Beasts of Bermuda - Soals

Added New Playable Creature:
Kaprosuchus!
The Kaprosuchus is our newest creature that has been added to Beasts of Bermuda! It is a small, semi-aquatic crocodilian that specializes in a swift, fast playstyle. It's a very fast runner and has several tools to help it ambush prey and deal damage quickly.

Moves and Abilities
+The Kaprosuchus' Primary Attack consists of dealing damage with a standard bite attack that inflicts moderate damage. Additionally, the Kaprosuchus can hold Primary Attack to use Bone Snap. Bone snap deals additional damage and applies a crippling, Tendon Tear debuff. The longer the Primary Attack key is held, the more damage is dealt and the longer the Tendon Tear debuff lasts. Be wary, as continuing to hold this ability will actively deplete your ability.
  • While charging a bite, you move and turn slower. This allows you to punish adversaries that face you head-on with this debuff, while making it more difficult to apply to fleeing targets.
  • The Kaprosuchus has the talent Snapping Jaw. This talent increases the duration of the Tendon Tear debuff applied by Bone Snap. It additionally decreases the ability cost, increases the damage multiplier, and reduces the movement penalty associated with charging and using this ability.
+The Kaprosuchus' Secondary Attack key allows it to use Brute Force. Brute Force is a powerful, leap-like attack that deals significantly more damage to its target if it hits. It also deals bonus injury damage. Brute Force gives the Kaprosuchus a tool to hit very hard and potentially cripple its prey before it has a chance to flee. It costs both Ability and Stamina to use and slows your movement speed by 40% while charging the attack.
  • Aiming the camera up and down while holding the Secondary Attack key will allow you to adjust the angle Brute Force leaps with. Additionally, crouching lowers the launch angle. There is now an aiming cursor that shows where you will land while using this ability.
  • Brute Force's leap distance does not scale with growth, Powerful Legs, or being fat. This allows the ability's trajectory to remain consistent and useful as a combat ability regardless of growth. Note that Kapro has another, similar ability specifically for mobility that does scale with growth and Powerful Legs.
+While swimming, the Secondary Attack key allows the Kaprosuchus to dart. Its dart is similar to other creatures with the ability.

+Kaprosuchus' Ability key allows it to use Blood Rush
  • Blood Rush adds additional damage to the next attack the Kaprosuchus successfully lands.
  • Blood Rush also allows your next attack to ignore damage reduction if it hits on the tail
  • Blood Rush cannot be used while in combat, so the Kaprosuchus must be prepared for the fight to get this bonus. A notification will display when you leave combat on the Kaprosuchus, informing you that Blood Rush can be used once more.
  • Blood Rush's damage does not scale with other abilities that add damage such as Bone Snap or Brute Force. It does scale with growth, damage talents, and other conditions that modify damage such as being grabbed.
  • The Talent Thirsty for Blood increases the damage Blood Rush adds to an attack
+The Kaprosuchus' Special key allows it to perform a large, high-angled hop. This ability can also be aimed by tilting your camera up or down, and it has an aiming cursor that indicates where you will land while using this ability. Crouching lowers the launch angle. While charging this ability, the Kaprosuchus moves 20% slower.
-This ability scales with both Powerful Legs and Growth, allowing it to go much farther as it gets bigger. It costs only Stamina. You may find the Kaprosuchus in surprising places due to usage of this ability!


