Next week we will release our first demo and you know what that means? That's right! It's time the start your adventure (even if it is just a small taste of it) and start catching some porbles. But in order to do that, you will need to get to JeeJee so she can help you with your starter Porble.
As is the tradition in monster catching games you will be able to choose between 3 different porbles from different elements.
So let's meet them
Groobeet
We start with our emotional turtle Porble from the Gaia Element
Groobeet is a very emotional Porble, and cries at any sign of wickedness, no matter how small. It once started sobbing when a man ate pineapple on pizza.
Axolil
Then we have our solitary Axolil from the Water Element.
Axolil hates others and isolates itself, making it difficult to find. It would happily go a day without eating if it meant it didn’t have to see anyone.
Charpup
And finally, we got our friendly but fiery Charpup.
Along with its adorable appearance, Charpup can read. Its favorite genre is romance, but it also really enjoyed reading “The Lord of the Porbles”.
You decide
Now it's up to you to decide which one of the three will join you at the start of your adventure. Let us know in the comments which one you are planning on picking next week for our demo.
Portal on.
Thank you for reading this development diary for Portal Fantasy. We will keep them until the game is finished, and if you are interested, please add the game to your wishlist on STEAM!
About the game Portal Fantasy offers two different play styles: hero and architect. As a Hero, you can explore different worlds, befriend monsters, raise them, and make them fight. The Architect is then responsible for creating maps with tilesets that support the adventures of the Heroes.
We are aware of the extended period of downtime that affected Quickplay and public matchmaking on Friday night - the issue has now been resolved, and we are monitoring it to do our best to prevent it reocurring.
1. A new option "status" is added to the pause menu to show detailed character parameters. 2. some bug fixes and improvements. 3. upgrade the Engine again (v 2020.3.48f1).
Finally a new update. A lot of effort has gone into making the game a fun experience on mobile and I am getting close to finalizing that. This means that I can return to creating new fun content for the game!
This update introduces the new account system and cloud saving that I am excited to test with you. If everything goes well the mobile beta should start rolling out to Android users very soon. iOS will follow after initial testing on Android.
Account System: To support the cross-platform experience an account system has been added to the game. With an account, you can synchronize your saves and all purchases across all of your devices.
* Go to the settings menu and select the new "Account" tab. You can also click on the "person-icon" on the main menu to open the tab * Use e-mail + password to register * Once logged in your saves will be uploaded every 10 minutes * Your saves are uploaded when exiting the game (no guarantee for upload when closing the window by pressing "X") * When you enter a save, your purchases are also synchronized such that your DLCs are active on mobile versions and vice versa * Token purchases are also cross-platform
The account system has been thoroughly tested, however, should you experience any issues with your saves you can recover a backup by following this guide: * https://imgur.com/a/MZDq3mv
Additions: * The game has been reviewed and accepted on both Android and iOS. Beta testing incoming! * The game is now Steam Deck verified! * Full async saving with retry strategies * The game will save if you quit by pressing X (although proper exit is preferred) * Loading spinners to functionality that involves networking * Custom memory-optimized in-memory cross-platform logging interceptor for cloud error reporting
Improvements: * You can now only report the same error once * Added a fallback font asset for some missing characters * Added functionality to dialogs * Error reports are now more consistent as it does not rely on the logging buffer flush state * Loading spinner support for dialogs
Fixes: * Rare occurrences where the attraction point computation could produce an error * Fixed an error caused by spamming hover panels
Infection Crisis : Fight For Life - BJS Studio Serbia
- Melee attack for bandits - Silencer sound added distance - Projectiles speed - New realistic sound for CZ-75 (Real life record) - AKM sound fixed - Some icons removed or changed - Police baton footsteps fixed - The AI is less precise. - Swimming fixed - “Exit to desktop” from in game menu removed
It's been a truly amazing first week for Talented - 3259 people and counting have picked up the game and the vast majority of the feedback has been extremely positive and constructive. We cannot thank you enough for that - we take the move to Steam very seriously and it's good to see that our work to make a solid groundwork before releasing paid off!
Some Ground Rules
This is a continuation of a devlog I've been running since the start of Talented over on itch.io, if you'd like to see more about the history of the game we've worked hard making do head over there! I aim to get these out around every 2 weeks (but sometimes life gets in the way!).
