After the success of our incredible launch week, we’re very excited to announce that we’ll keep adding the numerous features we have planned for the Spacelines universe! Want spoilers? Then check out our artbook!
We want to provide the best possible experience to our community (which only keeps growing) and, thanks to your feedback, this has already brought immediate improvements to the game! This week we published patch 1.1, which adds ultrawide monitor support, improved game balance and lots more! Read more here.
What’s coming on the road ahead:
General improvements
Online lobby system, public game sessions and in-game chat.
Custom control remapping.
Tweaks and improvements to game balance and economy.
General overhaul of Chinese, Japanese, French and other languages.
Various bug fixes.
Twitch integration on the Xbox version.
New content:
A huge new ship blueprint.
More destinations, with variable difficulties.
Several new upgrades.
New paint jobs for existing ships.
New unlockables.
A secret new upgrade store.
Mini-quest system.
Stay tuned and don’t forget to follow Spacelines to be updated about new content!
Hi everyone! We concluded our second live developer stream yesterday.
In this dev stream, we answered a few questions that were raised by our community during and after our 1st dev stream, and then we'll talked about Magic -- the different types of spells in IoE, how you acquire them, and how you can combine different spells to achieve different effects (spell weaving).
Here's a teaser -- bringing back the Firenado:
This is how it all looks when you combine spell weaving with voxel terrain modifications in combat:
The save function on the menu disappears, and you can save it on a bonfire throughout the map.
The color of the drop item that comes out when you catch the boss monster has been changed to be more rare.
Fist attacks now operate normally when unarmed.
Running attacks are possible with "Movement + SHIFT + Left-click" in the unarmed state.
When loading the game, the camera's rotation and zoom values load normally.
In addition to saving in the bonfire UI, I will add a companion management and item production system to be added later. If there is anything else you would like, please give us your ideas in the community->discussion and we will immediately reflect them.
Thanks for checking out the newest Early Dev update of Terra Maega!
This update covers the recent redesign of the game's promo art, and refactoring of the battle scene to allow for more dynamic animations / events.
Let's jump to it ✨
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Promo Art Redesign
A very important part of releasing a game, is simply getting word out that there is a game. If no one knows about it, who'll play it? That's why promo art is a must have for early development.
However, as a solo developer, a task like digital art/design is handled completely by myself (at least for now). And so the first attempt at making promo art.... honestly wasn't the best 😅
Here's a look at how I've redesigned the initial promo art in this round of updates to Terra Maega:
Battle Scene Opponent Floor Animations
Up to this point, your opponents during battle felt pretty drowned out by the animated background. Therefore, an animated floor has now been placed under your opponent to allow them to really stand out. The floor's design and color will update depending on the type of opponent you're facing, as well as their current Maega's element!
In order to make status effects feel more impactful in battle; I've included statUp and statDown animations, displayed over a character when a stat change is applied:
To provide some much needed info during battle ( like if your opponent actually dodged your move 😳 ); The Battle Scene logic has been updated to display dynamic info text between actions:
And finally, the Battle Scene has been completely restructured ( in terms of GameObject setup 🤓 ) to handle dynamic lighting. Now actually applying lights to different moves and characters is a different beast all together 😅 But let's see if you can spot the difference: