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MarZ: Tactical Base Defense OUT NOW

MarZ: Tactical Base Defense is out now. \o/

First of all, we just want to say a huge thank you to all of you who accompanied and supported us during the Early Access phase. Your feedback helped a lot in making MarZ what it is today!
After 18 months of Early Access, and following 4 years of development, we are overwhelmingly happy to announce that 1.0 now includes:

20 MISSION STORY CAMPAIGN with two endings

Hold off the zombie hordes and discover the terrible secrets of the red planet across a fully-fledged story campaign with alternate endings.
Collect achievements and unlock perks to modify your missions. Play in three different difficulty levels with completely reworked new balancing, and complete your progress on your profile.


SKIRMISH MODE

Create customised procedurally-generated skirmishes as you battle back wave after wave of enemies, with new balance, custom options and improved UI/UX. Play easy going missions or generate battles in which your tactics will be pushed to the limit.

OUTBREAK MODE

A new intense game mode within Skirmish that brings you one immense zombie horde instead of multiple waves. Build barricades to stop them and construct a sophisticated base to fend them off.

MARSFORM MAP EDITOR

Use powerful terraforming tools to sculpt custom maps and design tricky enemy paths. Play your creations in Skirmish and share them on Steam Workshop.

We also made a short time lapse to show you how to build your own levels:



TWITCH MODE

Enabling Twitch mode lets viewers sabotage or aid their favourite streamers in-game.

& BRAND NEW FEATURES!

Since the last update we included lots of great new features and reworked all of the balancing. These are the main big changes:

RESEARCH UPDATE

The tech tree can now be explored in any order, which makes it easier to follow certain tactics.
In addition we’ve increased the technology options by adding the uplink: A new research building which unlocks unique new upgrades for all towers including repair drones, mines, tesla towers that can teleport zombies, mortars, prism lasers, and more.

NEW HUB UPGRADES

To make space for the many new weapons energy hubs can now be upgraded. This might be a real game changer for many of you. We, at least, love this new feature!

NEW ENEMY INDICATORS

In order to better assess the lurking danger, we have improved the enemy indicators and paths will now show the wave strength.

NEW BALANCING
We completely reworked the balancing. All three difficulty modes have been improved and updated in line with your feedback. Towers got stronger and zombie hordes got bigger, for the second time. Of course, with all the new features, your tactical options have been greatly expanded and we’re confident that you can handle it.;)
Those who find MarZ too hard will be happy to hear that “Challenge” mode got a bit easier, but those of you who are looking for the real challenge can still find it in “Nerves of Steel”

LOCALISATION UPDATE
MarZ is now available in nine languages (English, English (US), German, French, Spanish, Brazilian Portuguese, Simplified Chinese, Russian and Polish)

DEMO

For all those who are still not sure, after all the great news, if our game meets your gaming preferences:
There is also a free demo on the Steam page if you want to give it a try.

As you can see, we’ve been a bit busy lately. Thank you so much for waiting patiently for all the new features! We are proud and very happy about MarZ 1.0 and we hope that we have created that game you can fall into, and forget about the world around!
Have fun playing and beat those Zombies!



Over and out!
Love & hugs from Vienna
Miriam & Marc

—-
Marc: Twitter
Miriam: Twitter
MarZ: Twitter
MarZ: Discord[discord.gg]
MarZ: Facebook[www.facebook.com]
MarZ: Instagram[www.instagram.com]

MarZ – Demo Update

Hi all,

Launch day is getting close. Only 2 weeks left until MarZ: Tactical Base Defense will leave Early Access! As you can imagine we are getting more and more excited every day. We are working as much as possible on the last details to make a smashing 1.0!
So here’s one last short and crisp news drop before the big day.

Steamcommunity.com

DEMO UPDATE

We have just updated the free demo. The demo still includes the first 3 missions of the story campaign, but now contains new values and balancing that will feature at launch. So it’s a kind of a pre-access version to 1.0. We worked really hard on balancing and are pretty happy with the result. Of course, the new balancing has an even stronger effect on the later missions, where the whole range of towers is available to you, but even in the early missions you can feel the difference.



GAMEPLAY VIDEO

We’ve prepared a fancy new gameplay video, which will give those who have not yet played MarZ a good idea of what the game is all about! Of course you can also try the free demo to see if MarZ is something for you.
For launch day we plan to collaborate with some great youtubers & twitchers who will be live streaming MarZ on our Steam store page. We’re really looking forward to watch them playing. So even if you already own the game, the page is worth a visit on April 4.
Store.steampowered.com

LAUNCH DISCOUNT

Last but not least, to celebrate the launch and welcome new players we will offer a launch discount of 10% – YAY!🤘
So tip of the day (if you don’t own the game already – tell all your friends if you do!):
❤️ WISHLIST NOW and buy on April 4.

