I completed Methods exactly one year ago today! A lot has happened since then, especially ever since Sound of Mystery streamed the game, which resulted in it really blowing up in popularity and getting a full Chinese translation.
Thank you to everyone for supporting Methods and keeping the fandom alive. Here is an special illustration for the occasion!
Nell may have enrolled in an online course, but that doesn't mean she can't have school spirit!
You can now get Methods 25% off for the day to celebrate the anniversary. Enjoy!
Looking back on the development process, there's a lot I could have done differently — and probably should have. Overall, I'm happy with how the game turned out — and it seems like most people who play it are too.
Sometimes I've wondered if I should address some of the gripes people have with the game, but every time I sit down to write it, it just comes off as more to patch the holes in my own ego than anything else, and who needs that?
All I'll say is that I will be taking into consideration the issues people have brought up that I agree with in future projects.
Speaking of future projects, stay tuned. There's something on the horizon.
We are pleased to announce that Nightfall is now live and playable on Steam - slightly ahead of our planned schedule :)
Please remember that we are in Early Access, and likely will be experiencing some teething problems during the early phases of release.
If you have any bug reports or issues with the game, please consider joining our Discord @ https://discord.gg/t28uepVnm3 and report them to us directly so that we can address them as soon as possible.
During the weekend I've been watching many streamers play Hoplegs and also listening to peoples thoughts! I'm so happy that you like to play Hoplegs, even though some of you need breaks from time to time. I totally understand!
There have been some smaller patches during the weekend and I wanted to summarize some things that have been fixed.
Fixes during the weekend
Chicken hair could be both bought and found in a level, can now only be found (as intended)
Pressing left stick could toggle a debug text
Fly On The Wall (level) - Adjusted the layout a little to help unfortunate falls and moved the checkpoint
Ice Climber (level) - Moved a small ground piece that would stop players from moving too close to a wall.
Name of a level in the end slate screen should no longer overlap text below while playing with another language.
Magic Forest (level) - Added a checkpoint
Thank you to everyone who's given a review already. It really helps a lot!
Thursday next week the first community event will start, we're going to be making levels. I will be going through how the level editor works live on Twitch at 6pm CEST. If you can't make it to the stream the videos will be cut down for you to follow along later. There will be more information about the event when it start so keep your eyes open for that!
I've got some fan art that I want to showcase as well. Thank you Bannon and Tom
The launch discount is still there if you haven't grabbed the game yet! And if you want to join the discord then the link is here: DISCORD LINK
It's finally time to show off Amber's full machete and firearm move set! Like I talked about last time, I added the shooting system and included that RE4 style contextual melee system to supplement it. And the addition I have been most excited about working on is also now complete! The execution system! There's 3 different types per enemy-type. Depending on where the camera is pointed on the enemy, Amber will do a different execution. So if the camera is pointed up at them, she'll do one, if it's looking down at them she'll do another, and if it's looking straight at them she'll do a different one. So pretty much like a DOOM-lite glory kill system.
Anyway. Enough talk! Let's take a look at how things are looking after a month of work:
So I am very very happy with the current state of the game. This is basically what I always hoped Grave Prosperity could look and play like when I first started working on it years ago. Seeing it the way it is now is something really special for me! There's still a lot to do though. I'm going to get Amber's damage animations made and then I think it'll be about time to start building on the world again. I don't know when the next update here will be, but I'm thinking it will be when I get the Scavengers into the game. These Dolls are pushovers, but we all know how the Scavengers are. Now that I know Amber's move set it will be fun to balance them around it!
As promised, we've got a lot of details for you about this upcoming release of CryoFall and many topics to cover, so without further ado let's dive in!
Out of Steam Early Access!
CryoFall is going to leave Steam Early Access this month, on April 29th. The game has been in active development since late 2015—yes, roughly five years, two of which in Steam Early Access. We started from scratch by writing a custom game engine, and over the years we've added everything we wanted to see in the release version and ensured that the game offers a smooth experience with no bugs or other issues. We are proud to present the current iteration of the game for public view and the enjoyment of thousands of players!
Demo version
Same as before, we will continue to offer a free demo version of the game, which is actually a full version of the game that you can play for 8 hours on any of the official servers. So, if you (or your friends) are considering whether to take the plunge and purchase CryoFall—hesitate no longer! Simply try the demo and judge for yourself if CryoFall is the game for you! We will also reset the demo timer with the v1.0 release giving players that have already tried the demo extra time to evaluate the game.
Future development
The release of version 1.0 doesn't mean we will stop here. It's a major milestone that we will follow up with future improvements to expand the world, bringing in more content and features. This is the most exciting time in development, as the game will have more players than ever, providing their feedback and helping us to shape the future of the game!
Official servers
To support the larger number of players we're expecting after launch, we're going to deploy more official servers to expand our capacity and cover even more regions than before.
Additionally, official PvP servers will be wiped on April 29th to offer a fresh economy and ensure a level playing field for everyone. They will then follow our usual four-week wipe cycle (no changes here).
There will be no wipe on the official PvE servers with 1.0 launch and for at least the next six months after v1.0 releases. We recognize that a portion of PvE players don't enjoy the usual session-based approach to server operation (e.g. server wipes), so we will do our absolute best to keep and transfer their progress into future updates without server resets. However, as you know CryoFall is not an MMO with permanent characters but a session-based game with a multitude of independent servers, so no individual server can be permanent. Continued future development means that eventually there may be a need to reset the world to introduce new features and changes to the world map. On the other hand, if you are playing on a private server you are not affected by this, as you can decide when you would like to reset the world (if at all). We will also continue to offer legacy versions of the game for those who would like to use them.
Massive promotions
Together with our publisher Daedalic Entertainment, we are planning to run a number of massive promotions for the release date. This includes press releases, interviews, and invitations for influencers, YouTubers, and streamers to review the game and share it with new audiences.
Hopefully, this marketing push will bring a lot of new people into the game and fill up all the featured servers with new and exciting player interactions! Either way, we are going to do our best to make this launch a massive success. Please give us your support—invite your friends to try the game, and share this information on social media. See you on April 29th!
Changed the VR menu button to something less stupid.
Sightline sorta fixed for NON VR gameplay
Going to be taking a slight hiatus for a bit while I work on other projects. If anyone finds something hella broken hit me up on the discord and I'll get on it!