Kapro-Specific Talents
+Added Replenish as a new talent to Kapro's talent tree in socket S3.1
  • Replenish grants stamina to the Kapro on a successful attack. At 5/3 this grants 37.5 Stamina per attack
+Added Thirsty for Blood as a new talent to Kapro's talent tree in socket M3.1
  • Thirsty for Blood increases how much damage Blood Rush adds to your next successful attack. It also reduces the cost of Blood Rush and increases how long the buff lasts until it expires.
Passive Abilities
+Thick Tail
  • -Thick Tail grants the Kaprosuchus 65% damage reduction on its tail rather than the standard 50%
+Thick Scutes
  • Thick Scutes grants immunity to venom. This applies to both the venom damage type and to the Palaeophis' Venom Spit ability and its associated status effect
  • Thick Scutes additionally grants 50% damage resistance to damage being dealt by serpents such as the Palaeophis.
+Lazy
  • The Kaprosuchus can eat a lot, far surpassing being full. This takes overeating to the extreme, allowing the Kaprosuchus to gain substantial amounts of health and weight at the expense of mobility.
  • It also can go a very long time without eating.
  • Note that to take full advantage of Kapro's Lazy trait, the talents Resilience and Tough Stomach are highly recommended. Otherwise, the comfort drop from being this overweight will likely result in your death.

Stats
+Kapro has a growth rate and scaling stats that match the Pachycephalosaurus
+Kapro has a base food value of 125
+Kapro has a max food value of 300, which is higher than any other creature in the game
+Kapro's base health is 425
+Kapro's base damage is 65

+The Kaprosuchus is primarily a meat eater, but it can occasionally eat fish without getting sick. A diet too rich in fish may make you sick via the dietary mechanic, as it has a max fish allowance in its diet.

Skins
+FireBelly by Twilightwolf & Natahi4
+Leopard by Valhalla
+Swamp Runner by Pixeldeer & Novacaine
+Mangrove by Callie
+Seaspray by Novacaine & Valhalla
+Banded by Gamevideosforlife & Novacaine
+Marbled by Nonyapie & Natahi4

Misc
+Added Kapro taunt emote
  • The taunt emote requires visiting all major deity shrines on the map
+Added Kapro dance emote
  • The dance emote requires owning the BoB OST
+Kapro lays nests where the eggs get buried after they are laid. This functions similarly to the Archelon nest. It does not have to be laid on or near a beach.


New Titania Map Expansion: Cypress Marsh
Cypress Marsh is a mysterious and misty biome located behind Titan's Rise. Its a semi-aquatic focused area that connects to the ocean biome: Eroded Coast. It trades good food and water for poor visibility and unpredictable marshy terrain.

+Cypress Marsh features a unique biome soundtrack
+A thick fog covers the biome both day and night, making it perfect for ambushes
+The largest body of water in Cypress Marsh does not have a banner (or a mark on the compass) to prevent confusion while traversing the biome. This main watersource is infinite but does not provide satiation. However, there are many small pristine water sources across Cypress Marsh and the Eroded Coast to drink from instead that do provide satiation.
+Cypress Marsh features a special water Post Process effect which makes the water look dirty and murky when below the surface. All animals are at an equal visual disadvantage to this biome-specific murkiness. There are also chunks of algae floating in the water at some locations.
+Creatures now get covered in algae from the top-down while breaching in swampy water
+There are 3 mini land shrines and 3 mini aquatic shrines in Cypress Marsh.
+There are various types of AI in Cypress Marsh
+Cypress Marsh features various unique POI and environmental story telling

Other Map Adjustments:
+Fixed bad collision on burnt Tropic Trees
+Improved LODs on the Kapok Trees
+Replaced the mammoth bone assets on Titania with lore-correct theropod bone assets
+Added some more broken building structures to the Orchard Ruins at Outlands
+Cypress Marsh Trees, Roots, and Stumps are now in the foliage tool and interactable on Titania. Stumps, Roots, and dead trees can be knocked over, but not eaten. Cypress Trees with leaves can be eaten when playing as correct species type and growth.
+Increased compass scent radius by 75% on Isla Titania to accommodate for map expansion


