Sanctum 2

Posted: 2014-10-24
Posted by: Armin Ibrisagic

So we've finally set a launch date for the biggest free expansion we've made so far for Goat Simulator. Patch 1.2 will hit Steam in about a month! We're still keeping all the details secret though, since we really want you to shit your pants once you see the trailer. This is going to be the biggest and craziest thing we've done so far. We can't even hype this up enough!

Set your calendars to ROUGLY A MONTH!

Posted: 2013-12-12
Posted by: Armin Ibrisagic

Development Update #23 - DLC4, The Last Stand!

It's happening!

The fourth and final DLC for the Sanctum 2 Season Pass is out, this is The Last Stand!

Lume activity has increased exponentially and you and your fellow Core Guardians find yourselves more outnumbered than ever. People at Elysion One are panicking, and you and your squad are the final vanguard of humanity.

One of the meanest enemies you'll see is the Spore Keeper, who can jump up in the air to launch a homing projectile at you. Luckily, you have access to two new weapons, one of them being the Plasma Rifle, that shoots plasma orbs with its secondary fire, which you can then detonate by shooting them with your primary fire mode!

Of course you'll get two new towers as well, one of them being Orbital Strike Relay tower that calls down a sattelite lazor strike from the sky!

BZZZZZ-BAM!

There will also of course be four new maps, one of them being a remake of the classic old Arc map. Also, to help you face the new enemies in The Last Stand, the Bright Foundation has placed the most powerful weapon you've seen so far on three of the four new maps - The Rolfinator Defensive Turret, a turret that you can actually jump inside yourself and control to obliterate the enemies from afar.

Also, you'll get 8 new unlockable perks this time, one of them being the Roboticist Perk, which spawns a red SiMo unit that will fight for you and obey your commands!

The Last Stand will be added to you on Steam automagically if you own the Season Pass, which you can get over here: http://store.steampowered.com/app/237190/

Enjoy!
 

Armin Ibrisagic
Game Designer & PR Manager
Coffee Stain Studios
@Arminposts

Posted: 2013-12-06
Posted by: Armin Ibrisagic

Sup!

Yesterday we finally got approval from Microsoft to release an expansion pack for XBLA! That means that we'll bundle up the first two DLCs into one big DLC package for everyone on XBLA. Thing is, it takes us maybe a month to port the DLC, but getting the approval from Microsoft takes like three months, so that's why we haven't been able to go out with any new information until now when we've finally heard back from them.

We have an internal deadline that's the 17th of January for the DLC port to be done, however, please keep in mind that does not mean that the DLC will be up on XBLA then. 17th January is when we'll send all the content to Microsoft, it then takes a completely unknown amount of time before the DLC is actually out on XBLA. Best case scenario is that it shows up a week or so after, but a worse case scenario (that's still quite likely!) is that the game happens to crash at any time when they gametest it and that we have to patch it up and resubmit it again. Steam usually doesn't care if your game crashes, but on XBLA, if your game crashes even a single time during Microsofts internal testing, they send it back and you have to patch it. Usually most game companies don't go out with internal submit-dates to their players to avoid an angry backlash if something happens to go wrong, but we want to be as open and transparent with you guys as possible. This is just how it works in the game industry.

So, to summarize, we're sending in the DLCs to Microsoft on 17th of January, best case scenario is that it gets released a week or so later, but if we get asked to re-submit it, it could take a couple of weeks more, even months if we're terribly unlucky.

 

On a completely different note, I also want to give some news to our PC gamers! Something is coming, and it's not just winter. I'll give you this picture for now, but you'll know far more next week!

Posted: 2013-10-22
Posted by: Armin Ibrisagic

Development Update #21: DLC3 - The Pursuit!

Wondering why it's been so quiet here at Coffee Stain? That's because the third DLC for Sanctum 2 called The Pursuit, will be launching on October 25th on Steam!

I know what you're thinking - OH GOD I CANT CONTAIN MYSELF - but just read on a bit more before you throw yourself in a cold lake to cool down - cause we have some pretty awesome stuff lined up:

- Remember that Titan you shot before? Now he's wounded and running, and you'll be pursuing him through the outskirts of Elysion One through four new playable maps.

Also, you'll naturally be getting two new unlockable weapons. The Drone Launcher is by far my favorite weapon so far, it looks like a god damn portable aircraft carrier. It fires small homing drones that shoot lazors at your enemies, and they'll be all like NO NOT THE BEES

Of course, you'll need the additional new stuff, because we've got two new enemies coming as well, one of them is the Heavy Pup, and one of them is the Bliskeblaske. Bliskeblaske is equally hard to explain as its name is stupid, so here's a screenshot of it instead:

Damn that weapon is awesome.

