NEW Laser Nodes to add sick laser shows to the mix.
NEW Universal Color Nodes to change hue and brightness during the mix. Major performance optimizations! So much so that large and complex mixes can run at 30fps now on the steam deck. Spectrum Visuals are now using Constant Q which results in visual that has a bit more flare to it than default FFT
Upgraded the Quantization System to support much faster speeds without skips. 32nd notes at 200 bpm… is insane.
You can now tell links to use 32nd note timing
Activation Rings on nodes and Radar nodes can be told to go x2 speed making them operate off of 32nd note timing.
Initial controller support and exploration on ways to make controller support better. There is plenty to improve in this category, but its worth mentioning you can do pretty much everything with the controller now navigating menus and 3D UI elements with the D-Pad.
There are now camera modes that allow you to switch from edit mode, to fly mode. Hitting C or clicking the right thumbstick will switch modes. Fly mode is the first iteration of giving Head-Bob more fun ways to navigate mixes.
Mode switching is now set to 1 2 3 4 5 instead of just 1 and 2.
Q and E will now rotate the camera.
You can now rotate the camera and move with WASD at the same time.
ToolTip UI’s will stay open if you quickly mouse past multiple UI’s. This change may not stay the way it is, but its worth trying out.
Slots can now be clicked on to select them before double clicking elements to place
The create menu can now be clicked to create the object and then move the mouse without clicking and dragging. New Experimental stuff
When flying you can hold down right click or right trigger to send vibes out to nearby vibe nodes. Oh also.. I am experimenting with calling them vibe nodes.
The Future!
After GDC, I will be hunkering down to get this into early access! The current goal has been moved from February to mid April. The reasoning behind this is to get more time to improve the new player on-ramp with tutorialization and controller support. Things are busy right now and I am excited to see where it all goes!
Join the discord Follow the links at the bottom of the page to Wishlist the game, join the discord, and check out the press kit.
Gameplay video of the first location from the Update v1.3. Currently working on the first stage of the update: the environment graphics update. I also changed the map and quest window for a future UI update, as the old map stopped working after the game was transferred to the new engine version.
There are six stages planned for Update 1.3:
Environment (update vegetation, buildings, etc.)
Characters (update the main character, NPCs, monsters, bosses)
Animations (update the main character and NPC animations)
Combat (changing combat to non-target system)
Interface (update interface graphics, possibly with adaptation for gamepad)
Partial voice acting (Ukrainian voice acting of main character and story NPCs)
who has invested his time playing the early demo that I released for the past Steam Next Fest.
All the feedback received is great and it will be taken on count for improving the game overall!
Thank you!!
I'll take a time to fix and polish the demo based on all the feedback I received, and open a playtest on future to ensure quality and fun in the final product, please share for support me oin this journey to give you a great new-classic metroidvania game!
We are bringing you some minor adjustments in this patch, including: - Rework on the action pattern of Floor 2 and 4 Bosses - Rework on relics Demonic Staffs, Red Barrel - Change of effects on several variation X class relics.
We are also testing on tweaking the number of floors in different biomes. Interesting players can join our testing by access the Beta Testing Version. To opt-in: 1. Right click Siege of Dungeon in your Steam Library 2. Click Properties 3. In the ""Betas"" tab, Select ""Beta Testing"" from the drop-down menu
(The most recent game save will be lost upon switching versions)
We are also preparing other new content. Enjoy the game while waiting for our next Major Update, see you in the dungeon!
First off, we want to say a huge thank you to all of you who have been testing out the demo and giving us great feedback and bug reports! You're feedback has been super valuable to us in helping us get the game polished and ready for Early Access release in a few months, and we're so happy to hear how excited you are to play the game.
Also, we wanted to let you know that tomorrow (Saturday, Feb 18th) at 5pm Eastern you can catch and interact with Commander_Orca as she plays some Archmage Rises live on her Twitch channel: https://www.twitch.tv/commander_orca
Have an awesome weekend and we'll be back with more Archmage Rises news and content.
- Added tutorial section teaching how to use Recall when stuck.
- Planted a forest around Brittlekeep.
- Reduced Infusion stacking costs. (From 0/4/8 to 0/3/6.) - Revived players now get the full mana and skill charge restoration of the Nail they were revived by. (Still no skillcard.)
- Characters with new dialogue now have floating speech bubbles next to them. - Player character dialogue text now has unique colors for each character. - Made various improvements to dialogue.
- Reduced the cone of shield blocking to less effectively block attacks from the side. - Boost Boots now allow sprint to be activated on ice.
- Reworked Stone Caller (Shield-using Archives enemy). - Adjusted Bookkeeper's Little Spark's rotation and hitbox.
- Added hints to loading screens. - Added more hints to the hint pool.
- Fixed camera violently shaking after moving mouse during Hub respawn animation. - Fixed fired arrows not culling properly when too close to the camera.
- Clients should now be able to Recall to the Pocket properly. - Old Digger's spin attack should now be visible to clients. - Astral Spark should now be visible to clients. - Bookkeeper's Little Spark should now be visible to clients. - Stone Caller's conjured floor blocks are now replicated to client players.
Thanks to everyone's comments, we deeply feels the players' desire for endless modeːsteammockingː
We expect to update the Time machine feature in the next version, allowing players to go back a few days before the end, giving them more time to accumulate values and unlock events!
Estimated to take 2-3 working days, the brand new time machine will be completed soon!
- Fixed: Roar SFX while Ixer was under the stun effect during Ixer Encounters 1.4 and 2.3 not working. - Fixed: Abbu, Fouboo, Dommu, Frogma, Obyx, Louxar and Zhoraz would walk instead of attacking Ixer during Ixer Encounters 2.3 and 3.2 even if they were close to him. - Added knockback to all Ixer punch attacks. - Added staff channeling sound loop during some events of the Ixer Encounters. - Fixed: Wrong essence costs while selecting a creature to hunt. - Added sound after the player purifies the Divine Essence during Ixer Encounter 2.3. - Visual adjustment to aquin special attack. - Fixed: Final Cutscene with a random SFX being cut at the end. - Fixed: Ixer sound bug during Ixer Third Encounter. - Increased the antecipation time of Ixer's basic attack with his claw. (First encounter and at the window of second encounter). - Fixed an Ixer Animation that was freezing during the Intro Cutscene. - Fixed an Ixer Animation on first encounter where the foot was in an incorrect position. - Fixed: Player would stop walking during the Ixer Encounter 2.3 and Ixer Encounter 3.2 while Ixer was moving (while playing on a Joystick). - Fixed: Essences would not be removed from the adorer's panel after being spent in a hunt. - Fixed: Confirmation canvas would remain active after closing some panels.