We are hard at work to get the Demo for Dart the Dog out to you. We are verifying that the mechanics work well and that the sound and visuals look and sound great. We are currently working on a full graphics overhaul led by our new artist. We are still on track to see the full release of Dart the Dog in 4Q24. The feedback we got from our Alpha testers were very informative and we strive to make your gaming experience as great as possible.
In celebration of the Tetris 40th Anniversary we've invited the best Tetris players, including our Multiplayer Game Design Lead Greentea, to join us for a special Tetris Effect: Connected Community Showcase livestream!
Tonight's players will be showcasing the CLASSIC SCORE ATTACK game mode in a 6 player mini-tournament format.
You won't want to miss it! Tune in to witness the best Tetris players going head-to-head in competition.
I just finished enlarging the world map so we can have a better gaming experience with this update.
Here are some images and details of what I added to the update.
I expanded the forest biome and added the snowy mountains biome with 12 new lands that we can buy and build our village.
I added new passive and hostile animals and creatures like rabbit, buckdjev, carribou, mammoth, sabertooth, Yeti, Werewolf, polar bear, spiders, Shroom Guardian, Crystal Elemental and treants.
Werewolves will appear at the full moon.
There will be Yeti villages in the Snowy Mountains biome. We can become allies or enemies with them.
I still have to finalize a few details and then I will come back to you with the code to access the experimental version of this update.
Hi everyone! This is an interim update, as was 0.4.5; where a few things are fixed within the game, but there is no shortage of important fixes, for example the old map that is still visible when switching to a new one or the addition of a map for the inn in town. So, here are the main changes, as always, remembering that you can watch me build the game live on Twitch. or on YouTube!
When opening the game, it could says it has problems finding a .bgm file, simply close and reopen the game
The cards in the BlackJack minigame, may appear moved to the left instead of the center
You may find some holes or mispelling in the translations, simply report them so I can fix them
When fishing, it will may tell that you missed even if you where in the area
When fishing, the pointer may could stop after starting the QTE.
When pressing a button for the defense QTE, the character target by the enemy, may still jump or charge a bar, even if the enemy move ended
When starting a battle, the Arrows and Wheel (Used in Magic Attacks) QTEs might bug out and not appear, but when re-using the skill, they will appear
Sometimes, the game over screen might take a couple of seconds more to pop up.
The player might still see a glimp of the old map when loading the new one.
When an enemy approaches, even if the game is set to always dash, it will force the player to walk.
Added an inn map to Silika, Serenity Arboretum and Koìnè, in which the BlackJack minigame was moved to the inn.
Added a post-obtained description to the in-game trophies
Added a battleback to Ardennes Forest and to Silika
Added the option to take nothing at restaurants and exit the conversation
Added states to the Row settings, making the us of it more strategic, and fixed texts in the Row Menù.
Added the character's final words when the game over screen appears, depending on who the party leader is
Added the meteo system to Silika
Added a battleback for Silika for the Egguos Broken Subquest
Added an option to meditate and choose the time at the campfires
Fixed holes in the translation
Fixed the enemy positions, making them closers and being included in the battle camera.
Improved the retry costs that can be found on the game over screen
Made the game run smoother when the player is approached by an enemy, and also made the menù available to be called when approached by an enemy
Visual Updated the Repulus Church Background during the prologue cutscene
Visual Updated Koìnè's water layer, fixed the missing two pixels on the exit, added a missing pedestal on the ground, fixed an hole in the map, removed a door that was showed instead of a window on a house, and resized the doors in Koìnè
Visual Updated the Underground Tunnels making the ceiling more cave-like and less boxy
Removed redundant text from the fast travel menù
Reduced the enemy level scaling, making getting through the game much less difficulty.
