8-Bit Adventures 1: The Forgotten Journey Remastered Edition - Critical Games
Hi everyone! Sorry I’ve been so quiet this year, but thank you very much to everyone who’s checked in with me or offered their support =) I’ve spoken to a lot of you individually on Steam, Twitter, Discord, and so on, but I’ve refrained from doing a major update post because I’ve been waiting until I could announce a release date and start promoting the game’s launch.
However, that hasn’t happened, and you all deserve an explanation as to why. So that’s what this update is for!
First of all, the good news for anyone who hasn’t heard – 8-Bit Adventures 2 is complete. Every cutscene, every battle, every environment, all 100% finished, polished, and tested. I’ve played through the full game from beginning to end multiple times, and it will take players around 30-40 hours to complete – give or take, due to a wealth of optional content (including a Developer Room with behind-the-scenes info and early assets!).
I’d also like to thank Benedikt Geierhofer (@RealLeogrim on Twitter) for his help testing the game in recent months! Please check out his upcoming pixel-art RPG “For a Vast Future”, just announced to be releasing in November:
So if 8-Bit Adventures 2 is finished, why is it not out yet? Well, that’s because we’re waiting for the console ports to be ready. Ratalaika Games have been working really hard on the porting process, despite dealing with a lot of challenges over the past year. But unfortunately, 8-Bit Adventures 2 has taken a lot longer than I expected to be ported – partly due to the size of the project and the very large number of plugins used in the game (all of which need to be manually converted). Ratalaika have been making consistent progress and doing their best to get the game ready, but it's one of those jobs that just seems to take as long as it takes.
Porting is something that I have no control over (it's totally out of my hands), and so I’ve spent the last several months waiting along with all of you. However, I’ve been using this time as effectively as possible. Not only for testing, but also to make numerous improvements to 8-Bit Adventures 2; combing over every line of dialogue, smoothing any difficulty spikes, testing out more battle configurations and crazy combinations, etc. I’ve now reached the end of that process, but I believe having that extra time to take a deep breath and look over the game as a completed project has resulted in a greatly improved product – in a lot of small ways that really add up.
Beyond that, I’ve also been starting working on the game’s Free DLC, which has consequently become more substantial than originally planned thanks to this extra time, as well as working on more promotional content (such as mini-trailers highlighting specific sections of the game, and updating the Steam page), and also future top secret plans for releases beyond 8-Bit Adventures 2. While that last one’s a bit premature and relies on 8BA2 selling well, I’m trying to plan ahead so that I can release a game every 2 years, rather than once every 7 years =P
I know that information is cold-comfort for everyone out there eagerly anticipating the release, but you all deserve an explanation and that’s the honest situation. I’ll be providing updates as I’m given news myself, and once we've passed certification I'll be shouting a release date from the rooftops!
But on the very bright side, 8-Bit Adventures 2 is finally done and, in my opinion, it’s turned out to be a great game and something really special. Obviously I’m the most biased person in the world when it comes to this project, but I’ve also been taking a hyper-critical eye to the game for the past seven years, so I think I can at least say that anyone who loves JRPGs like I do will have a lot of fun. I’m really, really proud of 8-Bit Adventures 2 – and so grateful to everyone on our team who made it possible!
There’s not much I can do to tide you over while we all wait, and I know a lot of people don't want any spoilers beyond what I've shown so far. BUT for anyone who’s interested, here’s a sneak-peek at the “Adventures in Anbu” mini-trailer – focusing on a small section of the game where you battle a legendary Samurai and his undead army in a distant land inspired by medieval Japan. The video’s unlisted, so it’s just a bonus for anyone who read this =)
Anyway, I just wanted to make sure that everyone knew what was going on, and where we're at. Essentially, I'm waiting like everyone else now. But I'm also trying to plan and think ahead so that - if 8-Bit Adventures 2 does well - I'll be able to provide you guys with a steady stream of fun content in future. But for now, thank you very much for all of your support; it really means the world to me! ~Josh
Hi everyone! Sorry I’ve been so quiet this year, but thank you very much to everyone who’s checked in with me or offered their support =) I’ve spoken to a lot of you individually on Steam, Twitter, Discord, and so on, but I’ve refrained from doing a major update post because I’ve been waiting until I could announce a release date and start promoting the game’s launch.
