Cloud Meadow - JudgeHeath
Hey everyone! It's been a LONG road to get here, but this is a pretty significant update for us! The Brownie Caravan is a small side event, but the effort of hundreds of hours of coding, writing, animation, and artistic labor along with the introduction of a new area of Cloverton and several new activities and shops! We encourage you to explore and have fun with them as you experience everything the wandering, fortune telling Brownies have to offer the charming folks of Cloverton!

Additions
  • The Brownie Caravan - access to the Faire Grounds will open, and the Caravan will visit for two days of every season!
    • 8 new unlockable sprite sex scenes with full narration are obtainable as part of this event
    • New high-tier consumable items will be available only from a Caravan merchant
  • Added Kaleida, a recruitable NPC that can serve as a ‘utility spellcaster’ in the player’s dungeon party
    • Kaleida can be recruited during the Brownie Caravan event
    • After recruitment, Kaleida will move around between the Farm and Cloverton on a basic daily schedule
    • Kaleida’s passive ability - Card Reading - where each turn Kaleida will be able to select a tarot card from a random draw in order to enhance her spellcasting abilities
  • Characters shown in dialogue can now show various expressions or emotes - currently this is limited to the new Brownie Caravan dialogue content

Changes
  • Replaced placeholder visuals for Kaleida’s combat abilities & UI
  • Calendar window will highlight the selected day with greater visibility
  • Reduced memory usage for all Royal Matchmaker date sequences, which was potentially causing crashes
  • Widened the gap between two static camera trigger zones by Cloverton docks to prevent player moving off-screen
  • Revised ambiguous language in daily log crop harvesting description
  • Prevented switching menu tabs or closing the menu while modifying a key binding

Fixes
  • Updated Popondopolous’ dialogue portrait
  • Corrected colours on Morgan x Thrund sprite scene
  • Corrected incorrectly filled colour in Cat F Wild dialogue sprite
  • Some Cloverton NPCs has distorted outlines on mouse-over
  • Interaction bubbles should no longer be distorting on mouse-over
  • Fixed a crash when moving monsters between barn & pastures
  • Revised Kaleida’s Karmic Intervention ability which causes an error during Sting’s boss fight
  • Monster UI portraits should no longer appear distorted
  • Fertiliser now correctly protects against weather on the last day before it’s expiration
  • Fixed in-season fertiliser appearing as if it were the incorrect season
  • Fixed lower-middle farm plots on Lucia’s construction UI being linked to the wrong plots
  • Fixed jobs board showing the incorrect work amount for Shipping
  • Merchants visiting Cloverton should no longer arrive a day early
  • Centaur’s Quick Draw ability is now considered a ranged attack
  • Sealed walkable space around hole in Savannah F8 poacher island
  • Bireli’s sex scene is now correctly categorised as male
  • Guidebook UI should no longer be able to open two pages on top of each other
  • Adjusted layering of bushes in Cloverton that were overlapping certain merchants
Cloud Meadow - JudgeHeath
Welcome back again farmers, for another round of news coming-up in Cloud Meadow's world


We've expanded our team - two more developers!
  • The last couple of months have honestly been hectic, and hopefully this will be remembered as the darkest point in the project's development
    • Between core staff leaving unexpectedly, illness & overwork, we have persevered to bring you the next major update - in full - albeit later than expected
  • However the silver lining to lapsing on our short-term goals is that we've achieved the best outcome for mid- and long-term goals!
    • We welcome two new full-time developers to Team Nimbus; Norimoo & Neuropa!
      • Both developers are experienced professional Unity3D/C# game programmers with a solid history and real commercial experience bringing Unity games through to completion
      • We hope you can welcome them on their journey with Team Nimbus and bringing Cloud Meadow to full release by our early 2025 launch target
        • If you missed the launch date memo, please revisit our previous announcement for details

So where's the update?
  • The Brownie Caravan update is staged & ready to go - it's just around the corner for the Steam public to enjoy
    • We're just waiting to coincide the update launch with some other events between ourselves & our publisher
Steam Beta branch
  • Thank you all who joined the early development branch AND assisted with bug reporting!
    • The popularity of Steam users on this branch is at it's peak - 1.3% of all players - which means potentially thousands have played the latest 0140a build
    • This has allowed us to receive better-quality and earlier bug reports from players who are on-the-ball, allowing a faster turnaround in producing qualitative updates to keep the game stable - especially after a significant update
    • Soon the normal branch will catch up with the beta branch and all Steam players will receive the same update version
    • If you're interested in switching to beta, check the steam forums

