Added a lot in this update! Majority of it is for the DLC, but some of it is for the original game as well:
- New 'Create SVC' in workshop, create your own vehicle with custom guns, upgrades, and visuals! - New map 'UA1' to battle in, available in Tower mode and Exhibition! - Changed the upgrade system to be more clear, will indicate which upgrade is equipped - Workshop Resources can now be earned by just playing in the DLC. You will still earn much more going through the Tower mode, but you can now earn workshop resources in all modes. - Added a Save / Load setup in the Options menu for the main menu. Can now have multiple saves, as well as delete or recover saves if you wish.
Well it's been three years since the release of One Step From Eden.
I appreciate all the love and support and players still excited about the game and playing and even making mods to this day. We've finally wrapped up the character sprite updates for the cast with Saffron and Reva!
I've been working full time on Duelists of Eden which is an online PvP card/fighting game. The game has been rebuilt from scratch and the mechanics are a bit different and catered to be exciting and fun for PvP!
Release is planned for 2023-2024. Please wishlist it here:
Bugfixes: Readability mode no longer shows locked card descriptions Leaving PvP with a saved run no longer deletes the saved run Selicy Holiday skin can now only be unlocked in December Second Breakfast - fixed and updated description Uranium - updated description Polished animations Loading pngs for mods now uses a coroutine Softlock at level 100 fixed, level cap increased to 999
This may be the last update for One Step from Eden. If there's one way you want to support us, please leave us a review on Steam!
Best, Thomas
P.S. You can unlock Saffron's "Classic" skin by beating her as a boss!
This week I played through the current build of the vampire route for the first time in what feels like forever. I fixed some small things that should have been addressed earlier. Previously, whenever you were in the overworld, or even after certain battles, the screen tint would change to a normal, daytime color. I've made it so that the "nighttime" filter is on whenever you are outside. On the backend, I also made the leveling process a parallel common event (something I should have done in the first place). This isn't a change players will really notice, but is more of a quality of life change for me moving forward. One change players will notice is that when you are caught by one of the hunters in town, you'll now be able to push them away, similar to the enemies in chapter 4 of the main story. You still have to worry about being dog-piled, but you at least have a better chance to escape!
I am also done doing all of the sprite work and character art as of this week. I had been postponing the sprite art because I was unsure how to go about making a mermaid character sprite. below is the result of a bit of digging through some references. I think Maryn's sprite came out decently. Here she is fawning over Captain Gloria:
I've also completed another map, the pirate's base of operations, Devil's Cay:
This offshore pocket of land houses some pirate booty and a few fights. If you're familiar with the contest entry's story, you'll know what goes on here...
I am also working on a gameplay hook that will be exclusive to the vampire route. I'm still getting everything in place, but I think that players will be pleased with it's implementation. I'll have more to share with you next week!
That's all I have to share with you this week. Until next time, everyone!
Coming this Easter Monday, I have some time off work and I will add a BRAND NEW Fed-Wrecker to the game: the fan-favorite Hans-Hermann Hoppe!
His special ability will be Physical Removal, which will "get rid of" some fiat, so to speak. Besides his default classic sweater vest, rack up a high score and play as one of his other skins. Austrian Emperor Hoppe - Unlock this low time-preference look and secure wealth for future generations with this monarchical skin by scoring 250,000 points El General Hoppe - Give free, scenic helicopter rides to your amigos en la izquierda in this spiffing uniform by scoring 1,250,000 points
You might have already read the article by PCGamesN…
… But in the circumstance that you haven’t, let us set the scene.
Welcome to the Depths of Hell.
You have entered into a world of darkness, where the Archfiends -- so alike and yet each strikingly different -- strive for power and dominion.
But beware, for there are those who lurk in the shadows, whose very presence sends shivers down the spines of even the most stalwart souls...
Today, we dare speak of one such being, an Archfiend whose name is whispered with dread and whose power is beyond measure. To gaze upon this being is to stare into the abyss itself, to feel the weight of despair and the certainty of defeat. For this Archfiend is a being of true darkness, a force to be reckoned with and feared...
It is with both trepidation and a sense of grim fascination that we reveal the name of this Archfiend...
Murmur
Monarch of the Grave
Deathlord
Overview
Allow your depraved sorrow to seep slowly into your enemies with the Archfiend, Murmur. The Monarch of the Grave is a favourite among the players who enjoy sorcery and destruction.
An ancient evil, damned! with such a hatred of life, Murmer, a Monarch of the Grave, foul necromancer, despises the living and would smother it all with his vast armies of the dead.
Discordant trumpets herald the arrival of the Deathlord -- a short blast of excitement that swiftly wanes, a taunting reminder of a life outside of Murmur’s dismal aura.
