Solace Crafting - Malkere
We had a debilitating bug plaguing the beta branch causing quite a bit of concern and negativity. Rightly so as it was pretty game-breaking, and something I would have liked to have fixed in just a few hours after it was reported. Unfortunately it was not a bug. Bugs you can track down and squash, and I've got a LOT of experience doing that. I couldn't find this one and called in help to try and figure it out. We finally found it this morning and it was actually a timing issue, meaning the code was correct and working, but sometimes things would happen in the right order, sometimes they would happen in the wrong order. It was a very elusive problem and I'm sorry it took this long to get it sorted out.

This patch should have that cleared up, ore nodes have been repaired and had their spawning locations upped a bit. Early next week I should have more ready to talk about, but we always want to make sure we don't get ahead of ourselves ːsteamthumbsupː

v 1.2.0.3 2025.3.22
- Fixed an animation timing issue causing combat and harvesting modes to get stuck and become unresponsive
- Fixed the old sledgehammer showing up on the player model and removed a lot of outdated code
- Fixed ore not mining properly
- Increased ore spawns in Grass and Swamp biomes

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
Solace Crafting - Malkere
Hello everyone, and welcome to the fifth Producer’s Letter for Solace Crafting.

I’m Fab, and today we'll take a moment to contemplate the journey so far and look towards the future for our next step.

We embarked on a hell of a journey with this overhaul, one that will likely take us late into 2025 for all the core changed envisioned to fully materialize. As you’ve seen from work gone into the beta branch over the past few months, this is a complete rebirth of the game. It is also a structural changes to operating procedures, both things in full respect of what keeps some of you so faithful: the actual soul of the game, and the personality of its creator, Kyle.



After causing substantial chaos on the beta branch through autumn and the first part of winter with all the stuff we’ve rewired, we’ve used the past couple months to bring the branch back to its original playability in line. The goal is then to update the main branch and resume the game’s regular life cycle, while continuing its profound transformation into a better, sharper, tighter version of itself.

As the latest post announced, two areas of focus will be tightening the gameplay loops (or bringing them in when they’re missing) and deploying user content and modding tools. To us, this is really the essence of this next phase: making Solace Crafting and its worlds, yours.

Remember the world customization screen when you create a new world? Well, what if that kind of control was not just a one-off thing at world creation. Rather, we envision it as an entire relationship with the world extending not just to biome setup, difficulty, resource abundance but contents, lore, rules, you name it. We want to make you architects of destiny within the planes Khora.

In the latest patch, we’ve updated the graphical elements for houses and towns; this is just a small beginning. Not only are we going to improve their looks and config, but we’re overhauling the building system to be more responsive and easier to produce beautiful homes with.



Dungeons should soon follow, with new assets coming in. As part of the user generated content approach, we fancy the concept of you being able to build and share your own dungeons too. We’re not quite there yet but it’s certainly on the horizons. Either way, sharing your creations is going to be a key dimension of this next update cycle.

The foundational updates to the world creation system continue with the implementation, shortly, of new tools enabling us to dish out a lot more new areas to populate worlds. I’ve kept on referring to this as “static islands in a procedural ocean”. The idea being that right now, the world is fully procedural, right? PoIs were the first step in a transition. Just the same way you currently encounter PoIs, which are static (as in they are pre-built objects with built-in variability), you will encounter entire world chunks, mini-worlds, in effect, giving your experience a lot more anchoring and familiarity as each biome acquires its set of locales. We’ve been validating tools for that, so finalized development and implementation will be coming this spring. The goal is to give your Solace Crafting world a sense of wonder and exploration, a sense of grounded and tangible and at the same time enhancing replayability by making worlds more meaningful and surprising.



Additionally, one more word on gameplay loops, which have been mentioned a few times here previously but it’s really something that is going to be key to take Solace Crafting to its potential. By gameplay loops, we certainly do not mean theme park-like play circuits. Simply, we mean the flow of goals, tasks, incentives and underlying systems into one another that give structure to your experience. Whether you decide to step out into the wilderness or go craft a new weapon, each should organically take you through a sequence of events, thoughts and emotions that is much more purposeful and rewarding and is more than “stuff to do in the game” and more like building Solace Crafting-specific experiences.

