Today Deliver us the Moon launches on Playstation 4 and Xbox One.
Thank you to our Kickstarters, to those that adopted us early on and played the game in each of its iterations, and to all of you that shared our dream of visiting the stars. It's been quite an incredible journey - we still can't quite believe it ourselves!
In celebration of Deliver Us The Moon’s launch on Xbox One and Playstation 4, we’re releasing patch 1.4.2 for PC which introduces a new ASE colour customization feature! Access it through the main menu to change the colour of the wing stripes, eye and thrusters of your ASE. Furthermore, Kickstarter backers can use this feature to select a number of Kickstarter-exclusive skins. Show us your favorite ASE creations on our social media!
In addition, this patch includes some small changes:
Fixed a bug that would prevent ambient sounds from spawning when loading a checkpoint.
Elevators in Copernicus Moonhub’s vehicle bay will no longer both move when interacting with an elevator button.
Further improved RTX performance. For example, certain materials are now excluded from Ray Tracing, slightly improving Ray Tracing performance in some cases.
We hope you’re staying safe and inside, and that playing games can grant some reprieve in these trying times.
Launch Trailer and Stream
After this launch we have one more goal in the shape of finalising the Switch release, after which we will be casting our eyes even higher - and working on our next project.
Here is our console launch trailer - with the utmost love and thanks to you all.
It will start from 2pm GMT and feature the Dev team space suiting up - taking part in community games. Giveaways, showing video docs, showing off the game, and celebrating the past few years of Deliever us the moon.
We hope you will join us as our adventure continues. Until next time astronauts.
Enjoying freestyling the newly pimped Bando City? We have an exciting challenge for you!
Zoroe is organising a freestyle video contest that can earn you a place in the spotlight! Create an awesome freestyle video featuring some of Zoroe's awesome graffiti art in Bando City. The best submissions will be featured in his next video and will be rewarded with the Night Fever DLC!
To enter the challenge, create an awesome freestyle video and edit it however you want. Most of all we want to see you have fun with it! Upload the result on YouTube and send a link to your video to OCDhobby@gmail.com
For more details, make sure to check our Zoroe's video below.
* Hotfix AI Bug --- Xenos losing they will to fight * Fixed game ending not triggering properly * Fixed bugs that would make the knife ineffective against dinosaurs * Fixed the enemies' position on the radar sometimes appearing far away * Spawn less resources when shooting plants/metal boxes. Use a knife for full yield * Increased main weapon holster hit box size (on the player's back)
As you could experienced and I promised, I uploaded a short version of the game, where you can visit my world, what I've started to create. After my engine issues(you can read previous posts) in this version, I focused on SEXUAL SCENES. It's an adult game, and I would like to show that, what would be the expected quality from myself. I hope you like it.:)
The game can contains bugs or issues of course like in others, but I would like to ASK YOU, if you can, please don't write bad review immediately. Please wait more updates, scenes, etc..trust me and after you can make a decision about review! If you've read/follow my Patreon site, you can read, my main goal is to employ workmates and give you many contents more faster. Please be patient!:)
I've really worked a lot alone in this project, and you have to know, if you write bad reviews now, you influence the future evaluation of the game!:)
Carving Fate to Valhalla - Fruits of Yggdrasil Studio
Hi and welcome to all of you who are following Carving Fate to Valhalla
So I would like to talk about 2 elements: First how I will be communicating about the development of the game (where & when) and the current state of the game. Also do not forget that the pictures shown are all work in progress (written Carving in progress for a cheeky reference).
Communications and Updates
Official Website
I would like to bring your attention to the official website where I keep a development blog of the game. I am posting there one blogpost per week to present and explain different elements of the game. For example, the next coming blogpost will talk about travelling in Midgard and the different movement possibilities. It is meant as a way for curious players to see how a game is made and evolve, as well as presenting the different game aspects players will have to handle while playing.
Steam
Here on steam, I plan on doing one post per month to summarize the changes and improvements to the game in a more "patch-note" style for people who would like to follow the changes from afar. If the demand arises, I might mirror the blogposts directly here on steam, but I felt that duplicating this information would not make much sense. Also the blogposts unveils parts of the game that some players might want to keep unknown and I feel like separating this information and steam might be a good idea. (I know I appreciate starting games with as little knowledge as needed to discover the game fully). This is not definitive and if the request is made (or I change my mind) I will mirror the posts here.
Direct Contact
If you have any questions or ideas or, more generally, would like to communicate about the game, you can use the discussions tab or steam, or write me directly on twitter @FruitsYggdrasil. I will also post regular (small) updates on twitter with little insights into the development.
Game state
I always find it difficult to describe a game in development without being too technical. I will try my best at it:
Base Framework
This is the invisible inner working of the game, things like saving & loading a game, creating the entities and the interaction that brings the world to life. It is hard to exhaustively enumerate everything that is in there, so I will put it in context. I planned on having a closed (non public) playable (for myself and testers) alpha before June, and so far I am on time.
