Come one, come all! The bravest, wisest and noblest champions of the Sphere are invited to participate in the new battle season!
What is a battle season?
The battle season is a number of challenges that can be completed to earn progress points. Accumulating progress points will give you sets of useful or even unique rewards. For example, completing the first battle season will grant you a unique mount - and participating in it will earn you new magnificent titles, useful consumables, special elixirs, illusions and more.
I’m in game! Where do I sign up?
Each of your characters will see an invitation window when you enter the game for the first time after the season starts. Click the “Begin season” button to join. Afterwards you will be able to access the season window by clicking the icon next to the mini-map.
What should I be doing?
Open the season window to see the list of tasks. Some of these challenges can be completed daily and some are available only once per season. The one-time challenges are arranged as quest chains (complete the current task to unlock the next one), but all challenge groups are available to you from the very beginning.
I want more rewards and challenges!
We hear you! You can buy a premium pass to access more challenges and receive additional rewards for the progress points you accumulate. Aside from that, the premium pass increases the amount of battle experience (i. e. progress points) that you earn. A premium pass needs only to be purchased once per season and is valid for all characters on your account.
Can I receive my rewards right away?
Yes! If you are bored with challenges, you can speed up your progress and immediately access rewards by purchasing levels (a set number of progress points) directly.
How long does this season last? What if I complete it faster?
The battle season lasts two months and contains 60 progress levels, but the swiftest players can access 40 more! Once you complete the main challenges you will receive a box every 5 levels and a chest every 4 levels on top of that assuming you purchased a premium pass. You can obtain differerent useful things from them.
That’s right folks, here it is! The literal underground of the city. And other cool stuff as well! We’re happy and proud to present you the Sewer Dealer Bro Update.
What’s New?
1. We’ve added a MASSIVE UNDERGROUND LAYER to the map.
- The sewage manholes are now transformed from simple one-path teleports into physical underground entrances - Now you can enter the sewers if you are carrying a small or medium backpack. Large backpack and duffle bag are still considered too large. - Navigate your way around the dark sewers, find safe pathways around the city. Bring bobby pins, as some paths are accessible only after lockpicking gates! - Use sewer hatches to peek up from the underground to check for police before you exit (or simply estimate your current location). - Find multiple new loot and spray spawn points below as well as one well hidden secret with special content!
2. We’ve added POLICE BLOCKADE mechanics for the police hours.
- Single police patrol car and two policemen spawn around the ghetto at night, blocking pathways on the surface. Find your way around them! - The patrol spawns adjust to your activity. If you use the same routes too often, you can attract unwanted attention.
3. There are also multiple small or medium FIXES and input/gameplay IMPROVEMENTS.
We sure hope you enjoy this new way to interact with the city and the police. Jump in and start discovering the new additions, and we’re getting back to making DDS bigger and better.
As you might already know, we're actively working on the online component of the game, and we're finally nearing the final steps of the process.
Still, there's a lot to do, and we hope you can help us with that, and so... We'd like to officially invite our Steam players to the Online Co-Op beta test!
Important information!
Each player need to have the full version of the game in their library (remember, that you can also enjoy the "Remote Play Together" Steam option with local co-op on a single copy).
There are errors, bugs & glitches. Some might force both host and the client to ALT+F4 out of the game. It's a beta, so it's only natural. We count on you to help us squash them out!
When it's fully done, as promised, Online Co-Op will be also available on all the supported platforms and consoles - not only Steam.
How to join the beta test:
Just download the newest build of the game on Steam.
Online Co-Op should be available in the main menu :D
Some things to keep in mind:
We'd love to hear your feedback; please contact us with anything you'd like to say!
Hop off the train and into your new home in the cosy town of Hokko - out now in Steam Early Access!
What is Hokko Life?! Hokko Life is a cosy, creativity filled life sim! The quiet village of Hokko needs your help to turn it into a charming rural town everyone loves! With hammer and paints in hand it's up to you to design, build and decorate homes for all of your new friends!
Key Features:
🔨 CRAFT: Head to the forest or the abandoned mine to chop mine, and dig for resources. Take what you've collected back to town and craft them into materials you can use in your own designs.📐 DESIGN: Gather your materials and head into the workshop to put your own spin on every item in the game. Use the design table to build your own furniture, combining different shapes and materials in a simple but powerful editor.
🎨 PAINT: Pop on your overall, get out those brushes and throw some colour down. You can design wallpaper, flooring and even T-Shirts for you and the villagers to wear. Get everyone in town wearing your own unique designs!
🏠 BUILD: Enlist the help of the resident builder and start expanding the town. Place buildings wherever you like and get them ready for new villagers to move in.
📦 DECORATE: Customize the interior and exterior of any home, choose designs and place furniture to make a home your new friends will love.
🎣 FISH: Spend a quiet morning at the various fishing spots around the world of Hokko and build your fishing collection. Fish have unique habits, so you'll need to vary your approach, with each catch providing it's own challenge when you reel in.
🦋 BUG HUNT: Fluttering and scuttling about the world of Hokko you'll find a whole range of insects for you to catch and build your collection with. Keep an eye out, you never know what might be hiding in that bush!
