When middle class people talk about foreign places, they like to talk about “contrasts”. Travel magazines, financial journals, regional reports on the news... it's all about those contrasts.
And what they mean by “contrasts” is that most people are pornographically poor while a few are obscenely wealthy. That's what they mean by contrasts. East of the river, monetary organizations promote regional stability, west of the river cops collect tare for cash and junkies shake so hard their bones come loose from their sockets.
There is no city in the world with more contrasts than Revachol. The broken, magnificent, disgraced former capital of the world. A great sky on fire, reflecting off broken glass. Revachol the Suzerain, Revachol the Commune, Revachol the Administrative Region where all forms of government have failed. Revachol the Resolver, the answer to the great burning questions of history. How should we live? Will the horror ever end?
Revachol sits on a fertile island in the middle of the Insulindian Ocean, the world's largest body of water; in the eye of a great archipelago called Face-A-La-Mer. To be from Revachol is to be Revacholian. To be deserted, destroyed. A drug addict with an immunodeficiency disorder. A joke and a clown and a loser baby.
It's like the hanged man behind the hostel cafeteria said: there's nothing funny about jokes.
There's nothing funny about you either. Your swollen face in the mirror. A past you don't recognize, a world you can't bear to remember. The river Esperance flows from north to south, splitting the city in two. In its delta, great ghosts rise to the sky – the financial district. To the east: Le Jardin. Houses with gardens rise along the mountainside, up to Saint-Batiste where two of the world's five largest companies keep their headquarters. But you don't wake up there – you wake up west of the river.
West of the river, it's funky-baby holocaust time all day every day. In East-Jamrock, wild animals roam the valley at night – giraffes that escaped from the Royal Zoo 50 years ago. Giraffes – even-toed ungulates from the savannah. The local kiosque chain Frittte (sic) employs a private army of 2000 men to guard its properties in Jamrock and Faubourg. That's how bad the crime rate is – you need a private army to run a kiosque chain. And deregulation? They built a citizen-funded primitive nuclear reactor on the river. And it immediately entered core meltdown. That's pretty deregulated if you ask me. Below Precinct 41 there's a kebab merchant called Kuklov who makes kebabs that make you immortal if you can eat three and survive. In Villalobos an entire street is walled off and turned into a poppy field by a deified gangster called The Mazda, while his mortal enemy La Puta Madre exclusively employs former narcotics officers to farm his own fields. Through underground tunnels, kids descend into Le Royaume, the resting place of three centuries’ worth of the royal dead, to bring up rat tails and the pearl-encrusted teeth of civil servants. Child labour dungeoneering is a cottage industry. Someone came up with a synthetic opiate called the hunch that has a high lasting for two seconds. You only feel it while you're injecting it.
Contrasts upon contrasts! So many juxtapositions of the old and the new. Dark shades and brilliant highlights. A city of opposites. A real mother fucking dialogue.
Loyalists (a euphemism for “fascists”) say it's all because of the failed Revolution, 50 years ago. If good, kind king Guillaume were still around, he'd drive the moneylenders and the homo-sexuals back into the ocean! Once we were an octopus that straddled the world, sucking up natural and human resources from Iilmaraa to South-East Seol. The city state that screwed the whole world. Then deranged commies pushed the king under a street car and lost the civil war to foreign intervention, damning us to financial servitude. The communists don't respond with anything – they're all dead. Okay, one is still alive and teaches cultural theory at the Ecole Normale de Revachol, east of the river. And there's talk of two more employed by a failed radio-game studio. But the rest are all dead, bulldozed into mass graves after the Coalition Army retook Revachol in '08.
In the ‘20s, the city was divided into zones de contrôle under foreign nations: the Mesque Zone, the Occident-Graad zone, and the International zone. The International Zone is west of the river. International means: no one gives a shit. It's no one's business.
Except yours.You've spent your entire life in the International Zone. As a police detective. In the Revachol Citizen's Militia, a citizen-funded police force as safe (and well-funded) as that nuclear reactor.
It has not been an easy life. Things have not gone well for you. That love thing didn’t work out. Radio networks criss-cross the air, spewing meaningless, feverish political rhetoric. Beyond the curve of the horizon, where the ocean ends, there is an unknowable anti-reality mass called the pale. It has been there for as long as human beings have written down history. And it's advancing.
The year is '52. It's the 5th of March and you're lying on the floor of the Whirling-In-Rags hostel cafeteria. In Martinaise, North Jamrock. The sound of Lieutenant Kitsuragi's motor carriage arriving on the scene interrupts what can only be described as an act of self-annulment through alcohol and amphetamine use. Your bell bottom pants make your ass look fat and, dear god, you think you've lost your badge.
It's up to you – and you alone – to save the whole world. To untie the great knot. To crack the case. To resolve reality. You are the last Revacholian hero. The Revacholian hero has nothing, but he must conquer everything. If he doesn't care, no one does. All of it will slowly roll into the heavens under the advancing pale, or it will contract into a singular miracle only the Revacholian hero can deliver.
