The time has finally come for the portals to open and everyone with a ticket to find their way to Emrys! The World Next Door is out now for everyone to enjoy!
We’ve been talking and sharing as much as we could about the game and what’s in store, but now it’s time for you to experience it yourself. Will Jun be able to find her way home? Will you get to learn why she wears a mask all the time? Will Horace get tired of fireballs?!
We hope you enjoy playing the game as much as we enjoyed creating it! We’ll have lots more words and thoughts and feelings to share in the coming weeks, but right now, our goal is to savor the fact that we’ve shipped our first game!!
Of course, if you’re at PAX East, be sure and stop by the Indie Megabooth, because Will and Jenny are there and would love to say hello…or Oshenda! 😁
Are you searching for some Spring Boxes? Get ready to get more drops with the Bonus Rates weekend! From tomorrow starting 11:00 AM to Monday, April 1st, 2019, we’re offering increases on the following types of gains:
3x Experience monster kills
3x Item Drop rates on all monsters
+1 Contribution Points gains during PvP
Event Duration:
March 29, 2019 11:00 - April 1, 2019 18:00 PST (Server Time)
It must be your lucky day. Enjoy these easy tasks and prizes!
Date:
March 19th 00:00 PDT - March 31st 23:59 PDT
Objective - Prize:
Play 150 Rounds : WC Green Pants Earn 10,000 Carats: Leprechaun Hat Spend 10,000 Carats: Leprechaun Top Earn and Spend 10,000 Carats: Leprechaun Pants
Jazztech Special
Date:
March 19th 00:00 PDT - March 31st 23:59 PDT
Objective:
Play Time 10 Hours - St. Green Hood (M/F) 100 Kills - St. Green Hair(M/F) 150 Rounds - St. Green Pants 100 Deaths - St. Green Gloves 100 Kills & 100 Deaths - St. Green Shoes
Rules:
Rounds, Hours, and Kills are only counted in multiplayer modes. The exception to this rule is if you are playing A.I. mode by yourself, these rounds will not count. You must play A.I. mode with more than one real player per round.
Kills in modes that feature respawns will only count as 1 kill and 1 death per round. The only modes that will include a true count will be: Battle Mode and Moving Screen.
Play time only when the timer is ticking while playing in a round or boss mode.
More restrictions may be added as player concerns and questions are confirmed.
Fighting for rewards can be fun. Fighting together with friends can be even more fun! Today we will take a closer look at the upcoming clan system and its mechanics.
First, what is a clan? It’s pretty simple actually: a clan is a group of players that… well… plays together! And to support this social behaviour, we will introduce a clan system with a coming update to the game.
So how will it work then? That’s pretty simple as well: create a clan, invite other players, play together!
Clan creation The clan creation costs silver. You will choose a name, a clan tag and a short text to describe your clan. The creator of the clan can then open the clan to other players. The player limit of a clan is 10 at creation, but this can be increased by buying clan upgrades with silver once your clan is experienced enough.
Clan experience Every clan automatically gains ‘clan experience’ when its members are playing. This experience is gained additionally to the normal experience you earn. If you earn 2500 experience in a normal battle, your clan will automatically receive 2500 clan experience as well. This experience is used to unlock new purchasable clan features and rewards.
Seasons At this moment, unlockable clan upgrades will change with every season. A season usually lasts about 1 month. After the season ends, all clan experience is reset to 0 and new unlockable rewards are added. In the first season you will be able to unlock the russian T-34-100 tier III premium tank. After unlocking it, you still have to buy it with silver. It can be purchased once by every player in the clan.
While this might still look a bit basic, keep in mind that this is just the beginning! There are many more clan features possible, but for now, let’s see how this new system works out in the first season. Also feel free to tell us what you think about it on Discord or in the comment section below this article. We are excited about your feedback!
Please note that the shown changes are not final yet. They may still get reworked or completely abandoned at any time without further notice. The Devblog series is here to inform you about the latest development plans for the game.
After 4 years of hard work, Heaven’s Vault is almost done and we’ve got some big news to share with you today.
We have a release date!
Development is almost complete, the finish line is in sight and Heaven’s Vault will be coming to Steam on the 16th April!
It’s been a really wonderful journey working on the game these past years and we are equally excited and nervous for you all to dive into the game world very soon. Here is a link to the latest trailer, in case you missed it last time around.
Meet us at EGX Rezzed!
If you’re going to EGX Rezzed in London next week (4th to 6th April), please come and say hi! Heaven’s Vault will be on shown in two locations there - we’ll be on hand to show the game in main Indies Room, and it will also be playable in the AMD Ryzing Indie showcase.
Our narrative director Jon will also be giving a talk titled “Designing a lost language for Heaven's Vault” on Saturday from 2.30 to 3.15pm.
Patch 1102 is available for PC, Mac and Linux with a host of system and gameplay improvements with more to come. Terran may be released but that doesn’t mean we have stopped listening. Many of the adjustments you’ll find in this patch were inspired by your feedback.
Research requirements have been adjusted giving you access to Dust and Rock worlds from the start as well as the Battlecruiser.
