We are here, once again, to share the last pre-release note regarding the by now notorious update 1.58, our magnum opus in the making.
It's been 4 months since the last news, and almost a year since the open-beta release of the update 1.57.9. It's been a while indeed, but fret not, we are here to provide some insight into what's been happening with the development, and to reassure you that the work has indeed been going non-stop all this time, and it is soon to culminate.
Before we begin, we would like to share a reminder:
This is the most important update for BR:ZE, and thus it is the most complex to develop. We're working in multiple directions, but the majority of the dev time has been dedicated to ensuring that the D3D (DirectX) update goes smoothly.
For the longest time, we've been working with the outdated C++ '99 codebase of BR (which is indeed more or less updated to modern standards by now).
We're still a team of only 4 people learning to navigate the inner workings of BR in an agile manner.
These are the 3 main reasons why things have been taking as long as they have been taking. Alas, the development time has exceeded all our estimates and beyond, time and time again. At this point, we're operating on "when it's done" basis, no ETAs can be further provided by us.
Beyond all that, let's talk about what's in store...
• State of the Update 1.58 📊
Right now, the update is complete enough for us to release it soon. We're emphasizing "enough" because it is not as complete as we would like it to be, but the game hasn't seen any updates in a while and we must release as soon as possible, especially considering how different 1.58 is from the main game by now (in all the good ways).
In the end, we're cutting corners, not only there won't be D3D12 rendering on release (no DirectX 12), but D3D9 will also not be fully complete. D3D9 is mostly complete, about 90%, the other 10% revolve around minor polishes and figuring out engine-specific issues. We will resume the work on those features shortly after the update releases.
We've run extensive tests to deem the update "release ready", right now we have to figure some things out within the team and prepare ourselves for the release.
• Preparing for the Release 📢
About that... As 1.58 is our claim to fame, once it releases we will be running an extensive outreach campaign to garner as much attention as possible.
Would you like to lend us a hand? Simply share the news with your friends or leave a review on the store page of the game, that already helps us a ton! If there are content makers reading this, you can reach us at support@battlerealms.com , we might have a bunch of keys we would like to share with the people who are willing to review the game on YouTube, any streaming platforms or perhaps even their personal sites.
All and any help is appreciated! :)
• Sneak Peeks 👀
Those who are hunting for the juicy update intel, do we have a treat for you! We can't show much, but hopefully what we can show will pleasantly surprise you.
As has already been mentioned, we've been working on multiple fronts, doing various kinds of things, here are some of them:
• Texture Improvements
As previously mentioned, all textures in the game have been improved to look less pixelated due to the introduction of newer widescreen and ultra-widescreen resolutions, and also because we actually can.
Here's a comparison between the legacy Lotus Clan UI and ZE UI
And here's the Dragon one
Forest Temple (Wolf) Techniques. A bunch of things like this had to be redrawn for the update.
• Visual Effects Improvements
For 1.58 we just restored and improved a handful of effects where it was required, but in the future we will improve all VFX across the game.
For example, previously, the Kabuki Warrior from the Dragon Clan was missing the animation for Star Dust, one of his Battle Gears. He just stood still while the ability magically activated in the targeted spot.
The truth is, Kabuki was supposed to use the same animation he uses when casting Flash Powder (his other BG), and Star Dust itself was supposed to be a projectile. We fixed that and remade the FX, here's the end result:
The VFX editor, albeit dated and outclassed by most editors of today, is still very powerful. Liquid certainly knew what they were creating. This basically means we can experiment and create VFX that are a bit more modern, without being held back by hardware limitations.
• Gameplay Improvements
There has been a lot of work done in this field. New Poison and Siege systems, AI tweaks, unit behavior improvements, various QoLs... you name it.
For example, missile units can finally use projectile-based targetable Battle Gears mid-combat without needing to stand passive beforehand. It is now fixed once and for all!
• Balance Improvements
1.58 (next update) is bringing a lot of balance changes to the table. We would like to believe we're on the right track regarding balancing the game.
For example, Spreading Goo BG of Unclean One or Haste BG of Issyl will no longer have any effect on any other animations, but the movement ones.
We will be eagerly awaiting the community's feedback on the upcoming changes, so we can shape the game for the better together. :)
• Future Integrations
We've also been working on the Rich Presence feature in both Steam and Discord. Style points go to Discord in this one.
• ...And More.
Much more, you may even see some lore-friendly content restored. :)
• Go Open Beta! ⚠️
Even though we don't miss on a chance to remind that Open Beta 1.57.9 exists, our statistics shows only 3.79% of the whole player base play on it. :(
Please, remember that open beta is the future public release version, you can always take part in that future by sharing your feedback with us. :)
• Final Words 💬
Trust us, it's coming. We want it released as much as all of you do. We have been working on the game this whole time, and this work will soon be released as the glorious Update 1.58. Until then... some final moments of patience. :)
Thank you everyone for your support and attention. We shall soon meet again!
Join the official server for the game, the universe, and the community if you haven't. Discord has proven to be a very helpful and fun program to use for us (as developers), so we're quite keen on maintaining our server.
Populated by more than 4000 warriors, it is a solid communication bridge between us and all of you. If you're having issues, planning to report a bug, or just want to learn something new about the game and communicate with other fans or even developers -- we'd like to see you there, come around!
Here are the changes: - The demo works on Index, Vive, Cosmos and Mixed Reality now. - Graphics optimisation. - Sound fixes. - A lot of bug fixes and improvements!
