Now that the online beta is open to everyone, we'll try to be better at keeping you all updated with the changes!
Build 2.1.14-beta is now available for Windows, Mac and Linux.
The only disabled feature at the moment is the tutorial, and we are mainly working on making everything more stable! There is no random matchmaking, you can try to organize games with people on our discord server if you want!
Unspottable 2.1.14-beta - Changelog+ [ONLINE] Fix characters moving in menu + [ONLINE] Change lobby loading + [ONLINE] Add region ping + [ONLINE] Add connection log on lobby + [ONLINE] Fix Back button on deconnexion error menu + bind ESC to open/close menu
Thank you all for playing and spreading the word!
You can report bugs or ask questions by contacting us on twitter or discord!
We have been listening to your invaluable feedback after the release and have worked non-stop to get everything ready. We will be continuously listening to the community, listening to your needs, fixing issues and adding new content!
General improvements
⦁ Fixed an issue where in certain situations the cursor became invisible after shooting. ⦁ Added windowed mode option. ⦁ Saving time has been improved, reducing processing operations. ⦁ Added a ‘Recovery after falling’ animation that provides invincibility during 1 second and can be canceled by dashing, allowing the player to quickly relocate Vesper. ⦁ Fixed translation issues in several languages. ⦁ Fixed an issue that could prevent Vesper from crossing some doors until reloading the game. ⦁ Fixed an issue that could cause some fences to remain closed until reloading the scene even if the puzzle was solved. ⦁ Added internal FPS limitation. ⦁ Added a ‘Key Binding’ feature to the Main Menu screen. ⦁ Fixed an issue that allowed Vesper to repeat a completed Hunt. ⦁ Fixed Hunt 10. ⦁ Temporal switches can now be restarted. ⦁ Fixed temporal switches sound loop. ⦁ Steam achievements based on stats are achieved directly when collecting the last one. ⦁ Fixed an issue that could prevent the player from attacking or losing abilities like dark powers after the second boss. ⦁ Added new borders to ‘floating orb shooting platforms’, now they should be easier to navigate. ⦁ Fixed an issue that could cause the ‘Hunt Failed’ screen to appear cut in half. ⦁ Fixed an issue that could cause Wolves to continuously respawn in Aleena’s Rest. ⦁ Fixed an issue that could prevent Umbra appearing in certain rooms inside Bloodisfell Cathedral. ⦁ Fixed an issue that could allow the player to summon Umbra in a pit area in Ashdown Manor. ⦁ Fixed an issue that could cause Vesper to get stuck in some fences in Grimwood. ⦁ Vesper can now pet Asher, the dog in Ravenford City garden.
Overworld improvements
⦁ Added a note on the floor in Bloodisfell to provide hints about a secondary quest. ⦁ Increased the ‘item obtained dialog’ screen time for some relevant obtained items. ⦁ Fixed an issue in Grimwood to prevent activating a combat zone when moving too close to certain walls. ⦁ Deep Ravenford: Noctilium drift before ‘Umbra awakens’ cinematic room. ⦁ Deep Ravenford: Removed two Warriors that were too near to one particular door. ⦁ Golden Meadows: Changed the Nightbringer (Big Knight with sword) for 2 Warrior enemies that won’t chase the player right after coming back from the Sanguine Chamber. ⦁ Bowels of the Earth: Combat zone has been balanced. ⦁ Bowels of the Earth: New checkpoints after falling were added. Now the player should appear nearer Vesper’s falling location. ⦁ Bowels of the Earth: Overall enemy balancing. ⦁ Velomere: Overall enemy balancing. ⦁ Daigon Temple: Combat zone has been balanced ⦁ Bloodisfell Dark Power mausoleum: Combat zone has been balanced. ⦁ Modified some enemies' location to prevent them respawning near doors in Open World areas. ⦁ Improved general collisions with walls and edges in the game to prevent Vesper from getting slightly stuck for a few seconds near them. ⦁ Fixed a bug that prevented the 'Moonstone: Hound' chest from appearing when finishing Ravenford if you did not pick it early in the game. ⦁ Fixed an issue that made Vesper disappear from the map in the mirror area in Bloodisfell, also new rooms have been added to this particular wing of Bloodisfell Cathedral.