We will now dive back into work as there’s still plenty of things to do before launch day. Stay tuned, any support is very much appreciated! If you want to stay updated about further development of the game you can also follow us on our social media channels:

Marc: Twitter
Miriam: Twitter
MarZ: Twitter
MarZ: Discord
MarZ: Facebook
MarZ: Instagram

Thank you and have fun playing!
Miriam & Marc
Over and out!

MarZ Rising – Devlog#28



Hey folks!
We have some exciting news on the development front. As some of you already know we’ve been very busy preparing for full launch, with an array of new features, content and changes scheduled. There’s a lot to do, but it’s totally worth it! The changes we’ve made add so much more to the game, and we can’t wait to share them with you.

Steamcommunity.com

But before we talk about updates, we’d like to give you a heads up on an upcoming price change:

NEW PRICE COMING SOON
As we’re nearing our full release we will be increasing the price of MarZ Rising from 14.99 € / 14.99 $ to 19.99 € / 21.99 $. This reflects the extra time and content we have put into the game since the beginning of Early Access. We wanted to welcome new players with a 10% launch discount, but because of Steam’s rules about pricing we need to change the price ahead of launch day to do this. Therefore, we will submit the new prizes to Steam on Sunday the 3rd of March, while we’re still in Early Access. So if you still want to get the game at the lower Early Access price, now would be a good time to do so 🙂

Now for the latest game news:

MARSFORM
Today we wanted to give you a taste of the Marsform map editor, which will be integrated into MarZ Rising upon full release. With this new tool you’ll be able to create your own individual (and suitably hellish) Mars maps.

The development of Marsform started in early 2018 and while it was just a proof of concept at the beginning, it became a tool to create custom maps for MarZ Rising. So the editor grew, and we felt that we should implement it into the game with Steam workshop integration. Our main goal for Marsform was to make it as intuitive and easy as possible, so that users can plunge directly into the map making process. To create a playable map there are a few steps to follow, which are quite simple.

Let’s have a closer look at the scope of Marsform.

PROCEDURAL GENERATION

Starting a new map, Marsform allows you to create a base terrain procedural. That way you’ll have a strong starting point. Procedural generation allows you to generate realistic or stylized looking terrains. If you prefer to start your map from zero, you can just start sculpting.

SCULPTING TOOLS

We have integrated a variety of terrain sculpting tools into the editor which will help you modify the terrain as you like. Add valleys, hills, mountains, and canyons. Just let your creativity flow!

MATERIALS AND LIGHT

You can choose between 6 different material presets and 3 different light settings to create the perfect mood for your map.

SPAWNERS

Every map needs at least one spawn-point in order to make it playable. Additionally, every spawn-point can have multiple way-points to define the exact path for the enemies. There’s also a path width setting for every way-point, which allows you to create wide or narrow enemy route depending on your terrain.

FOG OF WAR

You can hide spawners and also parts of pathes by painting fog of war. It works pretty much as the sculpt tools, you can set the density and color and paint the fog directly on to your terrain.

PUBLISH & PLAY

Once happy with your map you can publish it to Steam workshop and/or play it in skirmish mode. \o/
We’re sure Marsform will add plenty of additional replayability to the game. Also the creation process of a map is so much fun, we reckon that alone can keep you busy for hours! We’re also hoping to see hundreds of new challenging maps in Steam Workshop, and play some of your creations ourselves.

Stay tuned, any support is very much appreciated!
If you want to stay updated about further development of the game you can also follow us on our social media channels:

Marc: Twitter
Miriam: Twitter
MarZ Rising: Twitter
MarZ Rising: Discord[discord.gg]
MarZ Rising: Facebook[www.facebook.com]
MarZ Rising: Instagram[www.instagram.com]

Alright, back to work.
Thank you and have fun playing!
Miriam & Marc
Over and out!

MarZ Rising – Devlog#27



*DEVELOPMENT NEWS*

Hello dear community, we have news from the development front to share with you. Today we’d like to introduce you to a whole new game mode coming with the full release: OUTBREAK

Steamcommunity.com

NEW GAME MODE: OUTBREAK

The outbreak mode is a completely new game mode within skirmish mode. In this mode, the zombies do not approach in waves, but gather to an immense horde to storm the base all at once!

