The story of one locked in the past, and another afraid of the future ☀️🌑
The Divine Speaker: The Sun and the Moon launches on Steam June 8!
Journey to the past with The Divine Speaker: The Sun and the Moon, an enthralling fantasy visual novel and 18+ prequel to the popular BL game, The Divine Speaker. Follow the intertwining journeys of Lucius and Aemyl as they navigate their past and future, each grappling with the fate they have been dealt.
Lucius longs for a past that he cannot return to, while Aemyl is fixated on creating a future that may not come to pass.
As their paths cross and their stories become ensnared, they must come to terms with the secrets that haunt them and the destiny that awaits.
To celebrate, The Divine Speaker is currently 30% off for the next week! If you haven't yet had a chance to play through the original adventure, now's the time!
MISTROGUE: Mist and the Living Dungeons - hiroki.shimada
Hey everyone.
I'm Hiroki Shimada, the producer and director of MISTROGUE: Mist and the Living Dungeon. The Early Access version, which was released in April, was played by many people, and we received numerous reviews and feedback. Based on that feedback, we have decided on several updates for the official version, and today I would like to share the roadmap for the currently planned updates.
Please note that the roadmap content (especially the number of items and their timing) may change since we are still in development. Please keep that in mind as you read!
Early June: Hard mode and other utility features
Firstly, in the upcoming update in early June, we have added a new difficulty level called "Hard Mode" and made significant balance adjustments to the Normal Mode. This is in response to the feedback we received in the Early Access version, such as "it's too easy" and "the character becomes too strong." While the character becoming increasingly powerful is one of the highlights of MISTROGUE, the players had become stronger than we had expected, making the later stages somewhat lacking in challenge. We have made adjustments to balance-breaking skills and modified the stats of enemies and bosses in the Maze of Mist(3rd Dungeon).
Hard Mode has been designed to satisfy veteran roguelike players and hardcore gamers. Not only is the main character weaker against enemies, but death also results in losing a portion of the possessed items (including equipped equipment) and increased penalties from falling. Considering the loss upon death, it will be challenging to clear the game in a few attempts. It will be necessary to steadily accumulate items in the warehouse, resulting in significantly longer playtime compared to Normal Mode. Hard Mode can be selected from the settings screen on the title or Lootgar .
Additionally, we have added camera rotation (Z/X keys for keyboard or L3/R3 for gamepad) and a click aiming setting (changeable from the settings screen) for players using keyboard and mouse. Full-screen mode (already added in May), vibration ON/OFF (changeable from the settings screen), and improvements to the UI interaction in trading and warehouse screens have also been implemented. For more detailed update information, please refer here.
Early July: Endless Hyperspace ( New Dungeon) & Memory's Treasure
Another feedback we received frequently in the Early Access was the "lack of content." Since it was an Early Access version, the content was limited to story completion. However, in the full release, we plan to add endgame content and base-building features. These updates will be implemented from the end of June to July.
One of these updates is the new dungeon "Endless Hyperspace," which was also suggested on Discord. In the Endless Hyperspace, players cannot bring any items or money, nor can they take items back with them. While there are events in certain layers, there is no upper limit to the floors, allowing for infinite exploration. When you die, you can record the reached floor, elapsed time, and Steam name on the leaderboard if desired, allowing players to compete in terms of reached floors. There might even be new NPCs appearing.
Another addition is the base-building feature called "Memory's Treasure." By collecting special items dropped in the dungeon, Memory's Treasure will appear in Route Gaul, where you can view stories and original illustrations related to MISTROGUE's characters and world.
In addition to these, we are planning features such as the "Decompose" function, which allows you to break down equipment to obtain Skill Scrolls and items, and the addition of new skills and SSR equipment (such as SSR daggers and SSR bracelets).
Official Version
The major updates that have been decided at this point are as mentioned above. However, depending on sales and the feedback received for the June-July updates, updates to the official version may be added. While it has not been confirmed yet, we are also considering publishing the game on console platforms such as Nintendo Switch and PS4. We will provide further information as soon as it is determined!
We greatly appreciate the feedback and reviews on Discord, which serve as valuable references for the direction and content of the updates. We are also eagerly awaiting new item/skill ideas, suggestions on new contents, and so on. So please continue to support MISTROGUE: Mist and the Living Dungeon.
