.11)
  • Getting different slow rate gem hits works properly now
  • New option shows larger info panels when at higher resolution than 1920×1080
  • Disabling weather effects works now
  • Hatred and Awakening battle traits have been severely nerfed
  • Random special enemies have less hp, especially in later waves
  • Decreased strike spells’ skill level charge time decrement bonus by half
  • Halved the hp percent loss taken by shrine strikes
  • Gems reach hit milestones sooner above 1.000 hits
  • Changed the redundant talfrag property to ‘extra hp taken by ice shards’
  • Added range circle to the pylon placement helper
  • Fixed missing lines in the talisman summary list
  • Added all formerly missing journey note illustrations
  • Lots of other minor fixes

Stay safe and have a great time!

GemCraft Frostborn Wrath released!

Hey Everyone,

GemCraft Frostborn Wrath is finally out, actually it’s been out for one week by now, but it was such a crazy rush that I didn’t have the time to write a proper post about it yet.

https://store.steampowered.com/app/1106530/GemCraft__Frostborn_Wrath/

So far, 11 updates have been shipped for the game, with lots of improvements, lots of bug fixes and difficulty adjustments.

More content and tweaking is on the way. I hope you’ll give the game a try, and that you will like it!

GemCraft Frostborn Wrath last minute pre-release notes

UPDATE: The game has passed the Steam review process, and it will be released on the 10th of January!

Happy New Year Everyone!

Hopefully only a few days left until the release of GemCraft Frostborn Wrath! When I write this, the game is under review by Steam, if they give the green light, the game can be out on in time.
The planned release date is still Friday, 10 January 2020, 07:00 PST / 10:00 ET / 16:00 CET, but as of now the Steam admin page also says: “Earliest possible release: Jan 11, 2020”, and it was “Jan 9” two days ago, so a few days’ delay is possible if this process takes longer than expected, but I hope this is only an automatic text and once the review process is over, the game can get out.

I will refresh the release date on the game’s Steam page as soon as I know more, and I’ll write an update post too.

GemCraft Frostborn Wrath will have a price tag of USD 12.99, or a similar amount converted to your local currency.
There will be no paid lootboxes or other microtransactions, only the one time price.

The game will be playable to the end and you can fight in Endurance mode on all the fields as well, but some of the content we wanted to get done will have to wait until after the release date. To-be-added content will include:
-Some additional sounds
-Some of the journey note pages
-Playing some of the fields in Trial mode (all fields will have a handcrafted challenging battle)
-Some quality of life features that came up during testing
-We will continue polishing and fine-tuning the game after release

I also admit I aimed too high with my plans for the amount of achievements, but still, the game will have 636 achievements to collect, and possibly more to come later.
Steam also has a 100 achievements limit I was unaware of and only bumped into while I was uploading the achi data to Steam. As it turned out, this limit is applied to new games automatically now and might be lifted once a game reaches some kind of a confidence metric. This is hopefully temporary and only affects Steam achievements, the game itself keeps track of your in-game achievements and rewards you with skill points for gathering them, and I hope I can steamify the rest of the achievements soon after release. Any achievements you earn in the game will be automatically unlocked on Steam when its Steam equivalent will become available and you load your saved game, no need to collect them twice.

The game will be officially available on Windows. I heard there is a Linux emulator that makes many Steam Windows games playable, and since this game doesn’t have any possibly problematic feature (3rd party server connection, DRM), it’s worth giving a try if you have Linux. I hope a similar option will be available for Mac as well.

In case of the game running into an error, a calming green screen will pop up with the “stack trace” of the code, telling which line I should have a look at. I’m sorry in advance for any errors that you might encounter, the coming weeks will be spent actively fixing errors so they should appear really rarely after a while. (If you still find an error, please copy the text and send me via e-mail as seen in the green screen. Thank you!)

There is no official age rating for the game, but if you are a parent with small kids, please note that the Steam store is for ages 13+ and that GemCraft Frostborn Wrath contains blood and demons.

