Development is ongoing, there are only a few issues left, unfortunately it’s the hard ones that will require extra time. Hopefully after these are fixed, a last playtest will be done! Would you like to see this playtest session if it were streamed?
On another note, what would you like to see in the development after the Early access release? My personal pick would be adding more features to the city building. I really enjoy building cities and maximising all different aspects, such as resource management, placement and making it all look fancy!
But now what about you? What would you like to see in development? Let me know in the comment section!
After almost five years of hard work, RoboPhobik is finally released!
A couple of things:
- Since the concept of the game is a little weird ("a shooter where if I stand still no one will shoot at me???", "looks like a turn-based strategy game!" (IT'S NOT!), etc...), and I don't want anyone to do a wrong purchase, I encourage you to get the demo first, play with it, and then buy the game only if you like it! Please note that the demo shows roughly a 10-15% of the full game, and you can play only with one character, but it should give a good idea of the full product. Plus, If you'll buy the full game, you'll keep your savegame and continue from where you left (unfortunately you'll have to beat again the first boss - sorry for that!)
- RoboPhobik is essentially a one-man-band product: except from the cover (made by the great DCWJ), and some help with the QA and beta testing, I've done everything by myself. Story, code, game design, level design, graphic, sound effects, music: I've tried to keep everything as polished as possible, but there will be some "rough edges" here and there - please bear with me! In any case, if you find typos (I'm not a native english speaker) or if you should experience some show-stopping bugs, please feel free to write in pinned threads in the Community Hub, I'll do my best to fix stuff ASAP (at least the most critical problems!)
It's been quite some time since I made updates on any of my game hubs, and development was indeed slow these months, not so much due to the virus situation, but more to do with work and other real life commitments. As some of you may know, I started development of Pegasus sequel late last year. Aside from lack of free time, I also was a bit undecided on some key aspects of the game and didn't want to rush it until I was sure with what the direction I'd be taking it in. However, it all has now fallen into place and the development is going at full speed. I originally expected to have the game come out sometime late this year, but now more likely it will be sometime early next year.
Now I'd like to talk a bit about some things about the game and to share some screenshots with you.
The story here will take place about a month after the events of Pegasus-5: Gone Astray. Unlike in the original, the events in the sequel will mainly be happening within a single city in a more urban environment. We'll have all of our crew members (I decided that canonically they all survive the events of the previous game) as well as plenty of new characters.
This time round we'll have 2 playable characters. In addition to Edan, the main protagonist of the original game, we'll also witness some scenes from the point of view of a female protagonist Ethyra, who is related to Aleira and Elosys from the original game. Both will have their own unique romance options (as well as a choice to romance each other).
I decided the gameplay will be a tad simpler. Instead of regularly levelling up our 4 core skills (Medicine, Technology, Athletics, Charisma), we'll simply pick two of them to be our main ones for the whole duration of the game's events (this goes for each playable character).
Last but not least, the visuals. Some of it will be different to the first game.
The character busts during dialogues (as seen above) will have a more life-like look and done with the help of ePic Character Generator (+ some photoshopping).
In addition to that, I've also recently gotten into Daz3D software and decided to put together the game's romantic scenes and some key story scenes as rendered 3D images for more immersion.
Thanks for reading all the way to the end! I'll try to post new development updates every now and again when I have some juicy new stuff to share.
A new patch is now available! It includes a few tweaks to gameplay, bug fixes, and the ability to equip long hair! Check out the full list of fixes here:
Long hair is now an equipable hat
Enemies drop coins when they die
Duplicate resolutions are no longer displayed in settings
Coins in chests and shop prices rebalanced
Adjusted colliders in the Hyena Cache and Ostara City
Improved platforming section in the wooden tower in Yule by adding a fixed camera
Fixed issue with costume changing at beginning of game
Lammastide quest for retrieving firewood now works correctly if you die
Added teleporters to boss key rooms
Fixed misc issues with translations, including system language handling and incorrectly translated strings
Sometime late last night Post Scriptum's Server Browser started having issues with showing and loading servers. This is a global issue affecting several games including our Publisher. We have been working with our publisher and Steam to fix the issue and we are awaiting Steam on the matter.
As it affects our players we've got a hotfix which aims to alleviate some of the issues with the Server Browser.
From the restless taverns and dark alleyways of the city streets to the soaring towers of magic and cursed ruins of ancient battlefields, new heroes have emerged in the world of TaleSpire!
After our recent collaboration with Eldritch Foundry and some time at the digital forge, we’re excited to unleash this first batch of Hero and NPC miniatures who are ready to populate your world and give players more options for their characters.
Your call for more miniatures has been heard, and this is just the beginning. We hope you enjoy these new miniatures and we’ll see you again for the next Asset Patch!
- Fixed some menu back buttons not working - Updated SSR shader for better performance, maybe, I can't tell a difference - Updated graphics options menu to say (non native) next to the screen overlay effect - Fixed logout bug when local session timer expires - Added an input delay when focusing on the application to stop alt tab button pressed - Set inputs to ignore non gamepad joysticks, will maybe fix the whole HOTAS issue, also allows hot-swapping of controllers now