This is the first major update since the start of Early Access. As mentioned in the roadmap released today, this update includes a new difficulty mode called "Hard Mode" and significant balance adjustments to the Normal Mode.
These changes reflect the feedback we received during the Early Access version, where players mentioned that the game was "too easy" and the protagonist became "overpowered." While it's intended for the protagonist to become increasingly stronger in MISTROGUE, players were becoming too powerful at the level we had envisioned, resulting in less challenge in the later stages. We have addressed this by balancing skills that were breaking the game's balance and adjusting the stats of enemies and bosses in the Maze of Mist.
In particular, regarding skill adjustments, we focused on resolving the issue of the lack of satisfaction due to being able to defeat strong enemies in the depths of the Maze of Mist with a single blow. We have made changes to normalize passive skills that had significant increases based on percentage increments, including powerful area-of-effect skills, stacking effects, and level-based increments.
The new difficulty mode, "Hard Mode," imposes significant penalties upon death and strengthens stats and time limits for enemies and bosses. This creates a stronger strategic element between retreat and progress, providing a heightened sense of tension. Even if you have played once, I highly recommend starting a new game from the beginning.
NEW SKILLS
The following new skills have been added:
Protection
Blood Surge
Guardian's Blessing
NEW ITEMS
The following new items have been added:
UC : Immunity Potion
UC : Build Up Potion
SR : Blood Surge Bracelet
SR : Guardian Shield
UC : Protection Skill Scroll
R : Blood Surge Skill Scroll
SR : Guardian's Blessing Skill Scroll
REBALANCING
Skill Effect Adjustments
Dragonfall: Changed power from 70 to 55 (Correction: There was an incorrect notation stating its power as 90).
Backslash: Changed power from 120 to 100.
Divide: Changed power from 180 to 160.
Heart Strike: Changed power from 90 to 80.
Destroy: Changed MP consumption from 8 to 10.
Heroic Blow: Changed power from 60 to 45.
Will of the Brave: Changed attack power increase from 25% to 10 (fixed value).
Guard of the Brave: Changed defense power increase from 25% to 10 (fixed value).
High Pressure: Changed critical hit rate increase from 20% to 15%.
High Tension: Changed critical hit damage increase from 40% to 30%.
Vitality: Changed attack power increase from 15% to 5 (fixed value).
Irresistible Force: Changed damage dealt from 40% to 30%.
Sonic Leap: Changed power from 35 to 30.
Mana Conversion: Changed attack power increase from 25% to 10 (fixed value).
Eruption: Changed recast time from 15 seconds to 20 seconds.
Block: Changed MP consumption from 5 to 4. Reduced effect duration from 6 seconds to 5 seconds. Increased recast time from 0 seconds to 5 seconds.
Item Effect Adjustments
Ether: Changed MP recovery amount from 20 to 10.
High Ether: Changed MP recovery amount from 40 to 20.
Poison Spellbook: Changed effect duration from 30 seconds to 25 seconds.
Burn Spellbook: Changed effect duration from 9 seconds to 8 seconds.
Hero Sword: Changed critical damage assist effect from +10% to +5%. Changed critical hit rate assist effect from 10 % to 5%.
Hero Shield: Changed HP assist effect from +10% to +5%.
Other Adjustments:
The maximum damage per Burn has been reduced.
The maximum damage per Poison has been reduced.
The amount of EXP required for leveling up has been adjusted.
The increase in attack power and defense power from leveling up has been adjusted.
The trading stock of Lupo at each location has been changed. Skill books such as "Will of the Brave " and “Guard of the Brave” will now appear based on progression, and items such as “Potion of Strength” will be available for sale.
GAME SYSTEM
A new difficulty mode called "Hard Mode" has been added for hardcore players. You can set the difficulty to "Hard" at the start of the game, on the title screen, or from Lootgar at any time. In "Hard" mode, the character stats become weaker against enemies, and dying will result in the loss of some items, including equipment. Bosses' HP, stats, and some enemy stats have been enhanced, and the penalty for falling has increased.