What else are you working on? How about...
Here's what you can expect in the upcoming Monster Migration update:
  • New enemy combat units
    • 8 new wild enemy monsters will roam the wild lands outside of town
      • The next major update after Brownie Caravan new enemy Wolf & Holstaur units
  • Monster migration system
    • Introducing a bit more variation & replayability to the Savannah - instead of the dungeon 'resetting' unexpectedly, wild enemy monsters will migrate in and out based on a calendar cycle
      • This will allow the new enemy types to be found in the existing dungeons from time to time, also offering different loot drops and a way to gather different essences & eggs
      • Will be used to introduce new enemy monsters when those are integrated later
      • Enables us to extend this system in the future, with more ways to change the dungeon between migration cycles
  • Combat ability ranks
    • One of the benefits to leveling-up characters is not just the permanent stats gain, but also the option to rank-up the unit's skills
      • This content will allow the player to max out each ability at 15 ranks for combat NPCs and party Monsters
      • Each rank permanently adds extra power, duration or special extra effects to an ability's behavior
  • Dungeon Fast travel
    • No more need to painfully revisit every floor en route to a specific part of the Savannah - we will be adding curios to some dungeon floors that thorough explorers can use as a quick-travel point
  • Overhaul for dungeon visuals
    • Most players have definitely noticed some issues with sprite layering in the dungeons
      • We know - this is something we've known about basically since they were created, but has been a pretty low priority to revise until now
      • Tro's Lab, Savannah F1, F2 & F3 will receive some visual updates to bring them up to standard for our newer dungeon floors
      • These floors and others may revise the level flow to improve navigation

More work behind-the-scenes:
  • Integrating HD sex scenes & their questlines
      Town NPCs Minerva & Kellam have new HD sex scenes, with the animations for these are in various stages of near-completion
      • We're in the process of designing a series of quest objectives leading to matchmaker-style date sequences
      • The goal of these is to enable the player to get to know these characters more, gain their trust, take them out on a date, romance and bed them!
  • Way more town NPC dialogue
    • You ever noticed how one of the first things you can do after arriving in Cloverton is talk to almost everyone - once and only once?
      • It's been our biggest shame that the Cloverton area is filled with NPCs who offer almost nothing - so we're going to bring the town to life
      • Town NPCs will have a wealth of dialogue, commenting on everything from the player's storyline progress, seasonal events, weather and more
      • This plus more plans are slated for Katarina station; we aim to turn this walk-through town into a bustling quest hub for dungeoneers in the future. Stay tuned
  • Way more emotive dialogue
    • One of the dialogue improvements showcased in the Brownie Caravan update is the addition of player & NPC expressions
      • Characters in dialogue will show joy, fear, sadness, arousal and more
        • Since this is a new feature, we will be adding it to newer dialogue sequences going forward
          • Revising existing dialogue to include these expressions will take a lot longer and is lower-priority task for now
          • We hope this makes reading dialogue more enjoyable for casual players & loremasters alike

If you have any questions we are always readily available in the following places:

Introduce yourself, discuss the game or send bug reports directly under the eyes of developers - in our very own Discord [ [url=https://discord.gg/cloudmeadow]https://discord.gg/cloudmeadow[/url] ]
Drop in on our Livestream where Artists, animators & programmers work daily on Piczel [ [url=https://piczel.tv/watch/Spurple]https://piczel.tv/watch/Spurple[/url] ]
Cloud Meadow - JudgeHeath
Next Update News from lead programmer Ursa Senior

Welcome back again farmers, for my first (albeit late) post of 2023 - we have some announcements to make


We're opening a Steam Beta branch
  • We want to keep the game as stable as possible - meaning no crashes, bugs, quirks or unexpected behaviour - by fixing reported issues as fast as possible
  • We've been getting a lot of feedback and vital bug report info primarily from Steam players - thank you!
  • We'd like to get that info earlier, so we can put out important bug fixes faster and keep the game stable
  • Players can opt-in to get 'Beta' branch updates instead of regular updates:

The Pros:
  • Steam Beta updates will be delivered more frequently than non-Beta updates
🔻 The Cons:
  • Steam Beta updates will consist mostly of mechanical changes & small updates
  • Almost guaranteed to include more bugs
  • You will also not be able to switch back to the non-Beta branch easily
  • I repeat - this is for hardcore players who are engaged and actively contribute bug reports & feedback!
  • If this interests you, we'll put Beta branch access - and more vital info - in the forums


