First just a small announcement: we have submitted Card Survival to Google Play and it should become available soon. We'll let you all know as soon as the game goes live on Android.
Now to the content list:
House Improvements:
Tables: You can now build tables, which will give you a bonus to crafting as long as you are in the same room as them. Making crafting things at home much better. They also increase house comfort.
Chairs: Cheaper than tables, they can also give you a bonus to crafting, This bonus gets even better if there's a table too. They also give a bit of comfort as well.
Shelves: A more advanced version of the individual shelf, this shelving unit increases comfort and can store a lot more things as well as display decorations.
House Filthiness & Brooms: Houses now get dirtier over time. If they get too dirty, comfort will decrease and you'll player will start getting stressed. Fortunately you can now craft brooms to keep your place clean. It's also worth pointing that some caves will get dirty faster than others, making that a strategic decision at the time of choosing a home. Oh, and animal enclosures get dirty too of course. On a related note, the dark cave can now accept individual shelves, all the other caves don't though, as their walls are too hard.
House Capacity: All indoor environments, the raft and the enclosures now have a maximum weight capacity. So you will no longer be able to store infinite things inside them. Shelves, chests or other inventories will help you make a more efficient use of the space though by reducing the weight of the things stored in them.
Cellar: You can now dig cellars/underground cellars to use as home or storage place. Food items stored there will spoil at a slower rate. This effect is not working at the moment however, but a hotfix tomorrow will make it work.
Psychological System Improvements:
Sleep Changes: Sleep can no longer be cancelled and is now affected by your morale and stress. Depression will cause you to sleep more while stress will cause you to sleep less and give you nightmares that wake you up in the middle of the night, giving you even more stress. The positive effects of sleeping over napping have now also been increased. On another related note, you can now also get bitten by spiders while sleeping! Specially if you sleep on the ground in some of the more heavily forested areas.
New Altered States of Consciousness Mechanics: Two new mechanics of this sort have been added to the psychological system, bringing the total of possible altered state experiences to 4. These two new experiences will bring some new challenge to the late game.
Flower Necklace: You can now craft a necklace out of jasmine flowers and cord. It's nice smell can help a little bit with stress. Just a bit. :)
Isolation Mechanics: The newest late game challenge added is the isolation system. As you character spends more and more time on the island alone, his previous mental structure will start gradually falling apart, making altered mental states easier to trigger and making loneliness more of a problem. Don't worry though, permanently living in the island is still completely viable, some mental systems will just get a more challenging with time, and you will start unlocking some new experiences. This system still needs a lot of tweaking and balancing, but it is on a good starting place at the moment I think. :)
New UI Improvements:
Location Arrows: The location row now has arrows that can be pressed to scroll more easily. You can also hold them to fast-scroll to any of the ends of the row.
Swap Action: You can no swamp cards from row to row by taping on the top or bottom area of a card, depending on which row they are located. In addition to this, you can also hold your click to move stacks faster.
Blueprint and Exploration Bar Improvements: Blueprint's completion bars now show how many steps they will have, making it easy to get an idea of how big/expensive a project will be. Exploration bars
Easier Equipping: Dragging cards to the equipment button will now equip them directly. Making the whole process easier.
Near Death Visual Effects: The screen will now pulse red, sounds will get muffled and you will be able to hear your heartbeats whenever a stat get too close to a death causing state. We hope this will help avoid distraction deaths considerably. :)
Credit Improvements: Credits are now on a special button in the main menu and have arrows to navigate them.
Autosave Improvements: The game now autosaves every 6hs instead of every 24.
General Changes:
- Storm waves can now destroy items from your hand, only items that are equipped or on supply chests are safe. (Chests now also accept clay vases though) - Increased shelf weight capacity. - Travelling to and from the rocks now takes 15 minutes. - Doing exercise burns more calories now. - Drums no longer have a special screen for choosing rhythm. - Derealization can now also be experienced without having a mental breakdown. - Washing yourself now also wets your clothes, although less than swimming. - Bug protection is now a bit stronger when in high doses. - Rustic Bed can now be dismantled. - Traps can no longer be dismantled or rearmed in the dark. - Rearming traps now increases your trapping skill. - Reorganized blueprint tabs. - Fish scraps now taste worse. - Chances of ruining wood carvings are now lower. - Dismantling Solar Stills and Raincatchers now requires confirmation. - The Mud Hut is now a bit cooler. - Clay Jars can hold half as much liquid as before but slow down spoilage making liquids like kava and spider lily last longer in them. - Clay Pot Cooler has more capacity now. - Cooked meals can now be stored in clay pot coolers. - Food counts as more in the partridge feeder. - You can now also train climbing at the wetland cliffs. - It is now a bit harder to get a heatstroke.
