The final chapter! It sounds crazy to me to even say it. We're finally there, after a couple of years of early access. You all have been incredible in helping shape the game and it wouldn't be anywhere near as refined as it is without you. We just need a little more help testing things out for this final chapter before we put it live on the main branch. After that, it's a final polish pass and then we can finally leave early access behind us!
If you'd like to jump into the new content and help us make sure it's ready for the main branch, you can opt into the test build by right clicking the game in your steam library, going to settings and then in the betas tab using the dropdown menu to select the test branch. We recommend backing up your save files just to be safe. You can find them at C:\Users\%USERNAME%\AppData\LocalLow\Deep Dive Interactive\Vengeful Rites.
Some of the things we're looking for feedback on:
Optimization issues (low fps) -- This is primarily finished in the Otherworld, but the Hidden Forest area may need some more work on this front.
Any bugs that bar your progress.
General feedback to make things feel better.
As always, we invite you all to join our discord if you haven't already, as it's the best place to share your feedback from the new content and get help with any issues you might encounter. We hope you all enjoy the final chapter! Happy adventuring!
11:00am - 3:00pm (GMT +7) Our team will be closing our servers, for our weekly updates and added content. Servers will begin closing April 8th 2021, 11:00am - 3:00pm Thai time (+7 GMT) The following updates being implemented: - New Skins, Songkran shop items - Available Special Package, 65 greedy pots, 8,990 Amethyst - Free 12,000 Bullet Coins
About two weeks ago we started doing QA with an affiliate team from Versus Evil. They’ve been great and found a bit over 200 issues so far. Only a few of them are by design so far, in which case we’re still treating them as an issue for not being explained well. Honestly, having 200 issues reported in two weeks doesn’t seem that bad to me. We’ve already fixed more than half of the reported issues and will continue doing so all the up until we release in Early Access in about a month’s time.
We also started marking encounters as finalized. This means they’re ready for localization and will be bundled up in phases and sent to the localization people. There’s currently a total of 350 encounters spread across 4 zones, tho the last zone has a bit under 20 because it’s special. Translating that number of encounters will take some time. :)
We’ve been also working on our gameplay telemetry events. These will come in handy when balancing the game. Mat and Mia have a not-so-easy task to get the game to a semblance of balance. Due to the rogue-lite nature of the game, it’s a tough nut to crack, especially when taking into account there are two difficulties in the game. The initial release will feature Easy mode and Normal mode, and at a later point, should the player base want it, we’ll add a Super-Mega-Difficult mode.
Totally a thing we could do. Hope you like my third difficulty mockup!
One thing to keep in mind when we release in EA: the game probably won’t be perfectly balanced. This is very much where you come in. I think the game cannot be balanced well with a sample of only about 5-10 players. We need a large dataset to be able to fine-tune the game. Reporting issues in our Discord or on the Steam forums will go a long way to helping us iron out the game. Of course, any crashes you might experience will be shot dead as soon as possible, since those are my mortal enemies, and I vanquish my enemies with ruthless determination.
Art-wise, stuff is starting to get polished. Improving levels, filling in missing animations, sounds, visual effects for abilities, the works. We’ve also added inter-zone cutscenes, which is just an image that gives a bit of context for what happens to the hero party between the zones.
A lot of the work done by us programmers has been enabling other people to create content without putting too many limitations and structure on how the game works. Mostly it comes down to allowing the content to drive the game. As such, our plan is to ship the editor with the game at some point down the line, which means anyone will be able to add new stuff in. I know Mat is hoping somebody adds a Kermit unit to the game, and I’m hoping to see the Power Rangers as player characters.
During Early Access, the players will have a lot of influence on where the game goes. I hope to see you there! If you wanna join before then, we have a Discord server and are happy to chat.
New car: Turbine car When train in water layer, it cannot go well without turbine. Player should add turbine car if he want to drive in underground water. The water driving speed increase if player add more turbine cars.
New Features - Added the archaeoligist artifact research quest line
Changes - Removed easter basket spawns & easter egg drop, you've got until next week to exchange any remaining easter eggs with Wakai
Bugfixes - Fixed minimap zooming out too much on smaller maps - Fixed a load of translation bugs - Fixed refine ui overlapping with longer enchantment names - Fixed minimap monster/rift dots overlapping player dots, they're now properly sorted again - Fixed shadow aura status effect particles being completely opaque - Fixed a bad lake collision on Jurdana - Fixed some bad rock collisions on Nibor - Fixed "Mercury Wand" being erroneously being called "Mercury Staff" even though it is a wand - Fixed teleporting or re-logging causing hp loss in some cases - Fixed status effect icon durations sometimes overlapping if they're long - Fixed npc dialogue buttons text overflowing when too long - Fixed rifts/monsters spawning in safe zones - Fixed drops falling outside the accessible part of the map in some rare cases
Today we want to talk to you about the comic and graphic novel inspirations that went into FORECLOSED. Utilising comic panels the story is delivered in a very seamless way, so the transition from action to story is very smooth and maintains a level of pace that reflects Evan Kapnos’ sense of urgency as he battles to reclaim his ID debt.
There’s a few different ways that we bring the comic book aesthetic into FORECLOSED; A classic trope of comics is action words & sound effects in big and bold lettering, and we wanted to reflect that in the action sequences of the game.
You’ll find some different action words for different weapon skills to emphasize the variety and different effects.
The story is delivered to the player in a comic panel style that is very engaging. At various points, the player controls Evan through these scenes which bridges the gap between action & story in a very organic way.
The comic book stylings in the action scenes combined with the comic strip story sequences give you a sense of playing through a live graphic novel, we can’t wait to invite you to experience this story for yourself!