We’ve been seeing a lot of new faces on the Steam page, and for those of you who have yet to explore the world of Kathy Rain, we thought we’d give you a special little introductory tour of the quaint town of Conwell Springs. (Returning visitors may want to skip this one.)
So, without further ado, welcome to beautiful Conwell Springs! As your tour guide to our idyllic town, allow me to point out some of the destination highlights we’ll be visiting on our trip.
While Kathy’s university dorm is not technically located in Conwell Springs, it's the perfect starting point for our tour — and we’re in luck! The two ladies are in today, giving us a peek at their day-to-day. Notice the duality of the room — Kathy and her roommate Eileen have contrasting preferences, to say the least!
Next on our stop is the home of Mary-Elizabeth Rain, Kathy’s grandmother on her father’s side.
This old farm house has lots to explore and uncover, much of which hint at the shared past between Kathy and her grandparents, and the life her grandfather led before his earthly departure.
No trip to the Rain residence would be complete without a peek in the attic full of discarded treasures — plenty to find for intrepid mystery hunters.
While we only have time for a cursory glance today, make sure you return to explore all the nooks and crannies!
The Conwell Springs Cemetery has plots that harken back hundreds of years. It sports the Price Mausoleum, an imposing architectural structure, and this area is the final resting place of Joseph Rain, Kathy’s late grandfather. (Kathy also thinks it’s a pretty good place for a smoke).
The last stop on our tour (but certainly not the last place to explore in Conwell Springs) is the local Sheriff’s Station. This impressive building houses a number of pieces of medieval art, a complimentary cup of coffee, and a longtime suffering officer by the name of Lenny. Best to not linger here long, else we’ll earn the ire of Conwell Springs’ Sheriff.
Come visit Conwell Springs to discover many other sites, like a cozy cabin by the lake, the downtown core, and, recently opened to the public, the majestic Parowan Peak where you can take in the breathtaking view from its clifftop.
See you later this month when Kathy Rain: Director’s Cut launches right here on Steam!
The function of this demo is to gain user feedback on the game itself as well as the administrative dashboard that allows you to enter your own trivia content. Let us know what you think!
Here are the release notes:
CORE FEATURES Administrative Dashboard: Users can now create a Flamehawk Studios Account and create their own Battle Trivia Questions and Battle Trivia Packs Gameplay: Replaced placeholder Minibosses with unique versions Gameplay: The first levels for Jasper, Mohave, and Kalapana are now available for exploring (no battles yet!)
FEATURES Administrative Dashboard: Added ability to rename and Battle Trivia Pack Administrative Dashboard: Dozens of User Experience and Functionality changes Gameplay: Added a Respawn button in case Demo users get stuck while exploring Gameplay: Added text alert to notify the player that the Miniboss has spawned Gameplay: Refined the Critter Unlock flow Gameplay: The Player Character can no more easily navigate steep hills Gameplay: Tweaked player footsteps Gameplay: Wheelchair conversion now plays the correct sounds when it transforms over water Turn Based Combat: Combat balancing tweaks Tutorial: New pages and text added User Experience: Battle Trivia text enlarged User Interface: Draft Credits Screen accessible from the Main Menu User Interface: F10 will now bring up the Tutorial User Interface: Lined up Kerhonkson Level 1's Holo-Border on the Minimap more accurately User Interface: Various Battle Trivia UI adjustments to make the visuals more accessible World: Tweaked lighting on all levels World: Tweaked passive audio and music on all levels World: Tweaked weather on all levels
BUG FIXES Gameplay: Fixed clipping issues for multiple gear items Gameplay: Skeleton Gloves are now white bones on black fabric Post Battle: Fixed a bug where some Loot Crates were not applying the appropriate speed multiplier Post Battle: Loot Crate particles now end once the crate is open Turn Based Combat: Critter defeat animations now fire off at the correct times Turn Based Combat: Enemy ability cameras now displaying the correct angles User Interface: Defeat text no longer tells the player they answered 0 questions User Interface: Fixed a bug that kept a call to action on the screen for too long User Interface: Fixed a bug where the mouse cursor would disappear User Interface: Skeleton Gloves icon is now white bones on black fabric
For the weekend, all Decks and Material Packages are buy 1 get 1 for free. Time to upgrade your weapons.
Don’t forget, the event will finish at 23:59 on October 3.
25% Success Rate For All Upgrades!
With the Autumn Season, We all had 15% Success Rate for the all upgrades. Special for Rain Week this Success rate increases 10% more! A total of 25% Success Rate is waiting for you!
Contracts With Coin Reward!
Finish your contracts, Autumn Coin will be yours. Collect your Autumn Coins and get your Techno Skins from Coin Market!
Our cozy city builder is participating in the Steam Next Fest with a small demo available.
It's a pre-alpha build with just the early game buildings available. There is a lot missing from the demo so don't expect this to be anywhere near the final product.
The demo will be updated with small fixes and minor features in the coming days.
Also you can leave feedback in the demo sub forum!
