Hi guys! It’s been a while since our last demo testing. Thank you all so much for playing and for offering us tons of feedback and suggestions (bug reports as well)! Today we would like to share some news on the game development and answer some frequently asked questions.
1. Something about the release
We are planning to release the game during this autumn (Northern Hemisphere). But this is subject to change according to the development progress. An earlier release window is also possible. After much deliberation, we decided to launch the game in Early Access and keep polishing it till it’s ready for an official release.
2. The story mode and the sandbox mode
As you could see in the demo, our game has two main modes, aka. the story and the sandbox mode. The story presented in our demo will also take on the task as a tutorial. And the sandbox mode will be unlocked after a playthrough of the first story. In the sandbox mode, you’ll be able to customize your character, including the initial outfit, your face (choose a face to your liking from several preset options), traits and characteristics. Other than that, there’ll also be stories in the sandbox mode, offering you rewards as well as an opportunity to get to know the city more. Currently many core systems in the sandbox mode are still in development, such as housing, cars, opening shops etc.
3. Nighttime activities
In our original design, the day ends at 21:00. This doesn’t mean that the protagonists will go to bed at 21:00 sharp. During the night, they will engage in different activities automatically based on the status. Like if they’re hungry, they’ll go grab something to eat. If they’re still angry when the day ends, they will need to find a way to blow off some steam. But after hearing your suggestions, we decided to extend the nighttime! You’ll be able to stay awake till at lease 24:00. Entertainment like Karaoke and Discos will be available! And also you will be able to do some special night shifts to earn some extra bucks, such as food delivery or managing your stall. But of course, there’ll be some punishments for staying up too late.
4. Relationships & romance
The romance system is based on the affinity between NPCs and your character. In the early stage, you can establish a relationship with people through quests and conversations. After that, you can increase the affinity level by chatting on the phone or sending out gifts. Once your affinity level has reached a certain point, you might have the chance of asking them out on a date and taking things to the next level. After a relationship is confirmed, they will become your partners and more interactions will be unlocked. They could even be helpful for your career.
5. Advanced career system
Generally speaking, you will earn more as your abilities are enhanced. And the abilities you gained will always be with you. This means, once some advanced jobs are unlocked, they are unlocked for good. You only need to pass those exams once to get certificates for certain jobs. But there are a few special career options at the end of the talent tree that are very different from the gig jobs in the early stage. Here you need to hire people to take care of your own business. These career options have their own management systems (sort of like separate management sims). And there are chances that you run out of business and have to go back to gig jobs.
6. Housing system
Choose to rent or buy an apartment when you have earned enough money. You can walk around the room and buy some furniture with special functions. For technical reasons, random placement of furniture can’t be supported yet, but it’s possible to upgrade the room furnishings. The room also has a very important storage feature, which has a significant impact on the later management systems of the game.
7. More entertainment options
It’s sometimes not easy to beat the old man at Chinese chess. No worries. We are implementing other entertainment options that may offer you some extra cash into the game, including billiards and mahjong. Some other activities like a comprehensive fortune telling system and a claw machine are also in development. So stay tuned!
Another thing is that we have decided to keep the current demo open for some more time, in case you haven’t got the chance to give it a try. Thanks again for liking our game! And we would really appreciate it if you could add it to your wishlist!
The Artifact Hall is here! Obtain Artifacts to increase your Might! Lords Mischief is coming soon, and we've got many tricks up our sleeve!
# New [Artifact] system (reach Castle Lv 6 and clear Skirmish 2 to unlock): The Artifact Hall was established to preserve artifacts lost in the throes of war, and can be found in the Perilous Ridge. Artifacts can be upgraded and enhanced to increase their boosts and Might. Some Artifacts are also part of a set and will grant set bonuses. # Use Artifact Coins in the [Artifact Fair] to obtain Artifacts. You can get Artifact Coins from: Daily Quests, Kingdom Labors, Kingdom Clash, Dragon Arena, Guild Showdown, Guild Fest, etc. # Added Artifact Coins to 30-Day Supply Chest, 7-Day Dash Bundle, and Login Gift: Bonus Gifts. - For Supply Chest and Dash Bundle: New items can be obtained in the next claim after maintenance. - For Login Gift: Artifact Coins will only start appearing in the next round. # Added [Artifact Collection] to player profiles. # Added Artifacts to Might category in player profiles.
Ok so the demo for Cubey's Adventure is almost done kind of soon maybe. I still need to sort out in what direction the game really is going in so these demos will be all over the place. I'll explain to the best of my ability what's happening at the moment.
So I am still in College, which takes up most of my spare time due to revision (which I definitely do) and apart from that I have a wonderfully noble job at McDonald's which leaves me but a couple of hours a week to work on personal projects. For the past few months I have spent this time working on Cubey's Adventure's demos and every week or so until now I have completely changed what is looks/plays like. One demo was a spaceship sci-fi adventure, one was a murder mystery set in Venice and another was a parkour game set in an industrial labyrinth. Unfortunately, I am a programmer, not a writer which in turn creates a big problem: I cannot make a game out of a demo scene. Of course, I will keep trying because I am too stubborn to give up after all this time XD.
Despite all this bad-sounding news, I have some GOOD NEWS. There is a demo on the way and it is about 50% complete. This should be made public after a little bit of testing and will probably get the worst response from any video game to exist. This is all fine because the purpose of putting this demo out is purely for criticism. I want something to tell me what I am doing right and what I am doing wrong as I am completely unable to do it myself.
Now, onto the reasons why it is taking so long to create... As I said before, I am a programmer, I am used to writing code for games and have never had to personally create environments myself. Not only do I need to source textures, audio and models to implement into the game, but I need to make them look decently decent. I feel absolutely confident that, with time, I can achieve this by myself however with my current time limits it does take a while. I have sourced most of my assets from 3 amazing sites, all of which offer CC0 use (one with a membership) for free and I will have no problem linking them here:
Good mood, smiles and gifts are perfectly combined with it. By the way, this is for you!
1) Copy this promo code into a special window in the "Gifts" section of the play store 2) Take something good in the magic chest 3) Done! You are gorgeous!
I decided to rush this patch instead of wait till next week because some issues were a bit urgent. I still hope to have a patch next week with at least some new content instead of just fixes and QoL improvements. That said, this patch has a new feature that players were requesting a lot: Double Movement.
Now you can move your units quicker and can also use two moves to perform a melee attack at distant targets with the Raider class.
Fixes and Minor Changes:
- Fixed access to empty areas outside the walls of the Lab scenario. - Fixed movement range so soldiers can't move beyond their actual range or give long turns around walls. - Fixed problem with Container encounter not giving loot. - Reduced cost of Techno Sorcerer spells from 2 AP to 1 AP.
Please let me know if you have any issues or new feedback, I'm 100% dedicated to improve the game. if you want to support what I'm doing please consider leaving a review, that helps me a lot with visibility.