It's been two months since the Early Access release on Steam but they were really intense! In addition to having released the collector update and having almost completed the mega update that will end the first part of the plot (where Daphne will eventually contact Brother No. 1 and understand the sense of the absurd situation she has fallen into) we have thoroughly analyzed what for us always constitutes the biggest source of inspiration: Your feedback!
We have realized that many users mostly want to experience the adventure by accompanying Daphne in her journey, not everyone loves overly challenging challenges (or rather, the challenge as conceived by us, which may not be everyone's cup of tea) and above all I realize that for some people it may be frustrating to repeatedly repeat the same portion of a level or an entire quest starting over from beginning.
For this reason, when starting a new game, Die Young now will ask you what is the level of difficulty you want to play.
And we have now:
The survival mode: this is our old dear level of difficulty ever, the actual one, the experience as we , the devs, intended (someone would say: for strong stomachs ;-)) The default settings of energy stamina etc... are those present currently in game. In this mode you can save only at bonfires. Unless you get a special tool later in the game.
Adventure Mode: this is a difficulty level with specific calibrations for those who mostly want to focus on the adventure, want to discover the secrets of the island and see how it will end. Without engaging too much in dynamic or hard passages. In addition, besides saving at bonfires (which also return energy within a certain amount of time) they have from the beginning a special tool: a portable bonfire that gives you the ability to save whenever you want. You just need to pick up one of the abundant wood bits sparse on the island and craft saves. As many as you want.
We hope that a lot of players who previously thought DY was too hard for them, can now enjoy it and have fun, which is always the most important thing!
It's been two months since the Early Access release on Steam but they were really intense! In addition to having released the collector update and having almost completed the mega update that will end the first part of the plot (where Daphne will eventually contact Brother No. 1 and understand the sense of the absurd situation she has fallen into) we have thoroughly analyzed what for us always constitutes the biggest source of inspiration: Your feedback!
We have realized that many users mostly want to experience the adventure by accompanying Daphne in her journey, not everyone loves overly challenging challenges (or rather, the challenge as conceived by us, which may not be everyone's cup of tea) and above all I realize that for some people it may be frustrating to repeatedly repeat the same portion of a level or an entire quest starting over from beginning.
For this reason, when starting a new game, Die Young now will ask you what is the level of difficulty you want to play.
And we have now:
The survival mode: this is our old dear level of difficulty ever, the actual one, the experience as we , the devs, intended (someone would say: for strong stomachs ;-)) The default settings of energy stamina etc... are those present currently in game. In this mode you can save only at bonfires. Unless you get a special tool later in the game.
Adventure Mode: this is a difficulty level with specific calibrations for those who mostly want to focus on the adventure, want to discover the secrets of the island and see how it will end. Without engaging too much in dynamic or hard passages. In addition, besides saving at bonfires (which also return energy within a certain amount of time) they have from the beginning a special tool: a portable bonfire that gives you the ability to save whenever you want. You just need to pick up one of the abundant wood bits sparse on the island and craft saves. As many as you want.
We hope that a lot of players who previously thought DY was too hard for them, can now enjoy it and have fun, which is always the most important thing!
This is a minor update before the BIG one scheduled for end of next week!
Added lethal and non lethal throwable poison baits: You can now craft and throw 2 different kind of poison baits. One stuns dogs for one minute the other one ( same receipt of non lethal plus snake venom ) kills them.
You can also now throw canned food at dogs. It will distract them for a while. Kill snakes to obtain venom ;-)
You can now discard inventory objects and they will remain in game. This is very useful if you have limited inventory slots... as long as you remember where you left your stuff ;-)
Added Wood sticks: This new weapon is almost immediately available in game. Not very useful against tough enemies but can save your day if you meet snakes, rats and other minor threats.
Throwable stones now can harm enemies: Especially from high spots when they cannot reach you... this is useful especially against dogs.
New Language supported: German: As you know suppot for languages other that english is experimental so we wait your feedback on this!
Many graphic and bug fixes: Including QTE fix, far distance billboards and more.
We keep working on next BIG release... a boss battle awaits you soon! ;-)
This is a minor update before the BIG one scheduled for end of next week!
Added lethal and non lethal throwable poison baits: You can now craft and throw 2 different kind of poison baits. One stuns dogs for one minute the other one ( same receipt of non lethal plus snake venom ) kills them.
You can also now throw canned food at dogs. It will distract them for a while. Kill snakes to obtain venom ;-)
You can now discard inventory objects and they will remain in game. This is very useful if you have limited inventory slots... as long as you remember where you left your stuff ;-)
Added Wood sticks: This new weapon is almost immediately available in game. Not very useful against tough enemies but can save your day if you meet snakes, rats and other minor threats.
