We hope the week’s treating you well and your hunts are successful!
Following our recent post from Director Suzuki that revealed new armour upgrades coming to Sunbreak with the new Qurious Crafting mechanic, dropping as part of Title Update 1, we’re pleased to share that Director Suzuki is back with more exciting news, this time around weapons.
Let’s see what he had to say…
Hey everyone! We'll be revealing the details for the first free Title Update soon! We hope you look forward to it.
For now, here's an image depicting Qurious Crafting with regard to weapon upgrades.
- Suzuki, #Sunbreak Director
Oh yes, Qurious Crafting will not only allow you to further upgrade your armour, but your weapons too!
We hope you enjoy the new possibilities this opens up for you as you craft and finetune your favourite sets and builds.
As Director Suzuki also mentioned, we’ll be revealing the details for Title Update 1 soon, so you won’t have to wait long to find out more!
What weapons will you upgrade first? What do you think of today’s news? Let us know in the comments section!
Here is your Monstrum Roadmap for the remainder of 2022. Our next major update will be coming in September bringing with it a brand-new building, Steam Achievements, and much more, so stay on the lookout for that!
New Features - Equipment now has a small icon next to it to make it easier to distinguish at a glance. The icon is red if the equipment is not for your character class - Trade window now adds thousands separators to your own gold offer - You can now quick-move items into the enchanter window - Items and gold on the floor now flash before despawning - You can now buy up to 10 stacks of items from an npc at once - You can now quick-buy a whole stack from an npc by right-clicking with the quick-move key held (shift by default) - The inferna rules/guidelines are now also available in-game via the ESC menu - Empty equipment slots now show a tooltip with their type
Changes - More effect sounds are loaded in the background before playing to reduce fps stutters - Tweaked weather randomization to roll bad weather less often - Slight performance tweak in text rendering for common latin script characters - Armor traders in the starter towns don't sell weapons anymore - Reward panel in the quest window is now hidden when there's no rewards - Common rarity items now also have a gray outline (similar to higher rarity ones) to make dark items easier to see - A warning is shown when trying to de-equip an item with no space left - Tweaked ambient occlusion strength - Added some color to the skill tooltips level/exp lines
Balance updates - Reduced prices of hp potions (small from 50 to 32 gold, regular from 150 to 90, greater from 250 to 150 and super from 600 to 250) - In order to make the game more accessible for beginners, most equipment world drops will be for the class of your character now instead of an equal mix - MP will not be automatically restored to full when reviving
Bugfixes - Fixed an edge case where the character would not move to a target when clicking on it - Fixed a bug preventing the character walking to an item to pick it up - Fixed emotions not showing their cooldown in the skill window - Fixed some bugs in the sound overlap limiting logic - Fixed many items bags dropping at once by for example a rift would drown out any other sounds - Fixed name toggle keybind sometimes changing the setting permanently - Fixed environment time of day oscillating in some circumstances right after login - Fixed switching to full screen resetting the selected resolution - Fixed untranslated text in the player shop ui/name - Fixed untranslated text in the character creation - Fixed character skin shader not rendering shadows - Fixed grainy rendering, especially noticable in darker areas - Fixed ambient occlusion not turning off when disabling the post processing section - Fixed successful skill book read still mentioning a level up - Fixed skill tooltip showing exp in the next level section as well
Greetings! Welcome back to yet another weekly dev log, where I go over all the changes of the past week and my plans moving forward.
What have I worked on this past week?
As I mentioned last week, this week was spent implementing and changing the game from a open-world design to a level-based one. The implementation was a success, and I am really happy with the results.
Now, you'll spawn into a level and be greeted by exactly one town. I plan to have the starting town always be the same, but each town will have a few exits leading to different types of towns. This can lead to interesting player choices that weigh the risk vs. the reward. You might travel to the spooky ghost town to get a certain weapon or item, or you could play it safe and visit the peaceful town.
In each town, you'll be tasked (by a certain character to be revealed later) to complete up to 3 (maybe more, maybe less) quests. These can range from destroying objects/people, to obtaining an item, to freeing a prisoner, etc. Once you complete, or fail, the quests, you can progress to the next level. Repeat a certain number of times and you'll be able to meet the King and attempt to take the Crown.
I also spent a lot of time on NPC behaviors and reactions, leading to a greater variety of methods and tools at my disposal to make the game feel alive. NPCs can patrol, they can be prisoners, they can have public/private property, etc. There's a lot more, but you'll have to wait to see it!