However, that hasn’t happened, and you all deserve an explanation as to why. So that’s what this update is for!
First of all, the good news for anyone who hasn’t heard – 8-Bit Adventures 2 is complete. Every cutscene, every battle, every environment, all 100% finished, polished, and tested. I’ve played through the full game from beginning to end multiple times, and it will take players around 30-40 hours to complete – give or take, due to a wealth of optional content (including a Developer Room with behind-the-scenes info and early assets!).
I’d also like to thank Benedikt Geierhofer (@RealLeogrim on Twitter) for his help testing the game in recent months! Please check out his upcoming pixel-art RPG “For a Vast Future”, just announced to be releasing in November:
So if 8-Bit Adventures 2 is finished, why is it not out yet? Well, that’s because we’re waiting for the console ports to be ready. Ratalaika Games have been working really hard on the porting process, despite dealing with a lot of challenges over the past year. But unfortunately, 8-Bit Adventures 2 has taken a lot longer than I expected to be ported – partly due to the size of the project and the very large number of plugins used in the game (all of which need to be manually converted). Ratalaika have been making consistent progress and doing their best to get the game ready, but it's one of those jobs that just seems to take as long as it takes.
Porting is something that I have no control over (it's totally out of my hands), and so I’ve spent the last several months waiting along with all of you. However, I’ve been using this time as effectively as possible. Not only for testing, but also to make numerous improvements to 8-Bit Adventures 2; combing over every line of dialogue, smoothing any difficulty spikes, testing out more battle configurations and crazy combinations, etc. I’ve now reached the end of that process, but I believe having that extra time to take a deep breath and look over the game as a completed project has resulted in a greatly improved product – in a lot of small ways that really add up.
Beyond that, I’ve also been starting working on the game’s Free DLC, which has consequently become more substantial than originally planned thanks to this extra time, as well as working on more promotional content (such as mini-trailers highlighting specific sections of the game, and updating the Steam page), and also future top secret plans for releases beyond 8-Bit Adventures 2. While that last one’s a bit premature and relies on 8BA2 selling well, I’m trying to plan ahead so that I can release a game every 2 years, rather than once every 7 years =P
I know that information is cold-comfort for everyone out there eagerly anticipating the release, but you all deserve an explanation and that’s the honest situation. I’ll be providing updates as I’m given news myself, and once we've passed certification I'll be shouting a release date from the rooftops!
But on the very bright side, 8-Bit Adventures 2 is finally done and, in my opinion, it’s turned out to be a great game and something really special. Obviously I’m the most biased person in the world when it comes to this project, but I’ve also been taking a hyper-critical eye to the game for the past seven years, so I think I can at least say that anyone who loves JRPGs like I do will have a lot of fun. I’m really, really proud of 8-Bit Adventures 2 – and so grateful to everyone on our team who made it possible!
There’s not much I can do to tide you over while we all wait, and I know a lot of people don't want any spoilers beyond what I've shown so far. BUT for anyone who’s interested, here’s a sneak-peek at the “Adventures in Anbu” mini-trailer – focusing on a small section of the game where you battle a legendary Samurai and his undead army in a distant land inspired by medieval Japan. The video’s unlisted, so it’s just a bonus for anyone who read this =)
Anyway, I just wanted to make sure that everyone knew what was going on, and where we're at. Essentially, I'm waiting like everyone else now. But I'm also trying to plan and think ahead so that - if 8-Bit Adventures 2 does well - I'll be able to provide you guys with a steady stream of fun content in future. But for now, thank you very much for all of your support; it really means the world to me! ~Josh
Here's a rundown of some of the major updates in today's patch!
Content: New Zombie Conquest (beta) Mode AddedCompete as a team in the Zombie Conquest (beta) Update!Content: Zombie Conquest League Season 1The first Zombie Conquest League is here! Don't miss out!Event: New Mode Release Celebration Event (8/10 - 8/24)Win Zombie Conquest matches for rewards! Event: TEAMWARK TOGETHER (8/10 - 8/24)Play Zombie Conquest (beta) during the event to collect TEAMWARK points and earn rewards!
Check out the Details section below for more information.