It has come to my attention that my music distributor is copyright claiming the background music in game footage when uploading to YouTube. They will not take your videos down or anything but if you'd like to monetize your videos, please turn OFF the music in the game options before recording your footage until I get this sorted out with the distribution company. As far as I know this only applies to YouTube, so twitch streaming should be completely fine with the background music. Sorry about this, I will try to resolve it as quickly as possible. Thank you for your patience.
PATCH NOTES
[v0.99.0]
This is a VERY LARGE stability update that fixes multiple crashes, fixes cloud saves, improves Steam Deck support, improves the ending scenes and much, much, more. Full patch notes below.
Improve melee attacking
Update fan object sprites and behavior
Change default control scheme
Change gold coin value from 20 to 10
Bounceball minigame improvements
Fix ALI crash
Add Default, Pro, and saving Custom button mapping profiles
Add hold timer for command menu
Improve looking around when interact button is held down
Improve interact conditioning when mapped to the same button as another action
Improve CRT shaders (Classic now scales better with screen resolution on lower resolutions, hybrid now scales better at higher resolutions. Modern is mostly the same, looks good at any resolution and is still the default.)
Remove slight game pause when picking up small/secondary items
Adjust camera resolution when in large rooms, and add specific functionality for the camera on the Steam Deck and other 16:10 monitors
Fix ending cutscene audio crash
Improve the last boss and ending cutscene
Fix hiding and stealth mechanics
Add ending rank room
Improve HUD and text scaling
Fix player damage/hurt effect not scaling with camera size and display aspect ratio (specifially for steam deck, but should work on any 16:10 or other non-standard aspect ratio monitors)
Fix crash when entity collides with gold ropes (introduced in last patch I think)
Improve occlusion culling (now happens at a faster rate, but deactivates objects closer to the edge of the camera
Update behavior when interact is mapped to A, which is now default
Update message confirm button to trigger on release instead of push
Lower message box text so less likely to obscure player
Fix sign depths
Fix Steam Cloud Saves
Improve options menu cursor behavior
Add subtitle to title screen when on the Steam Deck
Fix analog stick controls in the abilities menu
Fix load time bug for large rooms with lots of physics objects and lighting (still might be more lurking around... if you find any, let me know. You'll know it happens if the scarf wigs out on a room transition and you get teleported slightly.)
Minor performance optimizations
Fix behavior when falling outside of rooms
Fix climbing ladders while grounded, other minor collision fixes
Adjust fanfare sound and set it to sound effects data instead of music, so it still plays when music is turned off
Adjust air friction
Increase assault rifle bullet range
Update sound mixing
Fix vertical moving platforms
Fix master volume settings not being loaded in at game start
Adjust volume scale from 10 to 100 to allow for greater fine tuning of volume settings
Fix teleporter controls when interact is mapped to jump or dodge
Fix display scaling issues on game start when on the "Modern" crt filter and the game resolution is lower than 1080p
Welcome back to the second part of DevLog about game locations.
We hope you liked the previous locations and are ready for more. So now you can sit back, relax and check out the rest of our delicious spots.
MARINA
A breath of fresh air and... grilled fish.
I'm sure you know this first hand. Each time you show up in any seaside place, that smell will stay with you for the rest of your stay.
Happily, it doesn't work like that here.
At the Marina Selling Point, you'll be able to serve pizza and fish, but luckily only as sushi.
The cool sea breeze will help you work over the burning-hot pizza oven. The clients are pretty chill too. Thankfully not asking if the order's ready every 2 minutes.
SHIPYARD
Working at a shipyard's no easy feat. It's hard work and buckets of sweat that translate into a mean hunger, so... there's no better place for you and your truck than right here.
It's here that you'll serve a mountain-load of fries along with some delicious Italian pizza. You'll learn more and more recipes, so be careful and precise when assembling your orders. Will that mean better tips for your efforts? Don't overthink it, pull your sleeves up and get to work.
ASIAN DISTRICT
Can you break through in the Asian District like Bruce Lee in "Enter the Dragon"?
This spot is an ideal location to see whether you are a real sushi master. See how well you can put together those futomaki rolls.
Sushi History Fact - The inventor of modern sushi is believed to be Hanaya Yohei, who invented nigiri-zushi, a type of sushi most known today, in which seafood is placed on hand-pressed vinegared rice, around 1824 in the Edo period (1603–1867). It was the fast food of the chōnin class in the Edo period.
In addition, the Asian District also allows you to serve the good ol' Belgian treat - fries.
BEACH
The perfect place for spending leisure time.
It's here that you'll be able to charm hungry surfers, tourists, friends and italian town amateurs with you delightful recipes.
Make sure to bring enough pizza dough, sushi rice and all the other ingredients though! In places such as these the eating ends just moments before the sundown.
So, ready to conquer the city?
Get in your restaurant-on-wheels and show them what'chu got!
Heir Obscure: A Hunt in the Dark - Andrzej Gieralt
Heir Obscure has finally released! Thank you to everyone who supported the game with their talents, testing, and guidance. You can get it for 10% off this week! This has been a great learning experience for myself personally, and if you're able to offer some feedback about your experience with the game, leaving a (possibly brutally) honest review will be hugely appreciated!
We have some great news for you! We are now partnering with Curve Games to publish the deadly girls-turned-fighters Rougelike 2D Platformer, that is Chenso Club. They have been tasked to support us in taking on hordes of enemy aliens and save the world from missing out on Chenso Club.
If you have any question, do not hesitate to join the Discord community, #chenso-club channel to chat with the dev team. We will be happy to answer your questions.