To prepare for this dangerous crowd the mission starts with an extended planning phase that will allow you to build your base, gather resources, explore towers, and so forth. When the time is up, the second defense phase starts. Then it shows if the planning turns out to be good and the base resists the hordes of wild beasts. This new challenging mode will be especially fun for those who prefer to have a more relaxing build phase at the beginning before all hell let loose.

BARRICADES

Since the base really has to endure a lot in outbreak mode, you can build barricades to improve the defense. They can be used to fortify your towers and buildings or just to slow down enemies. Enemies will of course try to destroy them should they get in their way.

And since we are already there, Skirmish mode will get a nice overwork. After reworking our balancing and UI/UX, setting up procedurally generated waves will be even more fun.


UPCOMING PRICE INCREASE

As we’re nearing our full release we will be increasing the price of our game to 19.99 € / 21.99 $ to reflect the extra time and effort we have put into the game since the beginning of Early access. We wanted to welcome new players with a 10% launch discount, and because of Steam’s rules about pricing we need to change the price ahead of launch day to do this. Therefore, the price increase will take place on the 4th of March while we’re still in Early Access. So if you want to get a great deal you now have the chance to do so and buy the game before the 4th of March!


There’s currently a lot going on regarding development and we can’t wait to share all the new stuff with you. We’re also very thankful for our community which contributed some awesome ideas to the game. Stay tuned for more exciting news from the development front and as always share the news, tell your friends – any support is very much appreciated! If you want to stay updated about further development of the game you can also follow us on our social media channels here:

Marc: Twitter
Miriam: Twitter
Discord: Discord.gg
MarZ Rising: Twitter
MarZ Rising: Facebook
MarZ Rising: Instagram

Thank you and have fun playing!
Miriam & Marc
Over and out!

MarZ Rising – Devlog#26

*DEVELOPMENT NEWS*

Hello dear community! As promised we’re now starting the news series from the development front. As we’re heading towards the full release we plan to add plenty of new exciting features you can already look forward to. We are currently working full throttle rebalancing things due to new features. This post is all about one of the big upcoming new features: tower specializations. With these new bonus upgrades, the towers will be given a S.U.P.E.R.B.O.O.S.T. \o/

TOWER SPECIALIZATIONS

Thanks to new tower specializations each tower will get another 2 expansion stages, which can be unlocked after tier-3. This way all towers receive a unique bonus feature and the possibility of being equipped with an automatic repair drone. But this comes of course with a cost. The specialization upgrades can only be unlocked by building an additional uplink building – a new building, which of course cost resources, uses one energy hub slot and requires a crew member to work.

Tower specializations are definitely adding a new layer of depth and will significantly change things from a gameplay perspective, especially in the later stages of missions. Let’s have a closer look at each of them:

MINIGUN

The special upgrade of the machine gun tower adds a very strong minigun with a super high fire rate to it. It’s great fun blasting all those zombies away!

MORTAR

The rocket tower gets a nice long-range mortar installed. While being quite slow, it is very effective against larger groups further away.

PRISM

The prism upgrade causes the laser tower’s beam to split into multiple smaller beams which allows it to target multiple zombies at once.

TELEPORT

With this nice new feature a tesla tower can teleport zombies a few meters back from their current position. This buys more time and makes the tesla tower even more effective, especially in combination with other towers.

MINES

The special upgrade for the drones tower adds mines around the tower. These mines are quite harmful and are automatically re-spawned after detonation. Nice!

REPAIR-DRONE

In addition to the tower specializations we’re also implementing repair-drones. The repair-drone can be built for each tower and automatically repairs a damaged tower, even while being attacked and without exposing its function.

UPLINK

And last but not least the new uplink building which needs to be built in order to unlock all those new special upgrades, including the repair-drone.

LOCALISATION

Additionally we’re happy to announce that we’ve localized all text and the game will support 8 different languages at full release, which are English, German, French, Spanish, Brazilian Portuguese, Russian, Polish and Simplified Chinese.

So heartfelt thanks to our localization partners Level Up Translation & Riotloc Studio who both did an awesome job and helped to provide an authentic version for all languages.

That’s all for today. We hope you like what you have seen! Stay tuned for more exciting news from the development front and as always share the news, tell your friends – any support is very much appreciated!

If you want to stay updated about further development of the game you can also follow us on our social media channels here:

Marc: Twitter
Miriam: Twitter
Discord: Discord.gg
MarZ Rising: Twitter
MarZ Rising: Facebook
MarZ Rising: Instagram

Thank you and have fun playing!
Miriam & Marc
Over and out!