Station mechanics have been changed and will no longer force an attack. Stations now slow and damage hostile fleet elements over time giving defenders more time to react.
Sight has been changed such that you now require line of sight to see enemy fleet elements and system detail.
Warships now have a missile barrage (used in combat), missiles apply area damage and are most effective against clustered formations.
Additional Notes:
General performance improvements have been applied to several sub-systems involved with the galaxy map. This should notably improve performance in late game.
Added a notification when it has been 5min since with no active research task. This is to help remind players they aren’t currently researching anything.
Dust, Rock and Battlecruiser technologies no longer require initial research. These technologies will be available for use and upgrade from the start. This change is retroactive and will apply to existing saves.
Added links and UI elements directing players to the Terran Walkthrough play list from the tutorial screen and menu
You can no longer build space stations if you have insufficient credits and resources to do so.
Corrected issues with the in-game tutorial not accurately highlighting areas of interest in the system panel
The minimal ship count for the Fleet Editor window will now update based on the number of ship types you have added to the fleet
Star systems can no longer be colonized unless you have direct line of sight from a ship, station or star system.
Issues with Music and UI sound effects have been corrected.
Warship damage output has been increased with the addition of missile barrages. Missiles apply an area of effect damage type on impact and are most effective against tightly clustered ships.
Gar ships have new attack patterns in combat
Adjusted the frequency of damage effects on structures and Gar when in combat
Adjust the base armour and shield strength of Gar
The intro window displayed at the start of a new session has been updated to explicitly state the object, ‘Conquest’ and to describe the objective.
Station mechanics have been changed and now apply a snare and damage over time effect to hostile ships within its range. This change also applies to citadel systems
Enemy fleets and system information now requires direct line of sight, enemy influence area is still available without direct line of sight.
Feel free to join Intralism Official Discord server: https://discord.gg/intralism There you can ask questions about the ranks system, be aware of latest news and changes, find players from your country and more! :)
Over the last few days we’ve been hard at work fixing various issues that popped up once you all started using the new features. Thank you so much for your diligence in reporting these issues both on the Steam forums and on the discord!
Controls
Removed spacebar as an interact button as it was not intended to be supported and caused errors in some cases. Please let us know if you used this often.
UI
Added an animation when an item appears in the restock UI inventory
Made the animation on the unlock button in the options radial more noticeable.
Bug Fixes
Having a corrupted save file will no longer make the load menu unusable
Placing an item after selecting a slot with a quality item would sometimes cause an error.
Clicking on the events or upgrade reminder at the top of the screen should now close the restock UI if it was open
Selecting an item quality with controller in the restock UI should keep your quality selection if you have more of that quality.
It was possible to walk around while the options menu was open
Closing a menu by clicking outside of it did not always resume time
The unlock icon pulse now animates in unscaled time so should still animate even when time is stopped.
Fixed an error that occured when trying to change quality without an item selected in the restock UI
Playstation controller was showing the wrong prompt for the restock feature in the restock UI
The restock UI scroll bar should now only be visible when it's needed
Pressing options or game menu while opening the restock UI could show both
Fixed an issue that prevented opening the options menu after using the restock UI
Added checks to prevent an error when removing a UI in the same frame that one is created
Updated collisions of Sunflower Bouquet and Tulip Bouquet so they fit under paintings properly.
Lucas should now walk faster, coming closer to his original delivery times.
Restock UI slot icon did not update when the UI was open while a customer buys an item from that slot.
Ordering from Lucas will now update the inventory of the restock UI when the delivery arrives.
Crafting resources cost should now update when Lucas delivers his goods.
Selecting the last of an item will keep the selection the same for controller.
Using a controller, then clicking with a mouse, and switching back to the controller would lose the item selection.
Clear button in resstock UI should no longer show a controller prompt for mouse + keyboard.
Updated colliders of paintings to prevent issues when placing them at the edge of the map
Inventory HUD would not show correct values when loading in a save or starting a new game.
You can now rotate the camera when placing wall mounted furniture
Added an indicator on the ground when placing wall mounted furniture with a controller
Due to the problem with the establishment of the age rating for the game, OSIRIS [Early Access] release date will be moved to later date (old release date - 1 April 2019) I and Steam Team are solving this problem. I am sorry for unexpected delay!
ps. Meanwhile development of the game is moving forward. Respect Your Dark Side! Stay tuned!
The next update is well under way. Because of the scale of the changes, it is taking a bit longer than our last updates. But we are getting close! The main change in this update is character customization, including female characters!
You'll have to start a new save in order to access the customizer for now, but we think it's worth it!
Update 1.6 Roadmap
Now, for Update 1.6, we'll be opening up the second floor in the crypt dungeon. I'm also considering opening up some more of the world for you to explore, but that's not far along and will likely be in a later update. We will for sure have our big armor update and some new weapons, like polearms!
And After That...
We'll keep expanding on the world we have and adding more floors to the dungeon. We expect the forest area to triple in size. Oh, and maps! We'll be working on a system to show where you are in the world. Don't expect the maps to tell you where to find everything, but it may show you points of interest you have already discovered.
We Want Your Input!
Please use the Steam forums, Twitter, or better still: Discord to give us your feedback and suggestions.