---------- Details ----------
New Content
New Zombie Conquest (beta) Mode Release
Zombie Conquest (beta)
Mode Rules - Humans earn points by capturing and holding bases, and zombies must prevent them from doing so. Each team will swap between playing as humans and zombies. The team that ends with a higher score wins. - Humans capture bases by occupying them. Each base has a maximum amount of points that can be earned. If this maximum is reached, the target base will cycle to the next one, and more time is added to the round. Points will be based on how many bases out of the 3 have been captured by the end of the round. - Base Disruption: Zombies enter bases to disrupt humans from capturing them.
Human Rules - Remember, getting hit by zombies hurts. If you get hurt too much, you die! - Dead humans may revive to rejoin combat after a waiting period. - For humans, weapon purchases will be restricted depending on base progression. - All humans will begin combat with the weapons supplied at the first base. - Once the second base is active, humans can decide whether they will use the unlocked weapons or keep the weapons they currently have. - When the third base is active, a previously selected ability will be enhanced for humans.
Zombie Rules - For zombies, class selection will be restricted depending on base progression. - You may only use normal zombies in the first base. - Light Zombie, Stamper, and Banshee are available for use in the second base. - Heavy Zombie, Voodoo Zombie, Rusty Wing, and Venom Guard are available for use in the third base.
Awakening - The Awakening gauge will charge as you play the game, and [V] will activate it. - The Awakening gauge will charge over time and can be accelerated through combat and capturing bases. - Awakening is available for both humans and zombies. Humans have a single, uniform effect, while zombies acquire different effects depending on the zombie class in use.
Additional Info - Teams will swap each round. - If the difference in score becomes too large to overcome, the game may end early.
Notice - Press [TAB] in game to check current restrictions, selected abilities, and Awakening effects.
New Map Information
Hacienda
A Latin-style mansion (Available in various modes including Zombie Mode, Conquest (beta), and Team Deathmatch)
Zombie Conquest League Season 1 (8/10 - 10/19)
Notice
You can check your league status under My Info.
You can review the score and weapon information for the top 500 players in the Hall of Fame.
League Ranks: Master > Diamond > Platinum > Gold > Silver > Bronze - Master: top 1% - Diamond: top 5% - Platinum: top 10% - Gold: top 25% - Silver: top 55%
Unlike the current League, Conquest League points will increase with wins and decrease with losses.
Conquest League ranks will be determined by percentile instead of points.
Increases and decreases in ranks are updated in real-time.
Unlike the current League, Conquest League rewards are distributed at the end of the League.
Rewards will be determined based on your final rank when the League ends.
Since this is a Trial League, points, ranks, and reward standards are subject to change and may be adjusted mid-League.
Obtain the Master of Combining Medal during the event for a bonus reward.
Conditions / Rewards
Upon successfully combining 100 times, earn [Honor] Master of Combining Medal + Event Decoder x10
Notice
[Honor] Master of Combining Medal can be obtained after 8/10 (Wed) maintenance without event period limit.
The Event Decoder reward can only be claimed once per account and will only be awarded to the players who earned the relevant medal during the event.
The Event Decoder can be used until midnight on the day it is obtained.
Bonus Disassembly Event (8/10- 8/23)
You can participate in the Bonus Disassembly Event by clicking the "Bonus Disassembly" button at the bottom of the Lobby screen. During the event, 10 players can select the weapons they want to disassemble. One player will receive extra mileage. Participants can get 500 mileage for each weapon they disassemble.
Details
Weekdays and Weekends 2:00 PM – 6:00 PM CEST
Minimum Participation Mileage: 5,000
Some items will be adjusted based on the weapon's rarity.
Table ranks are in the order of highest value first.
Weapon criteria are determined the day the Bonus Disassembly Event starts. If the weapon's rank changes, its value in the Bonus Disassembly Event will be updated.
Decoder rates have been updated! This will be updated irregularly when the rates and the items are changed. We hope this allows you to enjoy CSN:S to its fullest, knowing exactly what you can get.