We've updated our project roadmap and settled on a new launch date
You can view our plans here: [ [url=https://www.cloudmeadowgame.com/road-map/]https://www.cloudmeadowgame.com/road-map/[/url] ]

  • After a lot of discussion, argument, planning, plans falling through, team members joining and leaving, we've finally put our heads together to produce this game plan
  • This is our content roadmap* from now until the full release we want to see - we aim to launch Cloud Meadow v1.0 in early 2025
*⁽ᵃⁿ ᵃᶜᵗᵘᵃˡ ʳᵒᵃᵈᵐᵃᵖ ᵗʰᶦˢ ᵗᶦᵐᵉ⁾



What happens if we're behind schedule?
  • To put it simply; no matter how carefully a project is planned, something may still go wrong with it
  • The roadmap features we've listed later in the timeline will be scaled-down, pushed back to post-launch, or dropped entirely in order to pursue our deadline

What about after v1.0? What does the future hold?
  • We can guarantee we'll keep maintaining Cloud Meadow after v1.0 to polish it to be a stable game for the future and fill out some of the features that were long-since set into motion but never fully realised
  • After that - we don't know!
  • We have an abundance of ideas for everything from romance partners, to lore, new zones, plenty of scrapped monster species and more
  • However what we don't have is infinite time, nor infinite revenue nor the will to continue working on Cloud Meadow forever. Only time will tell, as things unfold post-launch

You're wrong about everything!
  • I hope not! What we really want is to deliver on what we promised
  • Cloud Meadow is our flagship game - it would be pretty difficult for Team Nimbus to continue to exist without the ongoing goodwill of our fans and followers
  • Ultimately we have aspirations to produce more new & different, high-quality adult games with a strong balance of gameplay and erotic content - this cannot begin without a satisfying delivery of a fully completed Cloud Meadow.
  • Hence, actualizing the completion of the game remains our singular goal at this point in time


What else are you working on? How about...

  • Within the month we aim to push another major content update 0.1.3.2.
  • As a quick recap of contents from previous announcements, this includes;
    • Kaleida Companion as a playable combat character
    • Brownie Caravan event - a seasonal event taking place in the Faire Grounds
    • Updated skies & weather, putting the 'cloud' in Cloud Meadow
  • And after that:
    • New high-definition sex scene content; Minerva's sex scenes are nearing completion, while Kellam's scenes are progressing through planning phases
    • Monster & NPC skill ranks; leveling skills will soon have an effect
    • More quality-of-life improvements such as dungeon fast travel

More work behind-the-scenes:

  • Forest Dungeon designing is in full swing
    • This dungeon is going to have a radically different layout to the previous dungeon, neutral NPCs, merchants and at least one tavern!
    • Home to wild enemy Holstaur & Wolf varieties, as well as several key story bosses
    • A more sprawling, interconnected layout spanning multiple sub-regions - including connection to the Savannah - that gradually expands in access as you progress
    • Multiple paths to encourage exploration and repeated visits - hello, sidequests!
  • Necessary design and documentation for the next big update - if you want to peek ahead - just look at our development roadmap!

If you have any questions we are always readily available in the following places:

[/url] ]
  • Drop in on our Livestream where Artists, animators & programmers work daily on Piczel [ [url=https://piczel.tv/watch/Spurple]https://piczel.tv/watch/Spurple
  • [/url] ]
    [/list]
    Feb 28, 2023
    Cloud Meadow - JudgeHeath
    Changes
    • Added 10x and 100x modifier keys to the Essence Market UI

    Fixes
    • Fixed a crash when trying to feed monsters with unassigned or 0-quantity food item
    • Fixed a crash when Crab’s counterattack is invoked in the same turn that the counterattack buff was removed by an enemy
    • Fixed image distortion affecting a lot of HD sex scenes
    • Fixed timing issues in Evan x Brontide sex scene
    • Corrected colour of fluids in Eve x Kreyton sex scene
    Cloud Meadow - JudgeHeath
    Changes
    • Equipment items will now stack in inventory
    • Significantly reduced memory usage for combat FX - offering better performance for low-end PC hardware
    • Updated the look & feel of Farming & Monster interaction UI:
      • Player can now preselect a food item for fast manual feeding of farm monsters
      • While planting seeds, the selected seed item quality is now shown
    • Attacking an invulnerable enemy will now display IMMUNE status text
    • Numerous improvements for Essence Market UI
    • Added ‘World’ volume slider for adjustment of all player & environment action sounds
    • Improved Farming & Monster interaction icons
    • Slight improvement to interaction targeting after concluding dialogue with an NPC
    • Some players encountered an exception when moving monsters between groups, or when adding items to an empty Storehouse - some extra information has been added to help in reporting & identifying these issues

