Hello wise elders! I am here today with news about the development of the game.
Food Balancing The focus these months has been on balancing, making sure the game is both fun and challenging at the different difficulty levels. This is quite a hard task, but I am spending a lot of time to make sure it works out. A lot of thought, test, and math has been put on balancing food in particular. Winter will be quite a challenge, but I'm sure you can survive it.
Label System redone The Label system has been completely revamped, and a Pip with a Label will now have a (small) impact on the gameplay. You will be able to get Pips that only eat Vegetables, or Coward Pips that increase the probability of Fear events!
Finishing touches With the final stages of the game being tested, I am making sure that everything is in order and that all events work as they should. Hundreds of events are dying to meet you! I must say that the new event system I talked about earlier is giving good results, I'm eager to know what you will think of it.
The same is true for the research tree, that is being finalized as well. Here is a sneak peek:
The festival of Turns! Take a look at the banner at the top of the page of dotAGE, as the game is participating in the first ever #TurnBasedFest. There are a lot of discounts and other demos to try, so go check it out!
A last announcement Balancing is going smoothly, but there are still some things I need to do before deciding on a release date, as the game is quite complex and, as you know, time is a tyrant. I want to make sure to provide a good experience, so I need some more time! Unfortunately, this means I won't be releasing the game before the end of the year, but be sure that it is going to be soon enough.
In the meantime, I hope you have a great end of the year... who knows what the new year may bring!
STAR WARS™: The Old Republic™ - SWTOR Community Team
The sun had set hours ago, leaving only harsh artificial lights and their shadows—good for an ambush, terrible for a chase.
The sun had set hours ago, leaving only harsh artificial lights and their shadows—good for an ambush, terrible for a chase.
Shae Vizla sparked her jetpack, but it sputtered and didn't ignite. Broken or burnt out, it was done. She cursed. Twice now, Gauss—a recruiter for the most dangerous people in the galaxy—had slipped through her fingers. Once on Taris, where she learned that limitless credits could buy you a ticket into a no-fly zone after a chemical spill, and once on Hutt-controlled Darvannis, where an unexpected squad of well-equipped guards kept Gauss out of reach. That was when Shae decided she needed a new plan.
Now she was running across rooftops in the slums of the Duros Sector on Nar Shaddaa. A place so unplanned, mashed together, and chaotic that, with the right paint job, you could hide an Imperial Cruiser in a back alley. It was fitting that her last chance at grabbing Gauss was here, in the heart of rock-bottom. If she lost her prey again, he was gone forever, and any chance of hunting down his latest customers—Heta Kol and the Hidden Chain—disappeared with him. They had attacked her ship and killed her people. There was more to it, but that was all she needed to fuel her hunt.
The same elite guards were now hustling him through a packed street towards the spaceport. Shae had a better look at them. They wore blue and gold armor and had some very expensive gear: multi-scan visors, custom durasteel blades, antique slug-throwers, and the occasional blaster. There was no doubt they were Mandalorians from Clan Ha'rangir. A group infamous for wealth beyond kings that seldom got involved with politics, they never got into blaster fights in the street for some go-between . If Heta recruited Clan Ha'rangir, the game had changed.
Shae was tracking the big bruiser pulling Gauss through the crowds. He had three curved horns on his helmet and left a trail of blood and broken bones as he smashed his way forward. Shae ran on. The end of the roof was getting closer. She leaned forward, preparing to jump across the alley to the next building. A few steps before the edge, she heard the unmistakable crack of a slug thrower and felt a blossom of pain in her calf. Her jump was awkward and weak. She fell short, colliding with the hard edge of the adjacent roof. Her chest piece absorbed the blow, but the impact delivered enough punch to knock the wind out of her.
Shae held on, gasping. Her hands scratched a hold out of the metal surface. Swinging a leg over the lip of the roof, she lifted herself up and rolled away from the edge. The sling on the longrifle at her back caught on something. She took a deep breath. Her calf pulsed in pain. The splattered blood showed someone got a lucky shot between the plates. Two more cracks in the distance, and divots exploded out of the rooftop, inches from her helmet. She yanked her longrifle free and jammed the butt end into the roof to help lift her to her feet. A bead of sweat rolled down her cheek under her helmet. She carried the rifle in one hand and ran on. That leg was going to be a problem.
