@Bnnnaruto - we e-mailed everyone who purchased on July 6th. Please check the e-mail associated with your payment (such as PayPal) as that is the purchaser information we have.
Recent community posts
Hi everyone - you should have received an e-mail from us yesterday that includes your steam keys and info! We used the e-mail you have registered with itch.io so please check your spam folders and such if you don't see anything. Enjoy!
And First Access is now officially closed! Thank you all!
You'll be seeing an e-mail with Steam Keys and more info next week!
(You can still play multiplayer and Tim will continue updating First Access builds as needed up until launch day!)
Our first access is coming to a close and we're officially launching on July 10th! We'll likely set up a new Antihero page on Itch to reflect the full game and character DLC packs, but this First Access page will be retiring.
We're going to shut off First Access Purchases on June 29th at 2pm PST.
If you have purchased Antihero on First Access you'll be getting the following content via e-mail on July 6th.
- Book Club DLC (4 extra Characters to use in Multiplayer)
- Steam Key
- Extra Steam Key - You're getting an extra Steam Key to give to a buddy! Antihero is better with friends!
This is a minor release that addresses balance issues and bugs.
All in-progress games have been wiped. (This will happen a few more times before launch -- as always, we really appreciate your patience and feedback.)
- "The Palace" - 2nd palace burglary requires 2 guard towers, rather than 3
- "The Palace" - for two-tower burglaries, both towers will be on opposite sides of the map
- "Poison Blade" costs 5 lanterns (up from 4)
- "The Hard Stuff" costs 5 lanterns (up from 4)
- Truant Officers cost 8 gold (up from 7)
- Fix a visual bug related to "Royal Riches" victory points
- AI improvements
- Minor UI improvements
As always, we appreciate your feedback!
Antihero Build 17 -- April 5, 2017
This is a major release that introduces a new multiplayer map, "The Palace"!
All in-progress games have been wiped. (This will happen a few more times before launch -- as always, we release appreciate your patience and feedback.)
- Killing a guard in a building your opponent has trapped now properly gives kill rewards (money and gang levels)
- Fixed an occasional crash caused by triggering a trap
- New master thieves no longer disappear when stunned
- Re-decorated the tutorial levels
Please let us know your thoughts on The Palace - is it fun, are the goals clear, does it feel balanced? - in the itch.io Antihero forums!
Good info! I've found that there are quite a few differences once you get to turn 3 against humans and the maps do play a large role in what happens too.
Economy is a thing I feel like a lot of people take a while to learn and Antihero is more akin to an RTS in that fact. Good points here for sure!
We're proud to share that our Steam Pre-Order is now live - meaning we're getting closer and closer to launch. You'll notice our Steam Pre-Order includes a free Master Thief Pack as part of that pre-order. Just wanted to confirm here, that when we release steam keys for our Itch.Io First Access players, you'll also get that content for free. You're also getting the added bonus of playing early, which is not an option on Steam.
To confirm, if you have purchased First Access here - you'll get the same Master Thief DLC pack as the Steam Pre-Order folks. We also have another surprise benefit of being in First Access, but we'll share that info once we get closer to launch.
Yep, we only have a small number of players so randomly finding one might be a pain right now. Showing # of players online might help with that and it's something we'll certainly think about adding in some shape or form!
Antihero Build 8 -- January 10, 2017
New experimental multiplayer mode: 'Live Match'.
(This is a real-time mode with turn timers and realtime chat and whatnot.)
This is truly experimental, so there may be all sorts of issues - but we'd love to get feedback, ideas, and comments on this way of playing Antihero!
Thanks for the feedback - and yea, we do like the idea of having the Theives having something unqiue about each one of them. It's an idea we have on our table, but not sure when we'll get to look at it.