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Absolver
In the ruins of the fallen Adal Empire, you awaken with a mysterious mask on your face, and faint recollections of an esoteric ceremony. Freeing you from hunger, thirst, and even death, the mask is the creation of the Guides, the rulers of these lands, who have placed you here to determine whether you are worthy of becoming part of the elite corps of Absolvers. As you wander these forsaken lands, encountering other Prospects like you, you will learn new combat styles, acquire weapons, gear and armor, and build a team of warriors with whom to fight side by side in Arenas of combat.

Fluid Real-Time Combat: Position yourself in one of four tactical stances during real-time battles and execute devastating attacks, dodges, and parries. Movement becomes your weapon as you engage in solo duels or intense three-on-three melees battles.

Customizable Style and Flow: Players will define their character’s playstyle by picking a combat style, a weapon of choice, and arranging attacks in their Combat Deck to design their unique and personal attack flow.

Online Multiplayer Action and Narrative: Prospects and Absolvers will seamlessly encounter others in the world, generating unique stories that emerge through player interaction and choices. These moments are filled with tension as intentions to battle or befriend are never clear: trust is always a leap of faith. Encounters will have lasting consequences and transform into meaningful relationships as you make friends or enemies and find mentors or disciples.

Offline Single-Player Experience Available: Journey on an adventure that will take you from Prospect to Absolver in an exciting campaign, available both online and offline. The single-player mode pits you, and you alone, against lost Prospects and legendary warriors in the ruins of the Adal empire - complete with all content, free of interactions and encounters with other players.

PvP and PvE: Explore a rich and dynamic world including dedicated PvP battle arenas where champions will receive spoils of victory and progress in the ranks of the Absolvers, and PvE areas in which players cooperatively battle to retrieve rare loot and equipment from the ruins of Adal.

ABSOLVER CONTENT UPDATES
The development team at Sloclap is dedicated to improving and expanding Absolver based on community feedback once the game is live. In the coming weeks and months, Prospects can expect regular updates to the game to fix any issues that appear, as well as both minor and major content updates. These updates already include 3v3 Game Mode and a Spectator Mode soon after launch, but many more updates can be expected, from new combat styles and moves to new powers and equipment.

Please note:
Absolver features public crossplay matches which you can play with your friends regardless where the game was purchased (PC only).
Multiplayer Notice: Please note that GOG GALAXY is required to access Multiplayer. Some fighting techniques and boss fight rematches must be one-time unlocked in online mode. Once unlocked, they carry over to the single player game."
مزيد ↓

لقطات

#1. Absolver (GOG) بواسطة: Devolver Digital
#2. Absolver (GOG) بواسطة: Devolver Digital
#3. Absolver (GOG) بواسطة: Devolver Digital
#4. Absolver (GOG) بواسطة: Devolver Digital
#5. Absolver (GOG) بواسطة: Devolver Digital
#6. Absolver (GOG) بواسطة: Devolver Digital
#7. Absolver (GOG) بواسطة: Devolver Digital
#8. Absolver (GOG) بواسطة: Devolver Digital
#9. Absolver (GOG) بواسطة: Devolver Digital
#10. Absolver (GOG) بواسطة: Devolver Digital

فيديو

الميزات الجديدة

  • الإصدار: Windows
  • تم التحديث:
  • Patch 1.30.550 (19 February 2019)

    Hi everyone,

    When the Winter Update was released, the balancing of the game was negatively impacted by some bugfixes (notably the fix on stun durations). Since then, we’ve been working hard on balancing, and especially on frame data. Special abilities for Faejin and Windfall have also been tweaked, as well as the Sharp Impact and Unbreakable powers, and a couple of other bugs.

    You will find detailed information on all the changes below. We hope you like them! Please note that at this stage, the patch is live only on PC; we’re waiting on feedback from PC players (Steam & GOG) before deploying it on PS4 and Xbox One in a few days if all is well. So if you’re on PC please let us know what you think, whether it’s on our forums, Reddit, Discord or Twitter !

    All the best,

    Sloclap Team

    Gameplay Balancing Frame data

    Frame data have been reworked in this patch, the main goal was to get back the pressure game while keeping a good reaction time against fastest attacks.