Two Mandalorians shot up from the right side of the building and high into the air above her. They began firing even before they cut their jets and landed hard on the roof, their pristine blue armor reflecting the dim light from the streets below. Shae drew her own pistol and pulled the trigger. Dry click. Empty.
A slug pinged off her shoulder, throwing her arm back. She used the momentum to spin around, drawing a second blaster with her free hand and fired. The red bolt of plasma splashed against the jetpack of the Mandalorian on the left. A thin whistle, followed by a blast of flame from his jet pack, jerked him to the side and off the building.
Shae's armor was ping-pinging, with more slugs fired from the remaining Mandalorian. She fired again, but he turned to let his chest piece deflect the brunt of the blast. It knocked him off his feet, buying her a few seconds.
She saw two more coming in on her left. With no jetpack, she was at a disadvantage. She jogged to the edge of the building and scanned the floors below. Slugs ricocheted around her. Gauss and his handlers were nearing the end of the street.
Slinging the longrifle back in place, she jumped to a balcony below, smashing a row of potted plants. She heard a scream of surprise inside the apartment as she vaulted over the rail and let herself drop to the next floor down. She let herself fall again and again, until she hit the ground, landing badly on her bleeding leg. A shiver of pain ran up her hip and along her back. Gritting her teeth, Shae lurched forward, ducking into an alley overgrown with awnings and cables. If they wanted her, they would need to come down into the mud and play.
Ping! They found her in seconds.
"Haar'chak!" She didn't spare a look behind her as she pushed off of the wall, tipping a stack of crates down. Blaster fire and a streak of red-hot divots appeared along the wall where she had just stood. Fast footsteps were gaining on her. Shouts from two—now three—sources. She ran to the end of the alley and into the street.
Gauss and Three Horns were disappearing around a corner up ahead. Shae was close, but the spaceport was closer. She picked up speed despite the fire in her leg.
A Mandalorian stepped out from an alcove, levelling a blaster at her. She was moving too fast to dodge aside and crashed into him, taking them both to the ground. His pistol skittered off down the street. Shae used a pipe to pull herself to her feet. She turned to see his lost blaster replaced with a blade. Power hummed along its razor edge.
Shae was losing blood, and her prize slipped further away every second she wasted on distractions. The Mandalorian dove towards her. She deflected his arm at the wrist and struck his unarmored neck with the side of her hand. He coughed. She grabbed his knife arm and twisted it in front of her. A muffled crack and a shout of pain. She kicked out his leg, dropping him back against the alcove. More jetpacks were approaching. With a grunt, she stumbled down the street.
She rounded a corner and collided with several pedestrians. Pushing her way through, she searched the press of bodies blocking her way. Where is he? She climbed up on the hood of a parked speeder to get a better view. People cast her confused looks.
There were too many shadows and too many people crisscrossing her field of view. Nar Shaddaa was always busy, and getting lost in the crowd was almost a religion. Unslinging her longrifle—the confusion turned to screams—Shae looked through the scope. Everything about the rifle—an involuntary gift from an ex-Mandalorian back on Mek-Sha—was new and expensive. Shae keyed the scope—one of the special modifications she made to the weapon since Gauss escaped the first time—to pick him out in a crowd.
A red square appeared around a sliver of a half-turned face. Gauss. Shae looked up and found Three Horns pushing people out of the way as he pressed forward. Their group was moving towards a shop door. Someone didn't clear the way fast enough and got the butt of Three Horn's blaster across his face. The pedestrian fell back as Three Horns shouldered the door open and shoved Gauss inside.