    Fixes
    • Using the correct seasonal fertilizer should protect crops from extreme weather, including universal fertilizer
    • Fixed crash when any combat unit with “Targeted” debuff causes their Evasion to become negative
    • Fixed crash when equipping Worn Items and Held Items while using a combination of mouse and touch screen
    • Preview sounds should be audible again when adjusting volume sliders in options
    • First character to appear in a dialogue interaction could slide in too quickly; max speed has been smoothed
    • Previously the player had to walk in & out of an NPC’s interaction zone to target them in some situations
    • Prevented repeat-interaction with Mason on Savannah F5 during fade into his sex scene
    • Players who have already cleared Savannah F8 will have Sieger’s optional quest removed from their logs, and the quest should no longer reappear when defeating pirate mobs from F8 recurring
    • Player can repeatedly feed the giant Shettle in Savannah F5, but it will no longer attempt to complete the Mason’s quest
    • Djinn Merchant colliders modified to remove an area where player could get stuck
    • Monster farm actions nameplate now updates if monster was renamed while viewing stats
    • Fixed monster traits occasionally appearing in duplicate
    • Cooking ingredients with long names should now be displayed in full
    • Removed additional redundant Game Difficulty slider when starting a new game
    • Correctly layered shrubbery that was obscuring Dire during his date sequence
    • Corrected some spelling mistakes in dialogue
    • Fixed an issue caused by 0-quality crops when opening the Job Board
    • No longer able to feed a monster with equipped food item if it has 0 quantity remaining
    • Upon starting dialogue, the first character to appear would often move too quickly
    • Font text was blurry on some UI
    • Revised collider on Savannah F6 that players could cause players to become stuck
    Cloud Meadow - JudgeHeath

    Hello again farmers!

    What's been happening since the previous major update?
    With 0.1.3.1b as our last update for the year, we've slipped in a fully revised dialogue system - though you may only notice some UI changes or different behaviors - as well as a better, more expansive Jobs Board system on the farm.
    Some of our staff are winding down for few days off to stay energized for the next year of pushing Cloud Meadow towards completion.
     

    So, what was actually accomplished in 2022?
    Summarizing a year's worth of effort and patch notes comprehensively is no simple task!
    However, I would like to draw attention to some of the features I feel we're most proud of:

    • Savannah dungeon floor 8, our single largest & most complex area yet
    • Concluding the first story act of Cloud Meadow's multi-act story arc
    • Greatly expanded the spring Royal Matchmaker Event
    • UI overhauls & improvements across the board, including; combat, loot rewards, farm jobs management, monster traits & family, farm buildings, cooking & more
    • Way better resolution scaling, UI readability & reduced memory usage for players on older systems
    • Combat mechanics overhaul; significant changes to combat stats, scaling, status effects, fundamental mechanics and a full difficulty balance adjustment
    • Introduced Plankton to the farming ecosystem
    • Total number of sex scenes up to 332 (40 HD scenes + sprite scenes) with more to come...

     

    What else are you working on? How about...
    Here's a reminder for what the next major content update will entail, while more expansive detail can be found in my previous monthly update posts

    • Adding a new recurring monthly event that takes place in a tiny new side-area called the Faire Grounds
    • At this fairground event, and a traveling troupe of Brownies arrive for you to meet & 'greet', learn their lore & browse their merchandise
    • You'll be able to recruit Kaleida as a major party NPC at this event
    • This will include an overhaul to Kaleida's combat, too

     

    More work behind-the-scenes:

    • New HD sex scenes are moving steadily towards completion - Eve/Evan x Minerva & Eve/Evan x Kellam
    • Revamped quest system, which will enable us to use produce way more quest content & town interactions easily - currently something that's quite lacking)
    • This quest refactoring is currently the last planned system to be rewritten - once this feature is stable, we will be able to fully focus on content-driven updates for the remainder of development
    • The Forest dungeon is progressing through the design & planning phase, with early concepts completed
    • Other calendar events that take place in the new Faire Grounds are being concepted for future updates further along
    • Tutorial and farm mechanic introduction sequences are planned for rewrite - formalized as a series of farm-based & town-based questlines that can be pursued as the player's choice

     

    If you have any questions we are always readily available in the following places:

