A Twisted Tale - DasEvachen
Hello adventure fans,

It’s time for a little insight into what’s been happening behind the scenes with Chapter 2 of A Twisted Tale.

As many of you know, development continues to be entirely hand-drawn and animated frame by frame – and with Chapter 2 being significantly larger than Chapter 1, there’s now even more to illustrate and bring to life.

Scenes, scenes, scenes...

Most of my recent work has gone into backgrounds – especially the lush jungle areas. While I’m careful not to reveal too much, here’s a small glimpse from deep within the swamp… which may or may not feature a claw machine. I couldn’t resist.

Jungle foliage in particular takes a great deal of time. Even though I’ve become more efficient at suggesting detail in the distance, I still tend to lose myself in the process.

At one point, I realised I’d completely lost track of how many scenes were still ahead – so I grabbed the nearest thing at hand (a piece of kitchen roll, naturally) and scribbled down a rough plan.

The result: 21 scenes, an as-yet undefined number of quest-specific ones, a map, and several close-up views. About half of the core scenes and some of the close-ups are already complete. The first testing phase will begin without the quest-specific content, which I’ll build in parallel.

Characters and animation

Chapter 2 doesn’t just bring new locations – it also raises the bar visually. To match the more detailed environments, the characters you’ll meet are being drawn with greater nuance, and their animations have become noticeably more expressive.

One of these characters is Montoya, a gifted fencer who plays a key role in Chapter 2. He’s already become a personal favourite to work on.

Compared to Chapter 1, the process of animating characters feels far more natural now. For the first chapter, I hand-drew hundreds of animation frames – every movement frame by frame. But many of the early character animations (such as the antique shop owner or Ned) were created in the earliest stages of development, and are relatively simple as a result. By contrast, the game’s intro – which I completed last – taught me a great deal about timing, motion and emotion. That learning now flows directly into the animations of Chapter 2, and I’m excited for players to see the difference.

Sound & atmosphere

The world is also beginning to sound more alive. I’ve started integrating early ambient sounds and musical sketches, and even at this stage they bring a lot of depth to the atmosphere. I'm delighted to be working again with Maxim (sound) and Micha (music), who both helped shape the experience of Chapter 1. Chapter 2 builds on that foundation and already has its own distinct feel.

That’s all for now – thank you so much for following along! If you enjoyed Chapter 1, you can look forward to a bigger, richer and more vibrant continuation in Chapter 2 :)

Greetings from Germany,

Eva

Mecha Force - youchuankui
Thanks again for offering your thoughtful feedback. We will read ever single thread and ticket.

1. LCK Integration Attempt. We will keep polish the LIV sdk for content creators' convenience.

2. Ending Sequence Animation Optimizations

3.Fixed Crash When Tapping Ultimate Equipment Before Unlock

4.Fixed Vulnerability to Ejection from Mech in Qilin Mode

5.New Loop Animation Added for Female Protagonist

6.In-game iPad Item: Added Japanese Translation & Touch Feedback Adjustment

7. Weapon "Fire Tongue": Fixed Life Steal Effect in Upgrades

8.Partial Localization Text Adjustments

9. Stage Positioning Optimizations for Certain Cutscenes

10. Helix Magnetic Field Fluctuation Optimized

Best,
Ming Studio
Big Winner - f

[dynamiclink href="https://store.steampowered.com/app/3315330"][/dynamiclink]Hey everyone!

Our game launches tomorrow!

This game is set in a fictional universe—absurd yet intriguing. Citizens survive by scratching lottery tickets, working odd jobs, and scavenging trash, while the Grand Winner's Battle serves as the only path to climb the social ladder. In short, it’s a Sims-like, card-battling game where everyone plays cards. See if you can spot reincarnated figures of ancient River Town acquaintances!

Wishlist now to never miss the launch! Your support tomorrow means the world to us!

Idle Cultivation - Linmios
Greetings fellow Cultivators. Here is another batch of fixes and changes.

New

  • There is now a calculated time until level up in skills. There was some problem with ui moving around so let me know if it still occurs.

  • Autopilled would sometimes confuse people. Players attacks would be interrupted in the last second due to the enemy attacking first and triggering autopill. Now it should display "Autopill" when your character takes a pill under 40% health.


Changes

  • There was a problem where offline alchemy didnt take ingredients as intended, should now work properly.

  • If you equipped a consumable you already had equipped it would not not add to the existing consumable. Should now work properly, so you can refill your consumables without having to unequip them.

  • Life on hit from talismans would sometimes not work. Should now work.

  • Elemental talismans had double description that would sometimes be wrong. Now it will only show accurate stats.

  • Tier 6 yin helmet had wrong Damage reduction.

  • Physical tier 10 physique should now be correct.

  • Fixed some talismans to have proper required crafting level.

  • T10 spirit cultivation manual has no passive cultivation and the active seems the same as fire, so the numbers might be off

  • T10 immortal jade is not showing up in the Materials tab

  • Some bosses were incorrectly tagged causing them to be assigned as bounty even though bosses were disabled.

  • Tier 10 yin and yang physique and battle manual should now have proper stats.
Community Announcements - 大佛普拉斯

亲爱的英魂小伙伴:

       为了共同维护良好的游戏环境,我们对近期游戏对局进行了数据排查,并结合近期玩家实名举报。发现部分账号存在言语违规、演员局、消极比赛等负面行为。根据秩序系统有关条款,我们针对负面行为进行核实以及追查,处罚名单如下:

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