Resized Underground Tunnel to improve how it runs, this caused the change of the whole position of enemies and treasures on the map
Resized the boat of the ferryman and wagon of the charioteer in Serenity Arboretum
Removed the "Help" Command in the main menù and moved the "Help" as tutorials in the "Books" Command menù that will be added in 0.7
Removed the title for the Weapon and Armor Shop, and added a specific indicator created for the Weapon and Armor Shops
Removed Debugging Leftovers, as debugging saves
Removed unused materials, making the game lighter
Fixed the Grappler Tutorial Boss doing a move that does nothing
Removed Debugging Characters
Made more characters dialogue changing during night-day
Added shadows to all NPCs
Fixed quest indicators in Koìnè
Items are now listed Alphabetical
Ten New Enemies
Five New Secondary Quests
Two New Maps (Casinò and Casinò Undeground)
One New Main Story Quests
Two New Playable Characters
Two New Minigames
Visual Upgrades
Original Soundtracks
Fixed a bug where one of the kidnapped people in Adoette Forest walked on trees, making it unreachable
Fixed a bug that let the player walk on trees and altures in Silika
Fixed a bug that made the player don't pay when ordering food in a restaurant
Fixed a bug that added the food status only to Frey and not the whole party.
Fixed a bug for which Sabsa doesn't join the party in the main story
Fixed a bug that doesn't add Kyslar against the Grappler Boss Fight and doesn't show any battleback
Fixed a bug that made the "Sailing Family" Subquest able to be completed before it's obtained
Fixed a bug that showed late-game enemies during the tutorial battle
Fixed a bug for which when doing the "Broken Egguos" subquest and losing, the game processesd as if the player won
Fixed a bug that didn't let the player fast travel to Serenity Arboretum City
Fixed a bug that still showed the timer when it was over
Fixed a glitch that didn't showed when an autosave happened
Fixed a bug in the command menù in the French language
Fixed a bug that made fast travel unaccessible from Koìnè
Fixed a bug that prevented exiting from the map or using a campfire when entering Adoette Forest
Fixed a bug that didn't let the player proceed deep into Adoette Forest after the story part that takes place there
Fixed a bug that let the player use the campfire menù and leave the map during a cutscene segment
Fixed a bug where the remains of a map may be imported on another map. Due to the nature of coding, however, the player might still see a glimp of the old map when loading the new one.
The new demo version of the game is now available for your attention. And although you can't get to the neutron bomb explosion in the demo, you will still plunge into the tense environment of Central Europe at the end of the 21st century, when the remnants of the special forces group are ordered to save the results of the secret research of the Institute of Genetics and Molecular Biology.
You will have to fight your enemies while being affected by the threat of a deadly infection and the possible use of thermonuclear weapons. In the demo version you can find three diaries and find out the reasons and stages of the tragedy that happened in the Security Complex, talk to a robot and zombies, and listen to the threats of an aggressive cook.
Compared to the previous version, the lighting has been changed and visualization of recoil from shots has been added.
The June Next Fest was incredible and we want to thank you for your support and interest in Hardlight! We hope you enjoyed this sneak peek of what is coming this Fall.
We especially want to thank all those who provided such great feedback. Our team is energized and working hard to include new planned enhancements, along with new features based on your suggestions, so for now, we are taking the Hardlight Demo down. It will resurface shortly. We’ll keep you updated here on Steam, our Socials, and of course on Discord.
Please remember to Wishlist us and join us on Discord where you can share your feedback, chat with the developers, and stay on top of the latest news.
After 16 months of development, we are ready to share our early Pre-Alpha for Spookville: Cabin Escape with YOU.
What started as a passion project between father and son during cold weekends when we were stuck indoors has turned into a living world. Taking inspiration from our family’s small remote cabin and Cohen’s large imagination, we created this interactive story for you to enjoy.
What is Pre-Alpha?
The state of a project being in Pre-Alpha means the complex systems are in place but there will be bugs, glitches, and incomplete gameplay. We make ourselves vulnerable, this is not a finished project, but we want feedback from you, like: how can we improve the combat what sound effects are missing Any game-breaking bugs
What is included in this build?
This early build includes the tutorial level that introduces you to the world of Spookville and a sandbox mode, a wave-spawning defend your cabin type gameplay.
Where can I offer feedback?
This is priority number 1, we want to open the door for all types of feedback! The quickest place to get ahold of us is via our Discord. We also have opened up a board where you can tell us in our known issues list and which bugs or features should be prioritized.
This is dependent on the feedback we receive, but currently the goal is every Friday (1 week) or every other Friday (2 weeks) a new build will be made no matter how big or small. Updates will be announced in all of our social media.