It’s impossible to make the game equally comfortable or challenging for everyone. I think Frostborn Wrath is geared towards being harder than Chasing Shadows was. Here are a few tips if you get stuck:
-You can go back to previously beaten fields and enter Endurance mode or try Journey mode again for more xp, which gets you level up, which eventually gives you more skill points.
-Don’t spend all your skill points, as unspent points give you starter mana.
-As you play, you’ll find talisman fragments. Add them to your talisman to get their bonuses. Frags that give extra starter mana can help a lot, and they can be found from the beginning.
-It’s well worth playing fields in Trial mode. In this mode, you face the same challenge no matter how high your wizard level is. They are all beatable, and give you 9 skill points if you win.
-Open wizard stashes by firing or dropping gem bombs at them. You can get skill tomes and more. Wizard stashes can be found on every field, but some of them are hidden in Endurance or Journey mode.
-You can always pause the game and think about moving or combining your gems, or dropping a gem bomb in an emergency.

Thank you for your ever lasting support and patience, we hope you’ll enjoy exploring the game!

GemCraft Frostborn Wrath trailer and release date!

Hey Everyone!

The trailer for GemCraft Frostborn Wrath is finally here, you can watch it on the game’s Steam page:

https://store.steampowered.com/app/1106530/GemCraft__Frostborn_Wrath/

It’s up on YouTube as well:

https://www.youtube.com/watch?v=YeA0BSqulaw

Having 3 weeks left until the winter holiday, I had to realize that we still need just a bit more time to finish everything, and that the inevitable initial bugs would have to be fixed while sitting under the Christmas tree if the game was out last minute before the holiday season. I’m sorry if you had some GemCraft plans for the holiday, but I hope you’ll have some time another 3 weeks later to dive into the game:

GemCraft Frostborn Wrath will be released on Friday, 10 January 2020, 07:00 PST / 10:00 ET / 16:00 CET.

Have a great winter holiday, and see you in January!

GCFW dev update: more creatures and buildings, plus achievements

Happy Halloween Everyone!

First, let’s see the current state of progress of the game. There still is a chance to release the game before the winter holiday with some luck and by tapping all the energy reserves for a final push. Some features will be almost surely left to be added after release, for example, a new game+ like thing similar to the iron wizard mode in GCCS.

I plan to have two more posts before release, the next one showing the trailer for sure, and the final one telling about release details and last minute info morsels. (the game is already in a trailer-ready state, so it should arrive before December, I just try to cover the development time more or less evenly with blog posts.)

So this time, I raked together some of the new creatures and buildings which still haven’t been revealed, without spoiling the game.

In addition to the already shown wizard stashes, lanterns, pylons, 3 looks of walls, barricades, wraiths, and reworked shrines, here are a few more to be encountered in the game:

The jar of wasps is a building that can be destroyed to unleash gem wasps, those tiny lit creatures also created by gem bomb explosions, attacking foes on their own. Gem wasps became more useful as they deal their gem’s specials when they sting, and they also follow your mouse pointer so you can lure them where they are needed.

Monster eggs can be found lying around in many places, they contain swarmlings that can be unleashed by cracking the egg with a gem bomb, or the egg can hatch on its own after a while.

The watchtower is a new building that attacks everything, including your towers. If it launches its spinning projectile, you’d better hit tab to pull the targeted gem to the safety of your inventory. The good news is that it can be brought down eventually, just keep firing and stay vigilant. 🙂

And finally, a foe that the corrupted wizards of the Spiritforge sent to hunt down rogue wizards like you, the wizard hunter is obsessed to get to your orb, and can launch shades of itself to tear down your buildings, along with the gems inside if you don’t act fast.

I’ve probably mentioned before that I’m an avid achievement hunter, it’s such a blast unlocking one achievement after another and finally facing the really tough ones. Achievements are not as dumb as some players say, they can teach the basics like a tutorial, or show other ways to play a game, leading the player to unfold the game and discover hidden paths. Achievements can give another layer of completing the game, or comparing your standing against other players (thanks to the public achievement stats for each game on Steam). So I didn’t want to aim low this time, there are more than 900 achievements planned (Steam has a technical limit of 1.000 achievements to prevent achi-scam games that once flooded the store, but if that can be bypassed somehow, I’ll be happy to add even more achievements after release).

