Latest News

Monaco 2: Now in Development

2 years ago

Psst. Keep this quiet…

smashes wall and sets off all the alarms

WE’RE MAKING MONACO 2!

Watch our first dev log (including music from Austin Wintory):

For the past year we’ve been working with Humble Games on the next evolution of our co-op crime caper, and while we’re still very early, we’re ready to tell you all about it. Come watch us on Twitch, say hi on Discord, or comment on our Youtube Devlog to join in with our open development!

Old-school fan Scott Redig becomes Pocketwatch’s newest Engineer

2 years ago

Scott first heard of Pocketwatch back in 2010, when a video of Monaco: What’s Yours Is Mine was posted on Bytejacker. Monaco had just been nominated for the Independent Games Festival. He quickly became a part of the game’s nascent community, contributing to our open development in a variety of ways. A few years later, he even visited us at the Game Developer Conference.

After graduating from college, Scott went to Google, and now, I’m proud to say, he has found a home here at Pocketwatch.

Scott, has a particularly nimble mind and a deep knowledge of modern game design. I couldn’t be more proud to bring this OG fan – this old friend – on board the growing Pocketwatch team.

Pocketwatch’s New Art Director - Lee Dotson

3 years ago

Please welcome Lee Dotson as Pocketwatch’s new art director!

Lee has had a long career in games, going back to his work at Ion Storm, Blizzard, Epic Games, and most recently Harebrained Schemes. He’s fluent in pretty much all disciplines and has a strong technical background as well.

The thing that we’re most excited about with Lee is his unique personal vision. Though we’ve had the good fortune to work with many talented artists over the years, this will be the first time Pocketwatch has been able to have an in-house art director guiding our project’s aesthetic vision from such an early stage. Lee’s personal work is both dark and whimsical, highly technical yet wildly imaginative, and his professional work has the range of a true journeyman.

Lee’s arrival marks the start of a new chapter for Pocketwatch, and we can’t wait to explore the worlds which will spring forth from his mind.

Twitter: https://twitter.com/LeexDot

Instagram: https://www.instagram.com/leedotart/?hl=en

Website: http://www.magentasunday.com/

Examples of Lee’s personal work follow:

Imgur

Imgur

Imgur

3 years ago

Patch 1.8.1.0: Slow or Sudden Death

Picture of an Exploding Mill Against a Beautiful Sunset During the last few months, Sergeant Volkov and the Matriarch demonstrated their full potential when working as a team: Wolf & Owl have been proven to be an incredibly strong combination, because doubling the spawn rate of an Owl did not only mean twice the damage, but also twice the meat shield. Once they hit the field, fighting the almost endless stream of Mice quickly became a disheartening endeavor for the opponent. Preventing the duo, however, was not easy, either: especially Lizards, Snakes, Skunks and Machine Guns served as powerful tools to safely get to the late game.

That is why this balance patch introduces several changes, not only to the interaction of Wolf and Owl, but also generally trying to empower aggressive playstyles in the early and mid game.

It also contains some modifications behind the scenes that should improve ranked matchmaking and prevent some desyncs.

Multiplayer Balance

Changes in a Nutshell

Expansions start with 1/3 of their full health and slowly increase their max. hitpoints in the first 200s after construction. Wolf buff lasts longer on cheap units, but shorter on anything expensive. A buffed Owl will no longer spawn Mice twice as fast, but only 50% faster. Skunk gas deals less damage, but can be fired at longer range. Snake poison kills more slowly, but lasts longer. Health automatically regenerates anywhere on the map (not only in friendly territory). Toad, Falcon, Ferret, and Barbed Wire get a small buff. Lizard and Machine Gun get a small nerf. Neutral Cabins deal less damage. Commander burrows faster.

GIF of a fresh expansion gaining its first health upgrade

Details on Big Changes

Gristmill: Expansions will start with 50 HP and gain +10 HP every 20s, until they reached 150 HP (starting Mills remain unchanged, with 150 HP from the beginning). Mill HP is displayed during construction, when the Mill is damaged, or briefly after it gained +10 HP.

Wolf: Buff duration depends on the target’s cost, i.e. 4s on t3 units/warrens and Drumfire Cannons (180 Food), 6s on Balloons and t2 warren (120 Food), 12s on t2 units, t1 warrens, Pigs and Machine Guns, 36s on t1 units. As a rule of thumb, one Wolf can keep 360 Food continuously buffed. (Previously it could buff up to six units/structures of any kind, and was thus much more efficient combined with t3 than with t1.)

Skunk: Has 6 range (from 4), deals 2 DPS (from 3).

Snake: Has 32 HP (from 28), can no longer attack structures. Each tag of poison lasts 20s, deals 1 DPS per tag, no longer slows down affected units, and prevents natural healing (previously 2 DPS, got cured only when natural healing kicked in). Healing in water or from Pigeons still works, but does not cure the poison.

Natural Healing: Starts after 10s of not getting hit regardless of territory (5s for cold bloods, at the same rate), and only if the unit is not poisoned. Previously, natural healing only worked in friendly territory, after 5s, cured poison, and was 3x as strong for cold bloods (Lizards, Toads, Chameleons, Snakes).

GIF of a skunks attacking a base from a safe distance

Smaller Changes

  • Lizard: 7 HP (from 8).
  • Toad: 8 HP (from 9), flat 3 damage in a 3x3 area (from 4 single target damage + 2 aoe); 4x “crit” factor on aoe damage against structures remains.
  • Falcon: Shoots 16 bullets in one burst (from 12), then reloads for 2.4s (from 1.8s); damage per bullet, DPS etc. remain the same.
  • Ferret: 7 DPS (from 6 DPS), i.e. one shot in 2s, dealing 14 damage.
  • Owl: Spawns 4 Mice at 2s intervals, then pauses for 8s. Wolf buff will only reduce the spawn interval from 2s to 1s, not the 8s pause. (Previously 3 Mice at 1s intervals with 7s pause; Wolf buff doubled the speed.)
  • Mouse: Cannot be healed, stimmed or targeted by focus fire, and cannot attack Barbed Wire, anymore. Life time to 36s from 30s.
  • Barbed Wire: 8 HP (from 7), vision to 2 tiles (from 4), sell timer removed.
  • Land Mine: Vision to 2 tiles (from 4; also fixed a bug that could result in a desync when Mines were sold).
  • Machine Gun: 5 DPS (from 6).
  • Cabin: 50 HP (from 32) and 1 DPS (from 3).
  • Flying: All flying units/structures have +4 vision (from +2); only Balloon vision range has been reduced by 2, so it remains unchanged.
  • Cloaked: Cloaked units/structures do not emit visible particles.
  • Commander: Burrows in 1s (from 1.5s).

Community News

In November, the Tooth and Tail Championship 2021.2 culminated in a very close match between the Premier league finalists, mad Dr. Mishi and Tatanka, the master of Wolf-Owl. I really recommend you watch them (YouTube)! Congrats to both of them, as well as to the other finalists: Queen Sasha (Premier Division), Meek, xnor, and Big Pimpintosh (Intermediate Division)!

Meanwhile the “Fall Open” of Gent’s 21 Duels only waited for the Championship to end, and started right afterwards - a series of boss battles with special rules. See the stages and challengers… … and find the links to (re-)watch the casted episodes on the 21 Duels Website!

Enjoy! EELuminatus