Draconic Echoes: The Ardent War - draconicechoesgame
Tired of the same old background music track for every encounter? I was, and especially in testing. The game will now randomize the background music track for almost all non-boss encounters to help keep from the music loops from getting too repetitive. If you happen to find a bug with the new system, or if you think that a music track is playing at an incorrect time, please report it to draconicechoesbugs@gmail.com, and I will try to fix it right away!
Notes:
-Most non-boss encounters will now use 1 of 6 background music tracks at random, (randomized after each battle)
Hello Everyone! We're finally done with environments (at least for the Early Access release). The last area: "The Wizards Academy" is ready.
We're pretty happy with how this one turned out! Check it out:
The Wizards Academy
Environments are ready So we have a total of 5 playable, unique and procedurally generated environments. The Wizards Academy, The Prison, The Graveyard, The Gardens and The Royal Wing.
The Graveyard
The Gardens
The Prison
The Royal Wing
The Wizards Academy
What's next? Now, the next step is to finalize player's progression throughout the story and these environments and create a nice transition to The Slormancer's late game.
Ok, so our game is released tomorrow. Or today, depending on where you're living. As you may have noticed, there are some changes around here, let's explain them.
Initially, project "X Caeli" was planned as a very hardcore roguelite/VN hybrid. With VN being ecchi and comedy based. However, over the course of EA we've understood that this genre mix just doesn't work at all. VN audience is not very interested in hardcore games and vice versa. And, even though we're not showing any nipples and stuff like that in the art (the shame, the shame!), the mere brand of ecchi makes streamers to be very, very much afraid of our content. Which is a no go for modern roguelite - it must be streamed to be successful.
So we've decided to split the games - GOD STARFIGHTER will be released right now as a pure roguelite and we'll do VN a bit later. It'll probably still be something more than just VN - I don't really like games without gameplay. But, whatever it'll be, it'll have clearer connection to the storyline - instead of abstract starships, our girls will be participating in the fights, one way or another. Besides, they are a crew of heroic space pirates so it'll fit them all right. GOD STARFIGHTER will act as a prequel to that game - we're still having some events with the characters and whatnot in the game. But, otherwise, it'll be mostly combat-focused.
Why the name change? Well, did you know that X Caeli is not just some pretty symbols - it's an actual binary star in the Caelum constellation. The game was supposed to take place there, the eyes of our protagonist are the reference to that binary star. And Caelum is also the name of the ancient roman god of the skies. Stuff is deep, man. Perhaps too deep and so now it's more obvious - it's called "GOD STARFIGHTER" and it features a starfighting god. We even have a foe type that is called "Star" so you will be literally star fighting. It's a neat & simple name.
Because we're cutting content, we're also lowering the price - from 15 to 8 bucks. Now, the early access gives us the full freedom of changing the product and its pricing in whatever fashion we desire, but we understand that it sucks to be buying something that's now cheaper and, being the nice guys that we are, we're offering a simple compensation to everyone who has bought our game before the price shift. Contact us in our Discord (we have a link in our game's main menu), PM me (nerdcommando) a screenshot of your steam purchase history (we're interested in Caeli only, you can censor everything else if you wish) and we'll give you a key to our upcoming Lovehammer 400k game. Which will be reaching EA in about two weeks or so.
Blood Bond - Into the Shroud (Enhanced Edition) - KosalaUbayasekara
Good afternoon all!
Patch 3.1 goes live on Tuesday the 03 February. This is a quality of life update to Chapter 1 to improve gameplay and fix small bugs while we wait for the full game to come out in 6-8 weeks.
Our goals with this build General improvements and bug fix only.
Features
No new features added
Improvements
Cinematic scenes FPS improved
Axe combat connectivity and responsiveness improved
Bugfixes
Visual bugs improved (like legs of the bridges not extending to the ground underneath the water)
Save game loading sometimes not repopulating the Journal fixed
Bug that caused dead people to "walk" on the ground intermittently fixed
Landscape bugs in certain places that allowed you to walk to empty parts of the map fixed
Bug that allowed you to trigger the chapter-ending by shooting an arrow through the gate at Guilon fixed
Casting a spell causing an intermittent second of a freeze on Astrid fixed
Known Issues
Custom keybindings temporarily removed. There is an issue with how UE4 default keybindings system updates keybindings. A fix is being worked on but will only be live in the full version.
There is a voice-over missing in one cutscene. This is being remedied in the final version.
3rd Party Integrations
Steam Achievements and cards are not part of this patch release but will be in the final version of the game. Any quests completed or points where you would normally have gained an achievement will be remembered by the game and you will be awarded your achievements from this Chapter when you play the full game later. So no progress will be lost by playing Chapter 1.
Broken Shores update has been moved back. This updated focused on two things: Polishing chapter 1 and Battle core systems
Chapter 1 has been polished with a large amount of bug fixes and a story extension by adding one main story quest.
Battle System has seen a lot of balancing in this update with a deep change in the equipment and dual equip core.
The next update will focus on the player town, dungeoneer guild and broken shores. This is meant to add more depth to Chapter 1 and give the player more options.
A couple of small errors have been resolved, including a wrongly placed invisible block that prevented access to one of the lore tablets. Oh yes, lore is presented on tablets rather than statues now...
Checkpoint Update
Now pretty much everything is restored correctly when you save and load a checkpoint.
Ammo
Weapons
Monsters
Gates
Elevators
Impossible Hallways
Exploding walls
Squid Particles
Enjoy combat with improved enemy death animation. Each tentacle of that exploding squid spider will now fly off into the air.
Story
I have been working on finalizing the story, so the soon to be added levels will make more sense. I've decided to leave off the direct references to the work of H.P. Lovecraft. This is something I already planned to do not long after adding it in. It seemed like a fun idea at the time, but I don't think the game really matched the mood of Lovecraft's stories, and I did not know how to end the game in a satisfying way.
There may still be some references left in there, but they will be expunged completely by the next update.
To celebrate our version 1.0 milestone Dr. Trolley's Problem is 25% off! The full Dr. Trolley's Problem problem sets are ready for you to play through. We have the traditional trolley problems you can play and the view-shifting AI car mode. What will you do if you have to choose between hitting a wall or a person?
You might already have the update, we pushed it to players late last week and so far no problems have been reported.
What we found during Early Access and almost a year of lackadaisical testing.
The trolley problem situations spurred the conversations we hoped for.
So many bugs! Where do they come from?
Players want more situations to struggle through.
People enjoyed the chance-based situations after a series of serious ones. This was predictable since the inclusion of chance takes mental pressure off of the player.
Tell your friends about the game and share as much as you can on the social media of your choice. Maybe you love TikTok or are going old school on MySpace, either way we appreciate your efforts!
Thanks to everybody who has supported us in this journey to a nice round 1.0 release!