Drawing all the 64×64 pixel images (official Steam achievement icon size) for the achievements would have been a tedious task though, so as a compromise, I tried a pixelated retro feeling approach. I made tiny 20×20 pixel icons that the game uses to generate the 64×64 px icons, along with an 86×86 px version used in the outcome panel.

This is how it looks like with 3x zoom:

Last time, in Chasing Shadows, achievements were only unlocked when winning a battle’s regular phase, in endurance, achievements were locked. This time endurance is a separate battle mode, and all achievements (unless specified in the achievement’s description) can be unlocked in journey (regular), endurance (lots of waves), and trial (fixed challenge) mode, even if the battle outcome is defeat. Once the “achievement unlocked” panel pops up, it’s a granted loot in the outcome panel. This change makes many achievements easier to get in the long run (waiting to get to long enough endurance runs can make achievements like “create a grade 16 gem” unlock naturally), so there will be more achievements added into the pile that will require a really high wizard level or a high player skill to unlock.

Some of what’s still waiting to be revealed might be shown in the trailer arriving next time, and the rest is waiting for you to explore in the game itself. See you again with the trailer by the end of this month!

GCFW dev update: Talisman

Hey Everyone,

Summer is over, we have a busy 4 months of this year left ahead, full of new game releases, let’s make GemCraft Frostborn Wrath one of those games!

In this post, I’ll show you the rebuilt talisman system.

The talisman is now a 5×5 jigsaw puzzle, with most of the tiles locked at the start of the game, unlockable by gathering enough shadow cores (the multi-purpose game currency).

All talisman fragments give varying battle bonuses, depending on the rarity level of the fragment (more rare fragments give more and stronger bonuses), the upgrade level (unlocking the potential bonuses of the fragment by spending shadow cores), and whether the fragment is “inner”, “edge”, or “corner” type. Rare fragments can be found during battles boosted with lots of battle traits.

You can sacrifice a fragment to add its shape to your shape collection. The more shapes you gather this way, the more freedom you have when changing the shape of the fragments you plan to add to your talisman.

Just as with a jigsaw puzzle, you have to correctly connect the puzzle piece shaped talisman fragments as you fill the tiles of the talisman. If a fragment doesn’t fit, you can change its shape one side at a time with the arrow keys, but it can only take a shape you already have in your shape collection. Also, edges can’t be changed or rotated, so a top left corner fragment can’t be changed to top right, just as an inner fragment can’t get an edge.

The runes on some of the fragments, as well as the lights on the sides of the talisman will be up to you to explore when the game finally arrives.

Next time I hope I can show you the game’s trailer, and if everything goes as planned, the game can be out this year – more info about the release details when we get closer.

GCFW dev update: battle modes and traits

Hey Everyone,

I hope summer goes well and that you can find shelter from the scorching heat.

Battle traits were one of the cornerstones of GemCraft since Labyrinth, giving you control over how difficult challenges to take on and what path of progression to take. Traits will be there in GCFW as well, 15 of them, each adjustable at 12 levels (or left turned off).

Each battle trait adds a unique difficulty boost to battles, giving monsters more hit points or shields, luring greater enemies to the battlefield, or giving monsters an armor boost based on the number of other monsters on the battlefield.
The more and higher level traits are selected, the higher rarity talisman fragments can drop (more about that in the next blog post), and a higher xp multiplier applies to the battle total xp.

In the previous GemCraft, there were also three difficulty buttons. They are now blended into the palette of battle traits, and instead, there are three battle mode buttons.
Journey mode is the baseline experience. Any field that wasn’t played yet automatically starts in Journey mode.