This also means further updating the RPG aspects of the game, starting with character creation, to give it that “assign stat points and create your build” experience.

And finally, another word on visuals. We are still transitioning to more marked and game-specific visuals. Currently, we’re very bright and somewhat cartoony at times. Understand that what we want to keep is the freshness and vibrancy that make the visuals more catchy and easy on the eyes but the style will evolve. This is still a kind of reset phase. Our ideal scenario is to pay homage to the 90’s rpgs and old school fantasy we grew up with while achieving a crisp, modern, enchanting look. Tall order but we’re preparing that meticulously, collecting refs and hands to help us through this process.

That’s it for today!

We have so much to do but as you’ve seen over the past few months, we are committed and bold. As you’ve seen with Kyle for the past few years, he is relentless. So one by one we’ll clear all the necessary steps to take the game where it needs to go and deliver you many great experiences both along the way and at destination.
Solace Crafting - Malkere
Hey everyone,
Kyle here, super excited to drop a massive beta update just in time for the Steam Spring Sale! 🎉

Though we're still keeping this on the beta branch, this has been a long time in the works, and brings back a lot of functionality to all the new and improved systems.

What’s new in the beta update?
✅ Major system upgrades – We’ve overhauled key parts of the game to deliver a stronger, more dynamic experience, including a new Points of Interest system, and steadily evolving action combat system.
✅ A fresh foundation – While content is still growing, this update lays the groundwork for bigger and better things ahead with heavily revamped world generation.
✅ Completely re-imagined art direction – Greater contrast and more colorful all around, this new style allows us to create and work with assets as a greatly improved speed.



What's soon to come?
✅ Powerful new dungeon generation – Allowing us to seamlessly connect caves and dungeons, as the first step towards more long term goals for deep and rewarding dungeon crawling.
✅ Community-driven content – We’ll soon be introducing tools that will let YOU create dungeon rooms, quests, and points of interest—your creations will become part of the game!

Steam sale – Get it at a discount!
For a limited time, the game is on sale! If you've been waiting to jump in, now is the perfect time. Not only do you get a discount, but you'll be among the first to help shape the next wave of content.

How you can help
🔹 Play the beta! Let us know what you think—we’re actively improving it.
🔹 Leave a review! If you enjoy the game, reviews help a ton during Steam sales.
🔹 Join the community! We’re building something great together, and your ideas matter.

Find something that isn't working? Let me know, I'm quick to fix problems as long as I know they're there!

This update is just the beginning of a huge leap forward for the game. More content, more tools, and more ways to play are on the way! Thanks for being part of the journey.

🔥 Play Now & Grab the Sale While It Lasts! 🔥

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!

v 1.2.0.1 2025.3.14
- Most skills are working with the new systems, though they are a work in progress, and scheduled for a complete redesign
- Character customization is now working with the new systems, though body morphs are not yet available
- Added stalks to most biomes
- Added more combat points of interest
- Revamped biome noise a bit
- The starting area will now flatten out a 75m ring at a static height and always spawn the starter platform at the same position
- Removed over 5GB of old assets
- Retextured building pieces until the replacement system and models are ready
- Added more tools and weapons, still an ongoing process
- Player health and damage once again tied to stats
- Monster health and damage once again tied to spawn distance
- Town buildings temporarily replaced with a generic building
- Town NPCs temporarily replaced with nudists (actually they're wearing underwear)
- In game armors replaced with new models, though some duplicate still, more to come
- Fixed tool damage not properly applying during harvesting
Solace Crafting - Malkere
Introducing the new Point of Interest system! Very happy to get this new piece of tech up for testing. Please remember these new changes are taking place on the pubic "beta" branch until we further implement the wide array of changes that are being worked on.

I also recorded a video update that goes into explaining this a bit near the end, and in general what's going on, how we got here, and where we're headed:



In short the PoI system spawns points of interest throughout the world, each of which is then capable of randomizing and controlling its own sub-components. So for example the new bandit camp can spawn with trees enables, ruined walls enabled, a set of chairs around a campfire may or may not spawn, and so forth.



The PoIs included in this patch are only combat encounters, but we'll be adding landmark, harvesting, crafting, building, and social encounters as well. The landmark encounters in particular are being designed to create large geographical/natural structures that can be seen from a great distance allowing players to better orient themselves in the infinite planes of Khora.

