Trials of Kokoro, my second game, is now available for purchase! Join Aedric as he fights to reclaim himself, and experience the emotional journey that he faces along the way. In this Visual Novel RPG, exciting turn-based battles merge with a gripping narrative about facing one's past, the meaning of family, and the loss of innocence.
- Added new in-game cursor that changes for different actions (drag-drop, spells) - Added settings option to switch back to system cursor - Added hexagon hover indication in Kingdom Editor and during the play - Added hexagon highlight when a spell is picked
Misc:
- Tweaked Aether Map nodes to have less jittery animation - Sacrifice hexagon action can not be applied on a hexagon with enemy golems - Less overlapping sound effects on level completion, especially in boss levels - Player castle now should ignore all movement input when captured by another team, player still can use spells but not 'detach' action
Due to a major life event, progress on Soulbaby will be on hold until 2024.
I thank everyone who has purchased, wishlisted, or even played the game thus far and appreciate your patience as you wait for the game to be complete. This project is extremely important to me but not as important as family, which is where my attention needs to be at this time in my life. Around Q1, a new roadmap will be provided that outlines the project from beta to completion.
Again, thanks for your patience and continuous support and see you next year.
Hello! Here is the new content for the 1.0.0.9 update.
Additions * New cover illustration is added. You can check it on the shop page and gallery menu in game. * Gallery available in the main menu upon game completion. Our game-play tutorial comic and official illustrations are currently added, and more artwork may be added as well. * New game plus : You can now replay the game with keeping all upgrades. Game difficulty will be slightly harder on New game plus mode. Get missed achievements easily! * Additional 'Float' levels for the minigame have been added upon reaching the Spirit World. (Total of 8) With additional character skin. (Additional character skin unlocks after True ending) * Certain NPCs will move to village after discovery for easy access. (i.e Kitora, Dice Table) * Additional Language support. There may be some untranslated texts in new events of certain languages, we'll update those later. * Additional restaurant NPC guests. * Munch's maximum capacity have been increased on the oversize unlock event, with a few additional 'bigger' sprite images. * Balance adjustment : Final boss's Health is lowered, added checkpoint on some tricky maps. and fixed a few areas that sporadically lead to soft-locks.
Dev Notes * The jump height upgrade, while powerful, is intentional. We have removed the off-screen wall exploits, though. * We are working on some of the performance issues in certain areas. Some of the systems need to be redone in a leaner way, especially since we plan to release on some consoles. Bug fixes are also still in the pipeline. * In regards to the DLC, we pivoted early on to implement the Spirit Region toward the end of the game rather than the frog island. We do have other game ideas that may utilize that concept a little better.
Thank you so much for playing our game! If you have any trouble or bug while playing, feel free to report it on the discussion page!
Mouse smoothing is now in the options menu - so if you prefer to turn it off, you can!
The main center pointer...thing now reacts to interactable objects. So anything you can interact with will change the cursor thing when youre looking at it - which will hopefully remove a lot of "lets spam the mouse button on the off chance I can do something with this" that honestly just isnt very fun.
I changed around some design/objects. Not super important but it's a thing.
Fixes:
BIG BUG FIX - The internal interaction system has been relatively rebuilt - so the rather terrible bug that sometimes prevented you from interacting with anything until you reloaded is SQUASHED.
Similarly, the internal tag system is NEW AND IMPROVED. Basically, rarely the game would get confused as to which object had which interaction - and it caused problems. Now - no problems.
A lot of smaller little fixes that honestly arent very exciting.
Granted it doesnt seem like a huge change - but these are bigger lifts internally - and I think will definitely help the QOL playing the game.
Lemme know what ya think and keep letting me know what youd like to see and what doesnt work!
We're thrilled to announce My Time at Sandrock is participating in the GWB Game event!
Sandrock, as a captivating simulation RPG, takes players on an unforgettable journey through a post-apocalyptic world. In Sandrock, you assume the role of a skilled builder who is responsible for rebuilding the city of Sandrock, which has fallen into economic ruin. Along the way, you will encounter over 30 unique and charismatic characters, each with their own story to tell.
Sandrock provides immersive gameplay. You can customize and expand your workshop land, create machinery, grow crops, raise animals, and many others.
With its captivating storyline, immersive gameplay, and countless opportunities for adventure, Sandrock is a game that offers something for everyone. Whether you're a fan of simulation games, RPGs, or just looking for a new adventure, Sandrock is definitely worth checking out.