 
	Music will play a big part in creating the overall vision I have for FIGHT-QUEST. While implementation is fairly simple right now, this system allows for some really cool stuff in the near future.
Other than that, this update includes a heap of gameplay changes and fixes (and a couple new pieces of content!). Now that some of these severe bugs are taken care of, I'll now be focused on adding new upgrades, enemy armor, leaderboards, and more uses for your collected gold. Thank you all for playing, and for the crazy positive reception. Stay tuned for much more!

Music overhauled with dynamic music evolution. Added more instrument variations to help make the Gnome battle track less repetitive.
Frog-Wiz spells can now be parried
New fairy spawn sequence
Player can now be boiled in the gnome stew
Added a non-descript, normal plant.
Added invert x and y mouse options
Damage dealt now always renders over enemies regardless of depth
Added wizard SFX to make it more obvious you shouldn't return to him to complete his "quest" after punching a gnome
Updated wicked old wizard code to improve game performance
Updated river appearance, performance, and audio
Fixed game breaking bug where upgrade cards became blocked and inaccessible when clipped into enemies/the environment. They now render separately and are interactable even if blocked by other collision.
Fixed game breaking bug where breaking an idol too soon after another would make the cards spawn in previous location
Fixed dialogue pressing spacebar causing random green overlay
Fixed Tutorial popup not going away on new runs (again, hopefully)
Fixed brightness setting bug which didn't appropriately update default setting for player's with slower CPU's
Fixed gnomes freezing mid-jump (hopefully)
Fixed enemies getting stuck on ledges
Fixed Possessed Buffome's issue with blood collision
Fixed Frog-Wiz spell not colliding with the ground
Fixed Gnome's freezing in place while doing a run attack while player's in the air
Fixed fists revealing material meant for another actor when obstructed
Fixed tiny goblin clinging to tree - audio now activates
Fixed some issues with the settings menu
Fixed broken movement of *something* in the secret section, as well as some missing audio
 
	
	This version marks a huge step towards my vision for the finished game. Base modules can now be built like machines are, using the same parts!
Updates:
Major change - all base building components can now be built like machines
Ability to attach machines to base platforms
Attached machines participate in the energy cycle
Player tools consume energy
Added machine parts: solar panel, alternator, research server, terminal screen, platform attach
Machine weapons and tool parts consume energy when used
New machine info UI
Bug fixes:
Mouse sensitivity now working in first person
Backpack solar battery charges in the sun
 
	The latest update brings a long overdue and much requested feature: A building overview screen. This screen shows all the upgrades, additions and even the details about the jobs that can be trained, all in one screen. Currently this is available when you construct new buildings.


This update also some long due fixes to some minor work graphics tweaks, and fixes for river graphics and terrain bugs, especially where multiple rivers would intersect. Plus a few UI fixes, town audio tweaks, missing icons and a few minor text bugs.
 
	
	 
	
	Fans of the near science fiction adventure, Memory’s Dogma CODE:01, need not wait any longer as the first two light novels are now available on Steam with a 10% release discount. The light novel continuation of the Memory’s Dogma series was originally only available to Kickstarter backers but have now been made available to the public.
Originally released on Steam on November 4, 2016, Memory’s Dogma was a Kickstarter crowdfunded project with large ambitions. However, due to funding overruns, the story was never fully released. While some fans who played Memory’s Dogma CODE:01 might have been left scratching their heads over the ending the developer and scenario writer, Takahashi Wataru has since said that without the continuation to the story the ending does leave a lot to be desired. While there was not enough funding to finish the story in game form, Sekai Project agreed to work with Takahashi-san to present a proper ending to Memory’s Dogma and thus helped fund the translation and artwork needed to do so in the form of five light novel releases.
Memory’s Dogma CODE:01 is a retelling of the game’s story in light novel form. While fans who have played the game may not need to read CODE:01, it is another way to enjoy the original story. Memory’s Dogma CODE:02 serves as a branch in the story. Instead of escaping with Reina and Kakeru (Reina Route), Hiroki instead escapes with Akane and Ema (Akane Route). It is here that Hiroki learns more about the relationship between Akane and Ema and an explanation as to Akane’s fervor to also find out the truth about the Connect Center.
https://store.steampowered.com/app/4050730/Memorys_Dogma_CODE01__CODE01_Light_Novel/https://store.steampowered.com/app/4050740/Memorys_Dogma_CODE01__CODE02_Light_Novel/
 
	 
		
	 
	 
	
	Play Bolide anywhere and on any device - no downloads required! Bolide is now available for streaming on NVIDIA’s GeForce NOW service, a cloud-based gaming platform.
Bolide is an Install to Play Game, which means that you will have to install it onto the cloud gaming rig before playing. This only takes a few seconds to do and doesn't change the cloud streaming experience. Since Bolide features cloud saves, your progress is loaded and saved every session. This means you can easily switch between different cloud streaming sessions and your own devices, and you will still keep all your progress!
Start Your Journey Today From Anywhere!
 
	
 
	