Hi all, it's Scofa and I'm still alive. Here's some of the progress we made over the last month. Once again, thank you for your patience. We hope to serve you a meal worthy of your attention.
The content for the second chapter will be just as long as the first. I've recently been working on the story/script and got tied up quite a bit on the dialogue, hence the delay.
Here's a preview of the upcoming story content (some spoilers)! ------------------------------------------------
Before getting into Dungeon Munchies, I only knew how to do lewd drawings and dumb, random comics. Doing an actual script with a real plot was a new challenge for me. I'm glad players enjoyed the first chapter and I hope they'll also enjoy what's we have in store for you.
In the next chapter, we'll get to look deeper into the history of this underground dungeon...
...as well as the rich culture of the fruit people.
There will be new friends, like this fungal-looking professor who's definitely not friendly with the trees.
You'll find records that have been left behind and begin to piece together the truth.
This is a very mysterious new character that will be an important part of the story. Let's keep the identity a secret for now.
Our programmer has also finished putting together the boss battles for this next chapter! There will be a total of four bosses, including the previously-revealed Fruit Combo Boss, each with their own unique battle style.
We're getting closer to completion so stay tuned for our last few devlogs before the big update!
New Tutorial added -Tutorial assignments can be accessed within the GFI Network -Vulcan Skipper (Previously known as Vulcan Pod) added as FTUE ship -To reset the Tutorial , hit ESC and click "Reset Tutorial"
Power System Update: -MAX power distribution is set at 300%, so sliders will always auto-balance to be 300 combined max
GFI Emergency Escape System (EES) Crate: -Now added to the Store -EES allows Commanders to carry a small ship that you will be transported into in the event of you destruction.
Reaper Interceptor (FF and MP): -Interceptors now have pre-equipped Energy Leash and FTL Disruption Pulse
Phoenix Cruiser (FF and MP): -Cruisers now have a pre-equipped Passenger Cabin and Missile Launcher
Other:
-Various UI Updated -Can now stop slipstream before it has fully engaged -Added pop up when ship is over-powered -Sol Proxima Jumpgate moved to 102549.50, -16093.29 -Missions will never be more than 110k GUs away from issued station -Mission Reward PopUp added -When users open a Supply Crate, the items will go to the station you are at. If you open while in space it will go to your HOME Station
All Fixes:
"-Slipstream overshooting/circling target area- fixed -Sparks for ships - fixed -Private Workshops not letting users begin a job - fixed (if module[s] do not belong to this workshop, it will be removed instead of updating the module back to the shop that you just saved. A popup window will show the listed module and its Asset ID) -Workshop/Manufacture button not updating when job was finished - fixed -Attribute data: Bonus Info for all Ships not displaying - fixed -Initial message won't display when sending Private chat from View Profile or Send Message View - fixed -Target list showing the same POI twice - fixed
Known Issues:
-Resetting tutorial requires a restart to the game client to see Tutorial pop up again
Howdy! Hope everyone is doing well. We've had a lot more players come onboard the last few weeks--welcome to community!
A lot of work went into this update and we are really proud of the progress made. The main new feature is an Overworld event system. I think the game is a lot richer now. The world feels more fleshed out and Overworld travel is a more interesting part of the game.
Changelog: - Added a robust system for random Overworld events! The system is quite flexible and has broad functionality. Going forward the task of adding new events will be fairly painless, with a lot of room for variety. Events come in two main flavors. First are minor events, these will show up in the Captain's Log. Second are major events which will have a pop up in their own window. Often these involve a decision the player will make--for example: toast the Poptart or eat it cold. The choice is yours! But honestly, what kind of monster would eat it cold... - Added TONS of new events to the new system! These are crammed full of lore. While events are typically self contained, we've tried to tell stories through events that shed light on the main characters as well as the broader game-world. Events can be a great way to get loot and will make travel from town to town a little more interesting. - Various UI improvements. - Fixed numerous minor bugs/issues.
Thanks for all the support! We're very grateful for all the feedback and reviews--your suggestions and input are always greatly appreciated! Please contact us anytime at support@iqsoup.com or on Twitter @iqsoup.
So, I added a new explorable location to the town, it's a bar! If you go there before finding a partner, you can even do a round of speed-dating and meet four new characters! Here's a sneakpeak showing off a few of the new characters: Pretty nifty, eh?
Android port in the works!
Yep! It's super experimental rn, but it seems as if Dialtown might end up coming to android with the windows version on launch! Might even port the demo itself to android for people to try out, if it's something people would like ;)
Here's a few pics of it in action, courtesy of my bf! It needs polish, but overall, seems to be (mostly) fully functional, which is nifty! That's it for this devlog, stay groovy, y'all!
A major update has been deployed to the game. Summary of changes:
• Red Star Level 11, comes with a new Cerberus enemy and support module. • Credit Asteroids permanently increase daily Credit income - find them once per day on every Red Star level 2 and higher. • Other bug fixes, improvements and module balancing.
Desolation saw fierce action this past weekend, as the top 45 Outfits across all 5 server regions went head-to-head-to-head in a series of thrilling OW finals. Dominant performances, epic comebacks, and the emergence of new heroes ruled the day, as Outfits from each Empire put on an enthralling show in front of all of Auraxis.
Congratulations to all the victors and finalists! Today, we raise a glass to your accomplishments. Tomorrow, we turn our eyes to the next cycle, as we work to incorporate your feedback on the entire competitive format (qualification and finals) for future Outfit Wars. More on that soon!
Below, we've recapped all the Alpha 2 finals results, including full replays of each Gold medal match. Our friends at PlanetSide Battles covered every match on every server, and you can relive all the action on their channels (here, here, here, or here). You can also check out match replays from some of our talented community casters:
We're pleased to announce the Early-Access release of Spacer: Legacies on Steam. If you're a fan of turn-based strategy/tactics games or space games in general, you'll want to check it out.
Because the game is in early access, we want to hear from you! Help us make the game great by letting us know what you like or don't or tell us about any wish-list features you think the game needs. Direct your comments to our support line or start a discussion on our Steam Forum.
Wanted to give some updates on why things have been taking so long and what's in store for Heartbound very soon.
Reason For Delay
Animus was set to be released by now. For the last several months I've been in and out of hospital with severe viral bronchitis. Lost around 70% lung function at one point and went into hypoxia and almost bit the big one. Thankfully, with treatment I've been doing much better. I ended up losing around 2.5 months of work and the stream was offline for over a month total. This is the most amount of work I've missed in 3 years so it's been pretty rough.
This image shows the days I have worked on heartbound live on stream. Any day without a green square is one I haven't streamed. Most of these are due to showing Heartbound off at conventions. However, in the last three months I've missed more days than the last three years of development. On the days I did stream I only managed 3-5 hours instead of my normal 8-10.
Japanese Localization
Heartbound is currently being fully translated into Japanese. As with our other translations this takes a long time as every joke or pun needs to be changed to fit that culture. If it didn't fit culturally then the translation would be a pretty big failure. I'm really happy with how this is coming along and it's not a small undertaking.
Fern and Rhode
Fern and Rhodes storylines are almost finished and ready to send over to the translators. The mini-game for Fern took a long while to set up due to my illness but I'm now working on Rhode's and it's going much faster. I hope you enjoy what I put together once it's finished.
Contact Us
As always you can contact me or the other developers at any time over Discord, email, steam chat, or live on Twitch. I'm always available and Shaye/Stijn are available most of the time. If you're ever frustrated with the release schedule or want to know more about whats going on just hit us up.