Of course, you'll be getting two new towers as well, one of them being a Mind Control Spire, which mind controls enemies, letting them fight for you instead!

You'll also be getting seven new perks as well. The one I like the most is the Reinforcements perk - it has a chance to spawn Explorers with shields every time you kill an enemy. Pretty crazy stuff. 

Thanks for reading!

Best,
Armin Ibrisagic
Game Designer & PR Manager,
Coffee Stain Studios,
@Arminposts

 

Posted: 2013-09-06
Posted by: Armin Ibrisagic

Development update #20 – PS3 release and DLC2!

The second DLC for Sanctum 2, Ruins of Brightholme, is now out on Steam!

Ruins of Brightholme will add the following things:

- Four new maps!
 
 
- Rank Cap increased by 5!
 
- Two new weapons, the visceral melee Circle Saw that will rip apart your enemies, and the Nail Gun that can either fire large nails, or set up nail traps!
 
 
- Two new towers, the random Makeshift Tower that sometimes crits and sometimes turns itself off, and the Rupture trap dispenser that lets you set up bear traps that bleed your enemies out!
 
- Two new enemies, the Jumper and the Infected Explorer, a hybrid between a human and a walker!
 
 
- SEVEN new perks, including the THOR MODULE that causes a tower to emit a shockwave whenever it kills an enemy!
 

Like I’ve mentioned earlier, we don’t want our DLCs in Sanctum 2 to work like they did in Sanctum 1, where you could buy single towers for $1. Our goal with DLCs in Sanctum 2 is for them to be more like big expansions that add lots of replayability to the game for our biggest fans.

Finally, I want to talk a bit about consoles as well! A couple of days ago we proudly announced the release date for Sanctum 2 on Playstation Network. We can’t wait until our PS3 community finally gets their hands on Sanctum 2!

The PS3 version will include the very popular patch that increases the tower cap and automatically distributes resources to all players both in singleplayer and multiplayer. We’re currently working on patching the XBLA version up as well.

After the PS3 version has been released we will start porting the first two DLCs to XBLA. I don't have a release date yet, but as soon as we do we’ll let you know!

That’s all for now, have fun and play a lot of Sanctum 2 <3

Posted: 2013-07-31
Posted by: Armin Ibrisagic

Development update #19 – PC patch and DLCs for consoles

We recently rolled out a new patch on Steam that includes a new game mode completely for free called Sandbox Mode! In Sandbox mode, you can edit the following:

  • Resources gained each wave
  • Enemy HP can be scaled up or down
  • Tower Cap can be turned on or off

It’s been a much requested feature since day one, so now it’s finally implemented! We hope it’ll allow our players to play around more, experiment and that it’ll add a lot more replayability to the game. We’re also working on the second DLC right now. I can’t say exactly what it’s about (things are much more exciting when they’re secret, aren’t they?), but I can say that we’re having tons of fun making it!

(I decided to attach the most fun promo picture I had)

Regarding the DLCs, we’re looking to release DLC1 and DLC2 on consoles later this year as a single “big DLC”.. It takes a lot of time to get through Microsoft’s submission process, so we’re probably going to bundle up DLC1 and DLC2 into the same package. Regarding DLC3 and 4 it will depend on how sales develop and how painless the first DLC launch will be. We know that we have a very dedicated XBLA community that can’t wait to get their hands on our DLCs, so we definitely want to get it out there.

We know that we’ve been very silent with the game’s release date on PSN, simply because we have so little information on our side as well. We were supposed to release it at the same time as on PC and XBLA, but we’ve been stuck in the submission process for a very long time and often with little information from Sony on our side. We wish we had more information, but everything we can say for now is that we want to get it out as fast as possible so that our PSN community can enjoy the game as well.

There were some questions tweeted to me today, I’ll try to answer them in the blogpost as well:

@AxelRantila asks:

Any chance of getting a survival mode with randomized enemy spawn(akain to Sanctum 1)?

We’ve had some people asking for this, but it would require a lot of work (our entire spawn-system would have to be re-made), so it is currently not in our plans. There were a lot of people in Sanctum 1 who felt that the randomized spawn system resulted in survival runs being too luck-based, where your Core could be destroyed if the wrong kind of enemy would spawn. We wanted to encourage more players to aim for the leaderboards in Sanctum 2, so we made sure that the spawns would always be the same, which results in players having to carefully plan their tactics for each map, rather than run with one tactic that works for everything.