This patch also introduces a variety of upgrades to the player controller, combat, and monster AI. Certain combat actions will now make use of a resource pool called Wind. This is similar to what might be called Stamina in other games, as it will quickly recharge and allow players to continue fighting on a very short-term time scale, whereas Stamina in Solace Crafting is planned to be used for much more important decisions with lasting effects. Some new weapons and weapon swapping/equipping logic is still being improved, and we've also got two new monsters that didn't quite make it into this patch that I should have in and uploaded shortly.

Happy gaming!

- Kyle

v 1.1.1.5 2025.1.22
- Complete rewrite of encounter/PoI generation systems
- Dungeons and caves are spawning again though still unpopulated and void of resources
- New procedural locations system spawning wolf dens and bandit hideouts
- Added more harvestables including ore and stalks (not yet intended final solution)
- Added wolf loot logic and animations
- Added bare hand harvesting animation
- Combat enhancements and tuning
- Improved bot hit reactions
- Player step sounds
- Slash effects
- Combo finisher logic added for 2 handed weapons
- Weapon attacks now use "wind" resource pool
- Character's again teleport home and revive on death
- Most weapons that have not been reimplemented yet will default

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
Solace Crafting - Malkere
Hello everyone, and welcome to the fourth Producer’s Letter for Solace Crafting.

I’m Fab, and today we'll take a moment to reflect on the past few months, what was done and what remains to do as we approach the first live update for Solace Crafting!
First of all, we want to take a moment to thank the overwhelmingly positve reception of our efforts by you, the players. What we've been doing has been rather disruptive at times for the main game: months without updates, a lot of hush-hugh, more recently we even broke a few things etc. Yet, in every comments section available, the community has cheered us on or supported our efforts. Very validating, as it's not only a rather unique undertaking, completely transforming a live game, but also a very unique set of circumstances we're doing it in.

But we're so enthusiastic and hopeful in the first place that this reception pushes us to the next level. And so now, without further ado, let's talk about what we've been doing and what's coming.

A major update of this last segment has been the combat system. Despite its nature as an exploration/crafting game, Solace Crafting will still feature plenty of combat and that's a part of the game that has to be very satisfying on whatever axis it hinges on. Is it the controller? Is it the numbers? It is the enemy AI? For us, it's a little bit of all that. The goal is to keep the experience comfortable, dynamic and accessible without turning the game into a souls-like or a spreadsheet simulator.
This foundational updating process was big. As a matter of fact it took the full focus of a single developer over the past few months, still ongoing, but the results are very encouraging.



Right now we are wrapping up the updating of Bot Behaviors, making the encounters with them more interesting by giving them personalized ways to respond to combat encounters, where they can be aggressive, enraged, turtling, avoidant, etc and shift dynamically from one mindset to the other depending on the development of combat situations. This should conclude the first cycle of combat updates, transforming the experience completely



Points of Interest are another major feature, tied to every aspect of the game. They will stand out in the landscape, giving you more of a sense of exploration, adventure and discovery. We are concentrating the resources and valuables into them, whether loot or harvest, centering that part of the game upon a notion of expedition.



Think of a mix between what the current dungeons, monoliths and towers do, but in a lighter, more relaxed format: a bit of a surprise box of a gameplay experience. Bots may or may not patrol or lurk these spots, as they too would tend to flock around them. Following this update, the new open world experience would divide into relaxing, scenic strolls in the landscape to forage for resources, and PoI spotting and exploration to collect prized stuff in greater abundance.

Most of these items are intended to be present in the first major update of the live branch in January, where Solace Crafting will take its bold first step into its future. It will completely shed its old skin to acquire the whole new look you've seen in all these previews so far. 80% of the old game's systems and mechanics should remain there, supplemented by all the new stuff. And from there on out, the live transformation process will begin, updating and improving everything.

Our vision for what Solace Crafting should be is strong. Many of you have said for years that the foundation to make a great game was there. We also believe it is: both strong enough in its positives, and identified enough where it's lacking, to provide us a straight road to shoot for a place of honor in the public's heart.