Shae slung the longrifle on her back and jumped off the speeder. A shock of pain reminded her that she didn't have a lot of moves left. She managed a wry smile as she ran. Exhausted, bleeding, certain death seconds away, and she smiled. A hunt, an actual hunt, after years in a pretty cage of politics and bureaucracy as Mandalore the Avenger. She felt the familiar rush of her first hunt so many years ago. The rust had fallen away, and her instincts began to howl.
Ping! Shae wobbled to the right as the slug knocked her forward onto her bad leg. She was bleeding enough to leave a trail a child could follow. This might be where she belonged, but it didn’t mean she would survive. Better to die with blood in my mouth than rust on my blade.
She found the shop and pushed the remaining crowd aside before stepping through the broken door frame. It was a pawn shop of some kind, unkempt and filled to the ceiling with forgotten wares. Overturned shelves and debris slowed her down. Shae hopped painfully over the worst of it and picked her way through the junk to a hallway.
Massive arms grabbed her from behind, lifting her off the ground. She struggled to break free, her legs flailing. Driving her head back, her helmet smashed into an immovable beskar. The grip remained.
She shouted, "Orar T’ad!" Her standard list of verbal commands was another modification she added to her longrifle, handy for when you couldn't reach the trigger. The weapon, still strapped to her back, fired a thunderous round into the ceiling. The trick worked, and the grip loosened. Shae slammed a boot down on a knee. A leg buckled, and she dropped free. Shae crouched and swept the thick legs out, knocking her attacker to the floor. Her own wounded leg protested the move. Breathing ragged gulps, she guided herself along the wall and pushed open the exit.
The alley was unlit and dark, but her visor adjusted automatically, casting everything in an orange and white glow. The last of the fleeing Ha’rangir was a quick dash up the street. She heaved herself out of the doorway and down the pavement. Broken crates, metal scraps, and other trash made for unsteady footing. She could make out the smell of exhaust fumes and the ozone of welding through her helmet's filters. Glancing up, she saw lights reflected against the low clouds in the distance, the spaceport. She broke into a limping run, the longrifle listing left and right with each step. The fire in her leg turned to ice.
"Stop her!" Gauss shouted from up ahead. She couldn't see him, but he was close.
"You're dead, Gauss!" she shouted back. Shae needed him alive, but it was getting hard to remember that. They had cut a hole in the fence. The metal was still red around the edges. Glaring white lights illuminated the smooth concrete ahead. Unslinging her longrifle, she jumped through and kept running.
A glossy blue and gold ship sat in the distance. Its engines hummed, and the loading ramp was gliding open. Three Horns, Gauss, and two others ran toward the ship while a small group turned and began firing at her. She dodged to the side as a rain of metal slugs pitted the pavement around her. Still running, she raised her longrifle and fired a volley of shots at closest. One found its mark, and his orange and white avatar fell back.
With the endless landing area the only obstacle between her and Gauss, she ran. Her leg numb, her lungs grabbing what air they could, Shae cursed any plan that involved this much running.
More Mandalorians came spilling out of the ship. Shae heard shouted commands as Three Horns pointed in her direction. They took aim and began firing. A combination of blaster bolts and slugs peppered the ground and her armor, twisting her one way and the other, slowing her progress as she struggled to keep her footing. Her wounded leg pulsed and threatened to give way. With a yell, she pushed through the barrage, raising the arm that held the longrifle across her visor for added protection.
She pulled out her backup pistol with her free hand and returned fire, each shot precise and calculated. Mandalorians began to drop, red plasma scorching a path to the soft tissue between their armor plates. Gauss had found the ramp and used the rails to pull himself up. He stopped and looked back, a smile on his face.
Shae swore, jumping over one of the fallen Mandalorians, his shoulder still smoking. In one practiced motion, she holstered the blaster, went down on one knee, planted the longrifle on her shoulder and took aim. Got you.
She didn’t take the shot.
The thin whine of a missile cut through the air. Shae had time for half a curse before it struck, the explosion lifting her into the air. There was a ringing in her ear, then nothing.
