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    • megan

      Update 5: Infinite Wisdom is here!   10/05/2017

        Hey everyone, We’re back with another update that really mixes some stuff up. An entirely new challenging mode, a rebalance of the entire game to go with the rework of the new leveling progression numbers, ability to do the co-op intro online, faster PVP rounds, language translations and more! With the rebalance you’ll find that your fighters are dealing even more damage as they gain experience. All balance changes are retro-active meaning you do not have to worry about starting over or starting new characters in order to experience that – they’re all dynamically applied to what you already have! Feel free to check out what we’ve changed in the list below, and as always – please leave us feedback about anything you find noteworthy. As always, the main Story (although not included in this update) is being developed alongside all these improvements we have been releasing. Check out our blog for the full changelist: http://blog.thebehemoth.com/2017/09/28/update-5-infinite-wisdom-is-here/
    • megan

      Pit People's Final Touches   11/21/2017

      It has been nearly a year since we launched Pit People on early access. This journey has been an incredible experience! We’ve built a better game thanks to all your feedback. So here’s a spicy little situation: We’ve decided that our next big drop will be the FULL version of the game! Yes, it shall be complete! You’ll be able to play through the story and find out what happens for everyone.  
        As we write this, we’re working on the last of the cinematics for the story campaign! This is the final push towards completing the game, alongside additional story quests and a new world map with bonus missions.
        Since there’s so much involved with these last steps (VO, animation, level creation, music licensing, QA testing, etc), we’re not exactly sure when everything will line up for a full release date, but we’re shooting to release within the first few months of 2018.
        Thank you again to all of the people who’ve been playing Pit People during early access and to everyone who has been sending us feedback. It has truly been invaluable and we can’t wait to share the conclusion of Pit People with you all!


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About royal_fish

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    Eggie [Level 0]
  1. 1. I love the world map, and many times I have come across an interesting building, city, or structure only to approach it and not be able to enter it or interact with it in any way. Just today I came across a yellow building with physically-constructed question marks all over it and was excited to roll the ol' wagon over and see what's up. But nothing was up (yet?). I'm not sure if home base is intended to be the only city you will be able to enter, but being able to walk into other structures would be awesome, even if all you got was some sort of randomized pit battle out of it. 2. I really enjoy recruiting a fighter with a quirky name, but I've seen a few names many times across multiple species with only an 8% completion on my file. For example, I have seen at least 3 units called "The Internet" and 4 called "Outcome." I appreciate the effort in making a lot of cool and weird names, but it almost feels like there needs to be an even larger database of ridiculousness to damper repeats. 3. The "Unfair Fight vs. AI" is supposed to be unfair, I get it. I think having three rounds in a row with no healing in-between already qualifies as unfair, but from what I count, the AI gets 8 slots to use for each fight while you only get 6. While I have beaten all three rounds here and there, I think it would retain more enjoyability as three rounds of 6v6 instead of 6v8. Perhaps the 6v8 could be reserved for Insane Difficulty? Just my own personal opinion on the matter, but I would definitely love the pit fighting more as 6v6, especially since I don't play online much. Maybe a third option in the pit for a one-off 6v6 against the AI could be added? 4. I know there are only a couple story missions available so far, not including the tutorial missions, but I didn't like being forced to bring Horatio, Pipistrella, and the crew along to do them. Much of the enjoyability to this type of game comes from crafting your own personal team, but when you have to discard them for the stock characters to do the best missions in the game, it's a bit of a bummer. Perhaps let people who want to roll with Horatio through the whole game do so, but let others do all the missions with their own team(s). It would be totally fine listening to Horatio and Yusuf have dialogue after a story mission, even if their weren't on the team. That's all; keep up the good work!
  2. I believe there may be a bug with how the Wraith and the Mascot interact. When my Mascot is positioned next to my Wraith, the Wraith does not have an animation that it is being buffed. I'm not sure if this means it just doesn't have the animation, is not being buffed, or both.
  3. Hi there; not sure where to post this since I can't seem to create threads, but I would suggest that the story mission(s) should not require story characters to be in your party. I went out and recruited what I felt was my own, unique team, but when I went to take on the first story mission, I had to go back and put the story characters in my party. I understand the rationale for this, but I think the fun of getting to use the party you want is more important; that does seem to be the main draw of the game, after all.