In late 2020 we ran a closed beta with a small group of players to get early feedback on Kitaria Fables and improve the overall gameplay.
Now development of the core game is nearly complete - and we are looking for volunteers to help us identify and fix bugs in the game that we may not yet be aware of.
We hope to accommodate as many people as possible in this second closed beta - however it is likely that we will need to pick participants at random to help keep numbers manageable.
Please do sign up below if you are interested in taking part. Thanks for your ongoing support!
Closed Beta #2 - Key Info Participants: 200+ Start Date: Mid-April (exact date TBC) Duration: 1-2 weeks
If you cannot access the form, please email jonny.lupton(at)pqube.co.uk.
Please note: If you registered to take part in the first Closed Beta in 2020, you still need to complete the form above. This is because we need you to agree to the terms of the new beta. Sorry for any inconvenience.
Some people probably thought I was Jaded Lancer. If I was, this game wouldn't have even left 0.1 and you'd have been left in the dark. To those of you who thought it wasn't going to be finished... well. You thought wrong. Anyways, I know that the update finishing this game has come out of the blue. But, to be fair. I over calculated things and It turns out I had a lot less things to work on and worry about than I initially thought.
No, I didn't rush anything. No, the game ends just fine. No, I didn't cut content. I adapted, improvised and overcame things I couldn't do so that this game could game out.
I don't want to keep bashing on Jaded Lancer anymore. I know game development is super hard and that people are different and have different struggles. This game destroyed me. It destroyed my body, mind and soul. I lost so many things, so many people and just so much. I sacrificed my sleep, my health, my hunger, my apartment. I did it all just to make this game.
I sold my stuff just to keep going and I've been depressed as hell. But, I still pushed on and I still kept my promise and I still did the best I could, despite it all. This was never easy. This game was the most demanding game I ever made in my entire life. It cost me a fortune to make that I didn't even have. I really hope people recognize the hard work and dedication that was put into this and give it a chance.
Thank you all so much for the support from Itch, Kickstarter and Steam. I also want to thank the people who helped me behind the scenes in the discord server and other places where available. Thank you all, so very much!
Here is what is new:
-Added in the final portion of the story. (Is now complete).
-The Almadoren Arc is here until the end. (Make sure to have a save before the point of no return if you wanna play the game freely and travel around/switch to a different Ashe).
-Added in Boss HP
-Added in a new Menu U.I.
-Added a Menu Cursor
^These new U.I. changes will crash current saves. If you are continuing from early access, please opt into the early access build. If an issue occurs at the start of a new game, just press the retry button. You should be okay after that.
-Added an animation to Holy Bind.
-Buffed the Rapid Slash skill.
Hotfix v1.5 recap: -Fixed an issue where you would teleport to Male Ashe's world as Female Ashe. For those of you who get trapped in the other Ashe's world by error or by those whose end game is to play both Ashes.
-I put in an Inter-dimensional Crystal behind a new door in Ashe's room. This allows you to swap Ashes at almost any time during the game. Keep in mind that some story progress doesn't carry over, but key items do so you can get through some content a bit faster if you already did it on one Ashe. Your entire inventory including your items, weapons and armor carry over as well. Ashe's levels and equipped gear do not carry over. Keep in mind that this is experimental. So yes, whatever level your entire party is when you swap will remain that way. So you can have the possibility to start the new Ashe's journey with a team of overpowered level 70 Guardian Teammates.
-Truffluffo, a new enemy and a type of thief that will roam the streets of Treshellon in the future Almadoren Arc is here.
You asked and we did! HOTAS are the perfect combination of throttle-and-stick controllers and are now 100% compatible with Helicotper Simulator 2021 VR.
At the same time, several joysticks and gamepads for you to use while playing with your vr headset.
We also recommend trying to use your VR controls for immersion using virtual hands in the simulator.
In other products we already use the powerful Rewired tool that makes a huge amount of HOTAS, joysticks and gamepads compatible with our simulators!
Welcome to the next Event Update for Melvor Idle!!
This update celebrates Melvor Idle's 2nd favourite day of the year - April Fools!
This year, we've decided to turn it up a bit and provide you with something fun and chaotic to enjoy for a few weeks.
CHAOS MODE
CHAOS MODE is an all new limited Gamemode for you to try! Coming equipped with an array of fun mechanics and features for you to mess around with.
The idea behind Chaos Mode is to get as far as you can in the shortest amount of time. I personally won't track the time, but the Gamemode will only be playable for a few weeks.
The rules of CHAOS MODE are simple:
Item Corruption in unlocked
25% Interval Reduction on all Skills and Attack Speeds (Including Enemy)
All Enemies you face will have at least 1 random Passive
All equipped items are lost on Death
BIG NUMBERS
Same Combat Triangle as Hardcore & Adventure Mode.