    We’ve also done some work to differentiate attacks with similar properties by trading blockstun frames with hitstun frames and damage. So some attacks now have a better blockstun value (to stay safe and keep the pressure) while others are more risky but have better rewards (better damage and hitstun to follow-up with other attacks)

    We have also nerfed some attacks with several properties (jumping breakers for instance), and ankle stamp has now a startup of 11 frames.

    You can see the full frame data here : Absolver 1.30 Frame Data https://docs.google.com/spreadsheets/d/137K5enErK3GuWo9dLuOe7m4teMnJuutmK8wtAZx7sW0/edit?usp=sharing

    Special abilities Faejin Front abilities

    Left/Right (Parry):

    Startup : 18 > 16 frames

    Damage : 40 > 50

    Shards bonus : 0.1 > 0.15
    Faejin Back abilities

    Left/Right/Down (Avoid):

    Stamina bonus : 20 > 25

    Shards bonus : 0.1 > 0.15

    Slowdown duration 6 > 9 frames
    Windfall

    Avoid Side (Left/Right):

    Slowdown duration 14 > 12 frames
    Powers Sharp Impact

    Cut damage repartition : 100% > 80%
    Unbreakable

    Damage received reduction : -50% > -25%

    Damage multiplier on weapon durability : xInf > x8
    Bug fixes

    It’s no longer possible to guard an incoming attack when parried or avoided.

    We fixed a bug when someone received a snatcher without any weapon in hand (after that, only one hit was needed once he/she had a weapon in hand to be disarmed)

    We’ve also fixed the startup frame number displayed for the following attacks (There was a difference of -1 between what was displayed and the reality):

    Head Splitter

    Side Wind Thrust

    Light Swing Slash

    Limbo Thrust

    Body Slicing

    Whirl Slash

    Swirl Slash

    Puropera Cut

    Wrist Jab

    Double Spike Kick

    Stumble Slash

    Wrist Roll Slash

    Drunk Stomp

    Hadrunken

    Forward Lean Slash

    One Inch Punch

    Lastly, the animation of Cleaver Blow is slightly slower, to fit with the 16 frames startup displayed.

    Patch 1.29 543 (07 February 2019)

    Hi everyone!

    We’re happy to announce that the Winter Update is now live for PC and PS4 players – Xbox One players will have to wait a few more days as the version is validated by Microsoft testing teams. As mentioned previously, we were hoping to release it earlier, but with the Xbox One version release and the debugging efforts, it took more time than expected. Winter maps and equipment have been ready for a while, but we thought that it would be a bad idea to release a content update without addressing the major gameplay concerns from the community, so we decided to wait until the fixes were done before releasing any new content.

    Update Content The 1.28 Winter Update features :

    Four new Winter equipment sets available in the Essence Shop: Guide Lieutenant, Mountain Warrior, Uring Idolator, and Uring Heathen.

    Two “snow” versions of maps (Birdhouse, and Shipyard)

    Gameplay balancing and bugfixing (see below for more information)

    Other bugfixes and optimizations (too numerous to list precisely!)
    Gameplay balancing

    We have been reading a lot of complaints on manual dodging since the Downfall update. Pretty much everybody has different opinions as to which combat style is the best, which attacks should be nerfed to the ground and which ones are totally useless, but one thing everyone seems to agree on was that manual dodging had become overpowered since Downfall, that it was a sort of free “get out of jail” card that didn’t require much skill, and made combat less interesting overall.

    We therefore focused on improving this for the Winter Update update, in two ways: by fixing a bug we identified which made the issue worse, and by changing some gameplay parameters around manual dodging:

    Fixed an issue on the dodge iframe duration (could be 4 instead of 2 in some cases)

    Reduced the iframes on dodge side from 2 to 1 (still no iframes on dodge forward/backward)

    Reduced dodge distance, and decreased walking speed in combat. Both of these changes make it harder to escape attacks, since the attack movement speed was not changed.

    Two other important gameplay issues have also been fixed:

    Fixed an issue where the avoid side (both Windfall special ability and attack property) was not working in specific cases: this issue was also one of the reasons manual dodge was perceived as overpowered.

    Fixed an issue where inputs were delayed (3 frames) after any stun, resulting in wrong advantage frames: advantage frames will now be much more consistent, and in line with their intended design parameters. This will impact attacks, but also Earthquake power, which had an unintended frame advantage up until now.

