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It's being two week now, time for another dev log.

As before still hard at work on big update coming up, but lets cover our small announcement first. Me and deck decided to reach out for volunteers willing to playtest our game build slightly earlier than the rest to check on stability and nasty bugs. Anyone with 5+ pledge can volunteer, what is require of you to playtest the early build in reasonable time window and give feedback  in our special discord channel.

To apply for tester you will need to join our discord HERE and leave a message in the "tester-application-room". We will contact you if you're selected.

Disclaimer. Depending on amount of volunteers we might resort to hand pick the testers for now, so some folks can be temporary rejected. No hard feelings.

As for the progress on update there is some content to show since our team were busy boys and gals. 

This update so far will contain the most new sprites and animations: 4(!) new enemies + 2 additional fully animated NPCs.

We have a nice variety of foes:
Troglodyte

Our own take on undead (their lore will be explained later on)

and some more casual enemies like new bandit type

4th enemy is in the process of being rigged so i don't have fancy gif to show it off, but its more of exotic enemies.

And there is plenty of nice small features we adding into the game, which deck cranks out at record time. Including some ambience animation system:

As well as flexible system to color swap parts of our enemies and pieces of their gear to diversify their looks:

And we had to start developing particle systems too, to really add this fine touch to ambience:

There is still lots to cover, and having build out by mid September is no longer realistic. I really would hope to deliver the build by end of September but now its really a hard tell, because we still doing updates to combat and GUI.  There would be little point making all this work and putting effort into enemies if we wont make combat more enjoyable.

Goal of combat and GUI rework is to make combat easier to understand, since people had trouble even understanding whats going on. New tutorial will assist in this role as well. Hopefully this is going to be the last GUI rehaul, at least on this scale, now that we got some experience and realised weak points in our design. 

I will definetely make an announcement as we will be getting close to release. Patreon build will hit you a day or two earlier than public version of it, if we will make any hotfixes to public version then patreon version will also include them.

This be all for today, we thank all our supporters for patience with this big update taking quite some time.

-Arbuz.


Comments

hargas

will this update feature new cards?

Anonymous

If you mean new enemy AI cards, then yes. Each enemy type has own set of cards. We tried to diversify way enemy act, so different enemies will pose different threats.