    Dec 28, 2022
    Cloud Meadow - JudgeHeath
    Fixes
    • Fixed dialogue-related error in Savannah F8 after completing a fight between the Denmother & Centaur Stonebreaker
    • Fixed dialogue-related error in Savannah F6 when nominating a monster to participate in the Stonebreaker’s challenge
    • Fixed Jobs Board error when growing Summer Epoch Event seeds in any field
    • Players who completed the Savannah but found themselves stuck with Sieger’s optional quest from F8 will have this quest entry removed
    • Improved collision & layering for Jerikan merchant; players should no longer become stuck when invading his personal space
    • Some visual fx during the Poacher confrontation dialogue sequence were not displaying properly
    • Improved some dialogue between Jubelle & Camellia on first encounter
    Cloud Meadow - JudgeHeath
    This will probably be the last major build of the year! With us having wrapped up the poachers arc and are now focusing on various systems to help finish off the last levels of content, including finding out more about who was buying from the Poachers, and the mysterious forest levels of the dungeon island! We hope that you all have wonderful holidays, and look forward to continuing to work on the game as the new year approaches!

    Additions
    • Yonten can now spend his ability points to improve his abilities. While currently only Yonten is available, other characters will become available in future updates.
    • Added a user requested feature to allow pausing the loading screen until a button is pressed, allowing splash screens to be enjoyed when loading completes quickly. This option can be toggled in the options menu gameplay settings.
    • Crops have a new animation effect when they’re fertilized with an out of season essence

    Changes
    • Updated layout of the main menu and added some new animation
      • Changelog now stands out more as a menu button, and also will now highlight in a new build to draw more attention to version changes.
    • Several parts of the existing conversation UI have been updated as we prepare to use improved data for future content
      • Updated options to use their own popup panel, allowing us to better display longer text, and also support scrolling so we can show more than 6 options at once.
        • Existing conversations may look a bit odd as existing “Next/Prev page” options just appear as regular options
      • Redesigned the conversation history window. New design is a bit more efficient, and also has improvements like:
        • Grouping “pages” of text from the same character
        • Logging option selections
        • Showing “---” when conversations end
      • Made some improvements to text scrolling, and also added a “>>” indicator at the bottom to indicate when scrolling is completed
    • Updated the Job Board UI
      • Uses the new character card/icons for more details about your monsters
      • Now uses a 2 click assignment (click to select and click to assign), which is a bit more inconvenient, but does allow selection of monsters to view related tooltips, rename, or re-equip from the job board.
      • New UI includes a map of the farm making it possible to identify where work areas are on the farm
      • Each workable location is now selected one at a time and has their own custom job board. These boards use our newer larger icons and show more details about the current work rate, as well as changes to work based on adding/replacing/removing a worker.
      • Monsters working in crop fields have a new icon that will indicate if they apply out of season fertilizer
      • Managing monster’s locations, Barn and pasture locations, now has a new UI that is part of this board. Along with the map, this should help with figuring out where your monsters are located or moving to.
        • Group selection and management was removed from the Breeding/Harvesting UI. When breeding monsters, the right card will now let you select from all monsters on the farm.
    Fixes
    • Some players were unable to complete the quest to find the lost plankton on floor 8; the missing plankton was erroneously moving out of bounds. It’s position has been restored to the usual location
    • Fixed a dialog error during the date with Lucia
    • Fixed a position issue on enemy Mason’s icon sprite
    • Fixed an issue where HallowHaunt lighting would only apply correctly after loading a save game
    • Fixed and issue with using Ev’s Rake Throw ability when all targets already affected
    • Fixed exception when talking to fighting denmother on Sav 8
    • Fixed ability points triggering “has points to spend” highlight for characters other than Yonten

    Cloud Meadow - JudgeHeath
    Changes
    • Visual updates around the various water/liquid features in the Savannah Dungeons.

