A free-roaming squad based RPG. Focusing on open-ended gameplay features rather than a linear story. Be a trader, a thief, a rebel, a mercenary, a business owner, a doctor, a bandit... the list goes on. Aid or oppose the various factions in the world while striving for the strength and wealth necessary to simply survive in the harsh desert. Purchase and upgrade your own buildings to use as safe fortified havens when things go bad, or use them to start up a business. Train your men up from puny victims to master warriors. Carry your wounded squad mates to safety and get them all home alive.
Full game, and playable demo, all in one. If you like it you can purchase a key code from Desura or from the main Lo-Fi Games website listed on the right.
Don't install over an old installation, it will crash when you try to run it. Make sure to delete your old install folder first (backup the save folder though).
-Made weapon speeds less drastically affected by inventory encumbrance
-Traders don't visit your base and get in the way all the time
-Can heal someone or pick them up while they are in bed
-Fixed the bug where characters unlock the door before using a cage or bed, but only on newly built stuff
-NPCs in bed or in a cage will load and save correctly
-Made the startup config window show less useless options so its easier to notice the screen resolution setting
Lots of huge internal changes, but it won't seem like much has changed gameplay wise
-Massive code restructure. Put entire physics system on the background thread, slight performance increase and world load times are now just a couple seconds.
-Flophouses added to some towns, you have to pay to use the beds.
-Made a town auto-population function so it will be easy to add new guilds and shops etc
-Fixed the new ghost towns bug (will need a restart/import to fix it if you have this bug)
-Fixed the level editor crash
-Enemy prisoners are now considered non-enemies, so passing squads won't attack them.
-Crash dumps give me a bit more information now, not that you really care.
-Lots of fixes
A big bunch of bugfixing
-More options for importing your squad to a new game. You can import your buildings too, or use it to just reset all your characters positions if someone gets stuck on a roof or something.
-Fixed lots of combat spazzing behavior, especially in 2 vs 1 fights, tweeks to the combat AI too
-Fixed crash on loading game
-Fixed the mental shopkeepers
-Fixed crash when you pick someone up
-Fixed the ghost town bug even more. Now its like, 200% fixed.
-Other crash fixes
-I'm getting closer to fixing the Black terrain bug that some people are getting but this will take some time, as I am entirely dependant on help from people on the bug forums.
Hunting the crashes, lots of crashes fixed. 0.30.1 was a pretty bad release stability wise, I will continue fixing bugs at super sonic speed. There are still plenty of bugs around, but I wanted to get this update out quickly.
-Outposts also act as flophouses now
-Sorted out the town populations, lack of traders etc.
-Can no longer carry people if your left arm is buggered. In future you will be able to carry on right side instead.
-Tweeked some combat variables, gangs that outnumber you will hit you more, carrying your buddies is a little lighter on encumbrance
-Fixed bug with characters sometimes teleporting short distances
-Fixed a crash and a lot of bugs importing with buildings
-Fixed 2 random crashes
-Fixed lots of bugs with building, and sleeping
-Fixed bug when dismantling.
-Other bugs fixed too, I forgot what though.
-Properly found the actual source of the freezing bug now, I was just treating the symptom before.
-Fixed drag selection with the shift key pressed
0.31.0 "Bounty hunting"
-Bounty hunting. If you defeat an enemy with a bounty, carry them to a police station and either talk to the chief there or put them in one of the cages.
-Sexy new fog system. I call it "Sexyfog".
-Fixed some bugs with cages and carrying.
-Fixed the Black Terrain bug for some rare video cards
-Shouldn't crash as much now
-Shouldn't crash on exit
0.32.0 "Night & Day"
-Added night/day cycle. Its only cosmetic for now, but it gives a concept of time, which is needed for next updates. Make sure you have "Fancy Shaders" turned on in the options to avoid ugly graphics bugs.
-Fixed bug with buildings not showing fully again after entering them
-Reduced the occurence of the bug when enemies don't go into ragdoll mode when they should.
-Minor performance boost, and possibly better stability in multi-threaded mode.
-Fixed inventory held by mouse cursor sometimes vanishing in certain curcumstances
-A few crash fixes
-Fixed bug where sometimes a character can't move after getting up from ragdoll state
-Fixed newly recruited characters being un-clickable
-You don't get bounty rewards from using your own cages now, and can only claim a bounty on a character once.
-Unconcious enemies no longer vanish when you save/load. This might slow performance if you hang around in an area for a long time and the bodies start piling up. Will add body decay or burial next update.
0.33.0 "Oh wow it's the big update! ...Oh wait, no it's not ...that sucks."
This is just a stability update, fixes tons of bugs to help you guys suffer less while waiting for the big 0.40 update.
-Dead NPC corpses now decay and vanish after about a day. This is mainly for performance, so your base doesn't end up with 1000 corpses around it. As cool as that would be, it would kill performance.
-You can now rename your towns/outposts
-Fixed bug where dexterity could drop instead of increase
-Fixed building furniture sometimes appearing above or below the buildings floor
-Fixed bug where you couldn't put people in beds
-Properly fixed the failed ragdoll bugs now
-Fixed an inventory/stealing cheat
-Little bugs fixed: flashing grey box when you open inventory, physics running while game is paused, cage crashes
-Fixed the vanishing bounty character bug, when you carry a bandit a long way and he vanishes, or he vanishes from a cage
-You can now create more than one player town and it will save properly
-Fixed it when medics don't always move on to the next patient
-Fixed the blue inventory icons bug
0.40.0 "Mining, Farming and Research"
-Research - New research window, build a research bench to upgrade or unlock new buildings and technology.
-Mining - Mine stone and process it into building materials
-Farming & brewing - Farm crops and process into food or booze
-Shop ownership - Traders and civilians actually wander around buying stuff from shops, you can open a shop and sell food and drink
-Buying buildings - You can buy existing buildings in towns and use as a safehouse or open a shop.
-Electricity - Most buildings need power to operate, so you need to build generators and batteries to run them
-Starting points - If you start a new game there is now a choice of starting situations. Many more will be added over time, and you can easily add your own with the mod tool.
-Advanced training dummies can be researched
-Defensive walls with town gates can be built. Much more will be added to this later on.
-Added texture quality option. Reducing quality will improve load times and possibly reduce random crashes on slower systems.
-Many characters building the same thing is less efficient. The first builder works at full speed, the 2nd builders' contribution is halved, the 3rd guy is just a quarter speed and so on.
-Rate of strength increase is reduced to 25% for carrying and 50% for combat.
-Strength and all other stats have a different exponential calculation, so they progress more slowly at higher levels.
-Escape key closes all open windows before opening the menu on the second keypress
-Fixed some very rare cases of characters being teleported to the top of the map
-Building materials are half the price
-Performance improved when lots of characters are around
-If you find the terrain looks all corrupted and wierd, try turning down/off the shadow settings
-If you had problems with characters getting stuck inside buildings, or unable to enter, this is now fixed, although it wont fix until you build/dismantle something in the vicinity to the problem area (doing so will regenerate the pathfinding data for that area)