If you've been following the game for a while now, or if you've looked at the previous announcement posts that were made, you'll know that a little while back I set up a Kickstarter to try and get additional funding for the game. It wasn't successful, and I'd be lying if I said that I wasn't somewhat disappointed. Still, as much as it pains me to admit it, it shows that the game is lacking something, and that lack is making it harder to reach the audience I'd like.
It's been several weeks now, and after doing extensive market research and looking into feedback from our players at PAX, I've realised that for the game to be sustainable, it has to change. It needs to leave behind its pulpy chrysalis and emerge as the beautiful moth that I want it to become. Luckily, I know the exact direction that the game needs to go in: the characters need to change, and what better way to change them than to make all of them Victoria?
Yes, after going through feedback from PAX and playtesters, the data is clear - Victoria is the most popular character. With this in mind, it seems clear to me that people want more of her, and that there's no way that adding in more of her will dilute her character or lead to overexposure whatsoever. You've spoken, people, and I'm listening! Here's a few of the changes you can expect in the final version of the game:
The game's name will be changed to The Many Victorias of Lily Kosen.
The plot will have you playing as Victoria throughout the entire thing
All other characters will be removed from the game, and replaced with alternative versions of Victoria. This includes the titular character Lily.
All choices will be removed from the game, so as to allow the player the authentic experience of playing as Victoria
Some of these changes have already started to be made in the game - just check out some of the awesome screenshots we've got below!
As you can imagine, this is all very exciting for us to be working on and developing, and we're very keen to scrap all of the previous progress and work towards what the market wants! Thank you so much for you continued support - we appreciate it all!
Hiya! This is Alan taking the helm of writing this time around. It’s been a while since I’ve had a chance to write an update, so here goes. Steam Chronicle #12 is here! Now that we’re out of March Madness, there are milestones we’ve finally cleared and more to go over.
First, progress on updating the NPC sprites and various art assets in our demo to better match the quality of the new art for the heroes is basically finished! Below are just a couple examples of the numerous updated NPC sprites. Check ‘em out!
Before and after of Mala, Rio's friend since childhood
The Hiroshi Bros have never looked more macho! 💪
Environment Art Assets Are Done!
We are happy to announce that almost all of the environment art assets to build each area in the game are complete, thanks to the hard work of the many artists we’ve had the honor of working with. Jamie (@MagicaI_Girl), Glen (@Glentgm), Tim (@pixelgroover), and Justin (@JustinM56576532) all worked hard and the results are fantastic! There are a few miscellaneous assets that still need done, but for the most part we are ready to build out the remainder of the world of Ardemia. Other than a few odds and ends, it’s full steam ahead working on the art needed for enemies and bosses now!
Speaking of environments, the layout isn't final but we’re happy to show off a new environment! Take a look.
I wonder what mysterious place this is?
Shout Outs!
It’s been a minute since we’ve shouted out other cool projects. Here's a couple that are live right now (as of posting this update) on Kickstarter. First up is:
The Golden Eyed Ghosts
If you like top-down pixel art games, check out The Golden Eyed Ghosts on Kickstarter! It's a dark fantasy Zelda-like game with metroidvania progression. The solo dev has been hard at work on it since 2020, and is finally releasing the game this year. Any support on the Kickstarter would be very helpful to them. They share the same publisher as us, but we've had our eye on their project since before we realized that.
SELINI is a nonlinear exploration platformer about dark and corrupted replicants, alternated gravity, an old spaceship, a deserted fishing boat, replicas of worlds into other worlds, secret tribes and much more... Get the control of the last replicant and figure out what has happened! Perhaps most interestingly, Selini is an adventure with no traditional text! 😮 It communicates through symbols, so you can play it no matter what language you speak.
We're back with a minor update to further enhance your Game Master Engine experience.
Here's what we've included in version v0.8.0.1:
Adjust Atmosphere Lighting:
We've made some tweaks to the atmosphere lighting, so you can now create an even more immersive environment for your tabletop sessions.
Temperature Slider in Atmosphere Menu:
To give you more control over your game's ambiance, we've added a "Temperature Slider" under the Atmosphere Menu. Customize the atmosphere to suit your game's setting or mood with ease.
Camera Height Slider Restored:
We heard your feedback and have added the camera height slider back into the game. Now you can once again adjust your camera height to your preference.
Damage/Heal Application Buttons:
We've reintroduced the Damage/Heal application buttons under the dice roll widgets. This should make tracking your characters' health and applying damage/healing during gameplay even more convenient.
