In celebration of Next Fest, Alliance of the Sacred Suns will be streaming on the store page. Come join us!
Alliance of the Sacred Suns is a sci-fi grand-strategy RPG that begins with your coronation as the head of an interstellar Empire, and ends with your demise. Manage feuding noble houses and the schemes of would-be usurpers as you try to revive the glory of an Empire on the brink of collapse.
I'm thrilled to release Hide Seek Survive's One Year Anniversary / Halloween update! I've received a ton of awesome feedback over the past few months and I've also come up with a few other ways to improve the experience:
-Drastically reduced file size. Went from 7 GB to 1.4 GB in this update. -Optimized codebase and default rendering settings to improve performance. On my setup I am getting roughly 150 FPS while I was getting 130 FPS in the previous build. All this with the game's overall look actually improving as far as I can tell... -Added smoothed framerate to provide a smoother experience on lower end systems. -Fixed resolution bug when people open the game for the first time. -Changed opening music and fixed a bug keeping it from playing in some instances. -Updated the way the tutorial UI for the doll works. The UI will now stay active until the player finds the doll the first time. From there it will stay active a few seconds each time the doll changes locations, disappearing after a set amount of time. -The doll's laugh now plays after Hide and Seek Steve is done talking. This change and the above change will make it much easier to determine where the doll is. -Significantly improved directional audio (horizontal) for the demon. Completely redid how this sound is played and the resulting system makes it much easier to tell if the demon is on your left or on your right. Please let me know if you think this is better than it was. I'll switch the doll to this method if so! -Made the demon UI flash faster for dramatic effect.
As you can see from the amount of adjustments made in this update, it is the largest we've had since the rerelease of the game this past February. I'm really proud of where the game is at, especially when I go back and look at some of the reviews people posted immediately after its launch. Those of you who have been here since then know what I mean...
Thank you to everyone for all your support and please keep posting reviews. I love seeing the positive ones starting to overwhelm the flurry of negatives I received at launch. Thanks for reading and enjoy the update!
+) Fixed an audio issue that would occur during the buildup of the first round
+) Added target rush control display to the Target Rush lobby
+) Fixed THE KID’s nuke punish
+) Fixed an issue that caused the action buttons to flash repeatedly when the CPU fails
Livestream devlog, where Laious will show the changes in version 2.0.5, as well as answering questions and chatting with collaborators. It will be on the YouTube channel at 16:00 EST / 20:00 GMT in this link:
…Eidol-heads? Lost-o’s? I don’t know, we’re a new company, the verbiage is still a moving target.
My name’s Brandon. I’m the Localization Editor on Lost Eidolons, which means if you open the game and read some words in English, I probably touched ’em. (Unless you don’t like them, in which case…uhhhh…I didn’t touch those ones. It was a different guy. Who lives in Canada.)
ANYWAY. Today we’re here to talk about something that will make the dorky tactics nerds out there get all hot and bothered:
🔥❄💧⚡💨🍃 TERRAIN EFFECTS 🔥❄💧⚡💨🍃
Okay, so, you know how in a lot of turn-based RPG’s, you’ve got like 5,000 different elemental spells, but mostly all they do is deal damage (and, occasionally, deal slightly more damage)?
Magic in Lost Eidolons is built different.
As those of you who took part in the betas can attest, combat in this game is suuuper melee-heavy, with mechanics designed to imbue movement and positioning with greater strategic depth.
For example, you know that silly flanking-leapfrog thing other SRPG’s make you do? Yeah, there’s none of that here.
I’m lookin’ at you, Yasumi Matsuno >:0
Making that design philosophy work means taking a slightly more reserved approach to magic. This is not a game where your spellcasters will be whipping out 9-tile Thundagas 5 hours in. In fact, players may be surprised to discover that there are very few multi-target spells in the game at all.
So, what gives? How do you make your spellcasters melt the dumb sword guys?
That’s where elemental synergies come in.
In addition to doing damage, the majority of elemental spells in the game also have terrain-related aspects, altering the battlefield as you fight.
Welcome to nightveil.
Naturally, elemental hazards will bestow punishing status effects on any enemy dumb enough to walk through them. But they also create the opportunity for clever 1-2 combos, and these serve as the primary means of doing area damage in Lost Eidolons.
Maybe that means shocking that puddle you just created, to zap a bunch of guys all at once.
Linard and Albrecht with a tag-team special.
Or extinguishing an obstacle some other jerk set.
FIRE SEASON’S CANCELED.
The result is a combat system where nuking multiple enemies with a single spell is intentionally a bit of a pain to pull off — but when you actually do it? It can swing the whole battle. And feels AWESOME.
Discovering these and other interactions is half the fun of progressing the magic classes. And in true SRPG fashion, your spellcasters become flesh-liquefying gods of death by the endgame.
That said, spells have a limited number of uses per battle, and spellcasting classes tend to be on the squishy side, so they won’t be winning the day on their own. But with a bit of clever play and careful planning, they’re a crucial tool for turning the battlefield itself to your advantage.
And trust me: you’re gonna need all the help you can get.