My next game is now going live across the world on the Nintendo Switch. If it's still not released in your region, you can still pre-order the game with a -25% OFF discount.
The Great City has fallen, and you find yourself clinging to a piece of driftwood in the aftermath. A new nation, Atla, has risen from the ashes.
You are tasked with a crucial mission: to fill the Fountain of Absence using the Ark of the Covenant. The fate of the nation rests on your shoulders, as quenching the fountain is the only way to avert a cyclical catastrophe that occurs every 29 days. Explore an open-ended world where you are free to go where you please, but be warned: the journey will not be easy. You must upgrade your stats, conjure items and magic, and survive the colorful 3D world of mysticism and danger on the Nintendo Switch™. Will you be able to uncover the source of the catastrophe and save Atla? The choice is yours.
Key features:
-Open-ended adventure in a colorful 3D world
-Upgradeable stats and magic
-Adventure/RPG gameplay with mystical dangers
-Use the Ark of the Covenant to fill the Fountain of Absence
-Uncover the source of the cyclical disaster and save Atla
NIGHTLY UPDATE | 0.1.0.9 OVERVIEW This update continues to improve TGC's animals ability to communicate via sound, respond to social cues, and establishes the ability of animals to create relationships with other creatures and to remember positive and negative associates they've learned. Though all creatures in TGC are already unique beings making their own decisions independent of players; giving them access to this new Relationship memory system enhances their intelligence and allows the player to see them as more sentient. Efforts to improve all of TGC's creatures' skins & animations continue to progress in the background as well, however TCG's focus on complex Ai, world systems, and mechanics will eventually allow for an experience only comparable to being in the African bush IRL.
As the game's ai code has grown more complex I've invested in auditing and removing flaws so that there is more consistent and non-repetitive animal behavior
NIGHTLY UPDATE | 0.1.0.9
NEW CHARACTERS
African Fish Eagle (Ai)
African Wild Dog (Ai)
Serval (Ai)
NEW MECHANICS
Most animals can remember positive or negative relationships with other animals
Scroll character walk speed via Shift + Scroll up or Scroll down
Added Enclosure B map to Animal Survival Demo
Species-based level caps
Tier-based stats caps
Parents of player can have 2 offspring
Parents retrieve offspring that wonder too far
Parents keep pace within range of offspring stats
Parents respond to distress calls by players
Companions type animals may choose to follow player (siblings & orphans)
Animals will physically look in the direction of their herd to determine if they are too far from group
Players instincts pick up alert calls for danger
Animals not accepted by group leader lurk on the outsider of the group
Added unreal engine to intro level
Added hiding in bush behavior to some prey animals
ADJUSTMENTS
Changed Survival Demo to Animal Survival Demo
Improved crow hop and walk physics
Added instinct for most animals to prefer to nest away from water sources
Added a size cap for some predators to avoid prey that is too big
Added new hud icon for overheating
Added new hud icon for ticks/grooming
Added birth type categories for all creatures
Added Park Ranger and Human Survival to main menu
New African Grey Parrot social calls
New Hadeda Ibis social calls
Added more factors to animal leader selection (level, size, health, territory...)
