Update 1.02 and more improvements inbound!

First, NECROPOLIS is a game people *want* to like. Many reviewers and commenters prefaced their criticisms with statements like, “I really wanted this to be good.”



Many reviewers and commenters prefaced their criticisms with statements like, “I really wanted this to be good.” Second, people expected more content and more variety for their money. Whether it’s more enemies, more environments, more loot, or more variety in a level, the message is that more variety is needed.



Whether it’s more enemies, more environments, more loot, or more variety in a level, the message is that more variety is needed. Third, many of the item descriptions in the game are obscure and unhelpful, making it hard to make decisions about what to buy or equip. And because our item descriptions are obscure AND written in the Brazen Head’s snarky/humorous tone, some people find them irritating.



And because our item descriptions are obscure AND written in the Brazen Head’s snarky/humorous tone, some people find them irritating. And fourth, some players found the game too easy and the AI in need of improvement. For example, players report that many enemies can be beat using the same tactics and they want more variety and challenge in combat.

FOR FREE

TODAY

Text descriptions of the magical codexes in the Scriptorium are more informative. This change is included in Release 1.02 today for English speaking countries. Other languages will receive that update next week after translation.



Resolved issue that prevented a menu option from displaying text in several languages.



Found a workaround for crashes at launch when using a Razer headset.



Removed developer console access.



Resolved an issue that could prevent the main menu from opening on launch when Necropolis was set to several non-English languages.



Steam Achievements are now viewable through the Steam client.

ONGOING

Continue to fix high-impact bugs.

Continue to improve enemy behaviors to make creatures more fun to fight.

Continue to improve enemy behaviors to make creatures more fun to fight. We’ll be exploring enemy speeds, aggression settings, animation timing and more to better differentiate enemies and vary their challenges.

SHORT-TERM (Coming over the next two weeks)

Revise weapon descriptions to provide better clues as to their advantages or drawbacks.



Revise spawning system so that enemy spawning feels more logical and less frustrating.

MID-TERM (Coming 2-4 weeks from now)

New enemies that change up gameplay.



Revise enemy spawning so that some harder enemies will show themselves earlier in the game, resulting in more challenging combat with a greater variety of enemies.



New weapons and armor sets featuring unique stats with positive and negative trade-offs to allow for more varied play styles.



Turn crafting recipes into loot objects that can be found throughout the Necropolis to encourage further exploration.



Update the co-op revive system to provide a greater challenge.



Improve shields to make them more effective in combat.



Loot rebalancing based on feedback.

LONG-TERM (Coming 4-8 weeks from now)

Improvements to the final enemy to make him more challenging.



New and better designed traps.



New ways to engage with and affect the environment, like the platforms you can rotate.



Completely new outdoor environment - The Black Forest - a wintry deathscape to explore.



New Black Forest enemies.



New potions and scrolls.



A second playable character, the Brute.

Hey Everyone!Now that we’re past the rollercoaster week of releasing NECROPOLIS, we want to let you know what’s next. As with everything we make, the Harebrained Schemes team has scoured the player responses and critic reviews to begin the process of turning your feedback into an action plan for supporting and improving the game. We deeply appreciate all of the constructive comments we received and the thought that went into them. We know we have work to do and we're committed to making NECROPOLIS live up to its potential.At a high level, here’s what we’ve learned so far:With that in mind, here’s what we’re doing to improve NECROPOLIS.Please note that the timeframes listed below are meant to be rough guidelines rather than hardcore deadlines.Okay, that’s the plan as we know it - to provide as many free tweaks, fixes, and content additions as we possibly can in the coming months. Thanks again for all your feedback and support on our first foray into 3D action and roguelike gaming. With strong continued sales, we hope to improve NECROPOLIS even more over time. If you like the game and want to see it continue to grow and evolve, tell people about it. Personal referrals are the most effective way to get new people into the game.Finally, the best way to ensure that your constructive feedback and suggestions get to the developers is by replying to this thread so that everyone on the team knows where to look.Thanks,HBS