MarZ Rising – Devlog#25

*NEW UPDATE 18012019*

Hope you guys have had a great start to 2019!
We’re starting this new year with an update which adds new stuff and optimizations based on feedback we’ve had recently from you, our community. This update especially improves our crew behaviour, as well as the amount of clicking needed in the game, some optimizations and small fixes here and there. Let’s have a closer look:

CREW OPTIMIZATIONS

We’ve worked on some crew optimizations which includes:

  • Group selection and movement
    It is now possible to move a selected group.
  • Group selection shortcuts
    It is now possible to assign a selected group to a shortcut. By default this is set to LEFTSHIFT and numbers 5 to 9. You can of course configure this in the options by yourself.
  • Group selection healing
    When you have a group selected and you click on the lander, the crew member with the lowest health will be sent to the lander for healing first.
  • Crew risk
    The possibility of a crew being attacked by an enemy is higher.
  • Lander improvements
    Crew members won’t jump directly into the lander when they are sent next to it.

TOWER ENEMY PRIORITISATION

We’ve reworked the tower enemy prioritization and in this context we’ve also fixed some targeting bugs. Towers are constantly checking for enemy prioritization based on attacking/not attacking, strong/weak and max health/low health – this makes them more effective.

ROCKET TOWER – “FEEL”

We’ve worked on the balancing and the overall “feel” when a rocket tower shoots. The rocket tower feels much more powerful now.

SHORTCUTS

In order to reduce the click amount in the game we’ve added additional shortcuts you can set to speed up your base building. It is now possible to select buildings directly by pressing a shortcut. All shortcuts for each building can be set in the options menu. We’ve also added direct ring menu shortcuts which can be pressed as soon as your mouse is over a building. If you wanted to upgrade a building before, you had to click on the building first and then select the upgrade button in the ring menu. Now it’s possible to simply hover over a building, press the direct upgrade command and the building gets upgraded. Please be aware that for compatibility reasons, those shortcuts needs to be set by yourself in the options menu as they are set to none by default.

WHAT’S NEXT?

So what’s next you might ask? As we’re working full steam on our full release, we plan to reduce the regular update amount to fully concentrate on the development of the new features. So pretty much like the calm before the storm 😉 We will of course keep you all updated on what we’re working on, and what you can expect for the full release. Let us know in the forum if you have any great suggestions and feedback for the game.

As always share the news, tell your friends – any support is very much appreciated!

If you want to stay updated about further development of the game you can also follow us on our social media channels here:

Marc: Twitter
Miriam: Twitter
Discord: Discord.gg
MarZ Rising: Twitter
MarZ Rising: Facebook
MarZ Rising: Instagram

Thank you and have fun playing!
Miriam & Marc
Over and out!

CHANGELOG

  • New: Crew group movement
  • New: Crew group assign to shortcuts
  • New: Select building shortcuts
  • New: Direct ring menu shortcuts
  • ——————————
  • Optimized: Better crew move next to lander precision
  • Optimized: Group selection click on lander, send crew with lowest health first
  • Optimized: Better tower targeting
  • Optimized: Better rocket tower feel
  • Optimized Demo: Endscreen demo video – audio fade in
  • ——————————
  • Bugfix: (hopefully fixed) Fixed a bug where sometimes the level got stucked at the end
  • Bugfix: Tower targeting bugs
  • Bugfix: Some smaller bugfixes

MarZ Rising – Devlog#24

*DEMO NOW AVAILABLE*

The European Santa came yesterday and brought a free demo for all of you. We’re happy to announce a new update which introduces a new German voice for captain Tobin, and a free demo available for download right now!

NEW GERMAN VOICE

Due to a lot of the feedback we got regarding the German voice of captain Tobin, we have replaced it with a new one. May we present to you Matthias Weidenhöfer! He’s quite a well-known German TV actor and played in a German TV Show called Tatort.
Check out this awesome video of him recording some samples!

FREE DEMO

It’s happening! We have released a free demo so everyone can now enjoy the first 3 missions of our campaign. The demo doesn’t have any time restrictions and should give you a nice glimpse of what the game has to offer. But remember, only the full game includes all the awesomeness!

OFFICIAL DISCORD SERVER

We have finally created an official MarZ Rising Discord server. A bit late to the party, but better late then never, right?
Discord allows us to build up a community and is also a great hub for everything related to the game. Come by and say hi, we’d love to see you there!
Discord.gg

WHAT’S NEXT?

We’re working full steam on the full release, working on the map editor, implementing Steam Workshop, balancing the outbreak mode for skirmish, preparing the localization files, adding more features aaand polishing.

