We are excited to announce that Project Haven will be showcased at Tacticon!
Tacticon is a digital convention dedicated to strategy and tactical games that takes place from May 11th to May 15th. This year, brings together over 106 hand-picked recent and unique strategy games by long-established studios to solo indie game developers.
But that's not all! We are also delighted to announce that a new demo is now available for players to try out during the event. This demo features significant improvements from the last one, including the full initial campaign roster to choose from, enhanced level design and art, new weapons, new items and a totally new mission! We are confident that these enhancements will make the game even more enjoyable. We can't wait for you to try it out!
Also stay tuned for a development update coming up in the next few days where we’ll detail everything that we’ve been up to these past months and what’s left until release!
We hope that all of you Steel Dragons who have been following us are as excited about this showcase as we are! Remember to follow Project Haven on Steam, join our community Discord server, and sign up for our email newsletter to stay updated on all the latest news and developments.
Thank you for your continued support, and we look forward to seeing you at Tacticon! Code Three Fifty One
Phase four will be focused on getting the relic and releasing system implemented. This is the primary goal of this phase. I will still continue to trickle in ghosts at the newest location until it’s completed and perform regular performance updates. I greatly appreciate everyone’s feedback and will continue to use it for future updates. So, don’t be shy.
• Implement Relics • Implement new materials for the releasing process. • Implement releasing process. • Add releasing materials in S.L.I.M.E. • Upgrade Conrad’s Office to house all his stuff. • Add all appropriate Tutorials to support new items.
Community feedback is encouraged!
Of course, there have been other very individualized issues and those are just as important to resolve. We will get to those.
Hello, I came up with an idea, here I implemented it for you.
List of changes:
Now you can carry some small things (for example: Rockets (not all), crates); (( In order to move things, you need to stand in front of the object and hold down the left click and move the mouse ))
Removed the tree that was sticking out of the house (Well, I didn’t see it, but you didn’t say it);
Added a few more trees to the map, also grass;
Moved a little different things for visual beauty;
Enjoy the game and as always waiting for your feedback, thank you all)
Since the last DevLog there has been a second beta test. The feedback has been most valuable and the first changes to address it has already been published but there is more to come. Since the release is inching ever closer I will also talk about what the plans are for the game after the release date. Finally I tough upon some details regarding the release.
The topics for this DevLog are:
Post-Release
Beta Feedback
Release Date
Let's begin!
When you buy a game, it is nice to know if you are buying a finished product or if it will receive continued development. I would love nothing more than to continue development indefinitely, but I will also be transparent and admit that it will depend on the game's popularity after launch.
At the very minimum the game will receive minor improvements and bug fixes directly after launch. I will be highly active and read all of the feedback and try to address it.
However, there is so much more I would want to put in the game. Here are some of the other exciting things I am considering for the game in the future:
Ascendancy System - A new progression system. Probably something that allows you to go underground and collect different types of energy in a new way. The system would interact with the main game very tightly.
Lore System - The lore would be related to helping the tutorial helper find his parents.
Minigame - A new mini game, either a classic clicker or something related to tower defense, or both! It would be a minigame similar to how the Expedition System can be considered a minigame.
Energy Conversion System - Unlock ways to convert between different energy types.
Seasonal Events - But similar to Cookie Clicker it would be possible to unlock the events off-season.
Rare Collectibles System - A system for collecting rare items and saving them in a collection book.
UI Redesigns - Mainly the game guide, crystals window and decor token window.
Dark Mode - For the late night gamers.
More Content - Of course!
These are just the things I have thought of so far. I'm sure there will come much more ideas and suggestions worth exploring in the future.
The second beta is will ongoing and those who managed to join may continue to play up to release. When the game comes out all saves and leaderboards will be reset to make sure everyone starts with equal conditions.