Other New Content
Earnable, Equippable Cosmetics
+Each creature can now earn an equippable burn overlay if they are caught on fire by a forest fire and manage to survive.
  • There is a corresponding achievement in the achievement gallery under the cosmetics section that shows how many creatures currently have earned the overlay
  • This cosmetic unlocks game-wide if earned on an Official server.
  • The Burn scar overlays can only be earned if the player survives a fire that has not been spawned with console commands. Note using 'spawnfire' during a forest fire will mark all active fires as console-spawned, and the achievement will not work in this case either. Touching lava and being caught on fire by lava during a forest fire will also not grant the achievement.
+Each creature can now earn an equippable lightning scar overlay if they are struck by a naturally occurring lightning bolt
  • There is a corresponding achievement in the achievement gallery under the cosmetics section that shows how many creatures currently have earned the overlay
  • This cosmetic unlocks game-wide if earned on an Official server.
+Surviving sickness at or above 2.5 growth now rewards the sickness overlay for the creature that got sick. This sickness overlay is equippable on the Character customization screen.
  • It equips to the same texture slot as the burn and lightning overlays.
  • There is an achievement in the achievement gallery that displays how many creatures you have gotten sick and survived on. All creatures can earn a sickness overlay. Completing the achievement requires surviving a terrible sickness (2.5+ growth) on all creatures.
  • Note that Pachycephalosaurus can earn the achievement, but currently has no sickness overlay.
Skins
+Added new Velo skin: Harrier by Twilightwolf


Admin
+The console command SetAllTalentInheritsTo now dirties a creature

Quality of Life
+Talent points have been reset for this patch
+Added Velociraptor dance sound
+The Palaeophis now removes any visual dirtiness effects such as mud or sand after shedding its skin. It also dries it off.
+Renamed the Pteranodon Idle2 animation to Shake in the emote action wheel. Using this animation now dries and cleans the Pteranodon
+Using the Shake emote as the velociraptor now dries and cleans the Velociraptor
+While not mousing over any talents, the dino information that shows up on the dino select screen now also shows up on the talent screen. Note that all dino information has been updated to be relevant and up-to-date
+Added two additional save slots to all player save profiles, bringing the total save slot count up to 12, from 10

Streamer Mode
+Added Streamer Mode toggle in the gameplay settings
  • Toggling it on automatically randomizes own name, hides global chat, uses only friend's steam avatars and hides server's name
  • Streamer mode now changes other players names to their ID in player list, chat and in group. This is only visible to the streamer. ID can be used for /invite etc.
  • Streamer mode now changes group names to random dino species name from that group in the group finder. This is also only visible to the streamer
  • Player colors and badges are now hidden while in Streamer Mode
  • Leaderboard names are now hidden while in Streamer Mode

Dino Customization UI Edits
+The Dino Customization UI has been edited to make it easier to find various cosmetic options while creating a new creature.
  • The voice pitch, preview growth, and update camera view options are now immediately visible to the player on the left side of the screen.
  • After selecting a skin, additional cosmetic options that can be added to the character are now also visible on the left side of the screen. This includes holiday or warpaint overlays, velo / changyu plumage options, usable model morphs, and any other cosmetic options available to the player.
  • Pressing the back arrow or the escape key will hide the left panel with the customization options, allowing the original UI setup to be viewed instead.
  • The color wheel that displays when a color-customizable equippable item is added to a character can now be closed, allowing the player to get back to the growth preview and voice pitch options
  • These changes were made as we realized players were not finding these options very easily.
  • Note that most of these changes are for the creature creation screen, not the customization screen accessible while playing a creature.