As always share the news, tell your friends – any support is very much appreciated!
And of course we would be very happy to get your vote on IndieDB for the Indie of the year award 2018.

Indie of the Year Awards

If you want to stay updated about further development of the game you can also follow us on our social media channels here:

Marc: Twitter
Miriam: Twitter
Discord: Discord.gg
MarZ Rising: Twitter
MarZ Rising: Facebook
MarZ Rising: Instagram

Thank you and have fun playing!
Miriam & Marc
Over and out!

CHANGELOG

  • New: German voice for cpt. Tobin
  • New: Demo version
  • ——————————
  • Bugfix: Some smaller bugfixes

MarZ Rising – Devlog#23

*SKIRMISH UPDATE*

Another big, fresh and free update for MarZ Rising is finally here. The long awaited skirmish mode brings a whole lot of re-playability, fun experiences and new challenges to MarZ Rising. To celebrate this new update, we’ve cooked up a nice trailer! Crank up the volume to 11 and check it out here:

Steamcommunity.com

SKIRMISH MODE

In Skirmish mode, you can experience all campaign maps with new challenges. Customize the game and experiment with what you can stand. Each type of enemy can be set by a weight, which defines the spawn probability.
So if you want to play a game only against walkers, simply set the weight of the walker to 100 and every other enemy type to 0. If you feel lucky, you can generate the weights randomly according to three difficulties. The system behind the skirmish mode always makes sure that the spawn count of enemies is fair. That means that the spawn count of boss enemies won’t ever be as high as for weaker enemy types. Additionally you can set the Zombie masses, from tiny to huge, and the interval timings between waves. Long intervals means the game play session becomes longer and also a bit less frantic.

All the enemy wave settings are being generated by a random seed which can be set as well. Furthermore you can also set your start resources, difficulty level and – insert drum roll – game modes. We plan to add one additional game mode to skirmish upon our full release called outbreak. This game mode will spawn, unlike the wave mode, all enemies at once. You will have enough time to build up your defense base and you’ll have the possibility to build barricades as well. Outbreak will be a fast and fun game mode for sure!

TWITCH MODE

Along with the skirmish mode, we have implemented something very entertaining for Twitch streamers.
The Twitch mode is an additional mode where viewers have the possibility to vote for different actions which can sabotage or support a streamer’s current game. Twitch mode works in the campaign as well as in the skirmish mode.

Vote to build a wave
From time to time, viewers can vote for enemies to build up an extra challenging wave. The enemies will be tagged with the viewers names according to who voted for them.

Call for support
Streamers can call the community for help every now and then. Calling for help brings up an additional poll where viewers are able to vote for additional building materials, 3 extra crew members, one free nuke or just nothing… You know where this is going, right? 😉

Additional actions
Every time-based action in Twitch mode can be accelerated by special commands. For example, a research in the tech center can be accelerated by typing #research, or reinforcement can be accelerated by typing #reinforce in the chat.

BLOOD PARTICLE FX

We have improved some blood particle effects as well as the machinegun shoot particle effects. Firing on zombies feels so much more satisfying now!

PRICE INCREASE

This is something no one really likes to hear, right? Fear not, the current price won’t change in Early Access. But, based on all the new features we’ve added since September 2017 and the additional features which will come (map editor), we will raise the price upon full release to 24.99€. This is a heads up for all of you who are considering buying MarZ Rising but haven’t taken the plunge just yet.
We will make an additional announcement regarding the price increase right before full release.

WHAT’S NEXT?

Our next steps will be to fully concentrate on our full release. This means, we will work on further polishing, bug fixing and additional features. The full release version will contain a very nice map editor where you can create your own maps. The map editor will allow you to sculpt your terrain, place enemy spawn points and more. All created maps can be played in the skirmish mode and shared via Steam workshop. Of course we’ll make sure that the editor will be nicely integrated into the game.

We also like to mention that we have fixed some additional bugs thanks to your (community) bug reports! Keep them coming! And please let us know your thoughts on the new skirmish mode too. Any feedback is very welcome and can be discussed with us in the Steam forums.

As always share the news, tell your friends – any support is very much appreciated! 🙂

If you want to stay updated about further development of the game you can also follow us on our social media channels here:

Marc: Twitter
Miriam: Twitter
MarZ Rising: Twitter
MarZ Rising: Facebook
MarZ Rising: Instagram

Thank you and have fun playing!
Miriam & Marc
Over and out!

CHANGELOG

  • New: Skirmish mode
  • New: Twitch mode
  • New: Blood particle effects
  • ——————————
  • Bugfix: Some smaller bugfixes
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