It's been a week since our new teaser trailer has been released. Even though the trailer may not be enough for you to get the full story, it was our chance to feel your full support for our game. We want to thank you once again for such interest in our game. From now on, we would like to deliver our information step by step before the Steam Beta begins. As for today's first session, we will briefly go over our plans along with our game introduction.
Project Magnum and The First Descendant The First Descendant first came out to the world last year in September under the name of "Project Magnum." The trailer of "Project Magnum" was made on Playstation 5 using Unreal Engine 4, which was being developed during that time. We were surprised to see how our trailer gained lots of attention, which led to more than 2 million views. Since then, we've made many changes to our project. We selected "The First Descendant" as our final title of the game. And we replaced Unreal Engine 4 with Unreal Engine 5 with a tremendous amount of work. Although it was inevitable for us to delay the development process due to COVID-19, we are trying hard to provide you with the best experience on our game shortly.
The meaning of The First Descendants and players' role We would like to explain how "Project Magnum" became "The First Descendant". In "The First Descendant," you are called "Descendants" who inherited the unknown powers to save humanity in the world. In this case, you, as a player, are the "First Descendant" that saves the world. You are given a mission to fight against the invaders like huge bosses and monsters to protect the 'Ingris Continent', which is the hometown of humans. Throughout the gameplay, you can discover the secrets of the Descendant's unknown power and the Ingris continent one by one.
Plans for the future We are currently working hard to see you without any more delay. As it was mentioned previously, we are going to release our full trailer at Gamescom 2022. Also, we will share various news about the First Descendant through our social media channels where we can actively listen to your thoughts regarding our game. Please keep posted on our Steam Beta as we will do our best to keep up with your expectations.
Many people were curious about when the official release will be and what changes will be made when it is officially released. So I'll share you the roadmap of what we have planned, what are the priorities, and what is the approximate schedule.
# Early Access Release ~ Before Korean Thanksgiving Day (About 3 weeks)
During this period, I think it will be a period to see how the users react. We will focus on whether there are any fatal bugs or balance problems, and we will focus on responding to them.
Since it is our first release, we are worried that there will be problem after the release, so we set it as a feedback check period for about 3 weeks. Of course, we will continue to fix bugs and balances in the future, but I think we should focus on fixing bugs and balances rather than new work during this period.
From this point on, we're going to start working on what we've informed you that we'll add to the official release. It's written briefly on the Steam store page, but here I'll tell you in detail what we intend to add the features below.
It consists of tasks to improve the user's play experience. The following tasks are added to this period:
1. Controller Compatibility
We plan to work on this so that you can enjoy the Run Teller even with the controller like the Xbox controller.
I think we need UI/UX that fits the controller, not just the controller button, so I will make it with care.
If the Rune Teller is loved by all of you and is able to do a console platform release, it would be a great help then.
2. Custom Key Mapping
I'm sure there are some keyboard users who are uncomfortable with the basic key setting we set.
So we'll add a function that you can use by changing it directly to the key you want.
3. Add Text Module
Rune Teller is an action game, so it's hard to chat in urgent situations.
If you play with your friends, you can use Discord, but it's not easy to chat with strangers.
We'll add the function to send essential phrases for these situations with a button.
Since Rune Teller is aiming for a global game, it will be printed according to its own language so that the game with overseas users will be smooth.
4. Add Colosseum
We're going to add challenging content for those who want to do something after the ending because they enjoyed Rune Teller so much.
We will deal with a combination of monsters that you have never met before, so that you can enjoy a different battle.
In the process, we are also considering a plan that allows them to record based on clear time. (The details of the plan may vary at the time of release.)
5. New Translation
We plan to provide additional translations to various languages so that Rune Teller users can experience multi-play with more diverse overseas users.
Actually, this part can vary greatly depending on the sales volume of the early access, so it's hard to promise, but I wanted to tell you that we have a need.
We will consider the schedule of 2 to 3 months for the work we promised above and then officially release it after that. However, it is difficult to confirm the schedule for this part at the moment.
As I mentioned above, it is not easy for us to predict the situation after the release of Rune Teller because it is our first release... If there are many bug/balance issues or if there are additional work to be done before the official release, it may be delayed a little more.
However, please note that you can enjoy all the contents we designed including the ending even if it's the early access version!
Pressing both mouse 1 + mouse 2 buttons initiates an "Immortal Attack" turning your character invincible for a short period of time. Keep in mind that after the attack, your character is unable to move or attack for another short period of time. until he recovers, he is very vulnerable and enemies can take advantage of that.
The sandbox mode is out NOW as a free content update!
Experiment with brand new modules and find your own sound with our brand new Sandbox mode!
Watch the trailer to see it in action:
Feeling a bit lost or overwhelmed? Fret not, class is in session with our lead developer Benedict! If you missed the stream earlier today, tune in to watch a break down of the new modules and learn how to put them together to make your own music.
Without further ado, here are the patch notes:
Introduced the Sandbox Mode. Use this mode to explore new circuit ideas and to experiment around with the game’s modules.
Added new Sandbox-exclusive modules. Make music, create animations, make interactive circuits and more.
Added additional warnings to the puzzle editor for when a change might delete the player’s validation save file.
Improved Korean translations.
Significantly improved frame rate performance.
Miscellaneous small bugs and improvements.
Have fun and don't forget to show off your creations in our Discord!
{LINK REMOVED}
FYI - You can publish and commercialize the original music you created from the game as you see fit. If you're still unsure, please don't hesitate to reach out!
Major changes: - Bugs related to pick cards are fixed . - Talent card discovers are now weighted, so will be easier to find pieces which complement each other. It is 1 card weight, but this should eliminate the problem with useless cards, however the skip button will remain. - Animation play rate has changed, should not be affected by client frame rate, but delta time ( so if you have 144 fps or 60 the animation will run on the same rate ) - Optimized sound and visual effects - should not impact performance anymore. - Hardware detection improved - this is for the optimal default settings. - Balance changes are a very long list, however the main point is to make the initial levels easier but make the bosses more challenging. Changes included health, attack pattern, damage and status changes for hero/enemy characters. Hopefully this change will help out the beginners, however make the ascensions harder due to attack pattern changes on enemies.
Example : Skeletons are now 20% more likely to attack with multi-attack skills, which does less damage and does not give debuff for your hero, however on later ascensions due to power status it will make more damage and venomous status effect will apply 2x the debuff than a single attack.
Next steps : - 3 new talents are implemented in the back-end for the Assa character, however the cards are work in progress, but coming relatively soon.
I hope you are doing well, take care and if there is anything please let me know via the discussion tab.
Heya, Merge Maniacs! Come celebrate your love for Hentai with your favorite naughty Nymphs! We have special treats for you in the shop, so go get yourself something nice!
This event is available between August 18th ~ 25th.