We're excited to announce that The Queendom of Lithzena is currently in development, and we've just launched our Steam page! This marks our first post here, and we're eager to share our progress, updates, and behind-the-scenes insights with all of you throughout the development journey.
Join us on this thrilling adventure as we bring the world of Lithzena to life. Stay tuned for more updates, and thank you for your support!
Road Map:
This month I am mostly focusing on adding more scenes for Therese(the main girl),
May- Mainline story expansion
June- Red Maiden content expansion
July- Pupetress/ Maju expansion (plan might change)
August- Silver Legion/ Golden Church expansion (plan might change)
If you want to try the latest build of the game please check me out at my Patreon
The community has been asking for a guide on collectables, we're excited to share that we have released a guide today that goes over all the collectibles for each area and level. It lists collectibles, interactables and where to find spirit energy.
We hope everyone finds it helpful to get 100%!! ːwinter2019cooldogː Let us know if you would like to see any other guides or information.
Added: Win/Loss VFX and SFX Booster pack VFX and SFX
Changed: Database was migrated to a new server. Please let us know if you see any issues with your account and we will look into it. Improved the visual quality of the game on Quest Quest players can now take their headset off for up to 5 minutes without being disconnected Watch menu announcements tab now only shows the 3 most recent announcements Logging in now fades to black while you connect to the private tavern Recentering on Quest now recalibrates height
Fixed: Performance improvements Friends list now updates when a player is renamed Referrals list now shows the players level Referrals list now updates when a player is renamed Blocking some players not persisting Some players getting disconnected when switching taverns with a message saying they are already logged in Some users not receiving the subscription after purchasing it on Quest
Last time, we looked at how to prepare for combat and how the battle itself unfolds.
Today, we’re going to dive into one of the most important elements of battle in Remore: Infested Kingdom, the weapons
What we consider important when developing the weapons for Remore, is that they each have a unique role that affects how the game is played and also that they match the setting of our world.
To that end we decided :
Our weapons should be based on real medieval weapons to give the feeling that in Remore, the survivors are living through a real medieval apocalypse.
Weapons should have the characteristic of ‘manipulating the battlefield’ which is the basis of the way the game is played.
When choosing weapons for our game we checked that they would satisfy both of these conditions.
We identified and organized the features of medieval weapons by referencing various media, including other medieval focused games and also anything we could find that talked about the construction and reproduction of these kinds of weapons.
After researching the weapons and thinking about how to interpret their features we selected those that we felt gave us a broad selection of characteristics that we could use to form a deep and challenging combat system.
In the end we selected 14 weapons which ranged from more commonly used weapons like swords and morning stars to ones which would be used in a desperate situation like a pitch-fork or cleaver.
The first weapon we’ll take a look at is the ‘two-handed sword’. The two-handed sword is one of the most destructive weapons in our game, with powerful attack skills such as a wide ranging swing which damages all enemies caught in its path or an attack capable of delivering a devastating blow to a single enemy.
The ‘bill hook’ is an interesting weapon that we learned about while playing Battle Brothers, which has a unique shape and ability which makes it stand out from other weapons. It’s a very useful weapon which can manipulate the battlefield in a variety of ways such as pulling an opponent towards the user using the hook or attacking multiple enemies using its long pole range.
The shield is a secondary piece of equipment which focuses on defense. However, in Remore, the shield is not just capable of defense but also a weapon that can shove or attack enemies.
The above weapons represent the overall battle progress in our game, attack, battlefield manipulation and defense. In addition to these, various other weapons will have strengths and weaknesses when dealing with the various Infested you will come across throughout play.
That’s just a taste of what’s to come. To check out these as well as the unique capabilities and features of other weapons, keep an eye out for the upcoming demo that we’re currently working hard on putting together for you!
Until then, we hope you’ll join us next time when we’ll introduce the survivors who are going to be brandishing the weapons we showed today.
Hey everyone, it's Anthony from Gun World here, let me show you what's new. Tons of stuff have been added to multiplayer, with most of the guns now being multiplayer compatible, and two new maps being added. I've also made it such that you should be able to cross play between Quest and PCVR users. Less go!
Main Features: -New Inventory slot system and slot customizer -New MP40 (PDW) -New multiplayer classes -New Doors and door breaching mechanics -New Multiplayer maps and tons of multiplayer improvements -New Flashbang grenade and flashbang mechanics for players and even AI -New AI enemies and weapons, AI can have ballistic shields and even machine guns and shotguns -New Multiplayer Gun Vault system, bring your gun saves to multiplayer -New Door Breaching equipment and CQB equipment (battering ram, mirror gun, tactical mirror, ballistic shields, C4) -New trip wire traps and wire cutters -New Voice command system (press and hold right thumbstick to activate)
New: -Added inventory slot customizer in settings map, you can have full customization of inventory positioning and even rotation -Added new inventory slot system, you now have designated inventory slots for mags, guns, pistols, equipment, back slot etc, instead of a general slot that accepts everything -Added new grenade explosion effects -Added player ragdoll effect on death -Added player getting hit reaction animation in multiplayer -Added new gun MP40 (PDW) -Added new Doors and door mechanics, door bolt, and door busting mechanics -Added almost all weapons to be multiplayer compatible -Added kicking ability (press and hold jump button to kick) -Added Mirror Gun (breaching cam) -Added M84 Flashbang, new flashbang mechanics, and AI enemies reacting to flashbang effects -Added extra Gun Vault Save slots to a total of 80 Gun Vault save slots -Added new Wire Cutter, Pipe bomb tripwires, and new wire cutting mechanics -Added new Multiplayer Class selection system and weapon selection system -Added new Multiplayer gun Vaults, you can now save and bring your favourite gun loadouts to, multiplayer (it must be saved in the Multiplayer vault first) -Added ability to select your Gun Vault guns directly when choosing a gun in the spawner (eg, when picking AK103, your AK103 vault saves will appear at the far right and bottom section of the spawner UI, below the attachments section) -Added C4 and ability to blow up doors -Added tons of new AI enemies and AI guns, new AI shooting mechanics, and AI with ballistic shields -Added Ballistic shield that players can use (Under Tactical equipment, as well as back equipment slot for multiplayer class selector) -Added tactical mirror that players can use to check corners -Added more features to the multiplayer hosting room selection UI and multiplayer lobby UI -Added new CQB breaching training room in the multiplayer waiting room when waiting for players -Added new Embassy Siege multiplayer map -Added new Escape from Gun World multiplayer map -Added tons of weapons to multiplayer -Added voice commands (press and hold right thumbstick to activate command UI wheel)
Changes: -Fixed shooting range button not working issue -Fixed issue where swapping hands when holding a gun causes left hand to glitch out -Slightly increased movement acceleration and deceleration for more snappy movement -Fixed issue where some guns sound the same and aren't using new gun sounds -Fixed MP5 charging handle glitch where you can pull it out of the gun -Fixed issue where sprite explosions would follow player head rotation -Fixed not being able to turn items when using sandbox spawner mode -Changed Player Multiplayer health to 180 -Increased Voice Chat volume to 6x -Added tons of optimisations behind the scenes, players should feel a more smoother gameplay experience overall in many areas, especially in multiplayer
Hey everyone! I apologize for the status of the launch build. While the game is still very much in early access, due to a misunderstanding of Steam's build system, I accidentally launched with a build from almost a year ago.
The changes are so vast that I can't even list them all down to make proper patch notes.