Throwable stones now can harm enemies: Especially from high spots when they cannot reach you... this is useful especially against dogs.
New Language supported: German: As you know suppot for languages other that english is experimental so we wait your feedback on this!
Many graphic and bug fixes: Including QTE fix, far distance billboards and more.
We keep working on next BIG release... a boss battle awaits you soon! ;-)
This is a hotfix that solves some of the issues encountered with the latest update and above all introduces a complete redesign of 2 features that have found discordant opinions in the audience of you gamers: fall damage, and weapon resistance.
Fall damage has been completely redesigned, especially when player slides on steep slopes, ( which only in the final slide lead to real falls). I will not cover the details of the new implementation here, let's just say that players now ( especially new ones ) should not have the feeling of getting hurt falling from a height of just 4 or 5 feet.
Another feature that has been widely debated concerns weapons duration. We realized that the difference between stock weapons and crafted weapons was not so obvious. Therefore, resistance values of all stock weapons have been completely rebalanced, so that they will last a lot longer. Crafted weapons duration continues to be significantly lower.
Last but not least we introduce Experimental Russian language support ( text and subtitles ). This is still experimental and you will not have translation always up to date with every patch ( you may find latest stuff still in english ) but we are confident to keep at least 90% of in game texts translated into russian. Also, there may be some imperfection or rough sentences so we encourage all you russian fellow to signal any incongruence writing us on forums or at dieyoungnow@indiegala.com
Here is 0.3.0.12.18 changelog:
-Improved Fall Damage System -Increased Weapons Durability -Added Russian Localization (Experimental)* *Language selection in Option > General Menu -Fixed Map Markers Bug -Fixed The Collector Dialogue Bug -Added new weapons assets (Crafted Wrench & Crafted Crowbar) -Minor gameplay fixes -Minor graphic fixes
This is a hotfix that solves some of the issues encountered with the latest update and above all introduces a complete redesign of 2 features that have found discordant opinions in the audience of you gamers: fall damage, and weapon resistance.
Fall damage has been completely redesigned, especially when player slides on steep slopes, ( which only in the final slide lead to real falls). I will not cover the details of the new implementation here, let's just say that players now ( especially new ones ) should not have the feeling of getting hurt falling from a height of just 4 or 5 feet.
Another feature that has been widely debated concerns weapons duration. We realized that the difference between stock weapons and crafted weapons was not so obvious. Therefore, resistance values of all stock weapons have been completely rebalanced, so that they will last a lot longer. Crafted weapons duration continues to be significantly lower.
Last but not least we introduce Experimental Russian language support ( text and subtitles ). This is still experimental and you will not have translation always up to date with every patch ( you may find latest stuff still in english ) but we are confident to keep at least 90% of in game texts translated into russian. Also, there may be some imperfection or rough sentences so we encourage all you russian fellow to signal any incongruence writing us on forums or at dieyoungnow@indiegala.com
Here is 0.3.0.12.18 changelog:
-Improved Fall Damage System -Increased Weapons Durability -Added Russian Localization (Experimental)* *Language selection in Option > General Menu -Fixed Map Markers Bug -Fixed The Collector Dialogue Bug -Added new weapons assets (Crafted Wrench & Crafted Crowbar) -Minor gameplay fixes -Minor graphic fixes
We hope you've been spending some cool times in the hottest island for survival and parkour this summer!
We're happy to announce that Die Young just got bigger with a feature-licious new update! Enter the Holm Oak Thicket where the story unfolds even more and new gameplay elements are introduced!
If you've been following us on Facebook and Twitter, you might have already caught glimpses of some features in today's update. But here's what you can look forward to:
New NPC: Discover a new character who will not only help shed light on the island's mysterious history but who will also serve as a merchant. You'll be able to carry out some trade-by-barter with him for handy items and equipment!
New Weapons: As the stakes for survival get higher, so will your need for a variety of weaponry. Arm yourself because no one will save you!
Throwable Items: Get more cunning with your stealth tactics and distract enemies by throwing objects like rocks to clear your path!
New Effects & Animations: Immerse yourself in the horror of the moment with new blood effects and cinematic death animations when you're killed by dogs or mobs.
Fauna meets Flora: New particle-based fauna like butterflies, dragonflies and other insects pump a fresh breath of colorful life into the vibrant island.
Bug Fixes: More bug fixes than your death count! ːsteamhappyː But seriously, fixed a ton of bugs ;- ) .
We keep working on tons of stuff, we haven't been able to finalize everything so expect an hotfix in the next couple of days with even more improvements on the stuff live now. ( perhaps most importantly we've adjusted fall damage but we will release this fix probably in tomorrow hotfix )
We hope you've been spending some cool times in the hottest island for survival and parkour this summer!