Balance
+Balance: You can no longer dart while Tendon Tear is active
+The talent Vigilance also gives an additional effect:
  • Vigilance reduces how much venom damage is received from all sources. This also shortens the duration of Venom Spit's blind effect. With max talents invested, it mitigates these by 67%.
+The talent Burrow Master now has an additional effect:
  • Increases the rate at which you regenerate Ability, Stamina, Comfort, and Health while in a burrow. With three points invested, these match their resting regeneration rates.
+The talent Snake Senses can no longer sense players that are in a burrow
+Balance: Flyers are no longer knocked out of flight if hit by a gliding velo or changyu while flying
+Balance: Increased the speed threshold at which flyers will transition into a swimming state when diving into the water. This means you enter a swimming state sooner than before.
+Balance: Wing Beat's status diminishing returns timer is now 15 seconds, down from 30. Note this applies to both Archelon and Tropeognathus

Archelon
+Balance: The talent Snapping Jaw also reduces the base Ability cost of Archelon's charged bite attack

Oryctodromeus
+Balance: Increased Ory's base bite damage to 30, up from 25
+Balance: Increased Ory's base health to 145, up from 125
+Balance: Increased Ory's swim sprint speed to 370, up from 250
+Balance: Increased Ory's swim walk speed to 233, up from 150
+Balance: The Oryctodromeus is no longer immune to Tendon Tear
+Balance: Added Metabolism and Hydration to Oryctodromeus' talent tree in talent sockets S3.1 and S3.3

Pachycephalosaurus
+Balance: Pachy is now considered a Piscivore, which means it can eat Chinlea and other sources of fish without getting sick

Palaeophis
+Balance: The Palaeophis is no longer immune to Tendon Tear

Pteranodon
+Balance: Pteranodon can now cancel their dart by releasing Secondary Attack (RMB typically)
+Balance: Increased Pteranodon's base damage to 40, up from 35

Tropeognathus
+Balance: Tropeognathus now has Improved Dart in its M3.1 talent socket
+Balance: Tropeognathus can now cancel their dart by releasing Secondary Attack (RMB typically)

Velociraptor
+Balance: The Velociraptor (all Specializations) is no longer immune to Tendon Tear
+Balance: Reduced Velociraptor Specialization's healing rate by 20%
+Balance: Reduced Changyuraptor's healing rate by 35%
+Balance: Changyu's stationary turn rate is now 230, down from 272.5
+Balance: Changyu's sprinting turn rate is now 170, down from 190
+Balance: Reduced Velo and Changyu's damage scaling below 1.0 growth such that hatchlings and juveniles deal less damage than before


Bug Fixes
+Fixed: Being hit while climbing as velo/chang should no longer cause the creature to fall through the map
+Fixed: Velo's climbing tutorial prompt shouldn't pop up again if player has climbed
+Fixed: Velo no longer jams if it mates while climbing
+Fixed: The preview creature on the dino selection screen now properly adjusts itself so it sits properly on the ground while adjusting the growth slider
+Fixed: Server crash related to AI. The server log would print 'Container has changed during ranged-for iteration!' AI should now be able to be enabled without this crash occurring.
+Fixed: Server crash related to stumps being removed on the map. The server log would print 'Container has changed during ranged-for iteration!' with a note above about FoliageControllerBase.MULTICAST_RemoveStump
+Fixed: Server crash related to burrow networks deconstructing. The server log would print 'Container has changed during ranged-for iteration!' but on line 2l6.
+Fixed: Equipped cosmetic items now properly unequip when you remove them through the Character Customization UI after having just opened it with cosmetic items already equipped
+Fixed: Certain equippable cosmetic items such as elder eyes and supporter eyes now properly stay equipped on Acro/Carch and Apato/Bronto
+Fixed: Trying to take off from a swimming state immediately after being hit by another player no longer results in your stamina immediately draining to zero
+Fixed: Changyuraptor now plays its glide animation when it is selected while on the dino select screen
+Fixed: Pachy should no longer gain plant diet from secret snackies gores
+Fixed: Elusiveness' invisibility effect no longer breaks when you successfully deal damage to another player while having 4 or more talent points in Elusiveness
+Fixed: Newly reincarnated creatures are no longer lost if the server restarts or crashes before doing a save tick

Thank you to the BoB QA Team for the provided screenshots.