We can't wait to see what kind of town you create 💖
- Fix Colette bonus not syncing when a player employs her on the final turn - Update process for multiplayer game setup to help with information being sent before the game is ready (I'm hopeful this will help with the random games starting with "no hands" issue) - Update some single player goals and changed some levels to be 3 player games instead of 4 - Fix some code cleanup that may have been causing various errors
Prior to working on Paladin Dream, I had worked on many visual novels, dating sims, and a few RPGs and rhythm games. I knew that romance in games wasn't something I found terribly interesting as a player, and I don't have time to play (or develop) a ridiculously long RPG like Square-Enix or Bethesda titles. My goal was to be short and polished rather than long and rough (or unfinished), and to focus on story, exploration, and combat (in that order of priorities). So here are some of my influences.
Dragon Warrior 4 Dragon Warrior 4 is structured with 4 smaller quests before the big main quest, with each being like a small self-contained game. The small quests are quite enjoyable, and the player characters feel unique rather than being a blank slate. Since I was initially concerned with scope, my goal was to make Paladin Dream comparable to the 4 small quests in Dragon Quest 4. I also wanted to give Josiah a distinct identity and personality. Not everybody is going to like everything about Josiah, but he has a strong sense of self and doesn't try to be everything to everyone. I wanted to do something as focused as Ragnar, Alena, Taloon, or Mara and Nara where the quest makes sense in the context of the character.
Bioshock Being around Boston when Bioshock was popular, Ken Levine was a big influence on my design philosophy. I wanted to avoid cut scenes because they get in the way of gameplay. The dream sequence could have been a cut scene but instead, it's a playable area. Another pointer Levine used to talk about was keeping the plot easy to follow. He cited the example that in Indiana Jones: Raiders Of The Lost Ark if you pause the movie at any time and ask what Harrison Ford is doing, he's looking for the ark. Likewise, in Paladin Dream, if you stop the game at any moment and ask what Josiah is doing, he's trying to discover the meaning of his dream. Also like Bioshock (which takes place in Rapture), Paladin Dream focuses on a small countryside region rather than across a whole planet map.
Tunnels & Trolls: Crusaders Of Khazan A relatively obscure PC game from my childhood, T&T was difficult, visually unspectacular, and deeply amazing. The world felt real because each area was filled with detailed encounters, and there were no training wheels so it was possible to get annihilated by a powerful monster even early on. Some might criticize this, but for me, it told the truth because in the real world if you're not careful and make bad choices you'll get your butt kicked too. The visuals were plain and at times barely functional, but the rich descriptions and dialog text more than made up for it. Sometimes graphics in your imagination can produce a more marvelous image than even the coolest and most detailed sprite. Some encounters modeled after these principles were the traps in the city and temple, as well as rich dialogs with the witch and the final boss.
Visual Novels As I mentioned, prior to Paladin Dream I had worked on many VN devteams. Just because romance routes aren't my thing doesn't mean I don't enjoy anything about the genre. Dialog choices are enjoyable. Characters that feel alive rather than merely being signposts for information are critical to storytelling. One mechanic that's original to Paladin Dream (as far as I know) is the battle encounter within a book. Paladin Dream has several places where you read a book within the game, and while reading the book you're exposed to a battle as part of the book storytelling. In one case the fight is trivial and in another it provides some challenge. I wasn't comfortable writing 100,000 words in a VN, but being somewhat close to 10,000 words of the dialog was fine with me. I wanted the player to feel like they're in a believable world region, and not just focus on looking pretty.
Other Games and RPGmaker I don't want to just list all my favorite games, but I do want to shout out to the brilliant (albeit divisive) Super Columbine Massacre RPG! Controversial subject matter aside, this game taught me that RPGmaker can be a compelling platform for many kinds of content, including something like a documentary film. Paladin Dream isn't meant to be shocking, but had I not experienced SCMRPG! I may not have been as inspired to use RPGmaker as a storytelling platform. If RPGs are a metaphor for life then RPGmaker is a powerful tool to focus on storytelling without struggling with the technical difficulties of programming. It was great to be able to cut right to the core experience without having to reinvent the wheel of building gameplay systems from scratch. If I were to develop another game with the same creative values I would consider using RPGmaker again for this reason.
- Added : AT inf 43, PGM-1 gunboat, PGM-9 gunboat to USA. - Added : Renault R-35 to Poland. - Added : Semovente da 75/46, Cannone da 75-46 modello 1934, AT infantry to Italy. - Added : 3 generals to Nationalist Spain. Francisco Franco, Emilio Mola, Jose Sanjur.
- Change : Italy 1943 changes. - Change : Italian 20mm Breda AA graphics. - Change : Vickers 6-Ton type A graphics for Poland. - Change : Made researching new technologies from the future longer. - Change : Landing craft for vehicles for GB and USA graphics.
- Fix : Submarines making AA noise when attacking a landing craft. - Fix : Some semoventis (Italian tanks) were set as artillery when in fact they were AT tanks. - Fix : Potentially fixed a no synchronisation issue in multiplayer (with no active player upon loading the map). - Fix : AI freeze because of research.