We're happy to announce that Die Young just got bigger with a feature-licious new update! Enter the Holm Oak Thicket where the story unfolds even more and new gameplay elements are introduced!
If you've been following us on Facebook and Twitter, you might have already caught glimpses of some features in today's update. But here's what you can look forward to:
New NPC: Discover a new character who will not only help shed light on the island's mysterious history but who will also serve as a merchant. You'll be able to carry out some trade-by-barter with him for handy items and equipment!
New Weapons: As the stakes for survival get higher, so will your need for a variety of weaponry. Arm yourself because no one will save you!
Throwable Items: Get more cunning with your stealth tactics and distract enemies by throwing objects like rocks to clear your path!
New Effects & Animations: Immerse yourself in the horror of the moment with new blood effects and cinematic death animations when you're killed by dogs or mobs.
Fauna meets Flora: New particle-based fauna like butterflies, dragonflies and other insects pump a fresh breath of colorful life into the vibrant island.
Bug Fixes: More bug fixes than your death count! ːsteamhappyː But seriously, fixed a ton of bugs ;- ) .
We keep working on tons of stuff, we haven't been able to finalize everything so expect an hotfix in the next couple of days with even more improvements on the stuff live now. ( perhaps most importantly we've adjusted fall damage but we will release this fix probably in tomorrow hotfix )
Hi Everyone! Summer has finally arrived, and as usual it brings a clear and dazzling sky (at least here in Italy ;-)), can you imagine a better moment to deliver a nice update that will allow you to achieve cool shots like the one above?
We decided to rework sky and improve sea until they satisfied us. We also improved hud rendering and did many small fixes on parkour and other things. There is also, among other minor things, a new wearable object that will expand your inventory slots ( guess where? hint: in a building )
Here is full 0.2.5.100.18 changelog:
new dynamic sky system
improved sea water system
new hud with buff and object details
graphic fixes/improvements
collider fixes
new wearable object
bug fixes
Meanwhile, this is what we are working on shortly: - throwable objects (Which Daphne can use to distract, or even poison enemies) - new interesting cinematic death effects (Dried, sliced, devoured, tastes really good) - rich and abundant particle-based fauna (New butterflies, dragonflies, bees, flies, moths and everything that makes our beautiful island even more burdened with life) - new characters (Including a mysterious man who Daphne will find very useful ...) - new zones (And puzzles to solve? ) - new plot revelations (That's the real deal ) - new enemies (an arrow can break your hearth...) - first boss ( ;-) )
All these ( and many other ) things are scheduled for the next 2 updates the first one should be delivered right after summer sale.
In the long run we are also considering introducing some form of multiplayer, we won't go int any details because everything is still vague now, just want to let you know that we are allocating resources in order to support this. Die Young is and will always be an adventure with a full story to tell and an epilogue, so in the upcoming months we will carefully consider every aspect on how the story can be enriched by some sort of multiplayer experience. When we will have that design clear we will give you more anticipations on the matter and also a schedule.
Hi Everyone! Summer has finally arrived, and as usual it brings a clear and dazzling sky (at least here in Italy ;-)), can you imagine a better moment to deliver a nice update that will allow you to achieve cool shots like the one above?
We decided to rework sky and improve sea until they satisfied us. We also improved hud rendering and did many small fixes on parkour and other things. There is also, among other minor things, a new wearable object that will expand your inventory slots ( guess where? hint: in a building )
Here is full 0.2.5.100.18 changelog:
new dynamic sky system
improved sea water system
new hud with buff and object details
graphic fixes/improvements
collider fixes
new wearable object
bug fixes
Meanwhile, this is what we are working on shortly: - throwable objects (Which Daphne can use to distract, or even poison enemies) - new interesting cinematic death effects (Dried, sliced, devoured, tastes really good) - rich and abundant particle-based fauna (New butterflies, dragonflies, bees, flies, moths and everything that makes our beautiful island even more burdened with life) - new characters (Including a mysterious man who Daphne will find very useful ...) - new zones (And puzzles to solve? ) - new plot revelations (That's the real deal ) - new enemies (an arrow can break your hearth...) - first boss ( ;-) )
All these ( and many other ) things are scheduled for the next 2 updates the first one should be delivered right after summer sale.
In the long run we are also considering introducing some form of multiplayer, we won't go int any details because everything is still vague now, just want to let you know that we are allocating resources in order to support this. Die Young is and will always be an adventure with a full story to tell and an epilogue, so in the upcoming months we will carefully consider every aspect on how the story can be enriched by some sort of multiplayer experience. When we will have that design clear we will give you more anticipations on the matter and also a schedule.