
However, on Xbox One, you had to hook up every achievement to platform stats and have those stats trigger the achievement. When making a Steam game, you can just fire an achievement with a simple function call and be done with it. There have been other small improvements to make things closer to Steam for developers who want to bring their experiences over. One of the big changes that launched recently was an addition to the achievement system that many developers have asked for. I think the biggest improvements have come from developers who want to launch on multiple platforms in a painless way. The program has grown over the time since we initially started talking to them in 2014. I hope you all consider this gem of an indie, and look forward to Rivals of Aether 2 in the future.Rivals has been on Xbox One for quite a while now, has the program evolved and improved since you joined initially? The game is currently 50% off on Steam, and 40% off on Nintendo Switch. This is going to be a real treat, and it's cool to see them add in some of the highest quality workshop content. I've had a chance now to play each of them as they currently are on the workshop. But for RoA, they announced a rollback netcode beta, and that four workshop characters will be formally added to the game, bumping the roster up to 18. They announced some new upcoming games set in the universe, including more on RoA 2. If you aren't aware, the Rivals of Aether devs do a "Rivals Direct" every April 1, but instead of jokes, everything they announce is real. Some of the workshop content is so good, it's being added to the game officially, which brings me to. There's a good mix of high quality stuff, along with the memes, and it's quite easy to find either.
#RIVALS OF AETHER ROSTER PC#
The PC version of this game has steam workshop support, so you can enjoy a ton of fan-created content as well if you wish. You don't need to spend hours in training mode to figure them out, you can figure them out enough by playing. But the game has some of the most satisfying attack and combo options available. Grabs and ledgegrabbing aren't here either. Instead of a shield, each fighter has a parry option. The training options for each character are also very thorough if you want to be a master. You can have a good time with the story and challenge mode with all the characters. Yes, this game is like Melee in many ways, with the movement options available. Ori and Sein have a fun puppet mechanic and implement quite a few new attacks to flesh out the moveset (the character was released before Will of the Wisps).

RoA perfectly captures his mechanics, complete with a ton of gem collecting, and buying power-ups. If you had even a bit of disappointment that Shovel Knight was an Assist Trophy in Ultimate, you need to play this. Then we have two fantastic guest characters, and they are two indie stars. Other characters will have a small touch of some Smash characters, like Absa combining Ness' and Pikachu's mobility, with Zelda's projectiles. Zetterburn is Fox with a dash of Wolf mixed in, and Clarien is Marth who can create a projectile nullifying field.

Mixed into the roster are enough Smash inspirations to add a touch of familiarity. Wrastor can use the trail of his projectile to be faster in the air, and can only use smash attacks while airborne. While Kragg may not have a great jump recovery, he can summon pillars of rock underneath him. The trickster Orcane can drop puddles on the floor and teleport to them right away. Just about every fighter in this roster has some crazy unique gameplay mechanics that would make even the Ult DLC blush.
