Here are some more of the work results from our 3D designers. The work is nearly finished and they will get to the next level, we will keep you posted.
Moving to UE5
If you are familiar with the game industry and its news, you should know that Epic Games launched the early access for Unreal Engine 5. We've decided to test it and see with difficulties we may be facing and the benefits it can provide to the Lost Region. And after some investigation, we found a lot of advantages for the new version of Lost Region. Thanks to UE5 level streaming is much better, and light sources are very beautiful. We will share more details with screenshots in the future.
Thank you for your support, and as always have a great weekend :)
Hi everybody! It's time for a 2021 retrospective, where I'm going to wrap up all the fantastic progress we've made on the game in 2021...
Where were we this time last year?
Looking back in my source control commits reveals that I had just finished a revamp of the way the citizens were put together. Something that we've really capitalized on (and you can read about here). The fleshing out of the citizen visuals is something I'm super pleased with, and arguably the biggest area of improvement this year; giving them a real new lease of life.
The game was, at this point last year, only really playable in terms of the more scripted story component we have; a lot of the procedural gameplay elements were still lacking refined enough systems to be properly part of the gameplay. And in fact, due to the complexity of it all having to fit together to work; something this remained so for a large portion of this year.
What notable progress happened this year?
I'm pleased to say the game has come together a lot (especially in the last half of the year).
We launched a short closed alpha in June to gather feedback, and although the game was buggier than I would have liked at this point, we did gather plenty of vital feedback which we've been busy implementing. It's always hard to semi-publicly share something you feel is still very much a work-in-progress, but in retrospect, this was a good time to do this. Most things at this point were not set in stone, so we were able to chop and change a lot, whereas if we'd waited it's possible a lot of work would have to be undone (or feedback thrown away). Thank you to everyone who participated. And to those of you who chose not to, or didn't get into the alpha, rest assured you'll be playing a better game!
Miles, our excellent pixel artist turned voxel artist has been working very hard over the course of this year. Not only had his hard work on the citizens paid dividends, but the number of props we have in the game has exploded (and we've still got plenty to add that you haven't seen yet). The new street props help differentiate city districts, making them feel much more unique.
The world has been further developed and fleshed out thanks to our star writer Stark Holborn, which you can read about here if you haven't done so. We'll also be looking to share more exciting detail about the sound design with Monomoon in the new year.
Weather effects such as rain and snow make the world feel more alive than ever.
Gameplay has seen huge shifts too: Playable side missions, AI killers, identifiable footprints, guns, hilarious passive-aggressive AI behaviour, a GUI revamp, a huge array of interactable items, status effects, weather effects, basements, purchasable upgrades and apartments... Plus I fixed that condiment bug.
Where are we now?
Obviously, global events continued to throw a spanner in the works this year. A good portion of the start year here in the UK was spent in lockdown. We're hoping 2022 will be the year we can safely think about public events again, but if 2021 has taught us anything, it's to keep plans like this on ice.
Me working on the game in the middle of a pandemic.
But game-wise I'm feeling very positive about 2022: We're going into it more or less at a phase where the core systems are all in and functioning (minus bugs and in some cases more iteration).
What's Next?
Much of 2022 will be about adding content and iterating (fun), and then bug fixing and optimizing (less fun but necessary). I'm really looking forward to sharing the progress. And to address this elephant in the room, we're not quite ready to talk about release dates, but you'll read it here first when we are!
Welcome back dear Onbu Riders to another development progress update!
The most important news this month is that we have started the beta testing of The Wandering Village with our Kickstarter backers. We received lots of feedback already and are constantly improving the game while also still adding all kinds of new mechanics. So much to do đą Weâre also hoping (not 100% sure yet though!) to participate in the upcoming Steam Next Festival with a demo of the game.
In other news, our indie studio has just turned 5 years old and we got an awesome Onbu cake to celebrate the occasion :D
And now letâs take a look at what weâve been working on in the past weeks:
Our animators added new movements for Onbu, mainly related to the various ways Onbu can eat. They also refined many interactions and events in the game with particle effects.
Our lead artist Steffi created lots of art for the buildings. Fewer and fewer placeholders can be spotted now! She also worked on designs for the remaining buildings.