Compared to the first beta there have been a lot fewer serious bugs, in fact, I count only two. The improvement suggestions are still plenty and I'm working hard on a lot of them. Here are some of the changes that will be made (or already have been made) based on beta feedback:
The augmentation tree should allow for speccing and unspeccing multiple nodes at once.
Quests should be a bit easier to complete.
Windows should be closeable by clicking outside of them.
Tutorial should be clear on that you can prestige at your own pace.
Capacity is too limited sometimes, especially directly after a prestige.
Expeditions are too short and require to much micromanagement.
It should be possible to spend energy to speed up research.
These are just the major stuff and there are many more minor changes proposed as well.
This is great! It is going to help make the game a lot better. Yet it is close to the changes made based on the feedback from the first beta test which led to additions such as: The companion system, cursors towers, AI Helpers and a rebalancing of capacity and transfer points. This is a good thing. Fewer things to change means that the game is getting closer to being complete!
From now on I post all the patch notes for game updates to Steam as well as Discord so you can follow the game's development if you would like.
While I'm not ready to announce a release date yet the newly released trailer for the game, (see it at the store page), announced that the game will be released in the summer of 2023! You can expect to get an exact release date within a few weeks!
The game is planned to cost around four dollars and there will be no in-app purchases. Get hyped!
Check out the official Discord server for the game: https://discord.gg/62FCUKa5G3. Come hangout and discuss the game!
Today we’re pleased to announce the release of the final FOUNDATION Update! We’re excited to reveal new merged buildings, the Mining Enclave, the Fish Farm, the Vineyard and the Forest Settlement. Not only that, we’ve also invented additional Action cards that have special strategic values, as well as map overlays which will go some way in helping you find every enticing spot in your growing city. All the tools you’ll need to beat the high scores and perfect your settlement. And from now on – if things go wrong, there is now the long-awaited UNDO button, which you may need on the new Hard Terras.
Along with the usual tweaks and ongoing fixes, we’ll continue to implement quality of life features and larger balance overhauls, and new Terras in the coming months ahead, as well as features that are often requested and highly anticipated by the community. Keep all the great feedback coming, we love hearing from you.
For those of you who aren’t already avid TerraScapers, you’ll be pleased to know we’ve got a Steam sale starting tomorrow!
Keep on building!
Your Bitfall Studios Team
New Content
New Merged Buildings
New mechanic for Merged Buildings (spawning of resources on surrounding tiles)
Mining Enclave
Fish Farm
Vineyard
Forest Settlement
New Action Cards
Place Iron
Place Game
New Maps
Added three hard terras for Freeplay & Multiplayer
New Features
Map Overlays
Hexagon grid
Ressources on the map
Buildable tiles
When building: Highlighting of influencing buildings
Quality of Life
The highly anticipated Undo button (undo your last building placement)
Added configuration option for multiplayer target score
Changes
Balancing
Increased target scores for puzzle terras (“Ferry Tales”, “Riverdance”, “Take Square”, “Oh my Cod”, “Priest to meet you”, “Mainstream”, “A chapel a day” and “I beg your garden”)
Rebalanced Granary and Monastary
Misc
Added button that opens the Terra Rating Panel
Improved input system and input device switching
Best building in statistics is now displayed with points
Bugfixes
Fixed a multiplayer issue where it was no one's turn
Based on feedback from LudoNarraCon, we've done some small updates and bug fixes to the demo just in time for TactiCon. If you encounter issues as you play, feel free to use this form to tell us about it! As for the changes, we have:
added a tutorial tab to the title screen, and rewritten some of the text. We will have more robust tutorials in the final game, but this should make what we have a little more clear.
rearranged the location of the Action Points bar to keep it closer to the player portraits.
also added blue AP indicators for when you're mid-sidestep, as an indicator of what's happening with AP during that time, as a sidestep+full move costs the same as one full move by itself.
updated the music slightly to the newest versions
generally done a lot of little bugfixes here and there!
Thanks for playing, and thanks for your feedback so far! We're glad everyone has been enjoying the demo!