Camera rotation is now possible. You can rotate the camera left and right using the UI buttons displayed at the top of the map, the Z/X keys on the keyboard, or the L3/R3 buttons (pressing the sticks) on the gamepad.
When a boss is defeated, other summoned monsters will now die as well.
When using the keyboard and mouse, an Aim option (click aim) has been added, where the character will face the direction of the click. You can change this option in the settings menu.
The option to toggle the gamepad vibration ON/OFF has been added to the settings menu.
An opacity effect has been added when characters are hidden behind walls or obstacles.
An effect of shaking platforms has been added when using Remover Maze Stone and Remove Bit.
EVENT
An event has been added that explains the contents of a treasure chest in the tutorial dungeon "Living Cave: Entrance" before it is opened.
An event has been added for the first use of the boss portal.
An event has been added where items are granted by Rex when defeated by the boss on the 3rd floor of the Feril Ruins.
ENEMY
The timing of certain enemies' attack animations and damage occurrence has been adjusted.
The power and stats of some enemies' skills, primarily those appearing in the Misty Dungeon, have been changed.
The HP, stats, and skill effects of the Misty Dungeon bosses have been modified.
The levels of enemies in the Misty Dungeon have increased.
UI
A confirmation window is now displayed when selling equipment and skill books.
The display when the warehouse is empty has been changed.
The display when there is not enough money during buying and selling has been corrected.
ACHIEVEMENTS
With the addition of Hard Mode, the following achievements have been added:
Challenger of Difficulties: Clear the Living Cave in Hard Mode.
Overcomer of Difficulties: Clear the Feril Ruins in Hard Mode.
Breaker of Difficulties: Clear the Misty Dungeon in Hard Mode.
BUGFIX
Fixed various bugs, including the issue of the key guide blinking rapidly when launching external applications.
OTHER
Updated 3d model of Mist.
Fixed the issue of excessive volume when overlapping sound effects.
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Added all new loot FX. The new FX should make it easier to spot and grab loot. Rather than being images that often matched the items looted, they are more stylized and larger, to stand out from the dungeon geometry.
Added new beam pillars for special loot items.
Improved the Rescue scenario generator. It can now be larger, has more props per room, and additional prop types. The lighting was also adjusted in the area.
Improved post-processing effects.
The opacity material used when hiding objects that would otherwise obscure view is now slightly less transparent.
Improved the character selection menu background.
Fixed a grounding issue with the Mage character on the character selection screen.
Fixed a bug on one of the props in the Trimming Their Numbers scenario, which could block doorways in rare cases due to a missing configuration flag.
-Due to the request by Valve, we replaced all semi-realistic images (17 images) from the base game with new non realistic anime images. Even though this was a request by Valve, the semi-realistic didn't really fit with the rest of the images in the base game.
Fixed crash in demo version related to attemping to place more points than possible in one go.
Fixed broken or missing tooltips on all controls. They should display correctly and give accurate information now.
Clarified an error message when an audio device conflict is encountered. Choosing another one from the options menu is generally all that is needed, but the error message made it seem like audio wasn't going to work at all.
Fixed issue where traveler injection would only inject one traveler on the first available selected object. It now sends a traveler on each selected object.
[h4] New Stuff [/h4]
Now included with your installation is a PDF which contains a full documentation of the program (as of this version). You can get to it by clicking the 'Help' button on the top bar of the screen. Note for Steam Deck users, this button won't do anything in Game Mode, you'll have to get to it in Desktop Mode.
Added button to the main UI to reach the Help PDF in one click -- there is a button with "Help" on the top bar.
Updated Linux version MIDI backend library, adding some stability and fixing some internal errors. Should be transparent to users
It has been an interesting couple of weeks! Midinous hit some new highs but it also came with a lot more work for me. Suffice it to say it has been stressful but rewarding. Thank you to all the new users, Discord members, and contributors to the discussion boards. New ideas, fix suggestions, and bug reports (thankfully not too many) were given to me and I hold to developing Midinous to be a user-shaped software. Your contributions have been invaluable so, thank you! Where to go from here? I'd like to add more MIDI output ports, a minimap, and a 'preset' or 'snippet' box where small sub-sequences can be saved and recalled in any project. This would make things like logic sequences way easier to manage and reproduce. No more replicating a J-K flip flop in each project. I don't have a timeline on these ideas, but they are bouncing around in my head. I want to do some streams and videos showing off the program for people who would prefer to have that as a reference instead of a PDF. Again, thank you all for your patience, kindness, and support. Stay tuned for more, and keep creating. -Jae
It's been a while! Let's catch up on what's new, what's being worked on, and what to expect next!