Upon arrival, Murmur’s ghastly figure is moulded only by their gloomy plate armor, wreathed in a heavy atmosphere of evil sorcery. The Eye Heraldry burns from their helmet, the only colour in an otherwise desolate world.
The only feasible threat is the sharp, obsidian black longsword in hand and the two skeletal, horned wings upon Murmur’s back. Their wretched aura leaves much else of what the Deathlord is capable of to the imagination.
Gameplay Style
Special Abilities Monarch of the Grave: Murmur's Special Ability will be revealed closer to the game, but has to do with Destruction... (We're taking guesses 👀)
Their initial stat distribution is… 1 Point to Wrath 1 Point to Prophecy 2 Points to Destruction
Murmur Lore:A vile necromancer, a collector of the dead and forgotten, who whispers through the veil, an abuser of ghosts, a shade-sinister, a ghoul, an eater of spirits, a crashing wave of bones. I have many more of these. I wonder from which destitute grave-womb they emerged?
Rumours hint that the Legions of Murmur are fuelled by the tolling undead. Those who face off against the Deathlord in the field have whispered horrific tales… Tales of the shambling mounds of bone and tendon who bear the banner of Murmur, forced to fight endlessly in the Monarch of the Grave’s Legions.
Then, once the battle is done… Did you think these bones would rest under the Vile Necromancer? These very vassals are forced to rise once again. There is no rest for the wicked, and even less for the wicked’s undead eternal armies…
The realisation of this haunting cycle is crushing, and it is this pure misery of the captured souls that fuels part of Murmur’s Sorcery.
Conceptualisation
The primary focus here was to capture the imposing stature and otherworldly presence through nods to malevolence in shape and detail.
Shaping Vestige, Murmur's Stronghold
I spent but a night within that sad manse, and walked its empty, unlit and cob-webbed halls, and heard the forlorn moaning of the infernal winds through its broken windows, as if the entire place heaved and cried of loneliness and despair. No other guests were seen, indeed not a single servant. It was only a place of ghosts I will never return to.
-- Letter from Bishop Xiat to his Unholy Reverence Anti-Pope XVII upon invitation to Murmur’s House.
Conclusion
A wraith of shadow, ichor and fire, Murmur’s conquering ambition closely resembles their appearance: elusive and shadow-filled…
All eagerly lay in wait for their opening move to be revealed. Will their sorrow manifest aggressively? Sharp as a broken tooth, crushing all enemies in sight? Or will they be as slow and mournfully fervent as melancholy often is? Sinisterly analysing their opponent’s weakness and waiting for their opening?
It is for you to decide when you conquer Hell with…
If you've made it this far, thanks for following along. I intend to share more posts like this, detailing the development process as it unfolds and exploring the unique challenges the privilege of re-imagining a cult classic like Solium Infernum for new (and old!) audiences holds.
For now, you can join the {LINK REMOVED}League of Geeks Discord community for all the infernal news and discussion, as well as more information on Playtesting.
P.S. You can support us and our re-imagining of Vic's "diamond in the dark" by Wishlisting Solium Infernum on Steam, if you haven't already. Wishlisting tells the all-great Steam algorithm that people like what they’re seeing and gets us in front of more eyes.
Storage controls, Job worker list, UI tabs, improvements and fixes.
You can now select the job's desired storage location. The default option for all jobs is auto which chooses the closest location, but you can directly change to manual and select the warehouse or stockpile you desire the job to store resources at. This will also allow you to click an eye icon to see the selected or closest storage.
The market will now only store food, and workers can carry much more.
Each job UI will have a tab listing all workers.
Job UI tabs now use icons rather than text. This will give more space and prevent issues with translation text sizing.
All jobs will collect more resources if possible, meaning they will make fewer trips for resources, increasing their production.
Will now save and load the weather precisely the same.
House storage will now say empty when empty rather than having a blank screen.
Using new snow values for grass removal.
Improved food collection formula.
Reduced thunder volume slightly.
Tree performance improvement and visual.
Fixed issue with family addition.
Fixed cart load UI issue.
Fixed issue with stockpile destruction save and load.
There was a bug that occurred that by the time you reached the 2nd route you get a corrupt version of the 2nd route and then after you finish the corrupt version of the 2nd route you cannot continue on with the game and there is a constant cycle if you keep reaching the end of the corrupt route. NOW THIS ISSUE IS FIXED! For anyone who has experienced this bug, try skipping to the end of the second route twice in order to fix all of the flags. If this doesn't work, reset all of your data. This resets your persistent data but not your saves. So you can load the saves as a short cut. The flags are located at "the next day" scene after you get all 3 endings of the 2nd route, this should unlock the corrupt route. Then when you press the retry button or click the corrupt snapshot image in the select route screen it should bring you to the corrupt route. When you reach the end of the corrupt route it should say "to be continued" after the "next day" scene. After this Hiro's route should be unlocked.