First off, for those that don't want to read through all the details, here's the essential: Spiral will release as a single experience; it won't be episodic anymore.
I'll go next with probably the interrogation most of you now have: no, it won't change our planned 2023 release date! We're not immune to delays, but we're also a cunning bunch. When we first created the page, we decided to go with the worst of both worlds, assuming it was best to give a pleasant surprise rather than a bad one! If we had decided to commit to the episodic format, the actual first episode would have been released this year, not in 2023 ^^
Now, as for why we decided to drop the episodic format? Well, since the very beginning, we wanted Spiral to be a single experience. However, since we're self-funded, we were aware that it would take a lot of time and investment, and eventually, we decided to open the door to the idea of releasing it episodically to help fund subsequent episodes. Not to make sure they would be created, that was always a certainty for us, but rather to accelerate development and bring Spiral to life earlier.
It came, of course, with the caveats that a lot of people aren't fans of the episodic format, especially publishers! Our goal was, is and always will be to do what's best for the game and its development. This is precisely why we're dropping the episodic format for good. In the past few months, we realized that while the first scenes of the game were nearly complete, so many things could still influence or improve them while we worked on the rest of the game, and releasing them now on their own would prevent them from being as great as they would be in a full release. And in addition to that, we've already been able to pick up the development pace, and things are looking good.
That's all for today, but if you have any questions, feel free to reach out!
Have any of you ever wondered what it would be like to experience HoV in a full 3D environment? Probably not. But now that I got you thinking about it, wouldn't it be cool? probably yes!
Well check this shit out:
Crazy, right? So yes, I am currently working on the House of Velez Remake in UE4! There's a good chance that some (or many) of you may already know this, but I wanted to go ahead and post the news here for those who do not follow any of my games' social media pages.
As we see above, it's still very much the same game, but it has a much more modern approach to the way it plays. We can also see that there have been some additions to the story so far. There will also be some changes to it in certain places as well. I believe having these changes will help to form a more convincing storyline, and also a more cohesive one for a sequel later on. Another thing to note is the game is still drawing heavy inspiration from Resident Evil! We can see it in the new control scheme and even the inventory UI. I've always felt the RE brand set the bar for quality when it comes to gameplay, so I couldn't resist following their lead.
Of course we won't be shooting up any monsters in classic RE fashion here. HoV Remake is still going to be a 100% stealth game. Just now we will get to do it in glorious full 3D! We won't be stuck using Heart Rate Suppression as a primary mechanic either. I'm taking a much more aggressive approach to stealth that keeps us out there actively in the open with the monsters and being forced to use our environments as cover and distraction.
There is already a cover mechanic built into the game. There will be the classic "hey look over there!" where we toss something to cause a distraction. And of course there is now a health and stamina bar, along with a limited inventory and storage box! Which means resource management! A part of those resources, besides health and stamina recovery items, and key items, will be single use defensive items! This doesn't mean we get to go full Buffy and maul our stalkers, but it does grant us a get out of jail free card. Monsters hit hard, and if we get grabbed it would be beneficial to be traveling with a sharp bit of wood, or perhaps something heavy and blunt so we can stab or clobber our way out of their grasp and live to see another day.
Puzzles will of course still be present and scattered throughout the game. And so will traps. So paying attention to the world around us might keep us from getting ground up in a set of gears, or impaled by floor spikes. You never know what I might come up with!
That is what's happening right now though! The original HoV was obviously a 2D side scroller, so the translation into 3D will have to mean expanding the environments. Most sections of the game were a screen or two, and that was it. That isn't gonna cut it this time. We got a lot of power to work with here in UE4, so I want to take full advantage of it and make the world much more interesting to travel through.
