Hero.EXE is now live on Kickstarter! We have a ton of exclusive physical rewards for all of our amazing fans! Pledge early to get access to the Early Bird rewards! If you can’t pledge please like and share to help us reach our goal!
We also have some exciting updates for the demo coinciding with the launch of our Kickstarter campaign!
Changelog: + NEW DEMO BOSS + New tutorial system + New event CG scenes + New intro video sequence for Valentine campaign + ‘Morale’ system overhaul + Voice acting content updated + Sound effect and system overhaul - 'Message' system in POCIT disabled for demo while we flesh out content for it - Reduced random encounter probability + Credits screen updated + Various bug fixes
Known Issues: - Splash screen volume is louder than surrounding sequences. - Possible slight lag/unresponsiveness when first launching the game. - Fire particle sorting order is incorrect.
Today is the day. Potion Craft is finally available in Steam Early Access!
Start your journey down the Alchemist’s Path to become the Master Alchemist, brew marvelous concoctions and run your very own medieval potion shop the way you like.
This early access version of the game is full of features, and we’d like to highlight just some of them without spoiling you the experience of discovering and learning the game on your own!
Learn the art of Potion Craft
Every day you are to make the finest and most potent potions for your customer’s needs. Plan ahead, add the base, grind the ingredients, heat the coals, and you’re all set to boil the cauldron! What do you think your next potion could be?
Grow your very own ingredients or buy the missing ones!
Every alchemist should have an enchanted garden where they can grow the ingredients for their magical experiments. Visit yours daily to replenish the stock.
Experiment to your heart’s content!
Discover powerful (and not so much) effects on the Alchemy Map to make your very special potion. Save your favorite recipes to your handy Recipe Book and optimize them later. Level up your skills to become more efficient in your art.
Discover Legendary Recipes
Selling potions is fun. But let’s be honest, it’s everyone’s alchemist dream to create legendary substances and become the Master Alchemist! Find a way to restore the Alchemy Machine in your basement and be ready to put your skills to the test.
There's still more to come
These are just a few of the many features that await you on the journey down the Alchemist’s Path in Potion Craft. And indeed there’s still more to come! Take a look at some of the things that will be added to the game in future updates:
Join our Discord
Follow Potion Craft on Social media channels
Thanks to all the players who helped and supported us (and still do!) on our way to release. We appreciate you. Follow us on Social Media and Discord to stay up to date on everything Potion Craft and chat with the community and developers!
It might seem strange for this to happen a decade after the game's release, but it's true! The port was done by developer Ethan Lee using FNA, an open source re-implementation of the XNA framework that Star-Twine runs on. This port would also not have been possible without the many community contributions to the FNA project.
Anime Artist: Tiffy’s Notty Secret - Neoclassic Games
Hello everyone! We are finally proud to announce that Tiffy's game is finally complete!! We really did our best in order to choose the coolest available artworks and create engaging puzzles for you to play.
And let's not forget about the 4 Visual Novel episodes! Tiffy is very excited to get to know you in a more personal way <3
We plan to keep this game updated and add more art as we go, also Steam Trading Cards & Profiile Backgrounds as soon as the feature becomes available to us. If you want to stay in touch and get updates/additional rewards feel free to:
- Adjusted crime and fire stats for industry. - Removed advanced circuits and nano struct upkeep from lab. - Changed required resources for individual research items. - Fixed status view displaying missing water/electricity incorrectly. - Fixed resource allocation issues. - Fixed issue with growth condition in flat levels.
Known issues: Battery building doesn't compensate for loss of power properly. This fix will be in for 0.7
We're back with a new update to We Are The Caretakers, packed with a number of fixes and improvements across the game. Version 0.54 highlights include updates to the Atrium "Visitor/Detainee" resolution system, polish in encounters, new Boss Identification UI and effects, and many bug fixes. Here's the full breakdown!
New Features:
Improved Visitor resolution choice system.
Now check to ensure a player has enough coins or research to give as a bribe in poacher resolutions. Kray gives feedback to show you don't have enough.
Choices are more logical and less randomized, and based upon the region/faction the poacher is from.
Resource change display in poacher choices, story missions, etc now have color coding to clarify at a glance if the choice is negative/positive.
Bosses and some other characters have special-case choices to ensure their resolutions match their narrative situation.
The game now identifies bosses in the UI and at the start of encounters. There is a new camera focus event at the start of encounters with bosses to identify them.
Character Slots, hover UI, and Character Sheets now all have an orange crown icon to identify the boss of a mission.
Bosses are now much harder to Recruit directly, and detaining them has a lower baseline. The chance to hit on bosses can be increased by lowering their will stat. This brings boss encounters more into balance and makes detaining/recruiting bosses more meaningful.
Added a damage flash effect on characters when damage/effects hit successfully. The color of the flash helps indicate the type of damage as well.
Enabled resolution support for other screen resolutions beyond 16:9, 16:10, 21:9. You may now see even more supported resolutions in the settings drop down now.
The map globe in the HQ now has additional mission zones, and each of the 4 campaign Eras has it's own location on the map. Added additional animations to rotate the globe to these new zones. (Helps to differentiate which Era the player is in)
New Steam Library Box Art image!
Bug Fixes:
The Slider for toggling Finishers ON/OFF in Auto Battle now updates/snaps into place as expected.
Fixed Ducaine not being removed from your starting unit after the 1st mission in non-english languages.
Fixed loading screen image missing on some resolutions.
Fixed some edge cases with controller navigation and focusing.
Fixed crash with enemy avoiding AI on the field. Enemy AI units that were avoiding higher-leveled player units would not stop avoiding them even when they were finished/undeployed, creating a crash.
Fixed bug where recruiting a detained poacher would not work due to duplicate entries in the player's organization.
We are very excited about the game, working to achieve the best visual novel that we are capable of right now.
As we discussed earlier, the game has two different graphic styles: the realistic background style depicts everyday life, while the pixelated style represents the moments when Jack is surfing in cyberspace.
So, we would like to show you a couple of screenshots. These show The Island, the application (within the game itself) that Rutopians usually connect to.
We hope you like them!
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