Additional Patchnote Languages
https://cdn.discordapp.com/attachments/741512364503072779/1356046566292717578/Kapropatch_AFR.txt?ex=67ebcd07&is=67ea7b87&hm=6828496e2b190800bf3c16cbbf9a1526446544e4b85ed99ba63de1ed6c4490c9&
Halo Beats! - 水咲(みさき)
4月1日でございます
Halo Beats! は2025年4月1日に楽曲追加を実施いたしました。
皆様に楽しんでいただけるように以下の内容を実施しました。

楽曲の追加
  • Planet-Volcanoes - NASVINE
  • Anemone - Hapyria & furi
  • Departure - 穂平 好樹

さらに!今年もエイプリルフール譜面が期間限定で再登場!

また、一部キャラクターに置いて音声の差し替えを実施いたしました。


ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー
今後もよりゲームを楽しんでいただくため、機能追加や不具合修正を予定しております。
引き続きHalo Beats!運営をよろしくお願いします。


Halo Beats! 運営一同
Immortal IDLE - neu_gpl
2025年3月31日
1. 万宝楼【商店】的[color=yellow]刷新次数恢复时间在原来基础上减半[/color]
2. 万宝楼【商会订单】的[color=yellow]“万宝令”奖励数量在原来基础上翻倍[/color]
3. 调整了一些[color=yellow]商会订单需要的物品数量[/color],兽皮与兽骨类物品需求从200调整为100,灵茶灵酒类物品需求从200调整为150,灵植类物品需求从200调整为100,丹药与符箓类物品需求从200调整为500,装备类物品需求从20调整为35-40
4. 万宝楼【商店】中刷新的装备类物品的价格会随品质的提高而提高
5. 修复了商店购买物品和提交订单时可能出现的一些bug
6. [color=lightgreen]万宝楼的游戏体验还在优化中,希望得到大家更多的反馈,没有加群的朋友也欢迎加群讨论~[/color]

LEAP - Laura
Good afternoon Mercenaries,

Weather reports are in, and as temperatures dips and the ice comes out to play we brace ourselves with an upcoming winter storm. Let's take this opportunity and heat up the battlefield! While the UEDC are huddled up to keep warm to surround and conquer. Now put on your warmest Exo-Terrans suit and let's LEAP in! Incoming special instructions:



Special Instructions
  • April 2nd's event will run from 3:30pm EST until 4:30pm EST
  • This game mode will be a rotation of Stomping Grounds, Control, and Team Annihilation played through our various game matches
  • Please join the server "Devs + Community Jam"
  • Everyone is welcome to join - this is crossplatform
Prizes for Joining
  • 2500C// sweet sweet credits to buy yourself some luxury guns, decals, and skins in the Black Market
  • A 2x Contract Bonus



As a reminder, we run our in-game chats over Discord so if you’d like to join the action feel free to enter the voice chat with our dev team and community!
Wet Slits - Balticdev
Fixes small bugs!
SENTRY - Gary


Hi everyone,

Our main priority in March has been working on what we’re considering to be the headline feature of Major Update 3. While we won’t spoil the details now, the idea of this addition would be to provide much greater variety when playing campaigns.

How we present this new feature ended up combining with some other areas we’ve been working on, such as showing more information in the Deploy box (like threat levels, enemies in that boarding party etc.) as well as our plans for later in Early Access (adding a Crew Menu and Codex) so we took the opportunity to rework the menus so that it accommodates all these changes and future ideas. That has been quite time consuming, however it means that they should all be more intuitive. The danger with Early Access is that sometimes you can keep bolting on features to the user interface and it becomes a poor experience to use, so we wanted to avoid falling into that trap. It's shaping up quite nicely!

Here’s what else we’ve been up to this month:

New Weapons/Gear!
Major Update 2 was very code heavy, so while Adam was focusing on that Sean and Alex were laying the groundwork for future content creation. Now various dependencies have been freed up we’re going through and implementing some of these queued up assets – those who have followed previous Dev Transmissions may remember seeing concept art for some of these:



Melee weapons are 1-slot, so while they have limitations they still conform to the general rule in SENTRY; that any weapon should feel good to use and be perfectly viable for certain situations.