Combat
A nasty right hook
Combat is being reworked from the ground up. It was a tough decision for me to do this, but the previous system didn't accomplish a lot of the goals that I set for how I wanted combat to work.
The way I envision combat in Runeforge is something actiony and fast-paced like hack n slash, mixed in with an occasional souls-like mob that has slow but very punishing attacks if you don't dodge in time.
So making sure combat is done right is important because I want players to be able to use their own weapons, weapon abilities, and spells in an environment that makes it fun to continuously tinker, upgrade, and test out new designs you come up with!
Weapon Types
A swing of the sword. The weapon trail isn't correctly mapped here, something I'll be fixing tomorrow!
There will be several weapon types that you can create when the demo rolls out. Each weapon type offers a different playstyle. Here they are:
Daggers - Although not as strong when fighting face to face with opponents compared to other weapon types, daggers reward players for flanking opponents and attacking from stealth.
Axes - Axes provide a high risk high reward playstyle by having the largest damage range out of any weapon and offering high crit damage at the cost of crit chance.
Swords - If you're looking for a more balanced and reliable playstyle than look no further than the sword. Swords offer high damage and decent attack speed.
Hammers - Hammers have the smallest damage ranges, providing very consistent damage as well as having the highest knockback of any weapon. If you're looking for more of a supportive or defensive playstyle then the hammer is your best choice.
Greataxe - Has the highest damage potential in the game. Two-handed weapons, like the greataxe, also provide AoE damage with sweeping attacks. Two-handed weapons are also slower, deal more damage, and have higher knockback.
Greatsword - The fastest two-handed weapon. Great choice for a two-handed DPS build.
Greathammer - Has the highest knockback in the game. If you like the defensive style of the hammer but want more damage, knockback, and AoE attacks the greathammer is the best option.
Bow - A ranged weapon requiring you to aim your shots, not much else to say ^^
Staff - A two-handed weapon with low damage and decent knockback to keep mobs away while you cast your spells. Reduces mana cost of spells.
Damage Types
Damage types also provide additional ways to customize your playstyle. Damage types are given to weapons when you find an ore with a damage type modifier on it and use it to craft your weapon. You can also learn how to create spells with a particular damage type from a skill tree. Here's the damage types you'll find when the demo is out:
Physical - This is the default damage type for all weapons. Armor is used to lessen the damage of incoming physical attacks.
Magical - Magical damage is a blanket term for the different damage types below. Resistance is used to lessen the damage from incoming magical attacks. You can also have specific magical resistance (fire resistance for example).
Arcane - Arcane damage provides stacks of "Amplify". Amplify is a status effect that increases arcane damage. Good for ramping damage.
Fire - Causes "Burn", a status effect that deals tick damage to the target. Good for damage over time.
Frost - Causes "Freeze" stacks. Each stack slows the target until a max stack is reached where the target freezes for a short time. Good for crowd control.
Electric - Causes a "Static" attack. Static attacks deal a portion of the damage to nearby targets. Good for AoE damage.
Spirit - Causes a "Smite" attack. Smite executes targets below a certain amount of health. Good for finishing off targets with a lot of health.
Shadow - Provides "Lifesteal". A portion of your damage is converted into health for yourself. Good for sustain builds.
Music
Rayes has been cookin' up an absolutely amazing OST that I cannot wait for you guys to hear! We have just a few more songs left before it's done! Here's one of the songs that we teased a little while back, it's one of the battle songs:
There will be tracks for different environments to help create the right vibe wherever you go. Whether its a mysterious cave, an enchanted forest, open fields, or an ancient desert, you'll have the right tunes playing the entire time.
There's also two battle songs, a "regular" one (the one that was released). Then we have a dramatic, more epic sounding one for special occasions.. 👀
There's also going to be a main theme song that will play when you open up the game that I can't wait for y'all to hear it! Rayes has also cooked up some really cool tunes for leveling up, dying, and even when you enter a new region!