All you have to help you in this – the last and the greatest of the cases undertaken by man on Earth, in the sheer face of death and history – is Lieutenant Kim Kitsuragi from Precinct 57.
That's it.
There's a dead body in the tree. There are battle lines in the streets. 4 days remain until the district explodes in violence; 28 years remain until the end of the world. Every day, every second, every beat of your ailing heart matters
- Robert
You can get Disco Elysium on October 15th for 39.99 USD / 39.99 EUR / 34.99 GBP respectively.
Root nodes for skills now use the same tooltip as the skill itself by default.
Changed Focus’ Energy Infusion node
Previous: for 5 seconds after you finish channelling gain 1% movement speed per 10 mana gained. Could allocate up to 5 points, but the node was bugged so that additional points had no effect.
New: When you finish channelling gain, haste for 1 second per 20 mana gained (up to 10 seconds). Can only allocated 1 point (additional points in the node will be respecced for free).
Skeleton Archers
Changed the base cooldown of fire arrow to 6 seconds.
Arrows are created significantly earlier in the fire animation to look more natural and help the Archers hit moving targets.
Arrows are now created at the bow rather than at the centre of the Archer.
Passives
There is now an explanation popup for whenever a passive node is not allowed to be respeced.
Items
Adjusted the rarity of Increased Cold and Increased Lightning Damage affixes to be in line with Increased Fire Damage affixes on all item types. Previously Increased Cold Damage was rarer on wands, and Increased Lightning Damage was more common on swords.
Bug Fixes
Fixed a forge location not working in Forlorn Streets.
Fixed a bug where you could sometimes respec passive nodes that you shouldn't be able to due to incomplete requirement checking.
Fixed inconsistencies in how ward retention was worded. It is now always +% ward retention rather than increased ward retention.
Fixed several cases in which ward retention was actually increasing your added ward retention, rather than granting added ward retention.
Fixed a bug where enemies or minions with no targets in range could select an ability that was on cooldown. If they themselves were a valid target for this ability this could result in them not moving. One manifestation of this bug was Skeleton Warriors with Bone Armour being reluctant to move.
Fixed a bug where Aura of Decay’s Decripify node did not convert poisons applied to you to armour shred.
Fixed a bug where Aura of Decay’s Plague Bearers node had no effect.
Fixed a bug where taking both Black Hole’s Binary Star and Stability nodes would cause the skill to stop working.
Fixed a display error with Harvest’s Blood Sculptor node.
Fixed Reaper Form’s Herald of Rot also poisoning the player.
Fixed a bug where Summon Skeleton’s Necrotic Conviction was only affecting Skeleton Rogues.
Fixed a bug where Summon Skeleton’s Multishot node increased the cooldown of Fire Arrow by 4 seconds per point, rather than 1 second per point.
Fixed the version number on the login screen not matching the version number in the top left of the screen.
Here is another update that fixes many issues you encountered, and we are still working to fix few other ones for you to have the best experience possible.
fixed several client and server crashes
fixed PST node "Immortal Offering" and added visual feedback through icons
fixed the Zapstick status effect conversion not behaving correctly
fixed Sarisel Tracker's projectile pathing in slopes
fixed a bug causing the AST UI to be empty
fixed several issues on the Wrath of Sarisel victory screen UI
fixed adventure mode quest UI when joining an existing game
Fixed a bug where chest didn't drop items in higher difficulties.
Multiple Untainted monsters can now be active at the same time.
Untainted Shadowblade:
The damage of all his attacks are increased by 100%.
Untainted Zealot:
The damage of its melee attack are increased by 50%.
The damage of its clones are increased by 100%.
Untainted Mindsealer:
HP reduced by 15%.
The damage of both Melee Attack are increased by 100%.
Increased the passive node "gods amongst men" from +30% material damage to +80% material damage.
Bladestorm now hits faster after his activation.
Increased bladestorm base damage from 75%-85% to 90%-100%.
We are still actively investigating the following issues, and will hotfix them as soon as possible:
Skills sometimes not doing damage
Chinese OS language causing the game to crash at launch
Butcher hook sometimes freezing the game
Ally players appearing without their equipment when joining a game
We’ve been hard at work since Akash launched, tracking down and fixing a couple of annoying bugs that slipped through our tired fingers.
We don’t have a single update being released, rather it has been a series of small updates (600 kB to 15 mb) which include a number of small fixes:
Fixed an issue where certain spoken lines were not spoken (some things are NOT better left unsaid).
Fixed an issue where the relationship select menu would not appear when using chapter select (we promise this wasn't some sort of attempt at a clever mini game.)
Additionally, we have made sure to improve certain performance metrics at lower quality settings. If you’re running a lower end system beneath the minimum recommended specifications, running the game at low or very low will disable V-sync, and should allow the game to run better on these systems (V-Sync is used to prevent screen tear, however it can be resource intensive for lower end systems).
Frame rate is still capped at 60 fps for high, very high, and ultimate settings, as V-Sync is enabled.