    These may seem like subtle fixes, but they actually have a significant impact on the game’s balancing, especially for experienced high-level players. We feel that the balancing of the game will be in a pretty good place with this update, so we hope lots of you will try it out, and let us know what you think!

    All the best,

    Sloclap Team

    Update 1.2 (2nd July 2018)

    improved the overall online stability in the open World and Combat Trials.
    Update 1.14 (2nd February 2018)Debug

    Fixed Revived animation being stuck when the rescuer was interrupted by a hit

    Fixed avoided not slowing down and not preventing use of perfect link Balancing

    Kahlt freeze frames have been reverted back to 1.12 state for this patch

    Kahlt stamina cost increased 10 → 15

    Tweaked gold link timings previously changed to have a better game feel

    Tweaked standard release (recovery) to have a lesser difference with gold link timings

    Tweaked knockback in guard previously changed
    Update 1.13 (26 January 2018)GAME MODES New content

    Added new 3v3 intro and outro animations, specific to combat style

    Level Design modifications on the Oratian Quarters map

    AFK feature: inactive players are warned, then kicked from 1v1 and 3v3 games after 60 seconds.
    Debug

    [SFX] Debug on intro music

    [SFX] Various tweaks on music and SFX events

    [Gameplay] Debug on timer notification for extra time

    [Gameplay] Debug on 3v3 maps: invisible walls should not occur anymore

    [UI] Fixed issue where points gauges would not update when joining an active game
    OVERALL Design Updates Stagger:

    Add stamina regen bonus (x1.2) & actions stamina cost (x0.8) during 5s when avoid with an attack.

    Increase range & stun of stagger special attacks
    Windfall Avoid:

    Increase stamina gain (35 → 40)

    Slowdown increased when avoided
    Kahlt Absorb:

    Add freeze frames (6) on attacker

    Increase stamina cost (5 → 10)
    Shockwave:

    Increase stun 20 → 30

    Decrease knockback when blocked 168 → 100cm

    Remove stamina instant bonus

    Decrease stamina regen bonus

    Combat

    Combat Style attribute bonuses have been decreased & attack damage scaling increased

    Increase weapons durability & disarm gauge. Give back amount of shards when sheath weapon
    Balancing on all attacks:

    Gold link release set specifically per attack

    Damage take in account this release

    Grab Punch: start-up increased 19 → 21

    Breaking attacks: increase knockback when blocked

    Charging attacks: decrease damage and damage scaling

    Increase slightly impact on stamina when guarding

    Dodge anti-spam: increase release 13 → 16 (no changes when cancelled by attack or special ability)
    Debug

    [Gameplay] Fixed a bug where some attacks had a faster startup than expected after absorbing a hit (including Grab Punch and Back Tripped Kick)

    [Gameplay] Fixed a bug where Donkey Slap 2nd hit does not connect after absorbing a hit

    [Gameplay] Fixed Twist Parry Strike active frames

    [Gameplay] Fixed parry direction for Twist Hips Slash and Parry Slash

    [Gameplay] Set the target on middle for Spiral Palm

    [Gameplay] Moved the startup visual feedback on the other arm for Collar Chop

    [Dye] Various debug on dye issues with some cloaks and undertops

    [Text] Various text typos fixes in English language

    [SFX] Various tweaks on music and SFX events in the World and cutscenes

    [UI] Debug on picto issues

    [Menu] Essence Shop: Fixed a warglove issue in the shop: Barbarian War Gloves are now available

    [1v1] Fixed a bug occuring when the user score was not reset after matchmaking with a different opponent

    [Gear] Fixed a bug where the Tear Chief Undertop would have better stats when broken compared to repaired

    Misc

    The Attribute panel has been updated

    Menu: The Credit menu has been updated

    Dye Menu: The Dye menu layout has been updated

    Attacks’ advanced details have been added

    We updated the error message displayed when a player can’t get online. If the issue happens to you, please send an email to support_pc@sloclap.com or support_ps4@sloclap.com (depending on your platform) with the error code you have, we’ll look into it

    Update 1.11 (8th December 2017)3v3 Combat Trial - Overtake

    Overtake Combat Trial is played with 6 players, two teams of 3

    "Coop 3v3 Match": play with your coop group against other players in 3v3 game modes