Just so we're being completely transparent, anything discussed in these devlogs is subject to change - they're intended to be an insight into development rather than concrete feature announcements! (although we do our best to only mention things we're confident are coming)
But I know what's really on everyone's mind! What's next for Talent Ed?...
New Challenger Approaches
The first thing on the list for 0.11 is our 5th Character Class, this is the first one we've developed since the Summoner in 2021!
We're committed to getting right, so we don't want to reveal anything until we're happy with how it's looking internally - but I can tell you we are prototyping a completely new resource and trying out a second way of getting Talents, both unique mechanics for Talented!
Legend Has It
Something I've wanted to do ever since Version 0.1 is a tier of *extremely* powerful Talents, that bend the rules even further than Epics.
This update, finally, I get my wish with Legendary Talents. These Talents will cost more Talent Points than any other and only one will be available on the tree each run - but should you find it here are a few of the effects we're thinking:
[Bullseye](Archer) Double your Critical Strike Chance [Overconfident](Warrior) Your Combo Meter doesn't reset at the end of the Night [Scourge](Summoner) Enemies have a 25% chance to spawn a fly on death
Additionally, some Talents that have had to be nerfed in order to remain Epic Talents will be upgraded to Legendary. For example:
[Echomancy](Wizard) Whenever you cast an ability, that ability will cast a second time for free after a short delay
Note: The plan with all Legendary Talents is for them to be useful (if not ideal) in any build, that way you'll never be sad to see them.
We've Listened!
Finally, we want to take some time to address some of the major areas of feedback on the 0.10 build. The two points we want to focus on for 0.11 are:
- Certain classes being reliant on specific Talents/Builds. - Mastery 10+ feeling difficult in an unfair way.
We'll dig into both of these in a future devlog, but needless to say, things like Archer's reliance on [Piercing Blows] and Wizard's Orb build are definitely on our radar for next update. You can also expect changes that shift more of the high Mastery challenge into the late game of the run, giving you more time to craft a build before feeling the need to restart.
Phew, that was a lot - thank you so much if you made it through! Please keep the feedback rolling in, we're dedicated to making Talented the best game we can. Next time I'll hopefully be able to go into more detail on the new class.
Since it's been less than a month since the previous edition of these diaries was out, we haven't introduced much content to the actual build… On the other hand, there have been a lot of discussions, drafting, and decision-making. Some exciting news is waiting for you below!
Is it Early Access Yet?
The Early Access release was looming for months now, but there was no particular date for it, as we were analyzing your feedback and considering the amount of features we want in the game by the time it heads to the shelves of Steam.
After many hours of meditating over the calendar, discussing stuff both internally and with our friends in Valve, we finally agreed on the date, which is… not to be disclosed yet, naturally: we want to be entirely sure everything's in place before we make the big announcement. But rest assured, that there is a date nailed to the wall sometime around our studio.
And it's probably safe to say that you should follow the news especially closely in the mid-winter. Wink-wink, nudge-nudge.
Getting Warmer
Lots of other stuff is nailed to our physical and metaphorical walls these days, as picking a release date also implies having a list of things to be done. And boy, do we have a list! The top item on it would be to create a proper (though temporary, reserved for the EA stage) final goal for the game.
One of the options was to have the players build a rocket to send it to other planets for further expansion… But we decided that this task would probably be too big for the current stage of development. Maybe we will return to it later, but for now we agreed to stick to the core theme of the game: terraforming.
Terraforming in general was on our minds after we studied the most recent feedback. Apparently, many players (ourselves included) are starting to get somewhat frustrated in the mid-late part of the game: new mechanics and new lands emerge, but the player still has to expand their base by placing new Bonfires along instructing Craftomates to fill them with fuel, over and over again.
Looking into how we could make the gameplay less repetitive, we've drafted a couple of ideas which we will be experimenting with over the next couple of months.
One way to make things easier would be adding one item every decent game must have: dynamite! It will temporary unfreeze surrounding areas, allowing you to harvest some vital resources without crafting additional Bonfires.
(Actually, it might not be dynamite in the end - we're discussing the visuals of this device right now: if you have your own ideas, let's discuss them on Discord, shall we?)
Another step would be to return CargoMate to its’ initial form. Some players were disappointed with the temporary nature of Craftomate that we introduced a couple of months back. Apparently, this way it is too cumbersome to include Cargomates into perpetual processes.
