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Talberon

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A member registered Sep 22, 2018 · View creator page →

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The art in this game is super cute and the game loop feels good too. Great music, as well!

Sorry, no; there is only a 64 bit distribution for this game.

Is there something specific that you’re having trouble with?

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Very neat and easy to play! The art style is very charming.

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Thank you! Yes, the majority of the art is sourced from Pita’s asset packs, with a lot of additional edits, art from other artists, and original assets by me as well.

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Hi there. I replied to your email with instructions on how to retrieve the logs:

  • Open the Run window by pressing Win + R
  • Paste or type in the following path: %TEMP%/SaveData
  • Press OK or the Enter key.
  • A folder within Windows Explorer should appear with the SaveData folder contents. A file named logs.txt should be in this directory. If the directory does not exist or is empty, there might be other issues, but that should be the logs.

The game has a responsive resolution based on the window size, so if you want to, you can maximize or resize the window if you do not want to play the game in fullscreen.

As for your controllers, the game uses the directional pad by default for directional control. You can remap these inputs in the options. You may have to open the control mapping menu with the keyboard first, then map the inputs for the directions using the controller.

I’ll take a look at the logs once you send them to my email.

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Hmm, nothing stands out from that, so it’ll be best to look at crash logs. Can you navigate to the app’s SaveData folder (should be a subfolder wherever you saved the game) and send the logs.txt file to me via email or Discord? That will best help me understand what’s happening. If it’s not there, Discord would be the best place for me to help troubleshoot.

EDIT: To clarify for future reports, these are the instructions for retrieving the game logs:

  • Open the Run window by pressing Win + R
  • Paste or type in the following path: %TEMP%/SaveData
  • Press OK or the Enter key.
  • A folder within Windows Explorer should appear with the SaveData folder contents. A file named logs.txt should be in this directory. If the directory does not exist or is empty, there might be other issues, but that should be the logs.

Can you let me know which operating system and version you are using (e.g. Windows 7/10/11, MacOS big sur, etc)? Does it crash during the countdown, or after the map loads?

What type of gamepad are you using? Only XInput controllers are compatible, so if you are using a Dualshock or other non-XInput controller, you will need to use Steam or another utility like DS4Windows to make them work with XInput.

Which OS are you using? If you are using an XInput-compatible gamepad on MacOS it should work but I have seen issues there in the past so if that’s what you’re using, I could take a look.

If you are playing alone you need to select one of the single player modes from the objective select screen. Otherwise it will wait for another player to join. If you are playing a versus mode and everyone is on the same team, the game will also not start until at least one player is on an opposing team.

I have only tested on x86/64. I can’t make guarantees for other architectures like those or M1 Macs since I don’t own those. You’re welcome to try but I won’t be able to help if it doesn’t work.

I can’t make guarantees for High Sierra support. If you can update to Mojave or later then I can vouch for its ability to run since that’s the earliest version I was able to test on. Sorry for the inconvenience.

Is this the first time you’ve launched the game or was it working before and doesn’t work now? Which version of MacOS are you using?

That could be a number of things. If you join the support channel in my Discord I’ll try to help you with your specific issue. https://discord.gg/rbSsdaNdyD

Hi. By default, the confirm key is the space key. The confirm button should be shown in the bottom-right of the screen in case it was remapped.

Can you describe what you did before the crash happened? Which operating system are you playing on? Any additional info you can provide will help me diagnose and fix the issue.

Mac is fairly cranky when it comes to opening software. The Steelbreakers file is a Unix executable in the download folder. It will probably tell you it won’t open it, so you have to go to Security and allow it to run. I would highly recommend instead downloading the itch.io app and using that to launch the game since you can avoid all of the annoying nonsense when trying to run it on Mac since it just works.

Fair enough. I did not intend to be misleading; the source code (that I am the owner of) is available, which is apparently not enough to meet the definition. I have removed the tag. Thank you for your comment.

Hello. Which version of the game did you download (Windows/Linux/Mac)?

For the Windows version, you can launch the .exe file in the game folder.

For Mac/Linux you can launch via the Steelbreakers file, or you can use the itch.io app to handle the install/launch (which I recommend for Mac especially to avoid the slew of approvals you have to give every file when it launches).

You will need Windows 10 in order to run the Windows version. It looks like you have had similar issues with other games which may be due to missing driver/library support. I can’t guarantee the game will work on Windows 8 or older.

Hello. Can you provide some more information? Which version of the game are you running, and are you using the Windows, Mac or Linux version?

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Both of these issues are fixed in v1.6.0. As always, thanks for reporting these bugs! Stem the Tide should now be usable even when armour is full so that you can reset the turn timer on the Flow Strike skill, and the switch ids have been fixed for the fire traps on Dusk Temple.

I’ll look at this too. It might be trying to error because you can’t regen armour when you’re full and it’s showing the wrong notification, but you should be able to do it anyway to reset your flow counter, so I’ll update this when I get the chance tonight.

