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Long overdue - we've got some things to share! The Summer Update pt 2


  • Development of the major Summer Update has now concluded
    • Beta branch release is playable now for those who want to get involved in playtesting & feedback
      • Steam general release will be ready in a week or more - just for stability & balance
  • The major features of this update include:
    • Ability skill ranks, allowing you to rank up & change the affect of all playable combat abilities
      • Monster migration (replacing the old Dungeon Cycle system) to introduce new & different enemy mobs to the dungeons
      • 8 new wild enemy monsters; 4 Holstaur & 4 Wolf units will now appear in the Savannah on different weeks


It's nearly the end of 2023! How is development progressing?

  • Roadmap progress is behind schedule
    • This latest update's major feature took longer than expected, especially when deliberating on combat balance
      • We have hired a 4th programmer to join our team in a fulltime capacity
        • This will give us the best possible chance of staying on-target and with the full feature set laid out in the roadmap
      • We actually started some of the content for next update ahead of time
        • See more below in 'what else are you working on?'


Will Cloud Meadow's development be affected by Unity licensing changes?

  • As we are quite far into development it would likely not be viable for us to change engines for Cloud Meadow
    • The proposed runtime fees in addition to our ongoing Unity Pro licenses would approximately double (or more) our total license costs to Unity, for no benefit to us.
    • However at the time of writing this, Unity have declared their intention to adjust the proposed policy changes again


What else are you working on? How about...

  • In addition to the new Holstaur & Wolf enemy units, we've also close to concluding several new sets of enemies for the dungeon;
    • 3 new pirate units
    • 4 new wild Lamia units
    • 4 new wild Harpy units
  • We're preparing to begin work on introducing Kiram - the 10th & final recruitable NPC
    • Kiram's combat toolkit is getting a revision from the old playable prototypes
      • We're setting up his introduction with a unique story sequence
      • This will branch the end of the Poacher's story arc into beginning a new arc, setting up their shadowy benefactor & leading into the Forest dungeon


More work behind-the-scenes:

  • On the art side of the team...
    • Environment assets on the first zone & additional boss area for the Forest dungeon
      • Concept art for sections of the second Forest zone, including new harvest nodes
      • New expression portraits for dialogue characters!
  • The writing team has been busy finalising dialogue & cinematic scenes for the story Act II introduction, especially Kiram's introduction sequence
    • Progress is also being made on narrative sequences for the Forest dungeon
      • New plans for written content to make Cloverton feel more alive are also in the works
  • Our animators have been progressing well in their many-months work on the new HD sex scenes
    • Evan x Orchid loop section was completed quite recently
  • Animation improvements & finalisation work has been contributed to future upcoming combat units; demons, cyclops & others


If you have any questions we are always readily available in the following places:

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