The first major update is pretty massive, and it will take a little longer than expected to get it done. Most new features are implemented, but it takes time to test and balance them. Additionally, I have quite a long list of smaller issues and bugs I would like to get fixed with the update. For that reason, I am going to move the AI movement and combat overhaul to UPDATE 2 to keep things in scope. UPDATE 2 was pretty thin in comparison anyway. Check the roadmap for more info.
Below you will find a list of what is planned for UPDATE 1 in case you missed it:
Additions:
Special ability for each of the six enemy races
Armor system and destroyable shields for enemies
Possession system for the player
Rare equipment loot spawns
Ability to loot destroyed crystal hearts
New items and equipment
Improvements:
New loot spawning algorithm
Enemy movement and combat behavior improvements
Level generator improvements
(More varied enemy appearances?)
Feel free to share your thoughts on what is planned.
It's a game that deals with a very polarizing, sensitive, but also important topic. The development process was preceded by in-depth research - dozens of books read, conversations with consultants and a visit to the Moria refugee camp. The game we are giving you is the result of this process - many years of thought, dozens of consultations and a few nervous breakdowns along the way.
It is a story of approximately 300,000 words that tries to present the subject of refugees from many points of view
It is almost 100 hand-drawn illustrations.
90 minutes of the original soundtrack.
Thousands of dialogue choices.
Hundreds of tags to earn.
Lots of hard decisions to make.
It's a game we'd like to play ourselves. We hope you enjoy playing it as much as we enjoyed working on it.
Currently, the game is available on windows. The mac version is in the works.
Fixed 1.6: Improvements: - You can change the controls - Disabled motion Blur - Enable VSync - Added more variety of Shawarma (Rat, Marijuana, both and Mixed) - Changed NPC names
We're excited to announce the latest update to our game. We've been working hard to improve the gameplay experience, and we're happy to say that we've made some significant progress.
First off, we've introduced stop frames to animations. While fighting, characters will now stop on an attack tile that deals damage. This helps to make the hits feel more powerful and exciting.
In addition, we've improved the health bar animation to make it easier for players to keep track of their progress. The new animation is more intuitive, and it provides a clear visual indication of how much health each player has left.
We've also introduced a small frame around the tiles to show the player its condition. Red means the tile will lose, orange means it will tie, and green means the tile will win. This makes it easier for players to know the result of their strategy.
We've updated the win and lose character animations to make them more exciting and impactful. Currently, they are more of a placeholder but we do believe that winning or losing a match should feel like a big deal, and these animations will help to convey that feeling.
Finally, we've introduced character combos. Each character will now have a specific combo that can be used to perform more powerful attacks. These combos are based on specific tile arrangements, and they add a new layer of depth and strategy to the game.
We're really happy with how the game is coming along, and we hope you are too. Thanks for your support, and we can't wait to see you in the game!
I am happy to announce the latest update for my game "Hero Jumper"! In this update, players can now create custom colored cubes in the level editor and publish their colorful maps in the workshop. This new feature allows for even more creativity and personalization in designing levels.
As always, my goal is to provide a fun and engaging gaming experience, and I hope this new update brings joy to all the players out there.
We would like to give you an update on the progress of development for "Seductive Solitude". We have worked hard to make the game as scary and captivating as possible. Unfortunately, we have to inform you that the development will take a bit longer than expected.
We know that you are all looking forward to playing the game, and we sincerely apologize for the delay. We want to make sure that the game lives up to everyone's expectations and provides a great experience for all.
We promise to keep you updated and look forward to sharing more news about "Seductive Solitude" soon.
Thanks to you out there I got informations about some bugs with the mount stuff that I implemented in the last patch. Thank you for posting bugs on the discord server. I really appreciate it :)
Update Version 0.2.6a Hotfix notes
Additions:
+ Added a distance check for mounts to clear the target when it is too far away
Changes:
- Changed: The glider will not rotate into the looking direction anymore. It will be only turning when pressing left or right
Fixes:
- Fixed: Guild members can not sit on mounts that are tamed by other guild members - Fixed: Mount is attacking a target even if the enemy is dead - Fixed: After teleporting a mount that has an enemy target, the mount is still walking to the target (Causes the mount to walk to the last teleport spot where the target was) - Fixed: Own Mount is dealing damage to the owner and guild members - Fixed: Mount will deal damage to mounts that are have the same owner or are in the same guild - Fixed: When a player from the own guild or the owner is attacking a mount it will start attacking - Fixed: Interaction text on mounts are not translated - Fixed: Interaction display text that informs how to toggle details is not translated - Fixed: Strange rotation when using a glider - Fixed: Projectiles going through fort walls - Fixed: Projectiles going through fort wall gates
Sisypush has been released since almost a week now, and today's v1.1 update brings support for Linux and Steam Deck, and also MacOS. Two new accessibility settings have been added as well.
Features:
Add native Linux build. (This also enables you to play the game on your Steam Deck)
Add MacOS build.
Add an option to turn off screen shake.
Add an option to turn off the sound the player makes when attempting an invalid move.
Known Issues:
Unfortunately, there are still some issues, but I thought it's better to release the update now, since it enables many users (especially Steam Deck users) to play the game now, rather than having to wait some more. And for some issues there are also workarounds:
D-Pad input on the Steam Deck sometimes does not register correctly. I am still investigating the source of this issue, as it does not occur with any other controllers (at least not that I am aware of). You can use the left joystick for movement instead, or if you'd like to use the D-Pad after all, you can enter the game's Controller settings on your Steam Deck, select Edit Layout, and for DPad behavior select 'Joystick'.
Steam Cloud synchronization seems to not work correctly between the Steam Deck and Windows PCs. I am also investigating this. Edit: Steam Cloud synchronizations now work across platforms. No need for a game update as this has been fixed in the Steamworks backend.
Thank you for your patience and I hope you enjoy the game, if you happen to run across any issues, please let me know.