After the tragic events in Chapter 0, Chapter 1 continues the origin of our anti-hero, Arthur Artorias. A man stripped of his past and forced to escape into isolation. Thought to be dead, he returns eight years later as a different man, disfigured, seeking answers, and pursuing revenge.
It is within this Graphic Novel, to be released in full on August 25th, that we see the kindling origins of Winter Ember’s Anti-Hero. Between these pages, we explore the not-so-humble beginnings of Arthur Artorias and the tragic event that changes the course of his life forever. Our cogs turn as we recognise key characters from the game, as well as pivotal moments that drove Arthur to become the protagonist we play as in Winter Ember.
Winter Ember Comic #1 'Finding Purpose' is available now. The Winter Ember digital comic book series can be found on platforms such as Comic Distro and Kindle. Each edition afterward will be released monthly, with the full graphic novel available April 25, 2022. The Winter Ember digital comic book series can be found on platforms such as Comic Distro and Kindle.
Hello everyone! We wish you all a fantastic start of 2022, a year that certainly has our team beyond excited. As you know from previous updates, we’re tirelessly working on bringing the world of 9 Years of Shadows to life!
This entails going through several tests, overseeing performance issues and placing the littlest of details into place, so definitely be on the lookout for more updates both here and on our social media.
You might have noticed that we have been quiet on YouTube lately, but that will change in the following months. If you recall, during our Kickstarter campaign we created Dev Diaries, a series of videos outlining Europa’s story, a couple of our key team players and even a special message from Michiru Yamane herself. This year, we’ll release our biggest Dev Diary yet, featuring topics like the soundtrack, the story, and most importantly, the gameplay. We always upload them to our Youtube channel, so be sure to be on the lookout for it!
Now that we are on the topic of story and gameplay, it seems only fitting that we introduce one of the game’s main bosses that is also heavily involved with the narrative. Meet Draythus, a legendary warrior. He is both elegant and dangerous, and his encounter with Europa is a pivotal moment for both of them and the story.
This ageless enemy, created by our awesome backer Maximilian Lee Carbaugh, as well as most of our other NPCs, has his own track whenever a conversation with him sparks up. Music often can tell more about a person than words; what do you make of Draythus’ theme?
We have also been working on concept art for different sections of the castle. For instance, vegetation is looking better and more interesting each day. Take a look at various plants from our underwater landscape, greenhouse and boiler section.
As every detail helps build the mystical atmosphere one breaths within Talos Castle, we have designed breakable elements that match each room Europa explores. Where do you think these items go?
Naturally, Europa has also been a character our team has heavily focused on, from emotional portraits to concept art. Every day, Europa is shaping up to become a deeply layered and interesting warrior maiden, and concepts like these allow us to understand her and the lore surrounding her much better.
And it wouldn’t be 9 Years of Shadows without an update regarding our resident cuddly companion, Apino. Animating him is surely one of our favorite activities, just take a look at these poses!
Lastly, we would like to say we feel extremely grateful for all your support and understanding last year, and for the faith you have placed in our team this year to finish the development of Europa’s story and welcome you to enjoy it. The journey is not yet over, but our resolve and motivation are stronger than ever, and together, we know we will see this through!
Remember to follow us on social media and stay tuned for upcoming news on the game!
Hi everyone! "Lost Alone EP.1 - Little Sister" updates : Never Ends! As I always say: your feedback, gameplay and live streaming are KEY to improving the game and introducing new experiences!
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Updated game textures to optimize the experience. Now the game is much lighter![/]
Fixed typos in the texts in both the Italian and English versions.
Fixed typos in the cutscenes in both the Italian and English versions.
Deposit/interest, accumulated fund content has been added. (Capital company employees live in all local mercenary offices.) ※ To use this feature, you may need to restart the game.
New site quest added.(Related to farming It can be used to make money in the early stages.)
The quest compensation increased, and the early part was readjusted. Artifacts have been added as a reward.
An effect has been added when acquiring artifacts.
Language translation has been improved.
Deposit/interest and accrual funds are now available in all regions. It doesn't adopt the usual RPG method of making money just by catching monsters and picking up items.
Deposit interest is 1% asset plus every month, and there is less risk unless the kingdom goes bankrupt.
On the contrary, accumulated funds have high, medium, and low risks, and you can earn up to 25% interest rate every month. (On the contrary, assets may be lost.)
F-Rank Hero Story pursues the political RPG of money in a "controlled world."
It's not a story of catching monsters only and becoming heroes, but you must strategically utilize money to increase your capital and establish yourself as a successful mercenary based on it.