Slowly, murky points of light and security klaxons swam into her consciousness. Shae blinked away her confusion, flexing her hands. She tried to sit up, but her arms were pinned. The inside of her helmet was wet. Shapes swam into view. Blue Mandalorians lifted her up, causing the world to spin and her new bruises to burn. An iron grip held her arms behind her.
Her vision sharpened into the image of Gauss smiling. He was uncomfortably close. Three Horns stood to the side, leveling Shae's longrifle at her chest. It went very well with his polished armor, she noted absently.
“Almost, Shae,” Gauss said. His voice was smooth as silk.
More klaxons. It meant security droids charged with protecting the spaceport were on their way. Turns out security frowned upon blaster fire and missiles. Gauss looked irritated at having his victory cut short. "These people will ensure you don't bother me again, isn't that right, Rubassa?" Gauss continued to stare at Shae as he asked.
“Clan Ha'rangir will see you safe.” Three Horns replied.
Shae scoffed. "You boys got tired of hiding behind your credits?”
Three Horns—Rubassa—turned to look at Shae. “Heta Kol wants a return to the old ways. ‘In war, conquest. In triumph, tradition.”
“Whatever. Can I have my rifle back?”
He laughed. Without taking his eyes off Shae, he slung her longrifle across his back. “See you get a good price for her,” he said to the remaining Ha’rangir. With a final chuckle, he turned on his heel towards the ship, motioning his team to follow. Gauss was escorted up the ramp, still smiling.
Shae strained against her remaining captors, shouting a curse as the engines blazed to life and the ship lifted off. With a flash, the elegant mass of metal raced into the sky and out of sight. Gauss was gone.
The Ha’rangir in front of her watched the ship depart. The man behind her pulled her a half step back into his chest plate. He leaned close and tightened his grip on her arms. "Now, what are we going to do with—"
"Hettir solus." A jet of flame burst from her right wrist, catching the man behind her in an inferno. Shae swung her arm around in a wide arc, engulfing the rest. Not a pretty sight. After a few seconds, the flame sputtered to a hissing finish, leaving blackened beskar plates and piles of ash. She looked up at the sky, reaching for a small datapad at her hip. Two taps and it glowed to life: “TRACKER ENABLED.”
***
Shae sat at the console of her ship and watched the tiny blip make its way down to the planet. She lost sight of it but didn't dare get any closer and risk detection. She wasn't sure how the ionic storm that raged outside the cockpit would affect scanners. It made the last leg of the journey difficult, but there was no mistake: her hunt for Heta Kol had ended.
She followed the tiny whisper her tracker embedded in all outgoing comms and scanning pings for three days. Rubassa’s ship docked with another and transferred Gauss—likely to throw off any tail. A good plan, except Shae wasn't following Gauss. He was just the go-between with Heta and had served his purpose. Apply enough pressure, and someone directly connected to Heta will arrive. Enter Rubassa and his Ha’rangir Mandalorians.
Shae’s final modification to the longrifle was a tracker. It was a gamble, sure, but a lifetime of hunting down dangerous people had taught her that the best warriors claimed the best rewards. Shae couldn't resist that fancy longrifle on Mek-Sha when she lifted it off an old enemy, and she bet whoever Heta sent to protect Gauss would feel the same.
Shae tapped a console for more information on the planet hiding behind the storm.
Ruhnuk.
Surrounded by an intense storm, out of the way, any industry was decades in the past; it looked like any unremarkable rock in space. Perfect for a hideout. One way or another, Shae would face Heta and decide the future of the Mandalorians.
She stared at the swirling clouds and lightning. It would be stupid to go down into the heart of Heta's lair alone. She cursed and turned the ship around, setting course for Odessen.
Discover the holiday magic behind this year’s Winter Convergence Festival before it ends on January 10, 2023. Our Audio and Narrative Teams took inspiration from various holiday festivities to make the event feel like a natural extension of what you love about New World. Enjoy the ambience of Winter villages, confront the Winter Warrior’s brutality in an all-new world boss fight, and immerse yourself in nostalgic sounds as you complete quests for new, limited-time rewards. Here’s how we brought the holiday season to life in Aeternum.