- Fab
Solace Crafting - Malkere


We’re thrilled to share the latest major update for Solace Crafting! While this update doesn’t include that many visible changes or gameplay enhancements just yet, it lays critical groundwork for integrating the progress we’ve been making on the beta branch. This milestone marks a pivotal step in preparing the game for the exciting features and improvements on the horizon.

Work on the beta branch is still in full swing, and while not all gameplay features are reintroduced or enhancements finalized, we’re eager for you to explore what’s already shaping up. If you're new here or returning from a long hiatus, we encourage you to dive into the beta branch and take a peek at the recent Producer’s Letters for an insider’s perspective on the future of Solace Crafting.

Thank you for your continued support as we build towards something truly special!

Beta changes:

v 1.1.1.4 2024.12.24
- Added more harvesting animations
- Reworked plains and desert biome math
- Fixed a bug causing FOV to zoom in and out repeatedly
- Improved and added further weapon animation support
- Improved shadow quality and reduced jittering

v 1.1.1.3 2024.12.20
- Stopped a slope sliding bug
- Added some new weapons
- Added a staff projectile
- Bow aiming, firing, and damage all working
- Improved biome spawn logic in several places
- Fixed several bugs related to combat causing monsters to float away, spin, or not respond
- Reintroduced basic harvesting
- Harvesting tool auto-swapping WIP, bare hand animation not implemente yet
- Fixed bandit block/dodge logic being way too frequent
- Improved swapping between different weapons
- Enemies will now auto-target on damage, even if out of their normal range
- Fixed being unable to catch your breath treading water
- Fixed highlands being too white
- Fixed a lot of flora improperly spawning under water

Live changes:

- Fixed a town build error that was spamming anonymous error reports

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
Dec 10, 2024
Solace Crafting - Malkere
Greetings and welcome to the third Producer's Letter for Solace Crafting.

I'm Fab, and today, we're going to spend a little time talking game design and what we have in mind for the near-future of Solace Crafting in that area.

Game design is a vast and rich discipline, in that it pertains to any and all aspects that will determine the kind of experience the player will ultimately have. From the numbers that go into a combat system to the way a specific interaction feels, or even the psychology of certain goals and moments of gameplay, or the way lore informs experience, as game designers we must be on top of all that and more.

Solace Crafting is a vast and systems-rich game, with plenty to do. However, if the What can be quite clear most of the time (explore, fight, harvest, build…), streamlining the How, the Why and the What For is part of the update strategy we have recently embarked on.

As those among you who already play the game know, Solace Crafting is named after Solaces, the crystalline nodes around which you will indeed Craft and Build, from a simple workshop at first to an expanding town later on.

Being the central concept of the game, we felt there was much more we could do with them in terms of tying things up together and creating a stronger game. So as we currently update many front end aspects of the experience, such as graphics, controller and enemies, we are preparing to launch a revamp of Solaces themselves.

In the multiverse of Khora, that you’ve been exploring through your worlds creation in Solace Crafting, Solaces act as nodes in a network of energy, enabling forces to circulate. You’ve seen this from the way you can use them as spawn points and fast travel points. Another aspect of Solaces we will be expanding as we tie their gameplay tighter together, is their function as a reality stabilizer or maybe even as a reality manipulator, and their relationship with the player character itself.

We call player characters (and ultimately you, dear players), Astrals, which is also a sort of short for Astral Prodigies, that is souls that have awakened, consciously or not, to the endless breadth of the multiverse and can exist within its worlds. Astrals are connected to Solaces and can operate them in ways others cannot.

First, we plan to make the Solace’s upgrade cycle much more central to your experience. As you venture out, not only will you want to come back to the Solace regularly for crafting and maintenance, but also to upgrade and empower the Solace itself, discovering new functions and powers it grants you.

Second, the worlds of Khora, which you explore and inhabit, will contain scores of pre-existing Solaces. These we call historic Solaces, for they were here before you and have things to bequeath you, from mere lore to new opportunities to weigh upon your worlds.

These Solaces you find, out there in the worlds, could take you to hidden locations, allow you to manipulate time, weather, life cycles within biomes, grant you new powers lasting or temporary, and many more things.