Bosses balancing
Devourer
⦁ General Hitbox balancing. ⦁ Noctilium reward upon death raised to 5000.
Adelram
⦁ Boss vitality has been reduced. ⦁ General Hitbox balancing. ⦁ Reduced the combo damage and movement in both boss phases. ⦁ Reduced the damage of Adelram’s projectile attacks.
Beldram
⦁ Noctilium reward upon death raised to 12.000. ⦁ Now Vesper cannot fall down through borders during combat.
Aurel
⦁ Boss vitality has been slightly reduced. ⦁ Noctilium reward upon death raised to 18.000.
Nuriel, first of the triumvirate
⦁ Boss vitality has been slightly reduced. ⦁ Halo attacks damage has been reduced. ⦁ Fixed an issue that could cause Vesper to be killed during Nuriel’s defeat animation.
Krysalis
⦁ Stellar Rain: The attack has been modified to leave the combat arena visible and thus avoid necessary falls of the player due to not seeing the edges.
Mother
⦁ Boss vitality has been slightly reduced. ⦁ Mother’s summoned eyes' vitality has been slightly reduced.
Hunts improvements
⦁ Hunts Noctilium reward increased: Now completing hunts will vastly improve the player’s economy along with Vesper’s vitality. ⦁ Hunt 10, Full Moon: Combat music has been changed. Fixed an issue that could cause Vesper to be thrown out of the combat room. ⦁ Hunt 9, Khorrax: Changed the enemy sprite to make it easier to identify. Health has been reduced. Limited the amount of enemies that can be in the room at the same time. Increased enemy summon skill cooldown.
Enemies balancing
Darkspawn (small eyeless enemies):
⦁ General hitbox balancing. ⦁ Increased attack warning animation. ⦁ Reduced movement speed.
Mindhunter (purple orb projectile enemy):
⦁ Projectile damage has been reduced. ⦁ Projectile speed has been reduced.
Channeler (Blind praising creature):
⦁ Vitality has been reduced. ⦁ Reduced the time that the chasing orb chases the player. ⦁ Reduced chasing speed from the chasing orb. ⦁ Reduced orb regular damage. ⦁ Reduced skull attack regular damage.
Warrior (Regular enemy with full armor):
⦁ Attack hitbox has been balanced.
Rotten (Zombie like creature with a sting):
⦁ Attack hitbox has been balanced.
Stinger (Crawling enemy with a sting):
⦁ Attack hitbox has been balanced. ⦁ Vitality has been reduced.
Drovai (Flying hemokinesis user enemy):
⦁ Vitality has been reduced.
Infector (Small dark creature throwing 3 venomous projectiles):
The Agnietta ~The holy healer & the cursed dungeon~ - MangoPartyltd
Dear players,
We are thrilled to announce that "The Agnietta The holy healer & the cursed dungeon" has successfully sold over 20,000 copies since its launch! This achievement would not have been possible without your enthusiastic support and participation. We sincerely thank each and every one of you for your support of our game.
This is our first completed game, and there are still many areas where we can improve. We will continue to work hard in the future, and we appreciate your understanding and love.
Thank you once again for your support, and we hope you enjoy playing!
Fixed a bug that caused the player to float when removing the hot air balloon from the backpack during use
Fixed the bug that when saving after drinking life potion, the archive will not be loaded.
Fixed the bug that the new life value is displayed after the extra life value when the player drinks the life potion when the player has extra life value.
Fixed the problem that when picking up weapons with warheads, the weapon UI did not update the background of the warheads
The information sold at newsstands is set to buy only once
Fixed the bug that after completing the first boss battle, the key information collected would only open the map fragment jungle
Fixed the bug that caused the boss to flash back after using the motivation skill in the boss battle
Fixed the bug that the location of helmet and backpack items are displayed.
We have just released the demo update version V0.4.0 of "Band Space". The updated content of this version includes:
- <Cyberpunk> scene has been added, while the original <Desert> scene has been temporarily removed for optimization purposes. - All instrument sound effects have been upgraded to provide a more authentic playing experience. - Some of the trial songs have been replaced.