August 10th Edition Update Notes (Official edition) [/][/]
1. New school can worship: casting sword Villa. 2. New characters wish plot: Mo Feizi, Xuanyuan. 3. New characters who can trigger special vows: Zhang Huaijin, Fu Yip, Tang Hongyu, Ren Tianxing, Ren Tootsie, Chan Gu, Tang Mo Mo, Tang Baiyan 4. The script of "The Devil's Chaos" has added open difficulty 4, which will be relatively challenging 5. Add more than ten SAN martial arts, which can be obtained in the treasure digging and evolution 6. In order to reduce the problem of too much useless equipment in the backpack, in the settlement of battle victory, the original specific equipment reward is replaced by a stackable item "Equipment cast", which can be used to obtain random equipment of corresponding quality 7. New opening strengths, 'adventure notes' can be used to initially acquire adventure talent 8. Added spirit fields for nepenthes per month. Spirit fields will randomly appear around the five major cities as they evolve 9. The battle against Yuwenke in the Legend of the Sky changed from the protagonist's single challenge to the teammate's battle (Yuwenke: can't afford to play it). 10. Shortened poison effects duration and made some balance adjustments
Feedback problem fix: 1. Corrected the problem of abnormal information caused by selecting roles in some cases when viewing Yin images to understand martial arts. 2. Fixed an issue in Skybreak that did not properly trigger the 100th layer challenge. 3. Fix the problem that the newly added cliques and small strongholds would coincide with other strongholds and mountains during evolution. 4. Optimize the process of Xu Chengxiao's wish task "lift the cloud and see the Sun at the end of the day". Now, after exiting the White Clothes base in the process, you can enter the maze on the second floor in the outskirts of Guangzhou again. If this causes the interruption of the flow of the old file, after the update can continue to advance the story. 5. Fixed Taiji Shen Gong's adsorption judgment to "put life lower than your own enemy on the same grid" 6. Fixed the issue of incorrect deduction of nightclothes after submitting nightclothes in the process of "Three Hands Through the Sky" of Fengchong's wish mission. 7. Fixed the problem that Xu Seung-hyo's wish task "Spring breeze is easy to send young Year" could not be triggered normally in some cases. 8. Fixed an issue where the equipment comparison box did not pop up when selecting fan equipment in the backpack. 9. Fixed an issue with Fengchong not being able to use Huashan Sword. 10. "Wait and come again" option added in the stage of Lu family mansion in Jin Shulei task to avoid the problem of card pass. 11. Optimization of "Baiyun Mingyue Pill" for the main line of the capital City to avoid the problem of disconnection of the process under abnormal circumstances 12. Fixed occasional residual UI issues in character attributes interface 13. Fixed the problem that the upper limit of the power accumulation layer of the casting sword is abnormal when mastering the two martial arts of "holding furnace Gong" and "Casting Jian Jue" simultaneously. 14. Fixed an issue in pathfinding movement mode when passing through small villages, towns and other strongholds, and returning to the larger map would be abnormal.
Other: 1. Regarding the issue of martial arts experience, in the next update, we will adjust the overall acquisition of martial arts experience. 2. In the August 3 update, we mentioned the concept of "potential breakthrough", which caused a lot of discussion among the heroes. This feature will be implemented in the next update, but I'd like to introduce it first: in the World of Dreams, due to the high quality bonus of characters, many players will not be able to play their favorite characters in the later stages of the game. For example: the school kicks the gym, beat up planning...... The original intention of the design is to be able to use this function to compensate for the possibility of some special roles in the later stage. 3. Instructions on the derivation of equipment formation system: After the blacksmith delivery, we also received a lot of warrior feedbacks and Suggestions, mainly focused on the random range is too large, the right equipment equipment make difficult problems, combined with everybody's Suggestions and after careful consideration, we decide to develop gradually open equipment functions, including the strengthening of the equipment, random entry washs practice, crack repair, etc., All relevant material output can be obtained from the script. Please note the subsequent announcement for details.
Haze was born privileged in a poverty-stricken town. Growing up surrounded by the deaths of the miserable poor traumatized her, and she was willing to do whatever it takes to not end up the same way. In order to live an extravagant lifestyle, she invested a fortune into her education.
To support that extravagant lifestyle, she dove into the underworld of business, following in her father's footsteps and becoming an arms dealer. She closed deals with little moral regard to establish her business and keep her territory in the weapons market unrivaled.
Now she's coming to Lumia, supplied with her own weapons and ready to fight anyone who threatens her or her lavish lifestyle.
Keep an eye out for Haze on the Official Discord and make sure to check out our Roadmap and follow our Twitter to stay up to date on what's coming next!