The HF Blade stores a number of charges that can be expended on ranged attacks, while the Stun Stick becomes more powerful when it’s fully charged – which can only be accomplished by smashing props or enemies. You can also choose to unleash this charge in an explosive secondary attack.

We’ve also introduced the Shuriken as a new Gear item. When thrown, this bounces to nearby enemies – something that can be increased as you upgrade it.

On the subject of gear, we’ve moved the Jump Jets to be a permanent player ability so you can now double-jump all the time (we’ve also made the double-jump more reliable, so it feels like you’d expect it to). This leaves the number of passive gear items quite low, but is in advance of a change we’ll likely make after MU3 to how passive items are assigned to crew.



New Levels!
We’ve got two new levels that should imminently be going out to our Discord Playtesters: Junction and Thermal Vats.

The former has echoes of Hallway, in that it is compact with some short distances between the breach points and exit, so can be quite intense when facing larger forces. The main corridor is wide and a natural defense point for 3 out of the 5 breaches, but it’s split in the middle so can present a challenge!


Junction is partially built on a layout we created very early on in development, so it’s been great to revisit it. This area appeared in some of our earliest (and now nuked) screenshots on the store page.

Thermal Vats has several areas of molten metals scattered around the level, ideal for using Conveyors or the Vortex Glove to push enemies into :)


From the Community!
This month Discord member TheCartoon1st has created an image of them and their friend playing co-op together:


We absolutely love seeing this stuff, so keep sending anything cool to us!


Keep giving feedback via our channels below – we try to respond as much as we can, but even if we don’t personally reply we read and note everything. Here’s a bunch of links to where we can be reached:


Thanks for your continued support!

Pizza Delivery Survivors - contact


Hey Survivors,

It’s here. It’s hot. And it’s not leaving your hands until you’ve delivered it to a screaming customer while being chased by ooze rats.

Pizza Delivery Survivors is officially live in Early Access, and we are beyond stoked to welcome you to the wildest, cheesiest delivery route in the apocalypse.

🧠 What's Already Cooked:
✅ Twitch Chat Integration — Viewers can spawn zombies with !pizza. No refunds.
✅ Penny unlocked — She’s fast, stylish, and definitely not afraid of breadsticks.
✅ Weapons Overhauled — Including the almighty Pizza Wheel.
✅ Nightshift Rework — More dangerous, more chaotic, more tips (maybe).
✅ Oven. Extinguisher. Bucket. — Yes, we upgraded a bucket. You're welcome.
✅ Fresh Animatics — The sauce runs deep.

🗺️ Early Access Roadmap
☐ HARBORVILLE
A waterfront zone filled with docks, seagulls, and deep-sea mystery smells.

☐ BUNCH OF NEW WEAPONS
Toolbox? Customer Service Phone? Flaming wings? Let’s get weird.

☐ NIGHTMARE SHIFT
You asked for pain. We added shift differential.

☐ UP NORTH [FROZEN]
Slippery streets, freezing enemies, and possibly cursed pepperoni.

☐ NEW BOSSES
They yell. They stomp. They ruin your delivery window.

☐ NEW ONE-OFF ENEMIES
These freaks only show up once. You’ll remember them forever.

☐ GAS STATION
Pull in. Load up. Blow up. Your call.

☐ MORE PLAYABLE CHARACTERS
From Penny to ??? — unlock new survivors with totally legitimate resumes.

☐ 1000+ TRIVIA QUESTIONS
Pizza knowledge. Pop culture. Absurd nonsense. Get good or get lost.

☐ GRAINULAR TWITCH CONTROLS
You control the chaos. Or don’t. VladCo doesn’t care.