WINTER CONVERGENCE FESTIVAL LORE
A mysterious creature referring to themselves as the Winter Wanderer appears in Aeternum at the start of the Convergence season, but the denizens of Aeternum are doubtful of its bold claim. Tales of the Winter Warrior and Frigid Folk are just that, tall tales to tell around the campfire! However, a string of strange disturbances fitting the stories of the Frigid Folk are occurring around the island.
The tales are true. The Winter Warrior and its legion of Frigid Folk are behind the occurrences and are exacting their plan of a Forever Winter! Real or not, the creature known as the Winter Wanderer is the key to fighting back.
WINTER WANDERER & WARRIOR LORE
“We wanted to introduce the backstory of the Winter Wanderer in stages,” said Narrative Designer Aaron de Orive. “We knew we’d use yetis as major characters, both a good and an evil version. They would speak their own language, consisting of grunts, growls, and roars created by our amazing audio team. That certainly made sense for the Winter Warrior, the savage yeti, but the Wanderer needed to be able to communicate with the players as a quest giver. So it was decided to make the Wanderer a yeti by way of a magical curse. He wasn’t always a yeti, and if you pay attention to the Wanderer’s dialogue, he hints at a previous life, mentioning distant memories of a warm fire, children’s laughter, and the beautiful sound of ringing bells. The Wanderer’s memories will slowly return to him, allowing the players to help him piece together who he was before the curse, and more importantly, why he was cursed.”
“The plan was also to slowly reveal the larger lore behind the Winter Convergence event. Aeternum hosts many ancient powers, and as the source of all myths in the world, it stands to reason that it would’ve had a being that inspired Yule figures like Father Winter. Players will have to wait a few more seasons to discover who or what this mysterious being may be, and how it guides the events that make up the Winter holiday. The Wanderer is a representative of this being, spreading the hopeful message and meaning of the season.”
“But likewise, the Warrior similarly serves an ancient entity, and it stands in stark contrast to the benevolent figure of Father Winter. This dark figure will also be explored in future iterations of the Winter Convergence event. Because on Aeternum, there must always be the darkness to contrast against the light.”
WINTER CONVERGENCE FESTIVAL AUDIO INSPIRATION
WINTER VILLAGE
“It’s not easy to establish one sound that represents all the cultures so I looked at the game environment and went again to my hometown French forest during the winter holidays,” said Audio Director Jean-Edouard Miclot. “Lots of snowflakes started falling slowly from the sky through the tall green pine trees so I put my handheld recorder under a thick bed of dry leaves and pressed record. Nature is magic on its own. The result was an ASMR-like tinkle of each snowflake landing on the leaves. It created a gentle ambient bed that I used in the main menu and around the Winter Convergence tree in the settlement and in the winter village.”
“We also needed an ambient music track in the winter village that felt free from cultural influences so I started writing music based on the New World theme but made with various toys like a little train whistle, bicycle bells, xylophone toy, crystal glasses and other virtual instruments. The idea was to make music from presents so I recorded my three little boys opening our gifts under my parent’s tree and there was a lot of noise from the excitement unwrapping presents but I managed to salvage a lot of cute little giggles, laughs and reactions. The audio denoising tools we have these days are amazing so I used them to their full extent to express childhood memories and the happiness around family. My kids have now aged a bit and so have their voices, making it an interesting manifesto to listen to that track again.”
WINTER WANDERER
“New World is filled with a lot of personal experiences,” said Jean-Edouard. “The loud animalistic voice of the Winter Wanderer for example is made from a large female Canadian moose that I recorded in Kamloops British Columbia where my wife’s uncle and aunt lived. I had the chance to record the majestic animal with a trainer who could call her and make her talk. I built several expressive phrases from all the snippets and the voice of the yeti was born.”
WINTER WARRIOR
“The Winter Warrior is a behemoth of a creature and the embodiment of a winter storm full of rage and furry,” said Senior Audio Designer Michael Finley.” I wanted to reflect this brutality in the sound design of the Warrior's voice. However, I felt it a personal challenge to convey his brutal nature through other sonic means and didn't want to lean on the usual apex predator animals such as lions, bears, and tigers for audio source material.”