Long time no see, huh. Those who follow us on Twitter might have seen our recent "PCVR bulletin" tweet - it's time to share it with y'all here as well.
We're quite behind on updating you all on what's going on with Zero Caliber's original PC version here on Steam. We understand that seeing the birth and ascension of the game's standalone version coupled with the lack of PC updates might give the impression that we have abandoned the original game. Well, it's 100% not the case, we love all versions equally! <3
To keep you in the loop, this is what happened in the past few months: We underestimated how much work and resources it'd take to properly port Zero Caliber to standalone headsets. We had to fix a lot of QoL issues the PC version suffered (well, suffers) from, and also had to rethink how the game works under the hood. After overcoming countless unforeseen obstacles, we were ready to launch it in that other store with the intention of implementing all the optimization, improvements and features back into the PC version alongside the PvP right away, but...
...but we weren't happy with the port's state at release. We had to fix and improve things so we could say: "Yeah, this is a Zero Caliber version worthy of the name." So we started doing just that as you can tell by the number of standalone updates.
Now, we have a standalone version we're happy with with all the benefits the porting process brought and a PC version in dire need of an update. We decided it's time to finally smash all of that together as we originally intended to do.
And that's where we are at right now with the PCVR version. We're:
upgrading from UE 4.24 to 4.27 to keep core mechanics and plugins up to date (and to leave a few unpleasant engine bugs behind)
moving all the optimized code and features from the standalone version back to the PC version
upgrading some of the standalone version's new maps to PCVR standards so we can finish the story
fixing all the things we break while updating the engine and migrating the goodies from the standalone version
As you can imagine, the game's backend is currently in ruins - piecing everything back together is a painfully long process, but rather than having to downgrade the PCVR version we're plowing through the difficulties no matter what.
We're working hard to bring you an update as soon as possible, and we hope all parties involved will be satisfied at the end. I'll also be going through the Steam Community Hub next week to get back to y'all.
On behalf of the whole XREAL Games Team, Daniel Nyirfa Head of Communications
Steam Next Fest starts now, so Blood Impact Demo is OUT! It is very short (5 min), where you can try the gameplay mechanics! This demo is the first foundation stone of the Early Access for November 2021!
News from the hyperspace universe: ---Red---Tether--> is featured during the ongoing Steam Next Fest and it just had it’s Demo released! I’d love to hear your feedback if you give the game a try. It got a new teaser too:
If you wanna know more about the game then check out the recent progress update or skim my previous post where I also wrote about ---Red---Tether’s--> Hyperspace Dogfights relations. For the occasion, Dogfights will 30% off.
Message to all members of the ---Red---Tether--> protocol
---Red---Tether--> is featured during the ongoing Steam Next Fest and it just had it’s Demo released! I’d love to hear your feedback if you give the game a try. It got a new teaser too:
The game is quickly approaching completion, but I still feel like it needs more content to be a full experience. So I’ll give it one more month, focusing on late game challenges and unlockable content. Here is what happened in the last weeks:
Player dockyard and tutorial finalized
I put some finishing touches on the title screen and reworked the tutorial/training area into a concourse that is less separated from your ship selection space. So even after you got the basics down, the training area is easily accessible to try out new ships or mechanics. Some ships underwent minor rebalances but I’ll need more feedback to really get that down. I also implemented an inworld text box system that will later serve to give you more context on game world. Right now it mainly serves to display pilot dossiers in the dockyard.
Parallax scenery
The game now has more depth due to parallaxing clouds and dust in the foreground and background. Potentially there will be an option to turn this off, but so far I’m happy with how it turned out. Enemy destruction spawn additional parallax debris that lingers and creates a deep debris field as battles progress.
New enemy attachments
I felt like missile spam was way to prevalent and gave enemies a whole bunch of new thing to point at you in the early game. This was pretty straight forward to implement, since I already had planned to give all enemy chassis multiple variants. In the early game you now face gunboats that deal little damage with their kinetic disruptors, but delay your shield regeneration for a long time, setting you up for follow up attacks. Melee projector attachments give enemies a short range stun strike, potentially making ---Red---Tether--> the first game where asteroids can punch spaceships. Later in the game you face heavy damage railguns that try to take you out from extreme range, but will hold fire if you position yourself behind other ships.
Bosses incoming
Currently I’m working on boss enemies that will be featured in both wave and endless mode. Most enemy ships will have an extensively modified boss variant, at the same time there are a lot of custom boss structures and ships in the works. Making these has been quite interesting so far. In -R-T> player offense capabilities largely depend on having things to tether or rip at hand. Creating varied ways for the player to fight bosses got just as important as designing the bosses mods of attack.
I’ll try to wrap up boss work in the next week and after that there are still endless mode and a ton of new player items left to integrate. Not sure I can make it by November but that is what I’m currently aiming for. Stay tuned and whishlist pls! And in case you are new here and haven’t played my previous games: Hyperspace Dogfights is 30% off for the occasion, starting Saturday 2nd.