Now they're here to stay, and what's even more exciting: we'll allow Craftomates to take out stuff from a Cargomate's backpack on the go! If you were looking for a mobile food dispensary, this might be you chance to write a program for one:
But perhaps the biggest issue that we were looking forward to get to for a long time - is an interface to help the players better manage Craftomates. We want you to be able to tell one robot from another without having to hover your mouse over them, so we'll think on improving the coloring mechanics first.
After that, we'll start working on an interface for sorting Craftomates by various features. Also, we want to introduce a feature that would display the current path of a Craftomate upon hovering mouse on it.
What’s Next?
As of right now, Ivan the programmer is taking a little vacation, to prepare his mind for the final leap into the release. But before he went away, he rolled out a couple of important QoL features, including nested tooltips (which you can even pin to stay on the screen):
And that upgrade for ‘Find & pick’ node that allows you select a source for a Craftomate to pick items from:
Once Ivan gets back, he will start off with making counters (finally!) appear in the game, and then proceed to making that epic robot-management interface. This is going to be a fun winter!
See you again in a month with more Craftomation-related goodness!
In the meantime, here's another bunch of things that you can do to help Craftomation 101 see the light of release ASAP:
Share this post with a friend who might like Craftomation 101
You can even scribe yourself into the game's credits: most of our games’ localizations are community-made, and we now have a spreadsheet for those who are willing to help us translate the game into their native language
Buy the supporter pack to gain access to exclusive WIP stuff and full-time access to the devs’ ears and minds
We have released 1.25 on our experimental branch. Please report bugs and issues in game using the F1 menu. If you'd like to track the patch progress and follow more closely with development, check our changelog and please consider joining our Discord.
How to get into experimental branch:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
Close the properties window.
You will find a single experimental server titled EXPERIMENTAL_SERVER. Join this for some testing.
Patch Notes - 1.25 (Experimental Update)
Vehicles
Vehicles no longer flying into the air from incorrect gravity.
Vehicle pivots and suspensions are now improved so that they spawn with correct wheel position.
Reviewed and fixed all vehicle spawn point positions to make sure they're not floating.
Environment
Players no longer see building interiors load after spawning.
Window fortifications no longer appear brighter/darker as you walk closer/further away.
Police station interiors working again
Prison interiors working again.
Server
Performance improvements when there are more than 8 players online.
UI
Fixed highlighting in the inventory right click menu.
Machine parts quantity now displays in red to indicate that parts are missing.
Home no longer disappears from the map.
Unarmed UI no longer appears when joining.
Fixed incorrect message indicating that item cannot be placed when entering placement mode.
Hint for using a can opener now only shows when picking up canned items.
Disabled "Show Popular Servers" options by default. This allows player owned servers to be found more easily.
Show/Hide guide button now fits in the guide tab.
Burst and full auto attachments now have the correct icon image.
Yellow highlight now wait 30 sec before showing. Should aid the player only if they’re really struggling.
Interaction
Tools can now be used to build blueprints (drill/screwdriver/hammer)
Explosions no longer trigger electric doors do open.
Guide steps that involve crafting can now be achieved by finding the items.
Harvesting fuel is now a hold instead of press.
Crafting
Weak locks can now be crafted with raw ingredients instead of having to craft the combination lock first.
SFX
Fail sound is played when player doesn’t have any build items
Sound is played when adding build materials using E
There is now a sound to indicate you cannot fortify due to missing items.
No longer hear bush rustling sound when walking near blueprints
Admin
Added /blueprint or /bp command for getting all required items for a blueprint (do command while looking at the blueprint)
Added new admin toolskit UI that makes inputting admin commands really quick.
/trygive now works even when the search contains disabled items.
First of all, thank you again to everyone to has checked out the game! If you enjoy it, please consider leaving a positive review, it really helps!
Okay, now for the updates:
Sabotage Events are now directly tied to your competitor rating. The higher their rating, the more sabotage events you will endure. Make sure you talk to Ace and keep them in check. Buying sabotage events reduces their rating, meaning you'll get hit less and you'll get more customers.
- Reduced the cost of buying Sabotage Events - Decreased the frequency of chaos events, frequency also now scales with combined competitor rating - Fixed an issue with customers where they could bug out at the end of a shift - Prevent the repair kit from being stuck in the prep counter. If it clips to an unreachable area, another will automatically respawn.