Additional Custom Civ Portrait Options Users can now select "More Images" until they get the image they want (based on the description of your civ).
Previously, to get more potential race images to choose from, you had to regenerate the entire civilization. Because of how taxing that is on the AlientGPT system, we had to limit that to 5 tries per civ and 25 per day. But since most people just want to try out to see more images, we are separating the civ regeneration to the reroll of the images.
More Civs Unlocked Players can now play as the classic GalCiv civs, the main GalCiv III civs and the the new GalCiv IV civs. The new Supernova civs are still locked for now as we are still working on them.
New Settings We are starting to tweak the civ traits and will be working on these throughout early access to make all of them more interesting.
New Default Strategic Zoom Settings If you found the iconizing agonizing (I’ll show myself out) then you’re in for a treat. We’ve rebalanced when and how different icons show up as you zoom out.
AI to Supernova Beta 1 of Supernova was focused on AlienGPT and making sure it didn’t blow up on your computers. It mostly didn’t. Beta 1A brings the new AI over. Which isn’t to say the AI in Beta 1 didn’t work, it just hadn’t been updated yet to support all the changes to Supernova yet. You will find it much more engaging.
Updated Visuals We’ve done our first pass on the visual style of the map itself. Gone is the blah grays. Also, you can set it so that you can see which tiles have been explored.
More Sophisticated Diplomacy The computer players have a lot more nuance now in how they deal with each other. There are a lot more things that can happen in GalCiv IV: Supernova that affect relations. Sometimes you’ll have to pick who are your friends and who are not and live with that. It also means the other civilizations will be more likely to have diplomatic challenges with each other as well.
Major Balance Pass Everything from how the galaxy gets generated to how much a pulse cannon costs has been looked at and adjusted. We’ve also brought back a lot of starbase upgrades that were previously only available to the Synthetic civs (By popular demand). This list will be too big to cover here but it’s a big set of changes. We’ve been reading every forum post and every Discord talk.
Bug Squashing From typos to crashes, we’ve been squashing bugs to get this update ready for you guys. We’ve even brought in a veteran game industry editor to finally deal with the typos.
Happy TWABsday, Guardians! This week we’re back with some Season 21... well, we’ll get into that in a minute. First up, let's get into what we got to talk about last week. Read more on our blog here.
As the release day is getting closer, we are excited to announce that we have a fresh new and amazing trailer to prepare you for Fetish Locator Week 3!!!
The epic saga conclusion will deliver the best in terms of sexy girls, enticing situations, and a realization of all your deepest darkest fantasies and of course, satisfy all your most perverted fetishes, you will enjoy it for sure!
Our new trailer will offer you a slice of everything you can expect and get yourself ready for it!
So what are you waiting for? Feast your eyes on our hottest newest trailer here!
If you are at work then enjoy the SFW version of the trailer by clicking here!
And for all the cultured people out there, the NSFW version will also be released on the ViNovella Twitter page at 13:00 CST!
We are open the open beta channel for those who want to test the new feature before releasing to the main game version.
Follow the step below to join an open beta program.
1. Right click at Sole saga at your steam game library list and select "properties"
2. Select "Betas" tab on the left side of the properties window, then select "Open_beta" at the drop-down menu.
The Open_beta version might be in unstable or balance tuning stage, In the most case it should be fine, but we encourage you to manually back up your save game before playing the open beta version.
You can find a save file below.
Windows : C:\Users\<your user name>\AppData\Roaming\sole_saga\userData.sav ( AppData is hidden folder )
Linux / Steam OS : ~/.local/share/sole_saga/userData.sav ( .local is hidden folder )
Version 0.11.7a update (Open beta)
"Re-roll" is added to the game. At the level up screen, You could re-roll item reward for free up to 3 times in the run, after that you need to spend some money for the re-roll.
The re-roll will be add to the goddess totem soon!
If you have any suggestion or feedback, do not hesitate to contact us. Discord Dissustions