Next: we’ve clarified how Akash uses system resources. Our foliage engine, which makes the trees and grass sway dynamically in the background is probably the biggest draw on system resources, along with ambient occlusion, paint filtering, and depth-of-field blur. We’ve made sure to disable shadowing at the lowest levels to decrease system load. Changing the graphics options will also affect the depth of the paint filter applied to the background visuals (the lower the depth, the less the overhead). This is most apparent when looking at the grass in the main menu. Remember, you need to confirm your settings with the button at the bottom of the graphics menu before your changes will be visible. This will apply all your changes at once.
The following is an example of the game running on the highest available settings on a Surface Book 2 with both an integrated GPU and a mobile 1060 processor, set to an internal resolution of 1080p. Average frame rate is a v-synced 60 fps. GPU utilization remains fairly consistent across different scenes, dipping lower during indoor and peaking during outdoor areas. GPU load peaks at during outdoor scenes at 79% on this system (which, fun fact, has over 100 hours of play and editing time accumulated for Akash alone), and this is while running other processes (including capture and image editing tools) which add additional GPU overhead:
If you’d like additional graphical options, please, let us know in our discussion groups. Feedback will help us grow the game because it helps us determine the need to commit resources to making additions, as we are a very small group (only 3 people) so we generally have to triage between features and fixes. If it's something that's important to you, we'll do our best.
Because visual novels are not traditionally dynamic and 3D, we also realize this is new territory for a lot of players, hence our decision to keep the visual options simple. Though our minimum recommended requirements are conservative, most modern PCs should be able to run Akash with few issues, save for more energy-efficient ultrabooks. (Another fun fact: Akash was originally developed with the PS4 in mind, which today equates to a mid-range 2013 consumer laptop). Based on Steam's hardware survey, the majority of players should be able to tweak the available settings to have a fairly smooth experience.
But, as with many things this is a process, and like other games, we think Akash will change over time as its community grows on steam.
As always, thank you for your time, and for playing our game!
3 Minutes to Midnight® - A Comedy Graphic Adventure - 3 Minutes to Midnight
With no further announcement jokes... as we announced yesterday (okay, the last one, we promise)...
We are finally live on Kickstarter! You've been asking us for this for months and we made it happen! Check out all the love and effort we put into this campaign. We really hope you like it!
It's been a while. How have you been ? :-) As always thank you for your feedback, it is thanks to you that we can improve Heave Ho and give it a long and happy life inside your computers. Here's the list of fixed bugs:
- Fixed missing achievement Assistance Device - Fixed a bug in the Basket mini-game where the ball was too close to the wrist when held, causing errors and poor controls
Today we present you an update small in content, but huge in importance. From now on, Sin Slayers is available in German! Now even more players can plunge headlong into the world between the worlds, without spoiling their impression due to the language barrier.
We also made a few changes to the gameplay and fixed some problems that the players encountered.
The detailed changelist for update 1.0.99:
— added German language localization; — fixed a bug where the trade icon did not appear above the head of the Goblin-Merchant NPC; — added the minimap window zooming ability; — fixed minor "hot keys" mechanics errors.
Steam page and Steam community are the most important for us - we are going to follow up those closely for your feedback on the game.
Addition of Pre-Lobby screen where players are pooled together before entering Lobby. This adds more time to help create more full games.
Matchmaking Checks
Checks to see if the player is still in the queue. This resolves disconnected or unresponsive players from the Matchmaking queue.
Ready Up on End Game Screen changes
Players are now able to select "Ready" on the end-game screen and are taken through to the next match. Previously every player in the match would need to select "ready".
Further Matchmaking UI update
Rolled out Hall of Champions Matchmaking UI to end-game screen.
Added Player Joining/leaving notifications.
Loading Screen Fixes
Simplified loading screens both loading into and out of games.
This will resolve a lot of the loading screen crashes.
The audio used on the loading screens has been updated to fix several audio bugs.
Known Issues
UI
"Quick Play" text overlaps with border on map selection screen.
Selection cursor disappears if player presses "Back" after purchasing an item. This can be fixed by pressing "Back" again to exit the current menu.
Tutorial
In 'Basic Controls' Tutorial, the user can occasionally see two orbital cannons fire at once.
It is easy to hit the gateway with the plasma missile.
Taunt screen is too bright.
Pre-Lobby screen.
Occasionally when a player leaves the pre-lobby screen, their username will remain as "player joining".
Game play
Mobs overtaking other mobs can clip scenery, which destroys them.
A.I occasionally seen not participating in match rules.
The user can encounter invisible player models on the sin bin, with only the player's name showing
Players can't use Mouse and Keyboard to buy items or navigate the in-game shop whilst in overtime.
Kill feed icons occasionally disappear for a short time.
Vehicles
The speed boost front cone effect is invisible.
Flaming Blade's Speed Boost ability has no audio.
Flaming Blade missiles tracer can be seen firing from incorrect position on the map.
Localisation
Multiple text strings not localised throughout game.