    3 Maps are available in this mode
    Private matches

    Private 1v1: "Friendly Match" play against a player in your coop group
    Prestige expanded

    Players can now exchange fragments for Gear and Weapons

    Players can now exchange crystals for Emotes

    New gear is available through the Prestige System

    Players can now dye their equipment with fragments [EDIT: there is currently an issue with the dye system, it will be fixed very soon!]
    Anticheat v.1

    Detected cheaters are now automatically kicked from online play. Additional measures may be implemented, please let us know if you encounter cheaters/hackers.
    New screen ratios support

    21:9 monitor are now fully supported, as well as other screen ratios
    Misc

    Players can now customize their emote wheel with newly obtained emotes

    Equipment menu have been slightly updated to fit better with the new features

    Log feed has been updated

    Matchmaking can now be launched from the post-fight menu in Combat Trials
    Art

    Players can now fight in both Day and Night versions of the Combat Trials maps

    Combat Trial Maps are now running at 60FPS on PS4

    Various debug in the Main Map (collisions, LODs, shader optimization)

    Lighting issues have been fixed, no more black assets

    [FX] Various debug on all FX
    Gameplay Parry

    active frame reduced from 7 to 5 (same value as absorb ability) Gravity

    hit character goes in overweight state

    overweight now also impact lockmove speed

    guard impact reduced from 50 to 15

    stun reduced from 32 to 20, and block stun from 18 to 12 Earthquake & exhaust

    “charging” property replaced by Absorb property during buildup Shield

    add Absorb property during buildup
    Debug

    Fixed some issues regarding keyboard + mouse behavior when scrolling and right-clicking

    Fixed some issues with sound, especially regarding to reverb effect and missing audios on some attacks

    Fixed some infinite loadings issues

    Kuretz & Risryn now give the intended amount of XP

    [Gameplay] Avoid successfull now always affects opponent (slow down)

    [Gameplay] Player cannot use shards after being silenced anymore

    [Gameplay] Charging attacks are now always interrupted when hit twice
    Known issues

    GOG overlay is currently not functional, this will be fixed very soon.
    Update 1.10 (13th November 2017)

    [Design] Lower XP gains when defeating Level 3 boss and beyond

    [Design] Higher XP gains in Combat Trials

    [Design] Cost of Rift Disks changed to 5 Crystals

    [Design] Marked ones have been reverted to their original form. Halloween masks now only available through Rift Disks.

    [Design] Cost of the Attribute Points reset changed to 3 Crystals

    The very high amount of XP given by Bosses made it too easy to farm XP and prestige levels in PvE, which was not the original intention, so this has been rebalanced. Combat Trials also now give more XP, so players will now win Prestige levels and Crystals faster. Rift Disks cost has also been updated to reflect this change.

    1.10 and 1.09 also include a number of bugfixes to improve the overall experience.
    Update 1.08 (30th October 2017)NEW CONTENT

    Prestige levels unlocked after level 60

    Rift Coins replace random loot drops in Combat Trials

    Rift Disks allow to get rarer equipments and weapons

    Win Crystals at each Prestige level

    Spend Crystals to reset attribute points

    Spend Crystals to acquire Rift Disks

    Inventory management: Sort by, Salvage and Repair.

    New equipment:

    4 new sets

    3 new Absolver Cloaks

    9 new masks, including 6 Halloween masks dropped by Marked Ones

    1v1 maps are now in night mode (temporary)

    New “Bald” haircut available at character creation!
    DESIGN UPDATES Parry :

    Almost all attacks, including thrust attacks, now require a specific parry direction to be countered (exceptions: Hadrunken, Obvious Slash and bare-hands Rush Attack for Stagger style)
    Rush :

    Decrease rush acceleration

    Closer rush camera

    Rush attacks: increase stun duration

    Rush attacks: decrease knockback
    Note: These are first steps to address fleeing behaviour.

    Rush attacks were intended to counter players fleeing, but until now the player hit by a rush attack had the time to rush again directly after. With a longer stun and shorter knockback for the rush attacks, and a slower acceleration for the rush, the issue should be less present.