@MsObscura asks:

Will we ever see those floaty spore pod creatures again? Also, whats are the dev team's favourite sanctum 2 maps to play on?

Spore pods are totally awesome, but we only had time to finish one flying enemy for Sanctum 2 because of the fact that enemies’ AI is much more complex than in Sanctum 1. We also wanted a cooler enemy that could actually damage you as well, which is why Spitflies became the standard flying enemy in Sanctum 2. However, spore pods are still really fun and cute, so you might see a remake of them looking more awesome than ever in future DLCs!

My favorite maps are probably Outpost and The Wilderness. I like Outpost because it’s so big and open, and it also has one of my favorite movies ever as an easter egg. The Wilderness has a great color scale, and having the core situated in the middle allows for quite unconventional maze designs.

@Regris_Kallen asks:

What is your favorite part of a game you made happen?

Probably the Perk system, I just love how crazy players can go with them, and I find myself constantly thinking of new perk combinations to pick for different characters. The game has been out for months, but new combinations still pop up in my head and I’m all like “I gotta try that right now!*starts up Sanctum 2*”

That’s all I’ve got for now, thanks for reading and I hope I’ll see you in-game!

Best,

Armin Ibrisagic
Game designer & PR Manager
@Arminposts

Posted: 2013-06-26
Posted by: Armin Ibrisagic

Development Update #18: The road to the road to Elysion

The first DLC for Sanctum 2 has been released, buy it on steam HERE.

We’ve really tried setting the bar high with our first DLC, as it includes:

  • Four new maps
  • A new playable character class (TSYGAN the assassin)
  • Two new weapons
  • Two new towers
  • Six new perks
  • Three new enemies
  • A continuation of the in-game graphic novel and story

We’re completely self-funded at Coffee Stain Studios, which means that we don’t have publisher deadlines to follow or new games that we are forced to develop to maintain our funding. We are funded completely and directly through the sales of our games, which means that we can keep developing, patching and supporting our games as long as it puts food on our tables. So far we’ve planned on producing three more DLCs before the end of February 2014. We can’t promise exactly what’ll be in them, but we can say that their content will be similar to our first DLC – four new maps with story, new weapons, towers, perks, enemies, and maybe a new playable character once in a while. That means the DLCs will in total provide almost as much content as the original game, which we hope makes the Season Pass well worth it.

Even though we need to sell our DLCs for us to be able to eat and pay rent while developing them, we’ll still provide free patches and updates for as long as we can afford – Sanctum 2 is the biggest and most awesome project we’ve ever made, so we definitely want to make it as polished and perfect as possible!

If you want to know what we’re currently working on, visit this forum thread: http://forum.coffeestainstudios.com/viewtopic.php?f=5&t=2817

Finally, I also wanted to comment on our PSN release. We sent over Sanctum 2 to PSN some time ago, but it's still in the submission process at Sony. Sadly that's all the information we have at the moment, so thanks for being patient with us for so long! Hopefully it'll be out really soon now.

That’s all for this time, thanks for reading!

Armin Ibrisagic
Game Designer & PR Manager
armin.ibrisagic@coffeestainstudios.com
@Arminposts

Posted: 2013-05-21
Posted by: Armin Ibrisagic

Development Update #17: Patches and DLCs!

Sanctum 2 is live after many months of hard work and we can’t even express how great we felt when we saw thousands of simultaneous players in-game on launch day!  

However, it doesn’t stop there! Player feedback is extremely important for us and we definitely want to keep updating and improving the game to make it even better. When Sanctum 1 was released it had 3 maps and no 4-player co-op, but it was through our community’s feedback that we made it the incredible game that it is today. Our last patch for Sanctum 2 received amazing feedback from our player community, and that only motivates us further to keep making our fan base proud of owning Sanctum 2.

We’re currently looking over the most popular improvement requests and planning our future patches. Since we’re a small and self-funded indie company, we don’t always have the resources to add huge requests to the game, but we’ll always do our very best to make our players happy. We don’t have a big marketing budget, so we have to rely on our players’ word of mouth to put food on our tables!

You're very welcome to post your suggestions on our forums.

I wanted to talk a little bit about DLCs as well. The feedback from our community for the DLCs in Sanctum 1 wasn’t very good – players simply didn’t like buying individual maps for $1 each. That’s why the DLC plan for Sanctum 2 will be completely different! The DLC packs for Sanctum 2 will be more like big expansions. One DLC will add new maps, new weapons, new enemies, new perks, new towers and maybe even a new character every once in a while! We want the DLCs for Sanctum 2 to add lots of replayability and many more hours of gameplay to our most devoted fans that love our game.