All Solaces exist thanks to a mysterious focus of energy, called by some an Astral Egg, which you can harvest. However, doing so will destroy the Solace, but the Astral Egg can be carried to manifest a new Solace elsewhere or empower an existing one.

This loop of exploring, finding Solaces, interacting with them and deciding what to do with each and with its Astral Egg will be much more prominent in the updated Solace Crafting we are headed to.

The goal of this looming update is to infuse your gameplay with more meaning, with a lot more Why and What For to your actions in the game. So that having a lot that you can possibly do in Solace Crafting also means a lot more reasons to do each thing and to commit to a specific path of play.

This series of updates touching on the game fundamentals should begin around late December to January, and follow on through. We are still very much focused at the moment on more technical or artistic aspect to bring Solace Crafting into the current times in terms of looks and feel, but we are already hard at work planning those gameplay/experience steps as well.

New, or updated ways to interact with the world, will be a thing as well, as previously hinted at. New locomotion modes, more dynamic harvesting, more exciting obstacle navigation and many more.

It’s a titanic undertaking. An interesting thing is, the more experience you have working on games, the more even a small update turns out to be imposing in terms of implications and repercussions. I can remember, way back before getting involved in game design and production, thinking Oh, the devs should do this or that to improve the game. Lots of grand ideas which, on paper, would have made the game better. Now, after about a decade and a half hands-on, every new feature I plan, every new change gets me like this is going to be so much to do…

But we keep pushing, because nothing’s more beautiful than a vision fulfilled and a playerbase happy. It’s a beautiful job, a great opportunity, and as I always say, success and fulfillment follow a lot more easily when you love what you do, love the people you’re doing it with and love the people you’re doing it for.

This was intended as a Producer’s Letter, not quite a Love Letter, but we all know how for Kyle this has been a labour of love and so how could I join this beautiful undertaking with any less than these same feelings?

So here we are. Happy to be here and looking forward to it all!

- Fab
Dec 6, 2024
Solace Crafting - Malkere
Lots of new things in this patch! Not all immediately obvious. Performance is up quite a bit, lots of new environment effects including weather, fireflies, birds, wind, two-handed weapon animations, large mountain stamps fixes, and so on!

More monsters, more weapons, and the first set of new locations set to make their appearance next week!



v 1.1.1.2 2024.12.06
- Added player damage numbers
- Sword animation tuning
- 2h Sword animations
- Fixed some moutain splat import problems
- Fixed height blending of stamps with non-zero edges
- Recolored cliff texture
- Implemented new day/night cycle
- Implemented new weather systems
- Implemented over a dozen new environment effects like birds, falling leaves, etc
- Fixed camera and movement working while in menus
- Fixed large stamp spawn performance issues
- Improved new AI spawn performance

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
Nov 28, 2024
Solace Crafting - Malkere
Continuing onward with new technology improvements, this patch expands on the new world generation technology to spawn large locations procedurally throughout the world. Currently we've only implemented mountains as they're the most obvious to spot, but we'll now be expanding this to work with other biome based locations.

Some of the new mountains are currently blending a bit sharply with their surrounding, I will be fixing that tomorrow. And biomes will need to blend to match these large locations as well.

The player controller is also continually undergoing upgrades at the moment. This patch adds swimming, increases the angle at which players begin to slide, adds health bars and damage numbers, and removes the fall damage that was cause players to fall flat and not get back up. We've already got a few more things in the pipe, just not quite ready to upload right this moment.

Happy Thanksgiving! My wife and son are also back home now, at last! so we've got a very busy, sometimes very noisy household. It took a couple days to get settled back into a home that had been abandoned for the better part of 3 weeks,

v 1.1.1.1 2024.11.28
- Added 5 more mountains
- Expanded large stamp system to work anywhere
- Temporarily blending the edges of large stamps
- Added swimming capabilities
- Removed fall damage
- Increased the player slide angle
- Added health bars and damage numbers

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
Nov 21, 2024
Solace Crafting - Malkere
Greetings Adventurers!

I'm sorry that my personal life has repeatedly delayed this momentous patch, which I intend to explain, but we've got a lot done these past few months, and we've got a lot to talk about, so let's get into it!