“In battle, some of his actions and movements felt more light hearted. There are moments where he regathers his strength in-between large scale attacks, and you can see him shaking his head side to side. I had an instantaneous emotional reaction to this and imagined the sound of cheek jowls fluttering back and forth. Immediately the sound of gnarly, gurgly, guttural Camel vocalizations came to mind. This would become the foundation of the Winter Warrior's Voice voice. Twisting the Camel voice audio samples to sound more aggressive was the perfect challenge and led to some very surprising and unpredictable results. In the end, the voice feels eerie and uncanny while at the same time ferocious, which is perfect for this winter monster.”
GLEAMITE METEOR
“Using a personal recording for a character or an object that has nothing to do with the recording is like performing a magic trick.” said Jean-Edouard. “I tried this non-literal approach last year on the sounds of the Gleamite meteor. It was initially set up to play a sound when the meteor entered the atmosphere but it felt cheesy. It's only when I accidentally came upon an old World War 2 prop plane recording that I had an idea. The aircraft didn't sound recognizable but it felt real so I delayed the start of the meteor by about 10 seconds and hooked up that plane sound to play at the meteor location but with no visuals.”
“I think it worked well because it drew attention toward the event. It created anticipation!”
“It made players stop what they were doing, look at the sky and wait for it to happen. Then after a short silence, the meteor entered the atmosphere with a powerful crackling sound made from distorted ice recordings and a rocket launch sound effect. It was dramatic!”
“The meteor being so powerful, we made sure that players could hear it in a 600 meter radius (650 yards). It's the second loudest sound after the Brimstone Sands pyramid that you can hear up to 1.2 km (0.75 miles). It could be a world record in game audio, maybe someone will let us know!”
“The VFX team initially had the meteor explosion working as one beat but it didn’t feel interesting enough so we asked for a Boom-Shack kind of rhythm and I was surprised when they agreed to redo it with this off-beat implosion/explosion.”
“The implosion was simply made from a synthetic sub-harmonic effect but the explosion was surprisingly made from a dirt bike recording combined with a TNT explosion and the pitched down metallic sound of scratching a baseball bench. Sound design can be a strange artistic thing sometimes…”
GLEAMITE CHUNKS
“The big Gleamite chunks that players can mine are essentially crystals from space so I wanted them to sound credible and otherworldly but also musical,” said Jean-Edouard. “Their transparent blue color reminded me of my trip to a glacier in Iceland where the water was flowing through the shiny blue ice so I used those water recordings to keep it grounded. I layered some of the baseball bench screeches to make them sound otherworldly and used crystal glass sounds to make it musical.”
“That's the way we imagined the sounds of the winter holidays for you in Aeternum and I hope you like immersing yourself in it again.”
Thanks for your support! Enjoy the holidays and we’ll see you in Aeternum.
UX improvements Other changes Please let me know your thoughts about the game by leaving a review or speaking in the discussions page on the steam store page. Thank you!
A small follow-up update, with a few fixes based on issues reported by the community.
Changes
The game will now save the progress after every beaten room, so that the game will be saved in case of an unfortunate crash.
All levelling relics are now double checked and unlocked at the start of every run if necessary, which should prevent the game from ever getting stuck in the level up screen.
The Protection Statue now kills enemies at the end through code instead of collider and also not everyone at once, which should decrease the risk of that room causing a crash.
The game will now check a few additional things when trying to load a saved run, so in case of a crash, it should delete the saved run (in the case something isn’t ok) but it should still save the progress of the game.
We'll continue working on improving your experience and we value your feedback!
As always, we welcome each and every one of our visitors to join the club on social media:
Place for us to share gameplay footage, work-in-progress material and all kinds of sneak peeks - twitter
A growing library of short clips covering gameplay or just the funny stuff we do - tik-tok
Lounge to share your thoughts and opinions about the game - discord
Place to discuss the game, see extra content - reddit
Patterns in sensate experience reinforce an illusion of continuity.
