Blue Archive - realsun

Hello, this is Blue Archive.

 

We would like to inform you that the launch of the STEAM client, originally scheduled for Tuesday, June 24, has been delayed due to delays in the platform review process.

 

We sincerely apologize to our senseis who have been waiting.

 We kindly ask for your understanding regarding the unavoidable postponement of the release schedule.

 

All staff members are doing their best to ensure that the Steam client can be launched as soon as possible.

We will provide an additional notice once the new launch date is confirmed.

 

Thank you.

Mango's Fisharium - Evrac

Mango's Fisharium Update v1.1

- Keyboard controller now activated only through shortcut ‘U’ or in the Settings

- When ‘Keyboard controller’ active, Left click or Right click mouse will deactivate it

- Fishing Power Bar reverted (Red to Green)

- Added option to turn off Reeling SFX (the one that keep playing when you pull up the fishing rod)

- ‘Shiny Fish Caught’ renamed to ‘Unique Shiny Fish Caught’

- Rename it too on Steam Achievement

About AI

I did used AI to make some texts for the game. 

On this update, I have replaced all AI generated texts with mine with tiny help from AI to fix my grammar (I’m no english speaker)

I will no longer use AI for any creative part (Art, Text, Sound, Images) on my game in the future

Ginger Snap: Islands of Rot - Meepalasheep

- Save slots!

- Tons of bug fixes and adjustments for playtesters.

- New Areas for YMIR!

- New Items!

- Achievements!

Moonlight Traveler - Blueprint Core

Fixed the issue that caused the loss of game progress

9:40pm
三国群英传-争霸 - kaiteng
windows平台崩溃修复
Demon Crush - Reverting Castles

Hey Demon Hunters!

It’s been a while since our last update—and we’ve been very busy behind the scenes. From level design to new gameplay mechanics, visuals, and UI polish, there’s a lot to share. Here’s a full breakdown of what we’ve been working on.


🧱 Level Design & Grayboxing Progress

We’ve officially started grayboxing the next levels! This means we're laying out the structure of new stages, testing flow, and figuring out how traversal and combat feel in these new environments.

▶️ Partial walkthrough of Level 2:

https://youtu.be/o70532qWRBs[/url][/u][i] (Note: Still a work-in-progress—some parts of the cave are not yet hooked up, but you’ll get the vibe.)[/i][/p][p][/p][hr][/hr][p][/p][h2][b]🎨 Sprite Work & Character Scenes[/b][/h2][list][*][p]New [b]food sprites[/b] added (yum!) [img src="{STEAM_CLAN_IMAGE}/45006619/8663226a7a3cee1f87dca6d561d72f07c0ca8ab0.png"][/img][i] [/i][/p][/*][*][p]We're mocking up [b]character checkpoint scenes[/b] for Kenzo, Nezumo, and Akana—these will act as spots where you can change loadouts or upgrade skills. [i] [/i][/p][/*][/list][p] [img src="{STEAM_CLAN_IMAGE}/45006619/f226a0e748f54dc7248932148dd2b4cbb0bf3414.gif"][/img][img src="{STEAM_CLAN_IMAGE}/45006619/afafa3912cf4cbc92aa7c167f8a7fb64c34c037a.gif"][/img] [img src="{STEAM_CLAN_IMAGE}/45006619/195844ebcca44ee368b756871be4f4277ac3f3ae.gif"][/img] [/p][hr][/hr][p][/p][h2][b]🎬 Cutscenes Added[/b][/h2][p]We’ve implemented cutscenes into the current demo! These are now playable and help ground the narrative as you move through the story.[/p][previewyoutube="fh0j_SzzkF8;full"][/previewyoutube][p][/p][hr][/hr][p][/p][h2][b]🌆 New Area Mockups[/b][/h2][p]Here’s a sneak peek at some of the [b]new zones[/b] we’re planning:[/p][list][*][p][b]Ruins Area [/b][/p][p][i] [/i][img src="{STEAM_CLAN_IMAGE}/45006619/30d09e64903917b0d1af25ea54e4c351c5432795.gif"][/img][/p][/*][*][p][b]Castle Dungeon Area [/b][/p][p][img src="{STEAM_CLAN_IMAGE}/45006619/6b26d556c9e1a4d0de6cc6f9f1ccd98e9989f6d1.gif"][/img][/p][/*][*][p][b]Castle Tower Weekly Updates[/b][/p][p][img src="https://media.discordapp.net/attachments/845029391951724624/1289211369039728692/Castle_Tower_Mockup.gif?ex=684ec526&is=684d73a6&hm=2a54ec8493d65fdf030d9db9a742a941e7df470f035b3a35150566d30d2913f7&=&width=1145&height=930"][/img][b] [/b][/p][/*][*][p][b]Updated Throne Room [/b][img src="https://media.discordapp.net/attachments/845029391951724624/1294084926488055858/Palace_Tower_Mockup_final.gif?ex=684eb3c1&is=684d6241&hm=3ccbf92adeeeda312372aeba1ce1196a3bc58cf44899df16e53ef23cdd39012f&=&width=1145&height=930"][/img][/p][/*][*][p][b]Vault Mockup [/b][i] [/i][/p][p][img src="{STEAM_CLAN_IMAGE}/45006619/932b7512ec4b7f29f9030eb45cc6575b2b254f64.gif"][/img][/p][/*][*][p][b]Lost City [/b][i] [/i][img src="{STEAM_CLAN_IMAGE}/45006619/8c6960fd3087358b5fbcac0a62cc9771fbc2ff37.gif"][/img][img src="{STEAM_CLAN_IMAGE}/45006619/ca93901f3d5cffc6000b70178dbb4ddef6afa292.gif"][/img][/p][/*][/list][p]Each area has its own distinct vibe, from eerie dungeons to crumbling temples.[/p][hr][/hr][p][/p][h2][b]🔧 Testing Environmental Interactions[/b][/h2][p]We’re experimenting with more reactive environments, including:[/p][list][*][p][b]Crumbling Platform Tiles [/b][i] [/i][/p][p][img src="{STEAM_CLAN_IMAGE}/45006619/0d7ea6057f83e03179bb9e99a0eaa31cc3e09078.gif"][/img][/p][/*][*][p][b]Shoji Screens [/b][img src="{STEAM_CLAN_IMAGE}/45006619/379b37508e7558d00378082d399c3187668f9a56.png"][/img][i] [/i][/p][/*][/list][hr][/hr][p][/p][h2][b]🏯 Tower Design Concepts[/b][/h2][p]We’re starting to mock up the [b]tower climb[/b] level. Akana begins at the base after Nezumo rides the elevator up—your job is to climb, fight, and reach Mathonas at the summit. The tower is [b]pagoda-style[/b], with red wooden beams, ornate decor, and vertical traversal challenges.[/p][p][img src="{STEAM_CLAN_IMAGE}/45006619/614130ed15e37e71eb3163deb71e26a4dabf85dd.jpg"][/img][/p][hr][/hr][p][/p][h2][b]🧱 Scene Layering Enhancements[/b][/h2][p]We’ve begun layering environmental details—like rubble from broken staircases—to give each scene more depth and visual texture. [img src="{STEAM_CLAN_IMAGE}/45006619/37d77ba29ee3fa82374b32fb51ed5e588ba65f57.png"][/img][/p][hr][/hr][p][/p][h2][b]🕹️ Gameplay & System Improvements[/b][/h2][list][*][p][b]Visual Clarity Improvements for Key Scenes[/b][/p][previewyoutube="bz9-tcYzS3E;full"][/previewyoutube][list][*][p]We reduced NPCs.[/p][/*][*][p]Added a more defined main character outline.[/p][/*][*][p]Introduced an arrow indicator to cut down visual clutter and enhance visibility in key scenes.[/p][p][i] [/i][/p][/*][/list][/*][*][p][b]Kenzo Swimming Upgrade [/b][/p][previewyoutube="BY4q2s-C2eM;full"][/previewyoutube][list][*][p]Now swims [b]fast and fluidly[/b], with a new animation by @MetalZebra. [/p][/*][*][p]Walls now react better during swim mode. [/p][/*][*][p]Enemies slow down in shallow water, and instantly die if they fall into deep water. [/p][/*][/list][/*][/list][p][/p][list][*][p][b]Loadout Screen Progress[/b][/p][previewyoutube="71lRutd0A-Y;full"][/previewyoutube][list][*][p]Weapon selection now functional! [/p][/*][*][p]UI now populates correctly when switching secondary weapons. [/p][/*][*][p]SFX/VFX still in progress.[/p][p] [i] [/i][/p][/*][/list][/*][*][p][b]Seal System In Progress[/b][/p][p]A new system to grant passive perks and modifiers during each run. These are based on [b]Shinto and Buddhist seals[/b] with abstract, symbol-based designs—think Hollow Knight charms. Here are some mocks we are considering:[/p][carousel][img src="{STEAM_CLAN_IMAGE}/45006619/6cb8fd2394ac19f13f79f81e338a4361889229d5.png"][/img][img src="{STEAM_CLAN_IMAGE}/45006619/c0b5bf594387527b48a7e2d667a2f295a8374ba3.png"][/img][img src="{STEAM_CLAN_IMAGE}/45006619/a9078b39e30e27ab50d77f889355a4c9da868057.png"][/img][/carousel][/*][/list][p][i] [/i][/p][list][*][p][b]KG Rushdown Move Added [/b][/p][previewyoutube="HkgsWJzzi5M;full"][/previewyoutube][list][*][p]Includes a three-hit, multi-weapon combo with a new “slam” finisher. [/p][/*][/list][/*][/list][hr][/hr][p][/p][h2][b]🌐 UI and Accessibility Improvements[/b][/h2][p]The [b]keyboard layout now updates[/b] based on the player’s selected language, helping international users get the most intuitive experience. [/p][previewyoutube="DwEUJ-Bx-Lk;full"][/previewyoutube][hr][/hr][p][/p][h2][b]👀 Missed Our Last Update?[/b][/h2][p]Here’s a quick recap:[/p][list][*][p][b]Localized into 14 languages[/b]: Arabic, Chinese (Simplified & Traditional), English, French, German, Italian, Japanese, Korean, Portuguese (Portugal & Brazil), Russian, Spanish (Spain & Latin America). [url="https://www.youtube.com/watch?v=xxx"] [u]Watch the Language Support Trailer [/u][/url][/p][/*][*][p][b]Kenzo’s Fury Demo Launched October 1st [/b][/p][list][*][p]Available on Steam now! [/p][/*][/list][/*][/list][hr][/hr][p][/p][h2][b]🙏 Thank You for Your Support[/b][/h2][p]Thanks for sticking with us while we build out this world. Your encouragement, feedback, and enthusiasm keep us going! [/p][p]– The Reverting Castles Team 🏰🔥[/p (Note: Still a work-in-progress—some parts of the cave are not yet hooked up, but you’ll get the vibe.)