To top off this development update, here’s a gif!

Hugs and kisses,

Armin Ibrisagic
Game Designer & PR Manager
Coffee Stain Studios
@Arminposts

Posted: 2013-04-04
Posted by: Armin Ibrisagic

Level design is an enormously important part of Sanctum 2 and also the part that I’ve worked on a lot myself, so I’m really excited to finally tell you guys all about it!

Size matters, but they can be too big

In Sanctum 1, we really wanted the maps to feel epic. However in retrospect, we feel that 20-30 waves per map were a bit too much for a normal playthrough. Maps in Sanctum 2 will have around 10 waves each in normal mode, but the total playtime of Sanctum 2 will still be much higher than Sanctum 1, as it will have way more maps on release day than Sanctum 1 did. Our goal is to keep and expand on the complexity of the level design in Sanctum 1, but make the playthroughs faster and more action-packed.

Oh, and since enemies now attack you, we lowered the walls so that you can jump up on them and run through your maze much easier without having to bring up the map to use a televator.

Map layouts

It was clear from the start of Sanctum 2’s development that level design would be incredibly important for the game as a whole. Sadly you won’t be able to see all the maps before the game is released, but we have invested much more resources in the level design of Sanctum 2 compared to Sanctum 1. We want every map to have a nearly infinite amount of different maze layout possibilities, so that you’ll always be looking for ways to optimize your strategy. Furthermore, Sanctum 2 will have 16 different maps on launch, compared to Sanctum 1 which only had 3 maps on launch. This will give Sanctum 2 an incredibly higher replayability value at day one compared to its predecessor!

Finally, one important thing to note about the maps in Sanctum 2 is that they will feel more alive than in Sanctum 1. One of my favorite maps is one at the start where the enemies come from one side during the first few waves, but then a door on the other side of the map is blast up and enemies start pouring out from that side too. This kind of changing maps and spawn points keeps players constantly on their feet, having to change their strategy and adapt to whatever the situation calls for.

That’s all for today, thanks for reading and see you next time!

Kisses and hugs,

Armin Ibrisagic
Game Designer & PR Manager
Coffee Stain Studios
@Arminposts

Posted: 2013-03-21
Posted by: Armin Ibrisagic

Name: SiMo
Age: 8
Height: 220 cm
Weight: 150 kg
Blood Type: Synthetic B3-Plasma
Duty: Designated Marksman
Weapon of Choice: Sniper Rifle

Background

Built to function as a mobile communication device connected to the military base, SiMo accompanies the Core Guardians and assists them. Robotic technology in Elysion One has been developed over several years and SiMo was one of the first models from its batch. It is considered to have developed into one of the most successful units since the SiMo model was introduced as a part of the military. A programmed ability to learn from experience over time means that the longer a robot is used in the field, the more it learns and adapts to situations in battle and social interaction. Because of all its years of service it is able to act naturally around humans despite not having any real emotions itself. It monitors their behaviour and calculates appropriate emotional responses to make sure its team keeps their spirits up or if it wants to it can make them feel really uncomfortable, just for laughs.

Its main function in the group is to guard the Core Guardians and use that sniper rifle which it can wield with excellent accuracy. It keeps track of missions, coordinates and calculates risks, protecting its team like a bodyguard. As if its default functions weren’t enough, Haigen has made some personal modifications to make sure SiMo really has all the abilities the team needs.
To modify a SiMo-unit isn’t exactly legal but the longer the unit stays with the same team, the more loyalty it develops towards its mates. SiMo also acts as a moving sketchbook for Sweet who happens to enjoy drawing and putting stickers all over it. It’s fine with that if it keeps her happy. Androids might not be able to fully understand friendship, but its knowledge of the concept is enough. SiMo can be really likeable if it wants to.

 

Gameplay

SiMo is most comfortable at long range. Its Sniper Rifle is great at distances and is able to deal massive damage to single targets. If the already massive damage of the Sniper Rifle wasn’t enough SiMo gets additional damage when it hits enemy weak spot with any weapon.
Because of its immensely steady robot grip SiMo also reduces the kick of the weapons, effectively increasing its accuracy by a great deal.
Since it deals great amounts of burst damage taking down armored and large targets with SiMo is easy as pie. Not that it eats pie, of course.

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