    Fixes
    • Fixed an issue where a chest on the Savannah 8 dungeon floor was always empty
    • Fixed issue where units would not fade out of focus during combat while using the Ghost effect from Hallow Haunt
    • Fixed issue where discovering a recipe for an ingredient that’s already in your inventory could cause a duplicate ingredient to appear in cooking experiment options
    • Fixed issue where the combat UI HP bars would not start showing the correct health value on enemies during Hallow Haunt.
    • Fixed issue where difficulty scaling was affecting more than just an enemy’s primary stats
    • Reduced the bonus dodge chance gained by monsters during Hallow Haunt to 33%
    • Fixed Farm action buttons no longer being clickable with the mouse
    • Fixed click to move handling so that click to move “state” can be held during protagonist animations, such as when interacting with crops on the farm.
    • Fixed some sorting issues on the farm
    • Adjusted some colliders in dungeon floors to prevent player getting stuck or pushed out of bounds
    • Fixed the dropdown arrows on the new game setup not being clickable
    • Fixed some typos
    • Fixed dialog error triggered when viewing the Savannah 5 Stonebreaker statue after Mason moves to Savannah 7
    • Fixed some cases where it was possible to repeat an interaction before it fully completed, causing exceptions when data attempted to update twice
    • Fixed Time Played on the the load game menu not displaying total hours when selecting a world slot
    • Fixed Male Lamias facing the wrong direction when carrying goods back from storage, while working at the docks
    • Attempted a fix to an issue where companion jump animations could fail to complete on slower machines
    Cloud Meadow - JudgeHeath
    It’s that time again! Ursa’s brought us the latest state of the game address and how things are planned to play out on the back end going forward now that our last big project is done, and a massive amount of programmer resources have been freed up as a consequence!


    Two important notices first:

    'XUnity.AutoTranslator' is an unsupported modification which breaks the game.

    At this time it appears AutoTranslator causes unavoidable errors & possibly corrupts save files.
    Steam players have been reporting errors such as 'Collection does not contain entry with data', which are caused by this modification.
    I recommend players who have installed AutoTranslator to uninstall the modification/reinstall the game into an empty folder, and load an earlier save from before they began using the modification.
    Cloud Meadow does not support modifications at this time.

    New 'High Definition' sex scenes are being developed again!

    Previously we've made very confident statements that all HD sex scenes that were planned are fully completed, and that no more are planned.
    Over time our circumstances have changed and under the guidance of our animation lead LucidLemonLove, the animation team is now significantly ahead of schedule.
    After much deliberation we've decided to allocate the creation of a limited number of new HD sex scenes, starting with select few NPCs from Cloverton.


    What's been happening since the previous major update?

    As you know, the long-anticipated conclusion to the Savannah Dungeon zone went live on the 24th of October after a lengthy internal review process.
    Development on the final Savannah floor has been a long time coming; we hope you can enjoy the content and the end of what will be the main storyline's first act.

    With this major piece of content completed, there are several ways the dungeon content will unfold in the future;
    • When dungeon development changed hands in Q2 2020, numerous things were left unfinished. The first 3 floors will receive visual and structural changes, as well as improvements & fixes to visual issues such as incorrect layering, as well as upgrading everything to our new visual standard
    • The Poachers were meant to be more of a driving force in the Savannah's story arc, so there are plans to retroactively give them an appearance over many of the previous Savannah floors; what could they be up to?
    • We've been collecting feedback over which parts of the dungeon are most difficult to progress, especially when it comes to difficult navigation or vague quests. There are plans to streamline these painful parts to be a better experience, especially for newer players
    • We want the questfaring player to have more things to do - Katarina Station is determined to become a quest hub for optional content taking place in the dungeons, including vendors, NPCs and more


    What else are you working on? How about…

    Taking lessons learned from Savannah development, the next dungeon area - Forest - is slated to be a departure from the usual linear dungeon format.
    We've revised the structure of the upcoming Forest areas to make better re-use of areas, as well as segmenting development in an effort to shorten development time between dungeon content updates. More on this will unfold next year.


    We are still revising the design stages of our next major content update; the Brownie Caravan; a recurring calendar event that will occupy a fairgrounds nearby to Cloverton.
    • Kaleida will be recruitable from this event. Kaleida is one of the 10 major NPCs that can be utilized in combat and will eventually become a romanceable companion.
    • For players that are already familiar with Kaleida, her combat toolkit will receive a significant overhaul
    • New unique vendors & storytellers for the lore fans
    • New consumable item recipes to craft
    • New minor NPCs to share a tent with


    Behind-the-scenes:

    Our tireless development team have been hard at work studiously rebuilding, replacing & improving tools & backend systems to support the better, faster creation of new gameplay content. When these major systems are complete, anticipate we can fully utilize our programmer output to serve content-driven updates.
    • Something that we've noted as sorely missing is a lively town. With the empowerment of our recently-completed internal dialogue scripting tool, we aim to give Cloverton NPCs a breath of life and more activities to grant the player in the non-dungeon portion of the game
    • Meanwhile in the world of combat mechanics, soon you will finally have the ability to rank up your party's ability skills - offering better power, utility and sometimes even transforming the ability entirely

    If you have any questions we are always readily available in the following places:

    ...