    Also the new rush camera is closer to the character, so the player has not the whole vision of their surroundings, and it feedbacks more clearly when the character is rushing.
    Camera :

    The camera position is now lower when close to walls.
    Shockwave :

    Range 230cm -> 280cm (as before 1.06) BUT knockback now depends on distance to caster (from 280 when close to the caster, to 84 when at the limit of the range)
    Items :

    Added rarity levels to all equipments

    Updated drop rates (Rift Coins and Rift Disks)
    BUG FIXES

    [GAMEPLAY] 1v1 rematch : clear shards

    [GAMEPLAY] Shards cannot be filled in practice anymore

    [GAMEPLAY] Charging attacks now lose their property when parried

    [GAMEPLAY] Silence power cannot be used without a target

    [GAMEPLAY] Parrying a double hit attack doesn’t result in being hit by second hit anymore

    [GAMEPLAY] Fixed issue in which character finished in the wrong ending stance when being hit while changing stance

    [NETWORK] Fixed a bug in hit knockback resulting in some awkward teleportation

    [NETWORK] Fixed dodge position replication

    [SAVES]: The game now detects if save is not valid and rollbacks to previous save if needed

    [AI] Fixed a bug when AI would get stuck after a player’s successful dodge

    [SFX] Fixed issue with boss gate SFX sound was playing in PvP maps and during boss fights.

    [DESIGN] Loot drops in Rift Coins and Rift Disks now give items in different color variants
    Patch 1.07 (26 September 2017)

    we have identified a bug which caused animations to play incorrectly and hits not to be detected: this has been fixed and is included in the 1.07 update.

    from a gameplay side, we probably made too many changes at the same time; we have therefore reverted changes made to the dodge mechanic, and done some tweaks to ranges and guard impact of previously changed attacks.

    Patch 1.06 (20 September 2017)Code

    Fixed power loss issue (powers will be given back to the player)

    Optimization

    Fixed bugs in schools menu

    Fixed item loss issue in inventory menu

    Fixed crash in cutscene

    Improved Combat Trials disconnection issue

    General Stability improvement
    Design

    Special abilities

    absorb successful :

    increase ghost damage refill (x2)

    decrease stamina bonus (50 -> 20)

    add +20 protection during 5s

    Avoid successful : decrease stamina bonus (40 -> 35) increase stamina cost 5 -> 10

    Character avoided : Decrease stamina refill (x0.3) during 1.5s

    Stamina malus (-10)

    Parry successful : decrease stamina bonus (30 -> 15)

    Stagger style : decrease range of side special attacks (190 -> 145)
    Attacks

    Decrease range and impact on guard of fastest attacks

    Increase impact on guard of Breaking attacks
    1v1

    health refill on kill now take in account the health ratio of both players at the beginning of the round
    Others

    Increase weight/mobility impact on stamina

    Increase dodge iFrames (2 -> 4)

    Keep shards after death
    Shockwave

    cost 2 shards

    decrease range

    add stamina bonus + boost stamina refill during 5s
    Exploration

    Decreased maximum number of enemy AIs spawned at the same time

    Improved some enemy AIs detection range

    Fixed navigation issue in Oratian Quarter zone
    1v1

    Fixed out of bounds issue in Adalian Columbary arena

    Modification on the cross arena
    UI

    "Victory" & "Defeat" localised

    Corrected misspelled english texts

    Fixed cut off localised texts

    School creation: added notification confirmation when school is successfully created

    Social menu: "offline"/"online" information replaced by a colored dot
    Art

    NEW: Added six unique masks in the Guidance Bridge, inspired by Devolver Digital games

    Collision and navigation bugfixes

    Performance Optimization
    Audio

    NEW: Added two new tracks to 1v1 Game Mode

    NEW: added variety on foleys

    Sound corruption issue improvement
    Patch 1.05 (11 September 2017)

    Various improvements to server connection and matchmaking

    Added double save to avoid complete progression loss if a save get corrupted

    Bug fixes when joining a school

    Beat an AI to unlock your due achievements, there could be a small delay before the achievement pops :)

    Cross-region invitations added

    Fixed Boss progression not being updated (For now, this fix only works for bosses, we’re still working on fixing the Marked Ones progression issue. We apologize about this issue and are still investigating)

    Improved overall stability.
    Patch 1.03 (1st September 2017)

    Crash fix related to combo edition

    Engine crash fixes than can produce corrupted save data

    Crash fix on dialog

    Improved overall game stability

    Fixed save data corruption issue

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