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Steam News · Aug 11
TEKO Demo is finally here!The free version returns with more content than ever.The new version contains tons of extra content, so those who try the demo can satisfy all their curiosity, and finally decide if they want to get the full version. I estimate that, to complete all its content, you need more than 30 hours of playtime. Well, in fact, it's possible to play endlessly since the gameplay loop...
Steam News · Aug 3
I think TEKO is finished.I'll quickly explain the latest patch (u9.1.1) and then I'll tell you some important things.- Improved the run save system: previously, when closing the game suddenly or exiting from the settings to the main menu, the run would save in any intermediate state no matter what, so sometimes when trying to return to the run, the game would get frozen between states. I actually ...
Steam News · Aug 1
The Artwork:I didn't think it was that big of a deal, enough to receive several messages from different people criticizing my latest artwork. Still, being self-critical, there was room for improvement. And so, I did it.Briefly: at first, I had a very colorful artwork with too many elements, very "rough" because the lines were ultra-thick, but with a lot of personality. Then, I changed it to an ove...
Steam News · Jul 30
NEW! Shop Filter Feature. Now, after beating the round 13 boss, the player will be able to choose which items they don't want to show up on sale in the shop for the rest of the run. This feature has also been added as an achievement.Along with the Shop Filter, you can also revert the pre-bans made to cards!Both in the Shop Filter and the Codex, the 'Current' text for the cards values should now be...
Steam News · Jul 24
I'm happy to announce that I've finally revamped some elements of the Steam Store Page for TEKO. I've wanted to do this for a long time, and I finally managed to do it. I changed everything, from the trailer to the cover image and the description. Now everything looks prettier and better represents the game in its current state.I have a lot of plans for the game. I'll make some of them a reality, ...
Steam News · Jul 23
- The logic implemented in the previous patch (the perk sprite not showing up as hovered when entering the shop) has been replicated for all shop rounds, not just the first one.- Improved the size of the Pocket Visualizer; chips now look bigger and only look small when there are more than 60.- An extra value no longer appears when buying chips. Previously, where the pocket is drawn, if we had 40 c...
Steam News · Jul 20
- Optimized the delta time system. I previously implemented something that modified the timings and it ruined the experience for some people with low FPS, so I reverted it. I didn't know this was working poorly, because I always tested the game at 165 fps.- Optimized the particles of color tubes. Previously, if the player was playing at 60 fps or lower, the particles fell as if they were frozen.- ...
Steam News · Jul 18
I feel kind of weird, confused, and dissociated.I've made quite a few changes and fixes, aiming to leave Early Access. I'll leave the commit log here, but unordered, and without differentiating whether they were modifications to the beta or the live version... because I don't even remember.To give you an idea of how lost I am: a few days ago I spent hours trying to figure out why the Orange Tube w...
Steam News · Jul 13
Clarified the description of one of Outlaw Pocket's mechanics.Now when there are more than 12 cards, they should render better (they used to have a weird flickering effect).Added an anti-crash check for certain situations where winning a round caused an unexpected error.Kimi Card should now work properly when starting a run with it (Warlock/Chosen Pocket).Tooltips of 'miniature' chips will now be ...
Steam News · Jul 8
ULTRA UPDATE - u9.0.0! I've been working on this update for months, knowing that the game still looked bad and needed to be polished to the max so the gaming experience would be the right one. I know my weakness was the visuals, so that's what I worked on the most: IN TOTAL I MADE OVER 200 CHANGES. Aside from the aesthetics, I used the momentum to create new features and make the game easier for e...