Since the release of Roguebook on June 17th, we've received a lot of valuable feedback. The reception has been a mixture of good and bad, but there is a severe issue that we feel we need to address immediately: our launch DLC. We’ve made a mistake and we’d like to apologize for it.
When we created the Digital Deluxe Edition of Roguebook, our goal was to create an option for those who wanted to show a little additional support for the game. We focused on cosmetics, but we were concerned this wouldn't be enough. So we ended up creating some exclusive content as a bonus for players who wanted to support the game and get more from it. In hindsight, this was a mistake and one we'd like to fix.
We have integrated the Apex Predator Pack into the base game, for free.
Having done this, we have worked with Steam to lift the restrictions on requesting a refund. Anyone, regardless of playtime will be able to request a refund on the Apex Predator Pack, regardless of whether you purchased it as a bundle or separately.
One exception is the Deluxe pre-order customers, who will need to ask for a complete refund of the game and then purchase the game again at the new price. If you wish to keep your progression, make sure to copy your save data located here:
Once again, we'd like to apologize to our community. We worked very hard on Roguebook, and want to be sure we're treating our supporters right. Please continue to hold us accountable and send us feedback. You can count on us to take action. We would have prefered to have made all of the right decisions before release, but we will settle for learning from this mistake.
Version 1.4 will arrive this week, introducing a very long list of improvements of all sorts. Our will is to keep forging the game as time goes by, this is about listening to our players not only to address issues, but also by creating additional free content that will help the game shine. This is just the beginning. Thank you for your understanding, and see you on the forums.
Today I want to give everyone an update on the schedule of the upcoming Village Monsters version 1.0 update.
I'm moving the release window from Spring 2021 to Summer 2021. Given that I'm posting this on the literal summer solstice... well, it's probably not a surprise.
The game is in very good shape, and this decision wasn't easy to make. However, this small delay is ultimately best for Village Monsters and for myself, even if it's somewhat embarrassing to have to announce.
Keep reading if you want to know more about the reasons behind this move.
So, what's taking so long?
Since April I've had real life friends and family playing the final game. It's been a ton of fun and extremely valuable, but their feedback has caused my "Required Before v1.0" to-do list to grow by leaps and bounds.
By May, I realized that the math wasn't working in my favor. I put off announcing a delay in case I could crunch my way to victory, but it hasn't been sustainable, and it's not healthy for me or for the quality of the game.
Villager Monsters is my first game, and it's incredibly special to me. I've been working on it full time for 4 years, but even years before that I was dreaming and doodling about the game.
I know it's a fool's errand to chase perfection, but I still want it to be the best game it can possibly be. It has to be something I'm proud of, even if it means it takes longer to come out.
What's next?
My main goal is to finish work on v1.0. Everything else takes a backseat until then.
However, relaxing the release schedule also means I can stop crunching as hard, which will give me more time for social media, Discord, and dev diaries.
It's a somewhat tragic irony that the closer I get to the release the less time and energy I have to talk about it, so being able to to catch my breath is actually very important and valuable.
I have a group of playtesters that I'm going to have play v1.0 in the upcoming weeks and months. This group will expand as the game gets closer to release, so if it's something you're interested in then keep an eye out.
This update brings out our true vision of the game. Every Steam Branches are now up-to-date with our current version of the game. Here are the patch notes :
Additions :
Changed the name of the game from Arena Lab to Chaos Crown. You will learn more about our lore elements in the next weeks.
A procedural room system. We have not yet made different scenes so for now its the same Forest Map as always, but the content varries depending on the room type. Once you clear the objective of the room, portals will open. A temporarly title tells you what type of room a portal represents.
Monster Rooms : you must fight a team of enemies.
Challenge Rooms : you must fight three waves of enemies and you get a hidden random item. Contains a resting shrine.
Challenge Boss Room : you must fight two waves of bosses and you get a random item. Contains a resting shrine.
Treasure Rooms : you get to choose between three random items.
Resting shrines : you might see a bright spotlight. This is a resting shrine. You can get into the light to show the character menu an improve your character in-game and throw active items.
Young wasp enemies.
Big zombie enemies.
Imp enemies.
New spider enemies.
Mushroom enemies.
Treant boss.
Let us know if you find any bugs and what improvements you think we should do next!
This is the plan for development following the end of the Steam Next Fest. The target release date is August 2nd, and the target price is about 5 dollars. If you have any suggestions I would love to hear them! Contact me on Twitter, Discord, or through the steam, community to suggest something (Check out the steam community page for a link to the discord). I am not planning on doing early access as I've never done it before and so I'm not familiar with the process, but I am open to it if enough people are interested.
World Events
Random events such as hurricanes, pirate attacks, and droughts will affect different regions of the map, and will consequently affect the prices of certain goods in that area. This will help add diversity of cargo being bought throughout the game
People
People will be scattered around the world and will be walking around every town
You will be able to talk to people in the town and some people will even be willing to join your crew
In order to get people to join your crew, you have to help them out by completing certain quests that will take you all over the map
Quests and world events will be able to be kept up with through a journal that lets you see completed/in-progress quests and the current world event if there is one at the time
Combat
Actual pirates will be joining the game, and they will be coming for your cargo! Pirates will sail around the map and will hijack ships and attempt to steal cargo
If pirates should board your ship, you will have an option to fight them or surrender peacefully and give them a portion of your cargo in exchange for no confrontation
Pirates will also look to blockade the ports of towns in an attempt to get ransom money from the town, if you feel it is your duty to rescue the town then prepare to fight them to get them to stop… or just sail around and find another port nearby
Progression
More boats will be added that will let you move faster through the water or carry more cargo
Buildings will be able to be constructed in towns to help them grow and prosper so they can supply more cargo to your ever-growing merchant empire
Buildings will be able to either give you a discount on purchases made at the port or will let the town resupply faster so you get more goods at better prices
Cosmetic items will be available to purchase with your hard-earned gold and will be able to be added to your ship to set you apart from all the other merchants