Added: Missing fast travel end point actors on Altuis (new map) Added: Lootable storage containers (some barrel types and bags) - They can also be used to store personal items but are accessible to everyone and leaving an item in them will prevent random items from spawning! Added: Different coins, which can currently only be looted from barrels. Added: New level art: large roots & dead tree pieces; metal ingots, new type of fungus Added: 40 different gems (can be obtained later) Added: New craftable items: Rubenite & Rubenite fragments Added: New harvestable resource: Katalite Deposit Added: New consumables: Katalite, Ribs, Grilled Ribs, Fried Egg Added: New crafting recipes Added: /help command to list available chat commands Fixed: Scent properly triggered by harvestable carcass Fixed: UI server list / main title scaling issue Fixed: Underwater post process overlap issue Fixed: Consumable carcass respawn Fixed: Fasten dragon seat belts before player using fast travel airlines for maximum safety (eg. uncrouch the character) Fixed: Clamp character xp at 0 if charxp deducted via admin command Fixed: Inventory comp crash reported via crash reporter Fixed: Find session crash reported via crash reporter Fixed: Nameplate visibility option not working Fixed: Nameplates being visible in photo mode Fixed: Chat fade in issue when global chat active but message type is not allowed to appear in global chat Fixed: Issue when UI scale is > 1 char customization buttons was not visible Temp Fixed: Grey cloud issue Improved: Made a "few" game thread optimizations Improved: Viridite crystal textures Updated: Invert pitch rotation only when photo mode is in orbit mode Updated: Griffin nests now act as harvestables Updated: Remove and re initialize quest tasks if owner died and respawned (possible fix for quest dupe issue) Updated: Default inventory slot count has been increased Updated: Inventory slots added by bags have been tripled Updated: Altuis (new map); the old map won't be updated any longer! Updated: Changed default map to the new Altuis map
I hope you all have a good start into the new week! If not I can hopefully help you out a little bit, because the Steam Community Items for Firegirl: Hack 'n Splash Rescue DX are now available!
The Firegirl: Hack 'n Splash Rescue DX Community Items include:
6 Emoticons
5 Profile Backgrounds
5 Trading Cards
Badge (5 Levels + Foil Badge)
Thank you once again for all the feedback I continue to receive from you. It's really valuable to me, and I read and analyze everything I get. Promise! ❤️
It's been some time since we've spoken here on Steam. On December 15th 2020 I released Leafling into the world. Thinking no one would be interested anyway I didn't test very much. On release it was a disaster, server issues, balance issues, players were expecting me to have answers, and a lot of them, and fast. I, to put it plainly, was a complete novice in game development. Running an online game is hard work I've learned! Since then a lot of players have weened off the game, and I watched out surprising player counts dwindle and dwindle. In doing so I gathered as much feedback as possible, eventually accumulating a massive Google Docs sheet that me and the team used to completely re-form the game into what it is now.
We kept quiet as I didn't want to ruin anymore first impressions than I had to. I worked hard every day, our testers stayed and helped up test new content, and our development team put in dozens or even hundreds of hours of volunteer work to make Leafling as fun as it can be.
These patch notes are the accumulation of nearly 2 years of passion, dedication, and hardwork, of me, my development team, and our testers. Please enjoy.
Over 1,000 Items
Over our development we've added over 1,000 collectible items to the game! Collect gear, currencies, upgrades, and more! There is plenty to aim for in Leafling!
In-Game Wiki
Our fully automated In-Game Wiki makes sure you always have access to information about all Items, where to get them, how to craft them, the stats of enemies, where to find enemies, drop tables and more! You can even use the Wiki as a collection tab as every item you own will highlight in green!
Enhanced Boss Fights
Boss Fights now have fun new mechanics to learn and overcome as well as new Tell Markers that make learning and avoiding mechanics extremely intuitive!
Solo Content
One of Leafling's biggest weaknesses on release was that every piece of content at end game required a rather large group. Over the past couple years we've learned that many different types of players enjoy online RPG's and Solo Players are a big part of that! So now you will no longer have to rely on players for normal day-to-day gameplay if you dont wish to and all Levelling Dungeons are now Solo-Able on any class!
To add to this we've also added Solo End-Game progression with the Tower of Hazel's 15 Floor Challenge and even Solo Raids!
Here is a video me attempting (and failing) the Nightscale Solo Raid: https://vimeo.com/729773177 (Apologies Steam does not allow the embedding on non-YouTube videos.)
Small Group Content
Another playstyle that fell through the cracks were the small groups! Not everyone can find a full group of 8 for a full Raid Party, but maybe they have a couple friends online? Small Group Content is now fully supported in Leafling with a variety of activities from 4+ Player Raids, to 2-8 Player Zone Events, 2+ Player Vault Maps, and PvP!
Gear Spells
Of our over 1,000 items, now, every single piece of gear in the entire game has a unique Spell that is given to you while it's equipped. With 5 equipment slots you can choose almost half of all of your spells, essentially creating your own unique class and playstyle. In practice this creates an almost unprecedented level of control over how you play the game and your own unique playstyle. With over 16,000,000,000,000,000,000 potential combinations, you're sure to make the perfect build for you.