Movement
Running around in a forest
Just a couple changes to movement that I'll go over:
The run animation has been changed, the player leans forward and the swaying of the torso is more noticeable. It gives more life to the animation, if you want to see it in action I highly recommend joining our Discord! http://discord.gg/HqXdhKjJ2q
Character Creation
So this section is gonna be more about theory and vision than me showing you actual stuff. I wanted to provide you guys more information about what you can expect soon.
First you'll have the basics like choosing a race (each race will provide certain benefits), appearance, name, etc..
Trait System
"Project Zomboid": Good traits in green, bad in red. You can see points to spend in the bottom right. On top of that there will also be a trait system. This system is similar to ones you find in Project Zomboid, Stellaris, and Deep Woken.
What these systems have in common is you pick positive & negative traits for your character (or in the case of Stellaris, your whole species).
You'll have a certain amount of trait slots, I think 5 may be a good number. Then you'll have trait points to allocate. Really good traits cost more trait points, and to get more trait points you need to add negative traits. Really bad traits give more points.
"Stellaris": Traits affect your species. I want to go with this system because it provides first of all more replayability and nuance to character creation, but also it allows for some pretty interesting builds. My focus with the traits will be to create traits that are interesting and fun that will actually affect how you'll play the game.
I've thought of a few already that I may just add. Some are more game changing than others, for example the "Prizefighter" trait will make it to where you cannot wield weapons, but you do substantially more damage from unarmed attacks.
Then there's some traits that have a smaller impact like the "Dimwitted" trait, which decreases your intelligence score. Some traits have versions that are even more significant such as "Brainless" which significantly decreases your intelligence score but gives you more trait points to allocate.
Starter Weapons, Abilities, & Spells
Now what I think will make Runeforge stand out from the very start is allowing players to craft their own starter weapon, spells, and abilities from the character creation screen.
This will get you right into the gameplay loop from the very beginning. Because now you're thinking about how you want to play the game, what build you're going with, and how you want to upgrade your spells, abilities, and weapon!
One of the primary goals of developing Runeforge is to make it a "personal" game. I want the character to feel like it's really your own. The sword you made, the spells you designed and upgraded, those were all made by you. I want the player to feel a personal attachment to the character they create, and starting this from character creation really helps with that I believe.
So if you're like me who enjoys spending an hour in a character creation screen then I think you'd like how character creation will be in Runeforge. If not, then go ahead and click that randomize button and choose some spell and weapon presets!
Progression
So I've been thinking a lot about how progression will work in Runeforge, because it's almost about that time to implement a skill tree.
I really would like y'alls opinions on this but I have 2 main ideas for progression.
Idea 1: Traditional Progression
"Star Wars Jedi: Fallen Order": Traditional skill trees where one skill leads to another.
A traditional progression system of unlocking passive skills from a skill tree, or multiple skill trees. Skills may also have levels that you can continuously allocate XP to gain increasing benefits from that skill.
Idea 2: Introducing Chance
"Deepwoken (Roblox)": You choose from a hand of cards when leveling up. What cards you get are random but are influenced by your stats. You can also burn cards to not see them again or freeze to get a card you like for your next level.
A different take on skill trees where there is a random chance of unlocking a skill (probably when leveling up) that you can then allocate XP to. This system would allow me to have a rarity system for skills, where Fabled skills provide game-changing benefits if you were lucky enough to get one.
I think it increases depth and replayability at the expense of having less control of how you develop your character.
I'd really like to hear your opinions on this, because I'm leaning towards traditional progression unless you guys would like to see the 2nd option, in which I'd be happy to do! ^^
What's Next?
Zombie run animation
I really wanted to show you guys some real combat today, but I'll have to save it for this week and next week to polish things a bit more.
I've also been thinking about doing some long form content on my YouTube! I might replace these posts with videos showing everything. I think it'd be more entertaining and reach a larger audience. But it's just an idea for now, let me know what you guys would want!
But as for development, the next news post will feature a lot more combat mechanics! I'm polishing things and adding more animations for the mobs, I'm also improving mob behaviors too. Then once that's all done I'll be working on character creation and that'll be the last major update before the demo releases to patrons! :D