Spirit Valley is out now on Early Access and we're so excited that you guys can finally dig into the content we've been working on! We are eager to hear your guys feedback and we'll be balancing the game and adding new features based on your requests. We've already had some great suggestions based on the demo and we're already working on adding in some of the most requested features.
What to expect from the first build
The first Early Access version of Spirit Valley already has a good amount of content in it. You will get to explore the first two main areas of the game: Evergreen Grove and Dusty Vale. These areas contain several villages, side quests, hidden treasures, NPCs, and of course Spirits to catch and fuck! For now there is 40 unique Spirits in the game, and we plan to add more in every upcoming major content patch. Based on our beta we estimate that there is currently 5-10 hours of content in the game.
Upcoming features
One of the most requested feature so far has been "shinies" aka rare versions of the Spirits. We have already started working on this feature and it should be coming in a content update in the near future.
Our other main focus currently is to continue the development of the main story and adding the next area to the game. In this update you will get to explore the sandy beaches of Paradise Island, catch new Spirits, meet new NPCs, and discover new secrets. Be sure to bring your bathing suit!
There are also lots of other smaller features and tweaks we are working on based on your feedback. You can give us your comments and requests here on the Steam forums or you can join us on Discord at https://discord.com/invite/F62b7ZbDVp
Thank you all for joining us on this journey and we hope you enjoy the content we've created so far! If you are enjoying the game, we'd really appreciate it if you'd consider leaving a review. Positive reviews help us out a lot! We hope to see you in Spirit Valley!
Since our last update we have continued to work on Invertigo and are really excited to share some of the progress with you. First of all, we can finally share our vision of the start of the game with you. The first level 'coffee break' you all know and love now starts with the player waking up in a chamber filled with glowing tubes. I could explain it all, but I think images say a lot more so here's a gif.
After that, there is a seamless transition to the original 'coffee break' level with a hallway, decorated with all kinds of plants.
Besides the pretty visuals, we can also give you some technical updates. We are happy to tell you that we are in the process of implementing gamepad support to Invertigo. We are also in the progress of adding Steam achievements to the game for you completionists out there. And to wrap up this paragraph, we now also have a new level select menu. The gif below shows all of this in action.
Finally, I have heard rumors that there will be some extra TOP SECRET content in the game, but will you find out how you can get to it? I have received this screenshot to share with you. Stay tuned for more...
The deeper Spirits of vulcanism are too powerful and slow, too removed to respond to the Invaders − but not so this one. An Explosive Eruption splits the sky and the island is empowered by wellsprings of elemental essence. The fifth phase of Jagged Earth content is now available with a new Spirit and Scenario.
Volcano Looming High: A Spirit of fire and earth stretching upwards to the sky, casting a long and dangerous shadow across the land. It doesn’t dislike humans per se, but neither does it have much use for them, so the Dahan tend to keep away from it as much as possible. However, they sometimes end up dealing with its temper whether they want to or not…
Elemental Invocation: The Spirits can call forth wellsprings of essence to empower small areas of the island, strengthening and aligning nature with a particular element. This is fortunate, for the Invaders are encroaching more strongly than before.
No additional purchase is required; you will gain access to the new content with your existing purchase of Jagged Earth.
When you're playing the game and Discord is open, it will show details about your game in progress. You can invite people to your multiplayer game using the "+" button in Discord, or right click on a friend to ask to join their game. You can find players on our official Handelabra Discord Server! Read more about the feature on Discord's site.
Steam Game Recording
The Steam Game Recording feature is available in the beta version of the Steam Client. Record your gameplay automatically in the background, view replays, and share clips. Spirit Island generates event markers as relevant game events happen.
Plus, this update includes many other improvements and bug fixes, including:
The game no longer gets out of sync in multiplayer when Many Minds Move As One is deciding if Sacred Sites count as Beasts in some situations.
The game no longer gets stuck in multiplayer against Russia 5+ when Lure of the Deep Wilderness generates enough Fear to reveal the unused Stage II Invader Card.
It is no longer possible to assign Damage to an Invader that was previously saved from being Destroyed earlier in the same action.
The game no longer gets stuck resolving Tall Tales of Savagery while Pour Time Sideways is in effect.
Scorch with Waves of Heat now properly performs its last threshold properly (1 Damage to each Invader) when used during the Rouse the Spirits event.
Search for New Lands now works properly with Pour Time Sideways.
Fixed an issue in which Command Beasts could be used repeatedly after each Fast Power is used.
Fixed Demoralized defending in the Ocean when the Ocean is not in play.
Fixed Nerves Fray allowing you to add Strife to a land that only matches the Ravage card because of Russia 3+.
Presence replaced from Gift of Untamed Wilds is now counted as Destroyed Presence.
Dahan Enheartened now properly allows you to gather Dahan into an Isolated land by default.
Destroying a Town in an Isolated land with Predatory Nightmares now lets you choose whether or not to push the Town based on what lands you mark as adjacent.
Fixed an issue with Sky Stretches To Shore affecting the reach of Favors Call Due improperly.
Call to Guard no longer incorrectly damages Dahan when they are moved along with Invaders.
Fixed an issue that stopped Serpent Slumbering Beneath The Island from choosing a second growth option in specific circumstances.
Stone's Unyielding Defiance no longer gets stuck only able to reposition Presence during growth in certain situations.
