v0.11 - Electricity! ⚡


v0.11 - Electricity Update!

Today's update adds electricity! This is one of two major updates I have been working on and been super excited to push out!

Electricity buildings

A new electricity tab is unlocked at 60m when you start a new game, which let you build many new buildings!


  • Charcoal Kilns make charcoal.
  • Coal Burners turn them into electricity in the early game.
  • Turbines don't cost anything to make electricity, but require iron and are slow.
  • And if you have lots of steel, gas power is the way to go in late game!
  • More electricity sources may be added in future, such as nuclear power or even water wheels. Solar power is likely going to be added too, to generate electricity for batteries during peaceful times, but are slowed during the dim storm.

New resources


I try not to add too many new items as it complicates the game.

New indicators

When a building is not producing due to lack of input, it now shows an icon of the item lacking.


When a building is low on power, a warning is shown.


Batteries

I've made some cool batteries that indicate your power level. They glow really nicely during the storm. Batteries increase your maximum electricity storage. These are essential to survive a storm. At full power, they are blue.

And when they empty, I've made them turn red, which is going to be real eerie when you see all those reds during the storm! I think the visuals here are pretty cool and a row of red batteries will surely scare me! I think the work to do this is worth it as you can see your power level while building without having to look at the UI so it's better immersion.


Muzzle Flash

Muzzle flashes have been added! They really pop against the darkness of the storm!



If you continue an older save (v0.10 and below), it will try to manually unlock electricity on that save if you're past 60m. But you are recommended to restart to unlock it the proper way. 

Plenty other changes have been made. Full changelog below:

v0.11 changelog:

  • - Add electricity system
  • - Add 6 new buildings
  • - Shields now use electricity to absorb hits
  • - Turrets now cost electricity to shoot
  • - Smelters now require charcoal
  • - Cookhouses now require charcoal
  • - Shatterdome now works even when shielded

Improvements

  • - If you unlock a building before, a small message is shown instead of popup
  • - Add muzzle flash to turrets
  • - Cards will no longer give two cards with identical resources
  • - Objectives now reset until you reached bridge distance of 200m
  • - Maximum of 7 cards is shown at once
  • - Fix storm HP scaling too highly in endless mode
  • - Fix bug where building rotation is strange when swapping them
  • - Fix visual bug where upgraded buildings look like level 1 when save is loaded

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