Midgard
Currently, the world must be manually created. It is composed by stacking world layers that contain different information such as depth of the layer, height of the layer, material of the ground and entities placed on this layer. This layering system allows to have interesting geological formations such as caves and overhang. The procedural generation is planned to be done last (or close to the end) as it depends on lots of design choices that have yet to be fixed.
Vikings
Together with the world, they have been the main focus of the development of the game. At the present time, they have an equipment, an inventory, a set of statistics (health, satiety, energy) and a flexible and modular skill system (e.g. move (including walking, jumping, climbing), gather (mine metal ores or cut trees), etc). While they are not completely done, I am reaching a state of satisfaction with the Vikings.
AI & Events
The AI system to support different "intelligent" actors in the world has its first version done. The single AI implemented (for testing) at the moment, is a Herd AI that moves and keeps a herd of deers together. While unimpressive at the moment, a working and flexible AI system was a mandatory and important step to develop early. It will evolves with the different AI needs that will come.
User Interface
At the moment, it still developer UI, made to be produced quickly and used by the one who created it. It is meant to evolve and become much more appreciable in the future but is no on the plan at the moment. Please do not look too closely on it in the images.
General Content
What I mean by general content is instances of a game system. For example, having a combat system with different weapons is a game system, having 5 different swords and 3 different bows in game are the instances. It is the distinction between processes and data (I hope I haven't lost too many of you). So far the variety of the game is minimal: only one object per feature is present (e.g. for animals, only deers exist but I would like to add other such as mountain goats, horses, etc). This, as with the procedural generation, will come at a latter stage as it depends on the different existing systems and is about intertwining them.
Modding
This is a tough topic. So let me state officially There will be no modding for this game. Now that this is done, I'm developing the game wit modularity and flexibility in mind, and I'm trying to make it easily upgradable. However, I am a solo developer and want to produce the game I have in mind first (and eat as well) before making it moddable. That means that I am making some trade-offs at the moment between producing a game, and producing a game engine. Some modding will very likely be possible: adding data (adding a variety of objects such as different food, or weapons), modifying the visual aspect (changing the skin of the game), and creating and sharing manually or procedurally made worlds. So please read my word for what they are There will be no modding for this game but maybe some parts might be and I'm doing what I can to support this feature. In a very down to earth statement, improving the modding possibilities after the release is definitely in the plan but entirely depends on the game's success. I want to give a game you can enjoy on its own, but would be very happy if I could offer the possibility to improve and tweak it.
This is the end of this post, I hope you enjoyed this (longer than expected) wall of text, take care and have a nice day ! I leave you on this teaser to entertain your imagination !
I released the demo to test the battle mechanic 1. Elemental interaction like ice magic freezes water and prevent enemies from moving, lightning magic gives additional splash damages on water, etc... 2. Delayed magic which is cast after enemies' turn but powerful) It has only battle part yet and no tutorial.
I would be very thankful if you try the demo and give some impressions about it on the steam page.
We are making some major balance changes and adding big new features. There is a button to screenshot your whole base, and a new item for use in The Caves We added a results screen to add value and the feeling of achievement to your play *Results may not reflect data from previous version save data. *Many blocks have increased Durability, so your base may have many 'damaged' blocks.
■ updates list
[items] Changed design of blocks that don't allow bullets to pass through
[items] Added the Mining Charge for clearing paths quickly
[items] Rusty version of Arbalest and Phalanx traps
[skills] Added skill for Bridge and Fence durability
[skills] Added skill for Attack speed of Spring traps (Tenderizer included)
[other] Full base screenshot feature added
[other] In-game guide added
[other] New story scene after clearing the 7th night
[other] Results screen on game over
[other] Results screens after specified nights are cleared
[other] New design to add depth to The Caves background
[other] Pop-up notice for unavailable actions
[other] New tips pages added (Enemy info and others)
[other] Increased number of Save Data slots
[other] Added Russian language
■ Other minor bug fixes
[enemy] Adjusted burn damage
[enemy] Adjusted enemy knockback numbers
[enemy] Adjusted so traps can still attack while Ooze is damaging them
[items] Increased durability of many blocks and walls
{items] Spikes will stop working at 1 Durability and won't break from use
[items] Adjusted attack speed of some traps
[items] Hellfire can now pass through other traps and some blocks
[other] Can now get a Rusty trap from the first Abandoned Factory
[other] Wood and Stone collection rates adjusted
[other] Adjusted item descriptions
[other] Can now use play speed buttons to close Building Mode
[other] Can now start/close Building Mode while facility UIs are open
[other] Fixed small bugs regarding Engram menu
[other] Fixed small bugs regarding Facility UIs
We will continue bringing regular updates, so please enjoy!