Green With Energy will be hosting a public alpha playtest next week to get feedback on game mechanics and the first levels. To join, go to our store page and click the "Request Access" button.
About 1/10th of the final content, which includes the first tutorials, plus some larger levels
No support for Puzzle Creator or Steam Workshop
Integrated bug reporting and analytics collection, to learn how players are finding the game
How will my feedback be used?
Shortly after the playtest, we'll gather the collected data and use it to improve the game before release later this year. Please report bugs in the bottom right of the client. You can also join the #playtesting channel on our Discord server to talk directly with the developers.
I did start to write a long update on how I was currently feeling about what I am doing, and why I work on my projects, but it was long and probably not very interesting to anyone else, so I got rid of that and instead just have to say I have let the “Mostly Negative” of Siberian Dawn on the Steam market affect me too much since the game’s release, and as I am the only one working on my projects I didn’t have the strength of a group working on them to get over this.
My belief in what I am doing needs to be stronger than anyone else’s and that is what got Siberian Dawn through 5 years of development without showing it to anyone. I should be proud of what I have done with my projects and not let others kill them off.
A few weeks ago I got some great feedback from a player of the Android version on Facebook and they said about the unfinished parts of the game, so as mentioned I reflected on what I was doing, I wrote a long update about this reflection, I deleted long update about this reflection, and this is where we are now.
I may not make any money from my projects, I may not get much positive support for my projects, but the most important thing is I enjoy making my projects, and if I get some of the other two then that is a bonus.
But of course what I have said up to now doesn’t mean I ignore what people say about my projects and when I can understand what is said improving that in the project, as a look through the update log in Siberian Dawn should clearly show.
Codename Lore 2
Work on the sequel to Siberian Dawn, which has the codename Lore 2, has gone well. all I will say about it so far is that it has a different setting than Siberian Dawn, and it has all the strategic elements of the first game removed, which is about 80% of the mechanics of Siberian Dawn.
The theme of the game is built around hunting in a strange world and has more of a focus on deck building. I have programmed the gameplay of the hunt and now I am at the stage of adding content and designing the unique hunts. While working on this game it of course gives you ideas for improving Siberian Dawn and finishing outstanding elements.
Finishing Business
So with Lore 2 being in this Content Building / Design stage I have been doing some more work on Siberian Dawn with the unfinished sections, thinking a bit more about them and thinking about what I can do being a single developer and not a team of 30.
I have now designed Skirmish Mode, which is a mode that will let you play a mission containing a series of dynamically generated objectives, with content take from Chapters that you own. I am now adding content to this dynamic system but otherwise it is coded and designed.
Crisis Mode is a mode that will let you play a series of smaller missions as you try to defeat a crisis, and is again built from the content you have brought. This was already designed and needs the content adding for running the Crisis, a lot more work than Skirmish.
The Ark is the other section that remained unfinished. With this I had big ideas that would be fine for a team of 30 but not for just me. The Ark will now be a place where you can unlock pages featuring the cards and their art and maybe also pages containing background from the game. Still a lot of content but more realistic than previous plans.
Improving Dawn
I have also been looking at the game more and seeing how I can improve it. I have now changed the Action pods so when they are for navigating the Market they show an arrow above and below the text on the pod to distinguish them from pods that perform an action. I am also adding text to the data screen for all the market screens that currently have no text to help the player.
There are also other areas I will ponder and look for ways to improve if needed and possible.
Closing Time
So I am still working on Siberian Dawn, finishing business, as well as working on Lore 2. When I am going to have these updates finished is unknown I am just going to enjoy what I am doing and make sure business is finished when it is ready.
I also have my Conscious Chronicles series of novels to finish but I have been working on them for over 15 years, with the first book The Last Mask Tradition published 10 years ago, so I don’t like to rush things (The art on this post are from those novels).
And that is that, I have to be more positive, enjoy my projects, and not let the negatives make me forget why I am doing these things in the first place.
During the last month we have been thrilled to have reached out so many people who have played and tried the Summertime Madness demo we released during the Steam Game Festival last February.
We were delighted by such a warm welcome and the from the many feedback we received, which have been collected and on which we have worked hard during the last month in order to release the first official patch of the Demo.
We sincerely thank all of those who have spent their time to play with us and expressed their opinions and suggestions about Summertime Madness: all this is essential for us to continue to work at our best and provide all of you players with the best possible gaming experience.
Thank you.
Davide Lead Dev Summertime Madness
SM 1.01d Patch Notes - 10th March 2021
Gameplay - Hint System introduced : You can now speak with the Devil and ask for a little help if you got stuck with a puzzle. But be careful: nothing comes for free…
- Interactions Hitbox enlarged : All the hitboxes are now bigger, so it’s easier to check what are the object you can interact with.
- Player Movement speed : Both the walking and the running speed of the player have been slightly increased.
