The Steam store page is finally up, and I have a solid release date: March 10, 2020.
https://store.steampowered.com/app/1254150/Floppy_Heroes_2

Over the last two months, I’ve been working hard getting Floppy Heroes 2 ready for its Early Access release on Steam. This includes things like creating multiple arenas, re-creating the original weapons and armor in the new 3D style, implementing a user-friendly “trait” system in the Item Creator, as well as more performance improvements so that this physics-heavy game can run as smoothly as possible on a range of computers.

Arenas

The game will launch with 4 unique arenas. Two of them are re-creations of popular stages from the first game (Tavern and Alchemy), and the other two are brand new (Island and Forest). Here’s some screenshots of each:

Armor & Weapons

At launch, the game will feature the original 10 armor sets and ~25 weapons. In the near future, I will also add the 5 additional equipment sets that were added in the large content update.
Of course, the Item Creator means you’ll be able to create anything else you want!
In case you missed the last update post, here’s a preview of 8 of the equipment sets that will be included at launch:Characters

Item Creator

As previously mentioned, Floppy Heroes 2 will include an Item Creator that allows you to create your own armor and weapons. At the moment created items are only saved locally, but the plan is to implement Steam Workshop integration so that everyone can easily upload and download each other’s creations. I’m not 100% certain yet, but Steam Workshop will either be included at launch or shortly after, depending on how long implementing it will take.
Also, a while back someone pointed out that letting the user manually set their item’s stats using sliders may be tedious and unbalanced. I agreed with them and opted to implement a more interesting stat system; traits. Basically, once you’re done designing your item, you decide its stats by picking up to 2 unique traits from a list. Each trait contains modifiers that can increase/decrease stats (ie. health, mass, damage) or add additional effects (ie. poison). This system should be a lot more interesting and balanced than asking the user to play with a bunch of sliders.WeaponCreator_Traits

Anyway, that’s the gist of where things are at. I’ll be spending the next two weeks working hard to ensure the game is polished enough and comes out on time. In the mean time, check out the store page on Steam and feel free to leave any comments or questions either here or on the Steam community hub!

-Rimply