0.980 (Ignition) Content - Reworked unlock process for most late game ships - Shield UI now also telegraphs elemental effects (fire shows how much burn damage you will take etc) - Added EM buildup mechanic for rare electric attacks (those no longer instantly trigger EMP) - Added lock-on range and auto-aim option for easier controller usage - Jump capable enemies might now try to reposition if they are crashing into other ships
Balance/Adjustments - Wire guided harpoons now only adjust course as long as your cursor is in front of them - Heavy Duty: Range penalty decreased, force bonus when pulling at things increased - Revised spacing for many mid and late game waves in interception mode - Added custom death tips for when dying while on fire or frozen - Plasma shots now ignite fuel spills - Wire explosions can no longer ignite fuel spills - Reworked how zone type affects boss pick rates - Optimized the way fuel spill ignition is handled - Turrets on stealth ships no longer longer show attack tells - Missiles/torpedoes fired by stealth ships now have their danger marks fade out rapidly - Prototype cruiser is way less likely to jump into it's own missile barrage now
Fixes - All existing object now go on a longer collision timeout when a new wave spawns (Prevents existing objects from damaging incoming enemies, but still allows them to get destroyed by jump-in collisions) - Fixed harpoons becoming stuck in homing state if a homing target is hit and additional harpoons are still homing onto it - Changed some harpoons colliders to eliminate situations in which harpoon structure would interfere with pulls - Fixed single tethers on attachments leading to self propelled tethers after rip (You can no longer put single tethers on attached attachments since that has no purpose anyways) - Fixed freeze effects completely disabling shield regeneration - Fixed inconsistent fuel spill ignition by explosions - Fixed stabilizing while reeling leaving pull direction indicator visible - Fixed elemental missile destroyer variants spawning wrong death ordnance - Fixed speed collision damage not being affected by frail damage multiplier - Fixed bad blend mode on hostile direction arrows
0.981 (Ignition) Stuff - Added auto-lock and aim assist options - Added option for configuring stick dead zone - Controller: Smoothed out cursor movement - Improved controller pause navigation
Fixes - Fixed pause initialized non-pause version of music tracks if a new track is started during pause - On controller: Fixed cursor position glitches when exceeding harpoon range along diagonals
1.000 (Launch) Adjustments - Removed hitlag on firing homing harpoons - Increased speed of homing harpoons, especially against close homing targets - Increased chance of tac-jump capable enemies attempting to jump out of crash collisions - All turrets now start on a longer cooldown - Stealth enemies now try to adjust to ambient heat levels, making them stand out a bit less on brighter zone backgrounds - Nerfed emission mask stealth bonus
Fixes - Fixed pause initialized non-pause version of music tracks if a new track is started during pause - On controller: Fixed cursor position glitches when exceeding harpoon range along diagonals - Fixed Kinetic Curving sound playing doubling up when rapidly procing deflects - Fixed certain ignite events changing object color even if it is immune to fire - Fixed all boss music being overwritten by regular zone tracks :o - Fixed wave header not adjusting to health bar size changes correctly
1.001 (Launch) - Database unlocks are now based on upgrades acquired across all runs and get hinted at in title area - Heavy Duty: Speed penalty decreased (-25% --> -15%) - Rupture Filament now builds up explosion damage over time and triggers on any tether destruction if at least 10 damage is accumulated - AM-React Armor damage increased (25 --> 120) - Rip Lines bonus rip damage on player pull increased (15% --> 40%) - Instant EMP effects now also change shield ui to electric warning - Added sound tell for meteorite shower hazard - Meteorite shower hazard is targeted less directly at the player now - Incendiary missile move rate and damage nerfed (1.1 --> 1.08 / 5 --> 4) - Nerfed elemental enemy variant spawn rate - Wave modifiers now only start appearing after wave 4 - Reduced cloud/dust density for some zones - Applying resolution now turns fullscreen off, counteracting some situation in which resolution wouldn't get applied correctly - Fixed boss waves not resetting previous wave modifiers - Fixed some extremely evil pixels on the planet killer asteroid that did not adhere to the games color palette - Fixed unlock problems on Black Ops Codes and Buffer Tanks - Fixed all player collisions smothering fires instead of just high speed ones
1.002 (Launch) - Fixed shield overlay not scaling to resolution changes correctly (sry) - Fixed pause music changes affecting main track instead of pause version - Fixed an item ID specific bug
The Lounge. A new place to make friends, chat and hang out. It has private rooms and a card game currently, and we plan on having more activities in it like minigames and karaoke in the future. The host of a public lounge can migrate the lobby to a private game.
Spectator mode. The long awaited spectator mode! You can now join games in progress as a spectator. You'll also be able to switch to spectator mode in a lobby, as well as after you die in game. Note that Geese will have to finish their tasks to spectate.
Celebrity Goose. A goose that lets other geese know when they die. Ducks and Neutrals will not be alerted.
After 5 years in development, Village Monsters has finally, mercifully, earned itself a release date.
Please take a look!
Village Monsters will be releasing on Steam, for PC / Mac / Linux, on February 16th, 2022!
It's not easy to create a game, let alone finish one, but the support I've received from the community has always been tremendous. Thank you so much to everyone who has shared words of encouragement, advice, and excitement these past 5 years.
Just a few short weeks remaining! See you on the other side.
For those of you that are already following our games progress this will be a massive update! and for those of you who may not know who we are, we are a game called Iron Rebellion! a highly interactive VR mech game built for PCVR and stand alone quest. If you are just tuning in now is an amazing time to suit up and get onto the battlefield. Updates include:
Lobby: New Mechbay Server browser
Gamemode: 4v4 Team Deathmatch player nicknames/tags (still waiting for Oculus access), team switching etc
4v4 Map: Prototype map "Junk Yard"
Mech / Cockpit: Scope mechanic holographic minimap Team mech skins Improved UI, and animations
New weapons: Howitzer-115 -Massive single shot damage, long range weapon New GRAD-12M -Area of effect weapon, fast fire rate, medium range, frequent reloads.
Weapon changes: Complete rebalance of all weapons Weapon spread based on movement Rocket area damage Reworked "Laser Rifle" now called KRF-NX950 -Shorting range SMG like weapon, fast fire rate
We are absolutely floored to be bulldozing out way to a 1.0 release. And can’t think our supporters both Patreon and early access enough!