- Camera Field of View : The camera has now a larger Field of View and it is also adjustable (read player setting notes).
- Colliders adjustments : Various colliders (walls, floors, furniture) have been edited and adjusted.
- Over the Bridge Puzzle Fix : The Bridges does not resets anymore after the player falls off through the clouds.
Player Settings - Mouse Sensitivity slider : Mouse sensitivity can now be adjusted according to your preferences.
- Camera FoV slider : Camera field of view can now be adjusted according to your preferences.
- Mouse Axes invert : Mouse X axes and Y axes can now be inverted.
- Motion Blur : Motion Blur is now disabled by default and can be activated on command via player setting options.
- Paint Effect : Painterly effect can now be lowered/increased via menu.
UI and Menus - Menu Font : The font used in the various game menus has been unified.
- Achievements Menu : The Achievements menu is now accessible in the in-game menu.
- Menu Animations : Minor animations/colors are added to the menu in order to make it easier to navigate.
- Cursor size : The cursor size now scales accordingly to the resolution selected.
Localization - Adjustments to the Russian, French and Deutsche translations have been made.
Network: -Heard that some players have issues with the game crashing mid game. I have cleaned up some of the network codes, debug some areas, play tested some maps such as mansion, etc. This bug is fixed now. (Will continue to monitor this for any further crashes)
-Also in multiplayer shark mode when host leaves the game then game ends just so everyone knows. Standard game modes has host migration.
Gameplay: -Added outline to death grave so players can easily see teammates tags.
UI: -Updated Mp7 and RPG weapon stats ui display in groove stage.
New main storyline cutscenes were added to the game
Simple mouth movements were added to the characters in cutscenes
Additional options of vsync were added to the game
World loading range options were simplified to normal/increased
Blood magic skill now adds health for each point spent
Fixed few small bugs and issues
Roadmap stage 2
I am excited to reveal my current development plans for the game for the next few months. You can check it out here:
As you can see, I plan a huge rework of the combat system as a next update. I've gathered a lot of useful feedback regarding combat, and I want to take my time improving it a lot, with the focus on impactfulness and balance. I will probably post a few videos with previews during development on my youtube channel here:
Other than that, there are a lot of cool stuff planned in the next updates, so stay tuned for that. I wanted to thank everyone who participated in the polls I had recently and posted your feedback on forums/discord.
That’s it! The Last Spell is finally available for all to play in Early Access on Steam!
This is a special day for the team, it feels like the end of an era, and the beginning of a new one! We have already been working on the game for 3 years, and are getting ready to continue working on it as long as it makes sense.
So today, a special post detailing what this game is about, all the actual content of the game to this day, and our plans for the future. Be prepared for a looong read!
The game as it is now
The Last Spell is a tactical RPG with roguelite elements. You play a group of heroes in a medieval post-apocalyptic world and you have to defend a city, the last one standing, against hordes of mutated monsters who come out of a strange Mist at night. During day, you can rebuild the city and take care of your heroes.
For now, you must survive 11 nights against increasing hordes of enemies before reaching a boss fight. If you survive it, you “win” the game as it is now.
Easy, right? We’ll see… The game is meant to be hard, so don’t despair over failing “a few” times before reaching the end, it’s supposed to be that way! And this is where the “roguelite” elements kick in: every time you play you unlock upgrades and new toys for your next runs, which in the end help you get further and further (and you’ll learn by yourself new tricks and strategies along the way)
Even more than that, when you finish the game for the first time you unlock new difficulty modifiers and you can try a new run with those enabled… So you should get enough content for “a while” (for an average “good” player, it could mean at least 30-40 hours just to reach the boss battle and win it, so…)
You’ll see that at first, you won’t have a ton of content to play with: we designed it on purpose, The Last Spell is a rather complex game if you don’t play it carefully, unlocking new toys to play with every couple of hours or so is a lot less intimidating for new players. We will change the pacing of unlocks and the game's progression flow A LOT during the Early Access, this is why we need your feedback about that! So far we think the pacing is pretty good, a bit slow maybe, but it’s hard to find the right balance between players who will tear through the game in a few runs, and others who will struggle for way too long. (that’s why we added some easier starting settings options, don’t hesitate to use them!)
Let’s talk a bit about the actual content you will be able to see in the game as it is now:
136 Metagame unlocks
4 Apocalypse settings (new game difficulty modifiers)
117 skills
20 weapons types, each with its own set of skills and style of gameplay
12 primary attributes and 18 secondary attributes for characters
40 perks
132 Traits characters get procedurally generated with
Character’s portraits get procedurally generated with:
66 Hair
16 Face shapes
33 Ears
28 Noses
35 Mouths
30 Eyes
43 Eyebrows
20 Additional details
33 Beards
60 Clothing
13 enemy types
1 most special boss
12 buildings
11 defenses
3 different traps
1 Map
11 tracks of excellent music by Rémi Gallego The Algorithm
1 Introduction sequence
50 dialogs with [[i]redacted
[/i]] [/list]
Our plans for the future
This is not the end for us… just the beginning! We already have a roadmap of new content we want to implement into the game, other than balancing and bugfixing. This list can drastically change over the course of the Early Access, depending on your feedback.