Complete Balance Overhaul
Another huge pain point we've tackled is balance! The entire levelling experience has been extensively overhauled and rebalanced to be more accessible, new player friendly, and overall just a smoother experience. Here are a few keynote changes:
*Experience Curves balanced and much more smooth, levelling feels like a breeze now! *All Gear in the game now has a strict Stat Budget based on Level and Rarity, this allows you to choose your wanted gear spell and not worry about being under any stat budgets! *All bosses and mobs have been rebalanced
Balance isn't perfect, but we're a lot closer than we were and right now the game feels great! The best part is that if you find something you think is truly unbalanced you can always leave your feedback in our Discord and be heard and your change discussed, it could even go live right away!
Expanded OST
The critically praised Leafling Original Soundtrack created by our amazing composer Akemi has been expanded to feature more tracks across more instances of content. The bangers never end! There will always be more amazing music to listen to as you play Leafling and explore the mysterious and beautiful world of Artemia.
Bye Bye, RNG!
For a long time, I've believed that MMO's have stagnated in a key area. Merit. For too long have most people accepted a system in which a dice roll decides the progression of their character, and not the accomplishments of that character. I for one believe there is a better way forward and I will gladly use Leafling to demonstrate.
For all progression-related drops and gear, RNG has been removed. All dungeons award a unique Token upon being cleared which can be spent on the Gear associated with that dungeon. You'll never be progression locked again. This also includes most Raids, Challenge Dungeons, and Trials.
You will still be able to farm Cosmetics, Consumables, and Crafting Materials with %Chance Droprates.
Enhanced PvP
PvP has been completely enhanced! With new dedicated PvP Scaling we can now effectively balance PvP and PvE seperately. This however doesn't mean that Leafling has the most balanced PvP of all time now, but it does mean that we're on a great path and things feel fun right now! Everything is a mystery and even veterans feel like its a brand new experience and are dipping their toes in to try new builds or tactics.
On top of that there are now Daily Battlegrounds that will launch throughout the day automatically, allowing players to participate in fun battle arenas where the map is as much a danger as other players. All players who participate earn Points that can be redeemed for Trophies and then spent on Gear or other Rewards.
We will also be hosting Weekly officially hosted PvP Tournaments. All players who participate are entitled to rewards.
Class Levels
Leafling now has 32 Classes with more to come! Each Class now has it's own dedicated Levelling experience which adds replayability to earlier content and helps fill the world with various players doing different things! It may sound like a huge chore though! Leveling 32+ times!? Fear not, the grind is not as brutal as it sounds.
After every class you hit Max Level on, you receive a Soul Charm which has its own unique Equipment Slot. This Soul Charm is upgraded for every Max Level Class you achieve and increases Bonus EXP earned all the way up to 500%! After your first couple classes you can max out a new class in a very small time frame.
There is also a unique Pinnacle-Rarity Weapon and Title to earn for achieving Max Level on all classes!
Enhanced Gathering
Gathering has been massively overhauled! There are now 3 Gathering Classes to choose from. These Classes aren't your boring run of the mill gatherers either! Gathering now has powerful Spells to use! Whirlwind a bunch of trees down at once with your axe! Slam your pickaxe down and cause a tremor, bursting ore in an area! Focus your mind to guarantee the catch of a Fish! Gathering is now fun and interactive!
Gathering Dungeons
Gathering Dungeons are a fun new way to gather materials for crafting! At the time of writing, currently only the Mining Dungeon is complete. You can check out footage of what its like here: https://vimeo.com/732344253
Improving Every Day!
Are you unhappy with some aspect of Leafling? Do you think something should work better or in a different way? The best part of Leafling is that we have a 100% open door community and open discussion every day about the game, it's features, and it's future. We may not always agree but your feedback is ALWAYS heard and we want the best Leafling just the same as you do!
We also try our best to do daily updates. We don't always make it in time, but theres always something to do in Leafling and something new to try!
Now is the best time to try Leafling!
Thank you all for reading, it has been an insane ride. Thank you to every single person who's taken part in Leafling's journey up to now, even those of you who didn't like it and especially those of you who stuck around to help get the game to where it is now <3
Leafling's Pre-Release 0.1 Patch will be going Live tonight at 5:00pm EST