☐ 2 UNREVEALED MAPS
We’re not telling you yet. But they’re out there. Deliver long enough and you'll find them.

🎉 LAUNCH DAY SPECIAL
💸 One copy of the game for 100% full price.
No discounts. No coupons. No regrets.
That’s the VladCo Way™.

Espresso Tycoon - joanna_dreamwaygames
Dear Coffee Lovers,

We are thrilled by your creativity and how you have created your MEDIEVAL COFFEE SHOPS☕️

Our jury had a very difficult task choosing the winners...

The time has come to announce the results of our competition!

The game keys are going to the following users:
  1. Coffee McBean
  2. BBWhy
  3. Dekar_Serverbot
You can see some great medieval coffee shops here:





Each of the announced winners now has 24 hours to confirm the prize reception. If they do not do so, the prize will be passed on to the next player chosen by the jury.

Thank you very much for your involvement!

And we encourage you to create more beautiful coffee shops☕️

https://store.steampowered.com/app/1543280/Espresso_Tycoon/

Your Coffee Enthusiasts,
DreamWay Games Team

P.S. Don't forget to join our Discord channel ːsteamhappyː
The Black Knight Chronicles - The Widow without Time - TheRealEzekielRage
​When I set out to make The Black Knight Chronicles: The Widow Without Time, I had exactly two things:

  • A love for snow levels (seriously, they’re the best).
  • A title so long it could double as a haiku.
That’s it. No story, no characters, just vibes.

I’d already created the Black Knight as a secret character in Citadale years ago, and I wanted to expand the lore—but not in another action-platformer. Enter RPG Maker, which I owned but had not properly used in years. Turn-based combat felt like the right fit, especially if I could make battles strategic (think rock-paper-scissors, but with swords and magic).

Early Struggles:

No Plot? No Problem? I started by loading sample maps and tinkering. Ideas emerged randomly: ice temples, ancient ruins, a demonic final boss. I scribbled notes like a madman.
Music First: I couldn’t compose without a vision, so I licensed tracks from Alexander Ehlers. His music became the game’s soul—each track inspired a location or character. That somber piano piece? That’s the antagonist’s theme now.

Most RPGs start with a story. I started with teleporters.

Level Design Philosophy:

Every dungeon needed a unique gimmick (e.g., a teleporter puzzle where you hunt for a lever mid-boss fight).
No filler: If a puzzle was solved in your head, the game should immediately reward you. No mazes, no endless backtracking.
Small but dense maps. Players would learn layouts organically—no minimaps allowed! (Sorry, GPS generation.)
Characters from the Soundtrack:

Quirky track → Snarky sidekick.
Mystical theme → Wise sorcerer.
Upbeat tune → A DOG. (Mandatory. 10/10 good boy.)
Dialogue wrote itself over time. At first, characters were tropes, but they grew personalities like fungus in a damp dungeon.

Sidequests Were Supposed to Rule: I told my wife, “Half this game will be sidequests!” Spoiler: It’s more like 30%. But what’s there is quality:

  • Lore-heavy mini-stories.
  • Time-sensitive quests (fail them, and they’re gone forever—marked in red in your log).
  • Zero “collect 10 bear butts” tasks. (I ended up doing some of those, too)

The No-Map Experiment: I hid quest-givers behind “?” and “!” markers but refused to add a map. Playtesters (aka my wife) navigated just fine. Victory!

The game released on June 28, 2024, after a chaotic but magical dev cycle. Key takeaways:

Let music guide you. It’s a cheat code for creativity.
Tropes are tools. Overly-long anime titles? Yes. Self-insert protagonists? Hard no.
Players aren’t GPS drones. They’ll learn your world if you design it with care.
Final Thought: Making this game felt like herding cats, but I’ll do it all again. Thanks for reading—now go freeze to death in my snow-covered world! ❄️
Duel of games - 战力五亿的渣
NEW MAP: PARIS(Assassin's Creed's home field)
...

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