🎨 Sprite Work & Character Scenes
  • New food sprites added (yum!)

  • We're mocking up character checkpoint scenes for Kenzo, Nezumo, and Akana—these will act as spots where you can change loadouts or upgrade skills.


🎬 Cutscenes Added

We’ve implemented cutscenes into the current demo! These are now playable and help ground the narrative as you move through the story.


🌆 New Area Mockups

Here’s a sneak peek at some of the new zones we’re planning:

  • Ruins Area

  • Castle Dungeon Area

  • Castle Tower Weekly Updates

  • Updated Throne Room

  • Vault Mockup

  • Lost City

Each area has its own distinct vibe, from eerie dungeons to crumbling temples.


🔧 Testing Environmental Interactions

We’re experimenting with more reactive environments, including:

  • Crumbling Platform Tiles

  • Shoji Screens


🏯 Tower Design Concepts

We’re starting to mock up the tower climb level. Akana begins at the base after Nezumo rides the elevator up—your job is to climb, fight, and reach Mathonas at the summit. The tower is pagoda-style, with red wooden beams, ornate decor, and vertical traversal challenges.


🧱 Scene Layering Enhancements

We’ve begun layering environmental details—like rubble from broken staircases—to give each scene more depth and visual texture.


🕹️ Gameplay & System Improvements
  • Visual Clarity Improvements for Key Scenes

    • We reduced NPCs.

    • Added a more defined main character outline.

    • Introduced an arrow indicator to cut down visual clutter and enhance visibility in key scenes.

  • Kenzo Swimming Upgrade

    • Now swims fast and fluidly, with a new animation by @MetalZebra.

    • Walls now react better during swim mode.

    • Enemies slow down in shallow water, and instantly die if they fall into deep water.

  • Loadout Screen Progress

    • Weapon selection now functional!

    • UI now populates correctly when switching secondary weapons.

    • SFX/VFX still in progress.

  • Seal System In Progress

    A new system to grant passive perks and modifiers during each run. These are based on Shinto and Buddhist seals with abstract, symbol-based designs—think Hollow Knight charms. Here are some mocks we are considering:

    [carousel][/carousel]

  • KG Rushdown Move Added

    • Includes a three-hit, multi-weapon combo with a new “slam” finisher.


🌐 UI and Accessibility Improvements

The keyboard layout now updates based on the player’s selected language, helping international users get the most intuitive experience.


👀 Missed Our Last Update?

Here’s a quick recap:

  • Localized into 14 languages:
    Arabic, Chinese (Simplified & Traditional), English, French, German, Italian, Japanese, Korean, Portuguese (Portugal & Brazil), Russian, Spanish (Spain & Latin America).
    Watch the Language Support Trailer

  • Kenzo’s Fury Demo Launched October 1st

    • Available on Steam now!


🙏 Thank You for Your Support

Thanks for sticking with us while we build out this world. Your encouragement, feedback, and enthusiasm keep us going!

– The Reverting Castles Team 🏰🔥

Community Announcements - hiroaki-shinden
◆アプリの安定化や不具合の修正
破法神谕 - 我像大铁锤
change effect circle.
修改技能圈效果
9:17pm
SHARP FISTS - 飘渺
BUG-FIX
Clawed - flatrockgamesstudio

Hey everyone,

We have just released a couple of patches based on player feedback.
Thanks for helping us shape this game. It really makes a difference. Keep the feedback coming :)


V0.16-Added Health display to inventory Screen, Oxygen and Health added to In-game HUD

-Key binding bug where certain keys could not be rebound has been resolved.V0.17-Added Map items for each main area. These can be located in park Information booths.

-Added glow effect to all items

-Fixed movement bug caused by shallow water in South Main St

-Fixed dinosaurs spawning bug where they would get spawned in a tree

-Improved Steg movement

-Reduced dino spawning levels in South Access tunnel and South Main Street areas.


Our next main focus is the save game system. Mainly Auto-save and the respawning dinos issue. We are already working away at this hope to have this roll out in the coming days.

Thanks to everyone who has played out the demo. All the feedback has really helped us refine the experience.

Flatrock Games :)

...

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