The UI team was very busy this month. The upcoming beta test demanded lots of additional UI and some reworks. Here are some examples:
Basic tutorial:
Keybindings:
Improved Research tree:
Here, our lead programmer Micha also added a fancy option to choose your next research from a pop-up:
And last but not least, our game designer Arno implemented a new feature: Increased villager needs based on population size. The UI is still WIP:
That's all for today. As usual please leave us a like đif you enjoyed this update. We wish you all happy holidays â¤ď¸
The first larger-scale playtest for Fireside is happening on December 27th! After we already got some feedback at Gamescom weâre hoping to have a larger scale playtest for Fireside on December 27th right here on Steam!
Originally, we had planned to do this playtest in November. However, due to us searching for publishers, issues with the build of the game and other obligations we decided to postpone the playtest to the end of December. The version now is stable enough that we feel confident in sharing it with you! So what can you expect from this prototype?
Like in the GamesCom version youâll be playing a slice from the middle of the game. This is so you can experience the gameâs systems in action and arenât held up with onboarding & tutorials. However, this also means the story will be lacking some context and it will be more challenging to get into the gameâs mechanics. Expect about 1-2 hours of content and interact with seven unique characters as well as trading with our procedurally generated travelers. Weâve also integrated the upgrading system which is essential for the gameâs progression. However, this system is not the final version. We had to adapt the progression curve since you start in the middle of the game. The goal is to provide a prototype that communicates the gameplay & general experience of playing fireside to see how engaging it is for our potential audience! So expect bugs and missing polish but hopefully none, which ruin the core experience.
What weâre hoping for is for you to register as a playtester and simply play our game. Itâs free & a way for us to collect feedback. Weâre using Unity analytics to gauge our playerâs engagement as well as providing a feature where you can rate our game after youâve finished playing. Of course, all the data weâre collecting is anonymous. Parameters weâre tracking include average play time, quest progress and number of runs.
We hope youâll enjoy the prototype for Fireside an weâll be able to gain some good insight from you playing! If you havenât signed up yet, simply click the request access button under the playtest section. And if youâre interested in staying up to date with everything about Fireside, weâd encourage you to join our Discord server! See you December 27th!
New update incoming! This is the second major update released for Aragami 2 since launch, and fixes some of the issues reported since the last patch and includes changes and new content, like the brand new Photo Mode! See the full patch notes below:
Patch Notes: 1.0.28588.0 Beta
New
Added Photo Mode! You can now take screenshots both in single player or while playing online, and apply special camera effects to capture ninja action in all its splendor. You will find the Photo Mode in the Status Menu.
Added Credits button in Status Screen. Now you can see the full list of people who brought Aragami 2 to live!
Added Hungarian language support.
Fixes
Multiple mission scripting fixes affecting M20 (cutscene killing all NPCS), M23, M33, M46, M47 among other missions.
Enemy facial animations when dying not working.
Player input stopped working when a tutorial message appears while power wheel is open.
Some texts were not visible in some languages.
Control mapping issues on PC platforms.
Various fixes to cutscene visuals.
General performance optimizations.
Changes
Rune descriptions for some rune effects are now easier to understand.
Added separate keyboard and mouse mapping options to control mapper.
Who knew you could get fashion advice from the dead? The legendary Peach Dye is now unlockable when visiting the "ancestors".
Multiplayer
New: Added Region Selector to Server Browser. You can now create and join public games in regions different than your own. This enables crossplatform online play with players from different world regions.
New: Added button to set your online session as public or private. Useful when you want to create public 2 player games by letting only 1 person join your game.
Fix: Multiple Multiplayer fixes and performance improvements.
Change: A popup now appears when you receive an invitation but you are already in an online session.
That is all for now! We'll keep working on future patches with more fixes and content, hence, we recommend that you follow us on Twitter and join our Discord server so youâre up to date about the progress being made on Aragami 2.
The Puppeteer wants to lend you a helping hand and offers you a discount for all instruments by 25%! With these you can complete challenges without any problems or time loss!đŚ
But hurry up, as this discount is active for 3 days!
Dear players! A new gift from the master of the mansion is already waiting for you! It will be available until December 24!đ A sale has started in the store! Decors at a 20% discount! There's also a weekend buff in effect right now - the cost to enter rooms has been halved! Get in the game now to make the most of this time! â¤ď¸