In Dahan Insurrection, if there are no Dahan on the Island, the game no longer gets stuck indicating a Sacrifice Victory but not ending.
Undoing Unrelenting Growth with threshold can no longer cause duplicate addition of Presence and Wilds and Blight removal.
When Resourceful Populace is in effect, the order of Ravages is no longer chosen automatically.
When Carapaced Land is repeated, the range increase for targeting a land with Beasts now works properly.
Fixed an issue where Confounding Mists did not allow you to push Towns added by Sweden 5.
River Surges In Sunlight's Presence in the Ocean now displays as a Sacred Site during power phases.
Survivors, this update brings a whole new level of strategic depth to INFEST!
Here’s what’s new:
⚡ Dynamic Water-Electricity Interactions Water now conducts electricity, creating lethal shock zones for enemies—use the environment to your advantage!
🛢 Enhanced Oil-Water Behavior Oil now floats atop water, adding extra tactical options for combining elements and manipulating the battlefield.
💥 Improved Bomb Mechanics Double-launched bombs are now smarter—they won’t collide with a defeated enemy, ensuring a clear path to your next target.
🛡 Reworked Blocking System Blocking just got a massive upgrade. Blocks now absorb entire attacks, including status effects, rather than just damage points. Earn bonus blocks when you’re lucky or nail a combo!
📜 Streamlined Starting Decks All characters now start with 8 cards, setting you up for faster and more efficient gameplay right from the start.
💫 More Balances & Tweaks This update also brings many smaller balance adjustments to fine-tune gameplay and keep INFEST challenging and fun.
Jump into INFEST, experiment with these changes, and let us know your thoughts! Happy deck-building!
We’re happy to announce today that the official soundtrack for Passageway of the Ancients is now available to purchase on Steam! From ominous dungeon vibes to epic combat themes, there’s plenty to enjoy in this atmospheric soundtrack. Check it out here!
Let us know what you think in the Steam Community Hub, on Discord, and on Reddit.
I've decided to take the opportunity and test how to even handle controller support. Turns out that the game should be designed with it in mind for best results. While not perfect, it works in most gameplay, some UI are a bit unintuitive. I've also noticed that some players are confused how to use skills in battle (drag-and-drop) so I added a small overview before first battle.
I see and appreciate your feedback! While I can't implement all of it at this point, I will keep it in mind for future games. Things like better controls/movement, better inventory/items variety, possible story approaches, making an actual deck-builder. Adding any of that now would mean serious rewrites of game logic that would probably break something or at least cause the entire design/experience to fall apart.
I've also noticed questions "Why does he make such updates so fast!?" and the answer is simple: I work from sunrise past sunset and I think I'm pretty efficient at what I do. Plus, I work solo so I don't have to wait for anyone.
Anyway, here's the full changelog:
v1.3: - FULL CONTROLLER SUPPORT - includes icons and fitting control scheme thorough the game Might be a little wonky and unintuitive in certain places, game was not designed with controller in mind - added battle tutorial - fixed rare error when using manual "skip" in dialogue caused crash / repeating scene / showing pink screen - fixed skip function in dialogue sometimes skipping lines past choices but displaying choice menu - fixed "Deliver" and "Purchase" buttons not disabling - fixed more icons in screens not displaying properly - replaced ASCII icons with text -!- symbolizing main story quests and key items - it didn't display properly for some users - corrected typos in dialogue and cards - moved dialogue points in 3D space for last quests - reaching exit before dialogue subsystem loaded caused an error or crash - improved rendering of event icons in 3D space by fixing depth/alpha - fishing minigame is easier, bar fills faster - small UI adjustments - small 3D terrain adjustments - fixed crash at the end of scene when loading at Airin (guild) quest briefing or completion dialogue *- fixed error when loading save with choices displayed I'm not sure if it was present in previous versions or introduced when I was working on 1.3, but it's fixed anyway
I know this game didn't have the best start but I hope I made up for it with this and previous updates. As always, if you encounter any issue, please let me know. I can't fix anything if I don't know what exactly happens and where to begin to look for a solution. As a reminder, list of possible solutions and information on how to report problems can be found here: https://steamcommunity.com/app/3211840/discussions/0/4692280123603371390/
That being said, I think this will be the last major update for this title. I will take all the lessons learned and try to make the next game better! Thank you for playing Slave Harem!
A few more smaller fixes that can reduce some potential crashes, in the meanwhile we are preparing for a bigger update addressing gameplay issues.
Patch Notes - 0.8.16:
Can only confirm valid plantings due to double reservations, addressing 'field action failed' bugs. Dragging and dropping plantings should now also better update when machinery is reserved for other tasks. Autofill machinery also improved in that regard. This should fix a problem lots of players have reported.
FMOD updated, fixing potential bugs and crashes caused by sound effects
Fixed bugs regarding game hanging when selling a pasture
General potential bug fixes with null ref error fixes
Sneak Peak Upcoming Update:
We are working on an bigger update that will be announced soon.
Rebalancing the game, addressing balancing/ progression issues. More realistic prices and yields, more contracts, better contractor choices, contracts better balanced and rewarding.
Much wanted storage capacity overview.
Red old tractor as new cheaper starter tractor.
Ingame field creation, solving issues that you can't play on empty or bad data maps, also lets you make nicer maps on the go while playing.
Weather curves in the timeline, showing how the temperature, sunshine hours and rainfall progresses over the year for each location.