Golbin Raid is not available.
Don't fight a Chicken.
Item Corruption
Item Corruption is only available in CHAOS MODE.
You are given the power to use the Weapons & Gear you make or find, and turn them into completely random modifiers the either benefit you, or make your adventure a living hell.
Item Corruptions are applied to a Combat Equipment Slot, and are permanent as long as you don't roll another modifier. This means you have 10 "slots" to add random corruptions to.
These Item Corruptions cost GP to peform, equal to the value of the Item. There is a chance for the item to be destroyed, because why not? Corruptions are also based on a tier system where the higher tier modifiers provide larger bonuses, as well as having more modifiers active at one.
Here is the tier list:
Tier 1 - Base Item Values < 200 GP - 1 Random Modifier - Low Modifier Value Range (+/-30) - 40% Chance to Destroy the Item
Tier 2 - Base Item Values < 10K GP - 2 Random Modifiers - Medium Modifier Value Range (+/-50) - 30% Chance to Destroy the Item
Tier 3 - Base Item Values < 400K GP - 3 Random Modifiers - High Modifier Value Range (+/-75) - 20% Chance to Destroy the Item
Tier 4 - Base Item Values >= 400K GP - 4 Random Modifiers - Very High Modifier Value Range (+/-99) - 10% Chance to Destroy the Item
The item must be equipped to the respective Equipment Slot for a corruption to be applied. You don't need to keep the item in that slot to keep the Corruption though.
Other Silly Nonsense
In true April Fools fashion, there is a bunch of other silly nonsense through the game. Have fun with this!
Other Changes
[NEW] Enemy Special Attack descriptions now display the damage value based on your Damage Reduction, instead of the base damage.
[NEW] You listed Max Hit now includes values from your Damage Modifiers (Not including Special Attacks)
[CHANGE] Adjusted the styling of Character selection to display the Gamemode Icon more prominently, as well as making the Mobile design less "squished".
[CHANGE] Cloud Saving has a new save format, reducing the Cloud Save file size by roughly 50% on average. You will see no change on your end, and local saves are still saved the same as before. Massive thanks to Coolrox95 for his work on getting the file size down by this much.
[FIXED] It is now possible to purchase the Cape of Completion from the Shop again.
[FIXED] Glove charges now display again in the Shop.
[FIXED] Fixed issue where stun damage multipliers would be added twice on to an enemy.
[FIXED] Incorrect Cloudburst Staff description in Adventure Mode
[FIXED] Cleaned up back-end unused variables and functions.
[FIXED] Item statistic for "Damage Taken" is being added to "Damage Dealt"
[FIXED] Greater Dragonbreath displays wrong damage value in description
[FIXED] Divine Potion providing double the intended effect.
[FIXED] Combat stat tracking is occuring for empty equipment slots
[FIXED] Cloudburst Staff icon missing in Milestones
[FIXED] Cleaned up Ranged Milestones
[FIXED] Weird Gloop not providing the +10% Harvest Bonus
This patch we have a few bug fixes for you, and some updates to Beta Content. Check it out!
General Improvements
Gift boxes now appear when you purchase consumables from the Laser Tag storefront.
Fixed a crash on PS4 in Crescendo of the Blood Moon which sometimes occurred when dispatching an enemy.
We've fixed the way fog is calculated on avatar faces!
Fixed bug where disc golf hazard button sometimes did nothing when clicked.
Beta Content Changes
The filters in palette search have been updated. You will now find a few chips in different locations in palette search.
Some chips have been renamed.
New-style variables now support changed events. Each new variable name will add an event you can receive with an
Event Receiver
chip.
New-style variables now have a different mesh, synced icons, and different port names.
Many more chips now have icons.
The Circuits V2 page has been reformatted in the palette.
Many objects now longer check authority and can now be set by anyone. Objects without authority checks include:
Emitter V2
,
Point Light V2
,
Spot Light V2
,
SFX V2
,
Text V2
New Chips:
Creation Object Get Authority
,
Creation Object Is Local Player Authority
,
Get Authority
,
Get Local Player
,
Get Room Authority
,
Get Player Last Equipped Object
,
Get Equipped Objects
,
If I'm Authority
,
If I'm Room Authority
,
If Player Is Local
,
Player Get Is Local
,
Player Is Authority Of
FromCreationObject` will correctly connect to other chips again.
An exception has been fixed in palette search when viewing from a second room.
Vector Gadget
no longer collides with things.
As always, thanks for playing Rec Room!
Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community We love to hear your feedback, so please don't hesitate to let us know what you think...
