Press Kit

Dev Blog #41 – Progress Update

Cleb - February 9, 2018 - Dev Blog


This week will be a very short post. We are still working hard on the new units along with continuing to lay the groundwork for more of the upcoming content. The last few units are a bit more advanced from a programming point of view so they have been taking longer to finish. We expect to be releasing the unit called the Hunter soon. Here are some sneak peaks of the unit.



In last weeks blog post we mentioned planned balance changes. We thought we would go a little more into depth on some of our ideas for balance changes this week. Bear in mind that anything written in this blog post is subject to change and is just our current thoughts on how to best balance CURE.



First off we would like to explain the recent break from our weekly blog posts. The holidays had tampered with our routine, and then when we got back into our rhythm were on a pretty good roll of turning out patches so we decided to take a little break and focus on generating content.



Over the last week we have been working on our unit ability systems. One of the major challenges we have been tackling is adding the framework for ability adaptations. We have vaguely talked about ability adaptations in these posts here: Dev Blog #35, Dev Blog #7.


Happy Thanksgiving

Cleb - November 23, 2017 - Dev Blog


Happy Thanksgiving from the Cryogenic Team.


So far we think 2017 has been a great year. We have added tons of core game mechanics and content. After a lot of work and polish, 2018 is looking to be a big year! You can see some of what we have planned by checking out our latest road map post here.


Dev Blog #35 – Added Shroud Unit

Cleb - November 17, 2017 - Dev Blog


Today we released patch v1.1.9. This patch contains the new shroud unit. The shroud is the first of the new units we have planned on adding to CURE in the near future. We plan on continuing to release new units as we go. The next unit slated to be released is the Behemoth. You can see screenshots of the Behemoth here.



This weeks post is going to be short and sweet. We are still working on adding new units to the game and have made some decent progress. No one on the development team is coughing up a lung anymore :)



This weeks dev blog will be short and to the point. More…


With genetic engineering and gene crafting added to CURE, we feel it is time to re-address the direction and path for CURE and what our goals are for the near future.



Balance Changes:

Soon we are going to be introducing some new balance changes to the gene creation algorithm. The first big change is we are going to be increasing the potential of genes with criteria. On paper genes with lots of criteria should be more powerful than their simpler siblings, however they still feel underwhelming considering how difficult they can be to use. So we are going to give them a boost to their potential. This does not mean that every gene you find with criteria on them will now be super powerful, but when you do find a good gene it will be even better. These changes will only apply to new mutations and thus no existing genes will be changed.


We are also going to be watching the progression of gene optimization. As you probably know we have added the ability to augment your genes using a process we call gene optimization. Through this process a player could potentially make incredibly powerful genes albeit for a lot of Nucleotides. So we will be keeping an eye on this process to make sure the cost and risks are well balanced to the increased gene potential. This process cannot give a gene new abilities however so it will always be a good idea to keep your eyes out for good mutations on your units.


Upcoming Features:

The next patch we will be adding gene sorting. We have mentioned gene sorting in the past, but we thought we would elaborate on it. There are 2 systems for gene sorting the ability to hide or show genes based on their attributes, or to sort them by a criteria. Players will be able to only show genes based on their Type, Receptor Color, Effector Color, Rarity, Stat, or Blueprints. With the Stat option you will pick a stat, for example health, and the system will hide all genes in your inventory that do not have the health stat on them. The blueprint option will only show blueprinted genes. Players can have multiple of these options toggle at once, so if you only wanted to see mono genes with red receptors that have health stats on them, you can easily toggle those options. Once you are showing only the genes you want to see you can then sort them. This process will put the genes into a descending or ascending order depending on what option you choose. Default will keep the genes in the order you found them. You can also sort by Rarity, Blueprint Chance, Assembly Cost, Salvage Amount, Add to Organism Chance, or Stat. If you sort by stat it will show the genes in the order based on how much of the selected stat they have. These great features should help players quickly navigate their increasingly large gene inventories.


Lastly we added a small patch yesterday that fixed several control group bugs that were relayed to us by players, so thank you to everyone who reported the bugs to us.

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