First and foremost, I need to make it very clear that
this patch is not at all intended as a playtest.
This patch is intended as a preview for players to take a look at, to feel the new controls, and to provide early feedback. This patch contains thousands of new lines of code, hundreds of new assets, and focuses primarily on the following:
  • Overworld biome graphical assets
  • Enhanced player movement
  • Action based combat
  • Enemy artificial intelligence
  • World generation technology improvements

This preview patch is only available via the beta branch and has several features that are temporarily turned off, or simply have no effect, such as:
  • Avatar creation: no matter what you create or wear you will be a guy with a cape.
  • Weather is completely absent. The day/night cycle and skies are also being reworked.
  • Harvesting is largely impossible as again, this is not a playtest patch.
  • Combat. In the overworld nothing can hurt you. If you travel elsewhere, you will likely not be able to hurt anything else.



So, what is the purpose of this patch?
The above mentioned new features all reach deep into the core of the many systems that make up Solace Crafting, and are foundational in moving the game from it's old haphazard design into the new well oiled machine we are planning for it to become. That means, defining and upholding an expandable art style, and improving the many different ways that players interact with the world. Movement, combat, harvesting, crafting, leveling, exploring, all of these systems are heavily dependent on how the world is shaped and presented to the player, which is why we have added a number of new technologies to bring hand-crafted points of interest into the game world, from a small copse of trees, to an entire mountain village.

These foundational changes set the framework for us to move onto the next step of rebuilding the many different types of content that already exist in Solace Crafting.
For example, we have now a wolf and a bandit working with out entirely new AI systems which means we can add any type of humanoid creature using the bandit's AI as a starting template, and though a bit trickier we can use the wolf template for other non-bi-pedal creatures.
The large mountain that you should be able to see near the start area is hand-crafted, and hand-painted. It's the only mountain in the game right now, but now that the system works we can use it to bring in dozens of mountains, canyons, oasis, islands, anything we want using the same systems.
The player character will now always start with a claymore so that you can try out either weapon combat or the hand to hand combos. Likewise, these are proofs of concept for how weapon animation sets will work. Magic and healing will of course be added in very shortly, now that these foundations have been put in place. Climbing, sliding, mounts, and other features are also being built into and tested with these new systems and will be brought online as we progress.

So what's next?
Now comes the fun part. New monsters, new animals, new skills, new weapons, new resources, new locations... content! Content can't exist without systems, and now that we've got the first major group of systems in and working, it's time to make proper use of them. And that doesn't mean reinstating all of the old content, we will be introducing almost entirely new content that better aligns with our long term goals of a well populated fantasy multiverse filled with things to do and lore to explore, as well as a variety of play-styles to go about experiencing them with.

There is a long list of advanced features that we will be talking about and implementing as time moves on, but we are going to take things step by step. Having said that, we are working on a roadmap and would very much like everyone's input on that when we're able to reveal it, as our vision for the future of Solace Crafting is entirely dependent on pleasing our community and attracting new adventurers from all around the globe!

The current build is also lacking in performance in some areas yet. There are a lot of tricks and puzzles to making Unity perform better, but now is not yet the time to be spending much time on that area.

What happened?
There's no real point in going too deep down this discussion, but we had a kind of perfect storm of unfortunate events one after the other. Our git account went over the limit imposed by its developers, not by like our account tier or anything like that, and became completely unusable right as all three of us currently working on the game tried to merge all of our work together. While waiting for support to help us out I tried a few things to fix the problem, but actually made things worse. Once support picked up our case I was deep into trying to put things together, when my wife's water broke! Our son is happy and healthy, but my wife met several complications and is unfortunately still in the hospital, though it's looking like she will be released in another few days. I lost nearly a week trying to repair the damage and ultimately having to redo several days of work.
Such is game development though, problems come and problems go. I have ample time to get us back onto our original schedule, and we've already made a lot of good progress.

In closing
I really hope everyone enjoys the new art style and can understand why the old style was really just making everything much more expensive and difficult to work with. I'm confident the new combat system will grow into a feature rich, player choice driven class system. And above all I look forward to bringing out new content, quests, stories, and treasure for players to engage with and uncover as we move through the next stages of Solace Crafting development!

Best wishes and happy gaming!
Kyle


This preview patch is only available via Beta branch.
To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
(Our Patreon will soon be undergoing a revamp of its own)
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