Where are things headed?
I plan to keep trucking along to add new content/towns/NPCs/traits/items/quests. The game is starting to take shape and I'm really excited for it.
Also be on the lookout for a demo, I plan to (hopefully) have it out sometime next week!
Thanks for reading, and as always feel free to leave a comment if you have a question about anything!
Version 3.0.4. is online with a couple new options and important bug fixes:
Added option to move all items of a certain type to the garage. It works for the whole racks and fully setup workstations as well. This way you can quickly move stuff between facilities. You can also quickly sell obsolete hardware by moving all to garage and then selecting to sell all items of the same type from the garage menu.
Camera view no longer scrolls around when the game is paused
Fixed crash with certain sound effect files on some audio card drivers
Fixed rare crash situation with garage inventory view
Fixed bug where you could set up mining for computers without operating system installed
Hiya Principals, another update is coming today, and you can bet that this one is going to make your day even better!
In this update, we’ve added a new minigame: the Autumn Feast! As the name suggests, this is an eating contest that you can partake in with students, mentors, and other NPCs in the game.
Just like a real-life eating contest, this minigame will be a combination of (tummy) management, timing, and perseverance. How’s your appetite lately? Because this huge feast is coming to an Academy near you 🥘
You’ve finished all the quests and cleared the dungeons from monsters. Surely, everything would be fine and dandy, right?
Wrong! There are always going to be people in need that could use a helping hand, and it’s up to you and your students to save the day!
Enter a new quest type: Rescue Quests! From this type of quests, your Academy will periodically receive a call for help from beloved residents of Valthiria.
Example of Rescue Quest
By finishing these Rescue Quests, your students will be, well, not quite “heroes of legends”, but everyday heroes! We all have to start somewhere, right?
Your Academy will also gain more reputation as students save townsfolk from vicious beasts, and, um... find a soot-filled pan for a distressed grandma? Or at least, one of the Academy’s graduates did that one.
We’ve also implemented an Advanced Studies system in the curriculum, so now, your Academy can surpass the proficiency limit even after you’ve built all the buildings in the Academy grounds.
Here are the complete list of changes and additions in the 0.5.0.0 update:
Features
New Minigame: Autumn Feast
New Quest type: Rescue
Implemented Advanced Studies for the research feature
Contents
New champions: Viola and Hugo
New dungeon: Tundra
New quests
New decision events
Bugfixes
Fixed story timeline
Fixed misplaced VFXs
Standardized some terms for student stats
Fixed several visual novels and tasks issues
Smashed other bugs of various sizes
Last but not least... two new champions are enrolling in the Academy! You might find one of them reading a book in the corner, minding her own business, while the other one walks around the Academy helping fellow students in need.
You can also explore the new Tundra dungeon/biome (dungeome, anyone?). Grab your warmest, fluffiest coat, and start adventuring!
The second big content update for Kardboard Kings is now live!
We've got three new card sets and a brand new (much requested) gameplay feature to help endgame players churn through their massive collections.
As a note for any achievement hunters out there, all achievements referencing card sets (such as collecting a shiny of every card in the game) will be updated in 0.7.9 to require the new card sets as well.
We’ll be going dark for a while until the next big content patch is ready but… boy let me tell you, it’s gonna be a doozy. Without spoiling anything, I just wanna say… the #1 most requested gameplay feature is coming to Kardboard Kings. It’s happening.
New Card Sets
We’ve added 3 new card sets to the game, Noodle Love, Raw Sugar and Pushing Up Daisies from the artists raindemitree, Robert Ruszczyk and ungfio respectively. These new cards look absolutely stunning and I hope you’re excited to add them to your collection!
The Bargain Bin
A highly requested feature from deep endgame collectors, the Bargain Bin is going to help you dump your cards without needing to risk a clearance sale or spend days flooding the shop with dead weight. Instead, the Bargan Bin will let you drop any card in for $0.25, making it nice and easy for you to clear out all the cards you’d rather not worry about selling.
Buddy Gets Rich: Bargain Hunting
And last but not least, if there’s a new patch, that typically means there’s a new episode of Buddy Gets Rich on the horizon! I’ll be playing at 11AM Pacific this Friday, August 5th. You can feel free to give our Twitch stream a follow to make sure you get the go live notification!