So you get the spirit of what is to come, here is a few hindsights:
We want at least a second boss fight to get to the “true end”, meaning that you should be able to play a few more days after beating the first boss before reaching the end. How much? We don’t know for now… Will it be just a few days, or will it double the time of a run? We will have to experiment quite a lot to know what we want to do.
We definitely want to offer new maps, with new starting settings, so you can replay the game over and over with different challenges. Right now the starting map has an interesting lake on the western border of the city which is an important strategic asset, but we could think of many cool things to start with.
Of course we will add more of what is already there. New monsters are on top of our list. Maybe a few more buildings, but certainly more defensive constructions and traps!
We will certainly rework some of the “RPG” mechanics of the game. We have cool ideas in store to expand all of it, but in the near future we want to do something about how off-hands weapons are handled in the game, making dual-wield heroes more interesting. We may rework a bit the primary/secondary attributes as well, perks of course are just a first batch so we may expand a lot on them.
Weapons and skills are at the core of the game, we already have a quite large variety of them to play with, but we will surely expand on that at some point.
We will definitively add new Apocalypse settings, and new Meta unlocks. That’s the part of the game which is the most “recent” in our development cycle, so we will continue our work right away.
That’s it for the main things on our list! Of course, there will be a ton of smaller (and bigger!) surprises that we will cook, we have a fun idea which is almost ready to ship into the game, so keep your eyes opened in the coming weeks 😉
In terms of temporality, we will need a bit of time before knowing exactly at which frequency we want to push updates into the game. We have the manpower and process to push very regularly updates, but since The Last Spell is a LONG and difficult game to playtest, it can be a challenge for us. This is another reason why we wanted to enter Early Access: we can’t playtest in “real” conditions every little change we will make in the game (which can have repercussions dozen and dozen of hours later x)), so every little feedback the community can give us is very valuable for us!
On that note, one final word to thank our closed-beta playtesters: thanks to them you will get a so much better first experience with the game than 3 weeks ago, their help was priceless! So thank you for your time and dedication, you are the best <3
Have fun!
That's it, we are so impatient to see people playing The Last Spell and tearing the game apart! Don’t hesitate to stream, comment, argue, be it here on the Steam forums or on our Discord server where you can directly report bugs or ideas to the team! You can also use Feature Upvote:
Hi Everyone : ) , as announced in the previous news we have just released the Update/Patch 1.1 following those changes:
NEW MONSTER BEHAVIOUR:
- The Monster is now able to jump and go up on the top of the two cars presents in the level : )
LOADING LAST CHECKPOINT CHANGE:
- We have implemented a much faster function to reload the last checkpoint once the player die directly from the game without exiting back to main menu.
ISSUES RESOLVED:
- The saving system could potentially save sometimes when the player is near the monster, this could be a problem since the player will need to escape instantly when load again into the level, we have added some more extra range for the safe zone in wich the saving system is exluded to avoid this problem.
- Fixed an issue where sometimes the background soundtrack could be playing overlapping
- Fixed the out of stamina breath bug that could keep playing also when you exit to main menu.
- Fixed a bug that could make the player stuck without moving at spawnpoint once created a new game after exiting from a previous run.
Finished implementing the new BGM! There may be an error when loading some save data. If this happens, please try to avoid it by using the save data of a scene earlier than the one where the error occurred.
Hello everyone! In my last post back in February I hinted at the new game that we are currently working on at Dapper Penguin Studios, and am now pleased to reveal that Recipe for Disaster will be releasing via early access in Q3 2021!
Recipe for Disaster is a restaurant management sim with a devious social twist. Contend with wilful staff, questionable cooking skills, demanding customers, and unreliable suppliers as you embark on a culinary misadventure to become the ultimate head chef!
If this wasn’t news enough, you will also be able to play a demo version of Recipe for Disaster during the upcoming Steam Next Fest which takes place 16 - 22 June 2021! Check out our demo preview to see what’s in store:
In the demo you’ll get the keys to your very first restaurant as you build from the ground up, design a menu, hire staff and get ready to tackle any kitchen calamities which might come your way!
Don’t think we’ll make it easy for you though. Players will have to balance staff mood swings, deal with demanding customers, and battle negative reviews - all whilst making sure your restaurant is the best in town!
So fire up the ovens and don your aprons, and don’t forget to wishlist the game and follow us on Twitter (@RFDgame). The support really is appreciated!
We can’t wait to see what you can cook up in the kitchen...
Alex Mochi Founder & Lead Designer - Dapper Penguin Studios