Feel free to join the Discord whenever you want! I post more updates on current projects there and I can reply to things faster when I’m not at my computer. Your feedback is greatly appreciated.

I’ll check this one out tonight. You may be right; I’ll have to confirm.

Thanks again for reporting! This one’s pretty bad, but it was a quick fix. A new build has been published that fixes this. Frankly I’m surprised this wasn’t discovered a while ago, since it’s been an issue from the start as far as I can tell and the steps to reproduce aren’t an uncommon scenario.

The problem was that a dead unit was being selected by default when nothing else was being hovered. In your video you can see the slime as the other hovered unit when you attack the obstacle. The game tries to start combat with the unit that’s already dead and finds that it doesn’t exist, so it blows up. This might have been undiscovered for a while since it doesn’t seem to crash when targeting other units, only non-unit targets. This shouldn’t occur anymore with the newest version.

Thank you again! Your videos are extremely helpful in debugging these issues! :)

Hello again! I have pushed a new version of the game that should fix both of these issues. Thanks again for the detailed bug reports!

Thanks for reporting these bugs! I will take a look tonight to see what I can do about these.

I haven’t looked at the Sol Standard code for a while so my memory might be off, but I believe under the hood it changes to the Wander routine if they can’t fulfill it, but it should then trigger immediately so it effectively just makes them wander. Getting control over the creeps is a weird scenario. It might not be a quick fix since it may be tricky to reproduce. I very much appreciate the video you included and the detailed report!

I’ll let you know when I have fixes for these.

That’s some odd behaviour. I tried downloading the game to replicate the issue but it never happened to me. Maybe try downloading the game again or use the itch.io app to install the game and try again.

Hey again. I was able to find a quick solution and I’ve pushed an update to all platforms with a fix for the crash. The other scenario would be slightly trickier, but you should be able to just end your turn normally as the remaining team and the game will check for a winner before the next player starts their turn. Thanks again.

Thank you very much for reporting this bug. I am able to reproduce the issue whenever a creep dies from a trap between rounds. I’ll take a look tonight to try to find a fix and I’ll let you know once I have a solution. Thanks again!

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Thanks for playing the demo! I enjoyed the Shadow Link fights too and wish you could play with folks directly instead of an AI player with potentially better gear than you. I’m happy you enjoy it!

Player modes are designated by the icons when selecting an objective type in the level select menu:

  • Red Icon with 4 Pawns
    • Free For All
  • Red/Blue Icon with 4 Pawns
    • Team Game
  • Purple Icon with 1 Pawn
    • Single Player
  • Pink Icon with 4 Pawns
    • Co-operative

The Relic is an item you hold for a specified period of time in order to win; similar to Oddball from Halo.

There is no hotseat for a single controller, that’s correct. You can play both sides with the keyboard, though.

Unit Playground’s purpose is to immediately get into a map with all of the characters to test their movesets. It was originally a debug map for testing various interactions between units and I left it in for people to experiment with. Adding a drafting step for that map would slow down my ability to test units out when iterating quickly during development, so I left it out for this one.

Thanks for playing the game!

Sure! In the More Information section of this page, you can click the Community link to join the Discord server where I post updates on the game. You can talk to me there or PM me after you join.

Hey there! I’ve released a new version of the demo that includes a single player mode if you want to try it out without needing a controller.

The game modes available in the demo are multiplayer only. A controller is required for each additional player, and one can use the keyboard. The full game will have additional game modes that support a single player with either type of device.

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Before a match, you select your loadout and map various weapons to certain button inputs. Once in-game, most actions have a tap, hold, and release action. Some weapons let you strafe while holding while other might root you in place. Some actions are tap-only. You can dodge roll to get invincibility frames using the dash button (LB/Tab by default). You can also parry with the parry button (RB/R key by default) to gain a few frames of invincibility and temporarily stun enemies that melee attack you.

I have a How to Play menu on a development branch** but it hasn’t made it to the demo yet since I’m working on other things at the moment, but hopefully that helps you for now!

**EDIT: The latest demo now includes the How to Play menu mentioned above.

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Hey there. New versions of macos complain very loudly about every library used by the game because the OS “can’t verify the developer”.

The easy way to run the game on Mac is to install the itch.io app and download and launch the game from there. It will handle all of the heavy lifting and should be as easy as push-and-go. I recommend doing it this way. It’ll also automatically download updates when new builds are pushed so that you’re up to date.

The hard and annoying way is to download the zip and extract it, then run the Steelbreakers unix executable, then go through each of those notifications and open System Preferences > Security & Privacy and for each one of those popups, hit Cancel or Open (not Move to Trash) and keep pressing Allow Anyway in the settings window after each one. I recommend the itch app instead if you value your time, since it’s a very tedious process.

Thank you! <3

Thanks for starting this bundle for a good cause.

https://talberon.itch.io/sol-standard

That one’s pretty simple; I wanted something with alliteration and something vaguely war-related but not immediately obvious (a battle standard flag) and I played with a bunch of names until I settled on this one. No big inspiration for that I’m afraid, haha.