Unclamped Player Camera:
We've removed the restriction on the player camera's vertical movement. Feel free to gaze up at the sky or down at the depths below, giving you a more immersive experience in the game world.
Quicker 3D Dice Rolls:
To keep the action moving, we've sped up the 3D dice rolls. Now you can enjoy faster-paced gameplay without compromising the thrill of rolling your dice.
As always, your feedback is incredibly valuable to us. Please share your thoughts on this update in the Steam forums or through our dedicated support channels. Happy gaming!
Fulfill your yandere fantasies with these three witches who can’t get enough of their precious prince~
A cum crazed coven has a craving and you’re the only source that will satisfy their sexual desires. They have jinxes that will make you jizz, curses to make you cum and most devious a sex hex that’ll give you an outer body orgasm you wouldn’t believe!
Doomed to DICK DOWN delicious witches for the rest of your days!? That’s a cummy curse that might cripple a man if you’re not careful!
Sorry had to get that out. PHEW. This was an actual honest to God workout. That was 16 months of pure pain, but hopefully now I'll have my footing and we can push forward with some real legit progress. I'm gonna immediately start working on bolstering the level count and run length by implementing Act 2 levels hopefully within the month. Then, it's straight sprint for the finish line.
Anyway, thank you all for being so patient and understanding with me. I realize I don't always get it right, but through this process you have been incredibly kind and considerate, and I cannot overstate my appreciation and gratitude. With that being said, let's just uhhhh list some stuff I guess. Sure, here we go.
Oh also join the Discord / Newsletter I beg of you
Reworked Character Controller Far smoother and more responsive movement Improved camera control Improved air control Improved wallrunning Improved clambering Improved dashing Improved sliding Improved crouching Improved swimming Added wall kicking Added wall orientation switching Added moving platform support
Reworked Weapon Controller Added support for any variety or combination of reload animations Added functional inspect and interaction animations Overall, just a huge expansion of animation systems with regards to weapons and interactivity Added charge, hold, and release states to weapon system Added stage based weapon modes for uncapped weapon creation
Reworked enemy lineup All enemies have their own strengths, weaknesses, and behaviors in combat Reworked Blade Sentinel arena and fight Added Legion Sentinel event fights Added the “Drake” enemy Added the “Golem” enemy Added the “Cinder Hound” enemy Added the “Nest” enemy Added the “Strider” enemy Reworked enemy energy shields and status effects Reworked enemy staggering and impact damage Reworked all enemy damage and projectiles
Reworked level line up Added “Ashwood Thicket” as a stage 1 level Added “Amber Vale” as a stage 1 level Reworked “Forged Pass” as a stage 2 level Added “Timber Husk” as a stage 2 level Added “Hollow Valley” as a stage 3 level Added “Elder Isle” as a stage 3 level Added “Slumbering Spring” as a bonus stage 3 level Added “The Blade Sentinel” as a stage 4 level
Loads of new mechanics A fully persistent player upgrades system An attunement system for gameplay modifications A card pack and equipment system A curses system A blessings system A key and HUB system A fully functioning training mode / area Dungeons and room by room based arena progression A redesigned rewards system for playing the game New menu layout and options New Tactical and Lethal equipment slots New Weapon Wheel swapping mechanics and labels New loot system with a focus on in world interactive objects New heat based AI manager for adjusting difficulty and pacing depending on player skill New difficulty selection system Multiple secrets hidden throughout the game Reworked weapon upgrades and management system Weapon and item crafting Mid-run player upgrades system Reworked obliterate and loop mechanics
Entirely new soundtrack 11 new tracks composed Tracks can now transition from opening segments to looping and ending segments with optional stingers
Reworked artstyle Kinda focused on being less terrible to look at, really Overall a softer, more focus and directed art style Day and night cycle with varying settings for daytime and nighttime fog, skybox, and atmosphere to keep areas looking unique as you play through them Added fishing Removed fishing Readded fishing Reremoved fishing Stop asking for fishing I mean it, do not ask me to add fishing The next person who asks me to add fishing gets sold on the black market, and the money made from it will be reinvested into terrible video game TV show adaptations on Netflix This is a joke I'll add fishing back in soon
Reworked HUD, menus, and UI New HUD is simplified and more advanced looking New UI is simple and cleaner, as well as being more screen centered Much higher variety in menus, each with improved visuals over previous iterations