It’s hard to believe it, but it’s been three whole years since CoC2 came out. We launched on April 1st, 2018 without any fanfare — we’d kept a tight lid on what we’d been working on — and just came out with our current dev patch like it wasn’t anything out of the ordinary.
I’m not normally one for a lot of pomp and circumstance, but I do want to take the opportunity to say a big “Thank you!” to everyone who’s played the game, become part of the community, and supported us in countless ways since then.
And this seems as good a time as any to make some announcements and talk about what’s coming up in the near future for the game:
As of today, TheObserver — best known for his writing of Kiyoko and the Gunvaldsen pups — is officially joining the staff.
Now that the revised appearance code is finally finished, the halt on new Transformations can be lifted. Demons, boreal elves, lizardfolk, and more are all written up already!
Within the next month or two we’re going to start releasing the next major story areas for the game: the Undermountain, accessible through the minotaur gate in the foothills, which will lead down into the subterranean city of Khor’minos. Expect loads of content for Brint/enne and everything bovine. How convenient this ended up being the Year of the Cow!
Skow and I will also be working on a bunch of Wayfort-related content over the next few months: repairing and renovating the place to be a proper keep, and adding to/expanding on the characters that occupy the place. Our objective is to make it feel like as much of a living, breathing place as Hawkethorne… just with more lewds.
I’m finishing up a bunch of Evergreen-related content (more services from the witch, and you dating her daughter Senja). My immediate next project after that is going to be finally getting around to adding some romancable salamanders to the game. Big strong elemental lizards give the best hugs 🙂
Oh yeah, and May’s coming up, which means… Mayternity. Plenty of pregnancy-related content over that horizon, lemme tell ya.
And with the future-content-shilling out the way, here’s today’s bonus public patch:
The Appearance screen has been reworked. You won’t notice much difference on your end, but it’s no longer a giant pile of spaghetti code that’s been dragged from the bowels of CoC1 for the last 10 years across three games.
A stylist has finally been added to Hawkethorne! (Written by SomeKindofWizard).
You can get hair cuts, change your various colorations, get your hair extended, and even get tattooed up. Enjoy your tramp stamps and slutty womb tattoos. 😀
The new Appearance and stylists options are all brand new! Please report any bugs on our bug report forum so we can hammer them out!
Cait and Naiyana have some new scenes together (written by myself and Skow). Potentially turn that 3some into a 5some with the Mare Guards!
You can now assfuck the Wingleader when she interrupts your sleep. (Written by StrawberryTea)
Encounter zones within each region are now color-coded for your convenience — each different set of colored tiles has (and has had, just with no in-game way of seeing) its own encounter table.
There’s now a default cock selector if you have multiple tools. May be helpful for fitting into tight places.
Viv has a new bust (still by Moira), and Winter Knight Brint has an Appearance Screen portrait.
Several new CGs have been added: Zo training has one, blowing Arona on her throne, Cait/Leo Gals 4some, a headpat ceremony with Kiyoko and Kinu, and sleeping with Hretha and Infrith.
Dev Diary #63: Warming Up Hello everyone, your friends from Deckpoint Studio are back and here to warm you up with some hot updates for Luckless Seven.
Caption: New wallpaper and concept art for Luckless Seven.
It’s been a busy winter for everyone on the team. In spite of the intense cold, mounds of snow, and trying to keep friends and family healthy, progress has been made on many of the goals we had set for the past year. Besides continuing work on finishing the soundtrack (which has grown to a monumental size now), we’ve wanted to make revamps to the UI and have more artwork to provide another view of our environments. Lastly, it's been a hot second since we released Dev Diary #62: Looking Fresh.
Caption: So many many dialogues to investigate and so many choices.
As you may have remembered from one of last year’s posts, we wanted to add some environmental art to help immerse the player into the world of Luckless Seven. Although we have not managed to complete all the pieces we want, the blueprints are ready for some additional scenes to add to our existing wallpaper art. These pieces are meant to add another perspective to the environments and people you will come across on your journey.
Caption: Dialogue system in Luckless Seven with new Mark portraits.
We’ve also been making progress on finishing up all the character portraits we need to finish the story. Almost every major character so far has their portrait set completed. The latest addition to our arsenal of character portraits is Captain Ron and Tyler, two of our favorite new characters being introduced in the game.
Caption: Say hello to new characters Captain Ron and Mini Tyler.
Our next goals are to finish the soundtrack (which will most likely be completed after another couple of tracks), wrap up some additional character portraits, and continue to add more environmental art.
Caption: Dialogue system in Luckless Seven.
Thank you everyone for the support you’ve given over the years. We know that due to the pandemic and severe winter we’re having, things are pretty tough all around. Everyone here hopes that you are staying warm and healthy.