Bug Fixes and Hotfixes from these weeks:
- Fixed a bug where the Archer perk would not make you start with the bow and arrow blueprints. - Fixed a bug where transferring liquids to other containers would reset their durabilities. - Fixed a bug that would create strange behavior in blueprints. - Fixed a crash that would happen sometimes when opening inventories. - Fixed issue with flower durabilities in clayjars and bottles. - Fixed the stick fuel issue again. :'( - Made it so that you can burn all types of wood carving now. - Fixed an issue with that caused sticks to give a lot of fuel. - Fixed an issue with respawning highland holes. - Fixed an issue that would trap you in drum hell. - Made half logs weigh less. - Fixed a typo on the shield blueprint. - Fixed a bug that would get players stuck when attacking lizards, boars or cobras with a spear or when attempting to retreat. - Fixed an issue that was preventing the solar still from been refuelled.
That's all for now! Hope you have a nice couple weeks until the next update!
We aimed at two of the most requested additions, here they are!
Additions :
Level Up Menu when the TAB key is pressed, designed by @NesieOo on Instagram! Exiting this menu will automatically enter the skills tree if you have unspent passive points. Opening it without any active points opens the skills tree directly.
The foundations are set, we can expect a rework eventually.
More enemy waves the further you adventure! You'll will fight up to 3 waves of enemies per combat room. You'll start to see the second wave at 10% progression in the path and the third one at 45% path progression.
Added an alternate version of the Imp enemy that throws 3 fireballs at a slightly higher speed than the slimes.
Common foes give almost 3x less gold, but give the same amount of XP to compensate their numbers.
Loïc Bouchard added an Ice combat room and an Ice treasure room to the main game! He also optimized even more the existing forest rooms!
The final boss room has been adjusted a little for you to not look for the boss or the exit portal.
The forest intro room contains a hidden reward chest.
Dummies health bars are hidden until you or your minons give the first hit. I wont talk about them again, their mechanic is secret after all ;)
The previous version of the demo had errors liked to the save system. Every time this happens you'll wont be able to choose a character. When such errors occur the only quick fix is to purge your game saves. This may happen again so added a detector of save errors when clicking choose or when selecting a map. It'll show a panel that informs you that an exception was throwed and will suggest a "purge" button. The error will also be printed to the screen so it can be screenshot and sent to us in the Discord Server.
Items are filtered depending of the map to vary the rewards from a location to another. Some items will also be more generic and will have a chance to appear anywhere in the game. We hope that this feature will answer one of the top negative comments of other fellow roguelites : diluted reward pools. It'll also add weight to the choice of the starting map if you have a specific build in mind.
Fixes :
Fixed a weird terrain reference in one of the Forest Combat Rooms.
Fixed an error linked to the save system (the one that was preventing new players to play multiple games).
Adjusted the auto selection for controller support.
Fixed an issue that made the blacksmith really tiny.
A few tests proved that you can still encounter the same enemy type twice in a row. Another fix has been made. Let us know if you still encounter this issue in a new game.
Its quite a change for the gameplay loop, tell us what you think of it!
We are slowly building the lore too! The Ice Chaos Lord is named Tatonga! It'll be a famished Wendigo themed around health mechanics such as lifesteal, max health and potentially health regen. He likes to taste the meat of mortals and is a little unstable. He might hunt you down or try to take a bite when you refuse a deal.
Fixed a bug where puzzle workshop IDs weren't saving properly, causing custom puzzle progress to not be tracked for workshop puzzles that weren't updating, and making it sometimes impossible to update a workshop entry from the original puzzle file.
Welcome to the March 2022 Coral Island development update!
Please check out our Steam page to wishlist the game and find out more: swg.gg/corstm
This month, we'll go over player customization, a new in-game tool, and TV shows!
Alpha v0.08 will launch on May 9 @ 11:59PM PDT.
Clothing updates
The more, the merrier! We are adding more options to your fashion needs. All clothes will fit all body types.
[Oh, you're a fan of AB/CD band? Name three songs!]
[Yes, those are [b]wings[/b]. No, you can't fly.]
Player customization updates
Facial hair! Some beards and mustaches are in stock. Just like any of our clothes, facial hairs are available for all body types.
Meet the Vaquatic
After testing out some ocean cleaning mechanics, we've decided to use a suction system, the Vaquatic. Aim to the target and clean away.
TV shows on Coral Island
On Coral Island, there is a variety of channels on television. Some of the channels are informative (the Shopping Channel, etc) and some are purely for entertainment.
Mooqbang and Game of Cones are examples of entertaining shows that broadcast weekly. There are plenty more. Stay tuned!
[Mooqbang is an eating show where the main star, a cow named Mooq, will eat and rate several barn foods.]
[Game of Cones is a cooking competition show between two chefs, with different chefs each episode.]
What's next?
Next month, we'll provide updates on the following:
- Mount riding - Revamped diving mechanics - New decor mode UI - Combat
Hello everyone! March has flown by, but worry not, development has been continuing as planned. Scene 5 recently went out for alpha testing and the final scene of the chapter is being written now. I'm taking my time on this scene since it's a very important scene with everyone's favorite childhood friend, but I think it could be done as early as mid-April if everything goes as planned. I'm still targeting late April officially, since animations can very easily cause delays if stuff doesn't work out as planned, but...Fingers crossed it all works out and I can get Chapter 10 out early! :) As always, thank you for support, and if you want more frequent updates or to chat with me/the community, you can join my Discord here!
tldr: If the animation gods are kind, mid-April release. Otherwise, late April release. :)