Endurance mode now starts from wave 1 (in GCCS is started after finishing a regular battle), and initially lasts 50 waves. In this mode you can’t lose, you’ll get the xp you gather even if your Orb gets smashed. Beating at least half of the total waves though gives endurance wave stones that will make all future endurance runs longer.

(The achievement icons shown in the outcome panel loot row are still work in progress.)

Wizard Trial mode is similar to vision fields from GCCS, but this time all the fields have this challenging mode, putting your true gemcrafting skills to the test. Skills and battle traits can be obtained by winning trial battles. In trial mode, you can’t use your skills, the starter mana is set for each field, as well as gem types, buildings and spells to use, and battle traits too. (See the greyed out battle trait icons in the traits panel screenshot – in trial mode, the traits panel only gives you info about what to expect, but traits can’t be changed.)

All three modes have their own unique field layout variant and give their own xps for each field.
In trial mode, since the battle traits are fixed, there is no battle traits xp multiplier, calling in waves early will give a generous xp boost instead. Doing so is very risky though in the already challenging trial mode, so be careful.

Lastly, a minor change to the grid of skills shown in the previous post, I realized the new building called lantern didn’t have its own skill that would make it buildable, so I added one and took Masonry out (and used its graphics for the Dark masonry battle trait). I was afraid that lantern would become too overpowered, as well as lagging the game with its AoE damage, but not giving it a skill wouldn’t work. The skill itself still puts some harsh limitations of the building, but it’s sure to change a lot during later playtests.

Have a great August! Next time I’ll write about the new talisman system.

Coming Soon page for GemCraft Frostborn Wrath!

Hey Everyone,

The Coming Soon page for GemCraft Frostborn Wrath is now live on Steam!

How to find the game’s Steam page:
Steam client: Search for “gemcraft” in the store page search field.
Browser: https://store.steampowered.com/app/1106530/GemCraft__Frostborn_Wrath/

You can add the game to your wishlist so you won’t miss the release day. There is also a lengthy list of feature highlights if you wonder what more the upcoming blog posts will cover.

Next time I’ll write about the changes to battle traits and battle modes.
Have a great summer!

GemCraft Frostborn Wrath development update: skills

Happy Summer Everyone!

Sorry for always being late – eventually it turned out that “in a month or so” can mean 3 months… at least there has been progress not only with the skill system, but new buildings and creatures were added too, or for example having a mere look at the list of in-game stats lead to changing a ton of things from saved games to achievements to the outcome panel. I also made several, mostly successful attempts to make the game run more smoothly.

Most of the skills must be familiar to GCCS veterans. One of the new additions is the Orb of Presence skill, which gives banishment bonus, as well as those tiny orblets that can be stolen by the monsters (formerly that feature was a battle trait, but, unlike other traits, it made the game mostly easier while also providing an XP bonus, so it had to switch teams).
To bring pylons into the game / have players give them a try, it got its own Pylons skill, while Seeker Sense (bottom right skill) is also a new one giving shadow core and monster kill XP bonuses.

Gem wasps are one of my favorite features and I wanted to make them more powerful and not just a nice trick for the first few levels, so the Demolition skill (top right) makes wasps live longer, sting stronger, and have a higher attack range. Wasps now also follow the mouse pointer, so they can be lead to where the action is.

As we are slooowly getting closer to release, I plan to add more random battle screenshots to give more grip on the general look and feel of the game, until the trailer, and in the end, the game itself finally arrives.

Some months ago I was pretty sure a June 2019 release would be possible, so I really should not talk about any release date until actually having at least a release candidate build. At the moment, I have a nice layed out plan for this summer, 40 tasks for the next 12 weeks, including blogposts about the battle traits and the talisman. But we all know that has to be taken with a pinch of brackets and question marks. Our kids will have a summer break, so there will be a lot of family days to be spread through the summer (there are some GDC talks on YT about having kids and working as an indie dev, I’m a bit relieved I’m not the only one struggling with time management). If this summer goes as planned, we will be very close to release, and if not, we’ll still be lots of steps closer.

Have a great summer, I hope I’ll have more to write about soon!