Returned flight control to Basic version 1 (Designed to be simple)
Improved flight control Basic
Improved blood pooling after player death
Improved herding behaviors
Improved animals navigation system
Improved animal's ability to detect water edge
Removed shine from Pangolin scales
Set overheating damage to 10%
Various minor performance improvements
FIXES
Fixed Hyenas not making eye-contact with targets
Fixed birds getting too close to player for ticks
Fixed cinematic & player hud not showing automatically after waking up
Fixed Giraffes & Crows suspended too high off ground
Fixed size issues with overgrown babies & Ostriches
Fixed Serval not able to sit
Fixed friendly emote (2 call) not working for all playable characters
Fixed friendly emote(2call) spamming via player input
Fixed 12 bird species missing scent info
Fixed bushes turning to blurry blocks when moving away
Fixed auto exposure not triggering
Fixed animal communication icons not clearing old emotes
Fixed food bush 4 not moving when animals walk through
Fixed photo mode opening twice on top of itself if not exited properly
CLARIFICATIONS
KNOWN ISSUES & OFFICIAL GUIDANCE
Walking over small rocks could cause the player's camera to slant. This is actually an incomplete feature meant for automatically adjusting the camera perspective; once complete the feature will automatically adjust and reset the camera based on what the player is doing. Until then avoid climbing over small. If the camera is triggered, you can attempt to walk over another rock or object to counter-act the camera adjustment. If you can not fix it this way. only restarting the game
Walking into deep water may cause a fatal error. You can drink but avoid deep water until the new swimming system is implemented
Built-in Photomode: If pics are not in your default photos folder, check... %localappdata%\LocalThe_Great_Circle_C2\Saved\Screenshots\WindowsNoEditor (or use Steam or Nvidia Ansel for now)
UPCOMING DEVELOPMENTS (*near future)
Combat, Hunting, Rival Fights, Playing babies, Hunting Ambushes
Co-op survival mode
Water creatures, Swimming Overhaul
Improvements to player Hud (+Performance)
Combat Mode play options (Deathmatches)
Character menu
BRAND NEW DEVELOPMENTS
Oxpecker birds + on-body movements
Ethiopian wolf
African Fish eagle
Kudu
African Wild Dog
SNEAK PEAKS (Concept art & Lore)
REPORT BUGS via Discord! https://discord.com/invite/9h35M5mhBd Go to #bug-reports channel and describe in detail something you noticed that could be a bug. It also helps to list your hardware info to help determine the cause. Keep an eye out for a direct reply to tell you if it is indeed a bug and if so, a then later a followup reply indicating the problem is fixed in an update.
HOW TO SUPPORT DEVELOPMENT If you enjoy the vision of this game and want to support development, try any of the following:
Follow social media (Youtube, Twitch, Facebook, Instagram, Twitter, Tiktok, Discord)
The Shiny Shoe devs are back for the weekly stream. Join Creative Director Andrew and Community Manager Cami for this week's update and a run through Inkbound!
1) Fixed error with dark stripes on smoke and dust in binoculars mode 2) Algorithm for determining the range using sights on vehicles without rangefinders is adjusted towards greater "humanity"
Update 0.9.1.4 brings performance improvements for projectiles, scaling collect speed of light fragments, improved melee construct attacks a new leaderboard rank frame and further improvements to the game.
New Range Projectiles
Reworked the most performance hungry projectiles (light staff, phoenix staff, dark staff, focus and ice staff) and recreated those effects from scratch to have a very low performance impact while still keeping visuals as good as possible.
Improvements
Added new visual frame to your leaderboard rank.
Improved basement trap animation
Melee constructs now have increased attack range and longer attack period that should make it easier for them to hit enemies.
Characters can now also be unlocked when you defeat the endboss on a map tier higher than the required tier.
Collect speed of light fragments now scales with your movement speed so that you cant outrun the attracted light fragments.
Bugfixes
Fixed wrong skill description for bursting skills.
If you encounter any bugs or issues please let us know. The best way to engage in the ongoing development of Striving for Light is our discord:
As we will hopefully be launching the 1.2 patch in the next couple of weeks, we have archived the patch 1.1 build onto its own branch.
As the 1.2 patch will be coming with some new features and a few other changes, we've made the decision to make old builds available to allow players the choice of playing with the new features or to be able to stick with what they're familiar with. We don't plan on supporting these older branches once a newer patch is available.
We intend to handle any future patches in the same way too.
Specifically regarding patch 1.2, we believe that all major tasks have been implemented and all major bugs have been fixed, however we have made a few deep changes which could have repercussions that are a little more difficult to detect, so we need to have a period of bug hunting. If you can't wait for release, patch 1.2 is currently available in the beta branch - however be warned that it isn't complete yet and bugs may still be present, so make sure you back up any save files.
When the patch goes live we will make an appropriate announcement.
Should you have any questions, comments, or feedback, please reply to this post of via the usual channels.
That's it guys, it's March, and we at the EQ administration are going to try to do one event per month, but not just Double EXP events, we want to vary the events we do and one event that everyone liked was Halloween, so we decided to do an event based on that one, but even more exclusive! This month we will have the Saint Patrick's Day event from the 17th to the 20th, you will be able to exchange 50k Clovers for an Exclusive Skin, this skin will be seasonal, that is, it can only be acquired by small periods of time like this and then it will return the following year (or not ːsteamfacepalmː). You then have until the 17th to the 20th of March to get your clovers! Good luck! 🍀
Skin Name: Leprechaun How to Change the Skin: Keep the clovers in your storage, then open a ticket or contact the staff through any available channel during March 17th to 20th and the ADMs will exchange it for you Notes: Only 1 skin per person/player will be allowed.