After brainstorming and exploring for some time, we are presenting Desires Flowing DLC to you! We are creating this DLC not just to provide a new class option, but a new Follower gameplay, to explore more possibilities of deckbuilding gameplay.
Desires Flowing has a unique stand-alone gameplay, where the new class Puppeteers control followers and dead spirits to fight for them. Expanding from the core gameplay of roguelike deckbuilding, players need to choose and manage a team of followers that match their cards, so as to maximize the effects of both the follower abilities and the deck build.
As the 2nd DLC, Desires Flowing is a bolder attempt that reveals the dark side of Mekaa. We hope that it gives you a whole new experience different from the existing content.
DLC Content Preview
Puppeteer class and 3 new characters
Follower gameplay
100+ Puppeteer cards
30 follower options each with unique abilities
13 new monsters
Follower events and Puppeteer adventure stories
Stories blended in the adventure mode and adjusted talents
Desires Flowing DLC page is now live! Add to wishlist to get notified upon launch! There will be a 20% launch discount for early buyers so you don't want to miss it! Right now we're still working on the DLC content. More news will be coming - stay tuned!
We sincerely appreciate all the love and support you have shown for LOVE ON.
For our VR game and visual novel fans, we have maintained the "Early Access" price of USD $17.99 for about a month after the official launch.
Now, with the next patch, we will be updating the price to the official launch price of USD $19.99.
Until this weekend, we will maintain the current price of USD $17.99, so we encourage any interested users to take advantage of this final opportunity.
In addition to the price increase, the game has also been improved in the following areas:
1. NPC Detail Polishing ㄴThe modeling, textures, materials, and animations of NPCs in Ch.02 Classroom, Ch.04 Beach, and Ch.05 Festival have been updated. ㄴWe have significantly improved the previously rather flat NPCs.
2. Build and Resource Optimization ㄴWe are continuously working to modify the game for a more stable gameplay experience. We appreciate your additional feedback!
3. Other Bug Fixes ㄴWe have corrected issues that were affecting in-game cinematics and gameplay progression.
We are grateful for the diverse feedback and support. LOVE ON will continue to be updated and improved to satisfy our players.
• Fixed a rare crash when selecting a mission with modifiers. • Fixed a rare crash when crafting a mission with modifiers.
• Tutorial - Confirm button only visible on final page rather than all pages. • Tutorial - Slight improvement to Itemization page.
• Skill Tree Menu - If a player hasnt invested into the Skill Tree, the invest button will flash. • Skill Tree Menu - If a skill on the Skill Tree hasnt met the Skill Tree Level requirement, it is darkened. • Skill Tree Menu - Investing into a Skill will auto assign it to an open slot on the Action Bar.
• Sentry Skill: Changed base physical damage from 25% to 40%. • Sentry Skill: Changed base max health from 25% to 35%. • Sentry Skill: Changed Shoot Interval to Attacks per Second. • Sentry Skill: Changed Energy Cost from 60 to 40. • Sentry Skill: Changed Cooldown from 8 seconds to 6 seconds. • Sentry Skill - Additional Sentry Node: Now grants +1 Sentry at level 1.
Starship Simulator Dev Playtest - Fleetyard Studios
Created macros for various bits of repetitive math used when building stellar data.
Added a few additional data points to the stellar data pool.
Fixed the Roche Limit calculation for all star classes
Added a Luminosity multiplier to the Roche Limit when placing the first planet in a system, to simulate the effect of stellar wind etc from larger stars.
Added 80 stellar sub-classes to the star data generation, from O0V (50,000K) down to Y9 (250K).
Significantly overhauled and expanded the data structures for planetary bodies.
Refined and optimised the code for defining Orbital Distances.
Refined and optimised the code for defining Base Planet Types.
Refined and optimised the code for defining Planetary Masses.
Refined and optimised the code for defining Core, Mantle and Crust densities.
Refined and optimised the code for defining Core Mass Fractions.
Refined and optimised the code for defining Planetary Radii & Volumes.
Refined and optimised the code for defining Planetary Gravity.
Refined and optimised the code for defining Planetary Atmospheres.
Refined and optimised the code for defining Surface Temperatures.
Refined and optimised the code for defining Final Planet Types.
Refined and optimised the code for defining Orbital Characteristics.
Refined and optimised the code for defining Planetary Data Objects.
Added a new "Has Life?" boolean to the planet data. Big things will be coming from this soon.
Updated the Sensors UI to list a lot of the new data points on Long Range scans.
Updated the Live Starfield code to manage its own ship-relative location/rotation.
Updated the static Star Skybox to manage its own ship-relative rotation.
I've been buried super deep in star system data this past week, with a lot of refinements and improvements having far reaching affects on pretty much every aspect of the game's galaxy. There's definitely a lot more work to do on the planets to make the data perfect, but we're now at the point where we can start working on proper life calculations.
Over the next week I'm going to be focusing on further fixing/refining the planet-gen data, along with starting the life calculations process. Exciting stuff! 😄