This Close Beta version does not represent the final gameplay. If you do enjoy our game, please add us to your Wishlist!🔥
We look forward to receiving your feedback. Free beta keys will be released to selected active players in our social groups, join our social platforms to miss no updates and messages: Discord: BandSpace https://discord.gg/HWbeUGfVpD Reddit: BandSpace YouTube: Band Space https://www.youtube.com/channel/UCw1FlN34zWjA_TZ9khV8_1A Facebook: BandSpace Twitter: Band Space @BandSpaceVR Tik Tok: BandSpaceVR
We are excited to announce that we’re making a game - Storage Hunter Simulator, and are delighted to present to you our first devlog.
Get ready to dive into a world where you can play as one of the bidders for abandoned warehouses and uncover hidden treasures. Storage Hunter Simulator is a garage auction simulation game that will challenge you to bid, win, and sell for profit, all while becoming the ultimate king of storage auctions. The best part? You can choose to play solo or with friends in multiplayer mode.
Our team is working tirelessly to create an unforgettable gaming experience. In our devlogs, we'll share our progress with you and give you a sneak peek behind the scenes.
So, let's dive into what we've been working on!
We've started creating the game's features. One of them is an activity that's necessary to be a successful treasure hunter - inspection of items. We understand that in the world of storage auctions, it's essential to know what you're dealing with. Therefore, we've developed a unique inspection system that allows you to examine the items in detail.
Additionally, we're working on item packing. We know that managing your warehouse is as crucial as finding hidden treasures, so we've developed an inventory system that lets you manage your items efficiently.
We are also continuously creating new treasures that you will be able to find in various garages. Our team is dedicated to making sure that every time you enter a new garage, you'll never know what to expect. Check them out:
We're creating NPCs who will make it difficult for you to get the storage of your dreams ;) Let’s meet them:
We hope you're as excited as we are about Storage Hunter Simulation. Our team is dedicated to providing you with the best possible gaming experience. Keep an eye out for more updates of our devlogs, and happy storage hunting!
Looking forward to something special? We got you covered!
Simply log in every day for 5 days and get fabulous rewards!
The 5th Day reward is for you to find out what's inside the Box.
Event Period: 4/24 ~ 4/30 23:59 (PDT)
** Reminders: - Rewards are distributed via Gift Box upon checking in - You can only check in once per day, and resets at 00:00 - Once the event ends, the check-in info resets. The event begins on the next day - Hidden rewards are available on Day 5\
We’re excited to bring you our latest project update. Our team has been hard at work in April, making significant progress on both the programming and AI fronts.
Our programming team has worked meticulously on improving the dungeon room generation. We're aiming for a more meaningful effect where each room has a specific purpose and fits into the adventure’s narrative. We want to ensure that each room NED creates for you adds value to the generated adventure and does not work against the story NED provides.
Additionally, we're working on improving the generation of caves to make them look more organic and less artificial. We want to create an immersive experience where the party members feel like they are exploring a real cave system.
As for the blockout of the castle, we're still working on it, and we're excited about the progress we're making. We're putting a lot of effort into making sure that it's a unique and exciting experience for players.
On the AI front, our team is focused on data labeling. This is an essential step in our development process, as it helps us train our AI models to create more engaging content.
We are also putting significant effort into creating more and more VFX:
Poison:
Torches:
We’ve prepared asset galleries for you:
And Zu, our Art Lead, has some new concepts for you:
To finish this update, we have gathered the most frequently asked questions in the comments and the answers to them.
How is Never Ending Dungeon different from Dungeon Alchemist?We really like the team behind this project and are big fans of their hard work! We have supported DA during their campaign. But NED is very different from Dungeon Alchemist and they shouldn't be treated "as the same" software.
NED serves as a versatile next generation tool that can be used for creating adventures with maps through AI, running sessions, and serves as a DM’s right hand saving them time massively. On the other hand, DA is primarily a map generator that creates stunningly beautiful maps, but (as far as we understand) its functionality is limited to that.
Would there be any VR support for NED?We’re planning VR-Support after the full release.
What other themes and enemies are planned for the NED? And will they be added post-launch of the full release?There will be more themes added after the Early Access release. We cannot specify in which order they will come out for now.