The world comes and goes, but nothing really happens.
Thought is disturbance & emotion is chaos.
Time itself seeks to appease the mind that is focused and still.
Don't think, let go! ✨
🧘♂️ Let's TRANSCEND 🧘♂️
We're all set for a trip to a strange new world in Cascade Vol. 1 - Armed with an automatic sub-machine gun, you're left in an abstract and fragmented world where obstacles appear out of the ether to construct the path forward. This playlists brings a fresh new set of levels with unique gameplay and aesthetic. Tough enemies fire a barrage of projectiles as you empty their health bar with your automatic making for a tight CQC style confrontation which requires you to be quick on your feet!
Two new achievements for completing and acing the playlist are also live with this update!
Shuffle Playlist
Other than that, a new "Shuffle Play" feature is included that allows you to start playing immediately from where you left off. It dynamically picks the last few levels from all unlocked playlists.
While it's not fully fleshed out, it allows users to just jump back into the game without having to make a choice on what to play if they're indifferent. A more polished version of this is something I hope to ship alongside a "Campaign" mode that will offer a more structured route through the game. The playlists will remain so they're not going anywhere.
I've also removed the grid and carousel views in the playlist menu in preparation for the campaign mode so hope you all don't miss those too much!
Joystick Sensitivity Sliders
Other than that, I've added separate sliders for controlling the sensitivity for joysticks for those of you who are using controllers and gyro. Hope this makes the experience more smooth.
I didn't get a chance to properly debug and fine tune this, so any feedback would be much appreciated!
Who Knocks is coming. December 26, 2022 will be the official launch date. I am very excited by my new work and I hope it can give you several hours of terror.
Shopkeeper is now selling a food item! The item stacks, so why not buy a few? Or a hundred? OR A THOUSAND?! (You may not be able to hold a thousand)
Shopkeeper's food item can be dropped physically into the world as well as held in the mouth of your character.
You may receive a special item upon character creation. There are three variants currently. (2% chance of receiving this item)
Added some new functionality to dialogue, you can just strike up a conversation with NPCs. Not all have this ability yet, just shopkeeper- but the others will be able to speak to you soon!
Added new NPC Curry. He is currently standing on the hub tree! He is helpful for beginners!
Eating items out of inventory will display unique taste text in the chatbox
Fixes
Shopkeeper's stock no longer duplicates
Raptor now has access to laurels!
Dropping items from inventory properly saves that you did this
Eating items from inventory saves that you did this
Added offset capability to held objects so they look much nicer
You can properly send more than one friend request from your friends menu now. The authentication check will happen before attempting to add if it was not already done.
Password forgot menu is visible again (Whoops)
There is a notice on the text menu on the login screen about accounts that did not migrate not being accessible.
System messages are colored so they don't all blend together in chat
Known Bugs
Potentially the "Move to Bank" button isn't fixed, but we'll see
You cannot eat food items outside of your inventory. This function will be added later
The main point of this game is fun and enjoyable, you can play with your friends or find new ones. During the game, participants answer questions of varying value, trying to get ahead of the opponent and collect points, who has more points and he won.
- How does it work?
Questions can be a variety of formats: Video, photo, text, music. The game consists of at least several main rounds and a final round. Each of the main rounds contains questions on a theme of different format.
-Themes and categories for every taste!
You can choose the theme of the game questions (such as music, movies, books, etc.) you can find by category filters in our browser for every taste and color. These packages work via the Steam trading platform, which means that all the functionality of the marketplace is at your disposal.
-Show Your Uniqueness!
If you can not find the theme that suits you, we have developed for you a convenient and detailed designer! You will be able to design your own unique rounds, questions and themes.
-The game will be free!
We want to release a free game with open functionality that you all can have fun. In order for us to release the game faster we need your help! We are waiting from you to repost and add the game to the Wishlist, because your interest always creates enthusiasm for the work![/h3]