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GCFW: Shrines, creating gems

Hey Everyone,

After months of working in silence finally there is enough stuff to show and tell about, so from now on there are new posts planned every few weeks until release. I’m really sorry for the long time gap since the last post and thank you if you’re still here!

The name of the next GC will be “GemCraft lost chapter: Frostborn Wrath”.
It won’t be the last one in the series, it will tell a story branching in to the main storyline, starting in time just when GCCS ends with the walls of the Spiritforge trembling. There is a world map in the journey notes in GCCS, where you can see a territory not so far involved in the game’s events, named “Frozen forever”, Frostborn Wrath will start there. But more on the story for those who are interested on GCFW’s journey note pages, let’s see the actual game features, starting in this post with gem creating and shrines.


Creating gems has changed a lot not only since GCCS, but since the last screenshot too. The original plan was to reduce the gem creating process to one click and thus make it more straightforward for new players. If you look at the first GCFW screenshot from last December, there was a gem grade selector, which disappeared in the latter post’s screenshot. Playing around with gems showed that it was weird always ending up with grade one gems, so now gem grade can be adjusted for all gems to be created. Setting it to its maximum will make it automatically adjust as you gain or lose mana, so you can always create the best possible gem.

Once created, gems can simply upgraded with the mouse wheel (only upwards of course), while for gems on the battlefield, the mouse wheel fine-tunes the firing range, just as in GCCS.

Shrines had quite an odd role in the last game, they were supposed to be epic, stopping time and unleashing a wave of destruction, but since they were dropped by sparks by the dozen in weird places, many times far from the main path, and they demanded a gem for which they didn’t really give a reasonable return, they were mostly only useful during early game or for getting some achievements.
Sparks don’t arrive anymore stuffed between waves, so shrines won’t be appearing in the middle of the battle, they will be placed carefully to have the real power to make a difference in the battle’s standing.

Shrines won’t need a gem to be sacrificed anymore, instead, after clicking them to activate, they will gather the damage potential of all the gems placed in buildings, and launch those already familiar ghostly waves, dealing both a fixed damage and taking a ratio of all the hit points of the foes caught in the line of fire. Also, the more gems in play, the higher the damage bonus.

That would be for now, sorry and thanks again for still keeping waiting if you read this! Next time I’ll cover the new enraging system and linked waves.

Change of plans (Shrines)

Hey Everyone!

This post was planned to tell about the changes to the shrine system, but the latest changes didn’t feel right so new ideas are being worked on and tested.

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Battle frame changes in the next GC

Hey Everyone,

In this mini-blogpost I share a few thoughts about the latest gui / “battle frame” changes.


After playing along with the one click gem creation for some time, it now seems there’s no need for gem grade adjustment, clicking on a gem type button now simply creates a grade 1 gem, while holding shift when clicking will result in a gem with a grade one less the maximum affordable (one less, to save the mana pool from getting empty). The new Upgrade gem button (as well as the good old U hotkey) can be used to get any gem grade after making the initial grade 1 gem.

The tedious task of enraging all the waves, especially during endurance runs, will be no more: There’s a new gem slot at the top left corner, inserting a gem will enrage all the upcoming waves (at no extra mana cost). If you change your mind, you can remove the gem from the slot to revert the waves to their baseline difficulty and reward levels. Socketing higher grade gems here and spending into the related skill will give more extreme enragement results. The whole thing will be tuned and will surely feel different from the GCCS style enragement, but the function is the same, players can decide if they risk facing brutally difficult waves for great rewards.

Hotkeys are shown on spell buttons for novice players (it can be disabled in the options screen).

The inventory got shrunk to 3×3, as it was seen in the December post. Since the very first GC, cloning and upgrading was added and now gem grade selection is gone too, so there is no use anymore having such a large inventory taking up precious screen space. The new tiny inventory is the central highlighted area of the right column hosting all the spell buttons and info fields.

The mana pool fills bottom upwards, trying to resemble its inspiration, the Diablo III magic stuff globe, even more.

Speed buttons got simplified, since the “1x” speed was too slow and barely used, the new “1x” is 2.5x faster than before, and the new high speed button makes the game roll 4x faster than the new normal speed, thus 10x faster than the normal speed rate of GCCS.

The next post arrives by the end of February, with the new shrine system, stay tuned!

First screenshot of next GemCraft & Happy Holiday!

Hey Everyone!

Sorry for not posting anything for so long! After some adventurous dead end side projects, the next GemCraft has been in development for a while now, but I wanted to wait to have a screenshot to show. And so now here is the first shot made as a winter holiday greeting card.

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GC Labyrinth premium is free to play now on gameinabottle.com

Hey Everyone,

Just a quick note: I’ve uploaded a free full version of GC Labyrinth on our site.
After the shutdown of GamerSafe (who provided the paid content support for the game) many paying players were left without the premium version and many of them emailed me about it. Since I can’t know who bought it in the past, there was no other choice but to liberate the game for everyone. (I hope I didn’t add any new errors to the game in the process…)

On a side note, I was quite surprised and of course it felt so good that there are more than a few players still playing this game in 2017. 🙂

I’ll write as soon as I get there with the next GC!

Happy New Year!

Happy New Year Everyone!

Sorry for not being any active all through last year, but there was simply nothing to tell apart from “still nothing to show, please keep waiting”…

After spending a long time tackling several dead-end side projects and experiments, as well as living a busy family life, I’m now ready to get back to working on the next chapter of the GemCraft series.

I wish you a year of great game releases, I’ll write you as soon as we’re getting somewhere with the next GC!

 

Season’s Greetings

Hey Everyone,

There’s still nothing to show or tell about the next game, just wanted to wish all of you a happy winter holiday and an awesome new year with lots of game releases, hopefully by us as well! 🙂

If you still haven’t obtained GemCraft CS on Steam (and you have Windows on your PC), it’s a great opportunity again to get it with a huge discount as the Steam Winter Sale has just started.

I’ll write about the next game when the time comes, See you next year!

GC:CS new build + Steam 30% off!

Hey Everyone,

First of all, for one week, you can get the Steam version of GemCraft Chasing Shadows at a 30% discount!

Also, haven’t posted about it yet, but a new build of GC:CS has arrived recently for both the Steam (v.1.0.6) and AG/Kong (v.1.1.16) versions.

List of changes:


 

  • Fixed: outcome panel could show negative mana spent on amplifiers with high level masonry skill
  • Fixed: Spiritforge controlled towers with their gems stolen by a specter stated that a new gem can be inserted
  • When the Forgotten locks the gui, the call for early waves is withdrawn
  • Fixed some typos
  • Waves enraged by the Forgotten can’t be cleaned of rage anymore
  • Fixed a bug involving specters almost leaving the battlefield with a stolen gem
  • Minor change at field V7: One of the Spf towers upgrades its gem later
  • (Steam only) Added Alt+Enter shortcut to switch full screen

Enjoy!

 

GC:CS v.1.0.5/v.1.1.15 uploaded

New builds are uploaded for both Steam (v.1.0.5) and AG/Kong (v.1.1.15).

Included fixes:

  • Demolishing a tower while its gem was shooting a beam left the beam vfx stuck
  • Waves right after a spark couldn’t be unangered
  • Orblets dropped by monsters banished by the Scythe Gate disappeared

 

 

Steam Summer Sale: GemCraft Chasing Shadows: -50%!

The Steam Summer Sale has started! For a limited time, GemCraft Chasing Shadows is on sale at -50%!

This is that special time of the year on Steam when lots of games are sold at a huge discount. If you have been waiting to get the game at a lower price, the day has finally come!

http://store.steampowered.com/app/296490/