Last Tuesday (June 6th) was a big moment for the team as we officially achieved the Content Complete milestone! This means that Sea of Stars is now fully playable from title screen to end credits including all of the optional content, the Wheels minigame (??) and all of the hidden items. Everything has been fully reviewed frame-by-frame, polished and balanced to what we are happy to call "done".
We now have two full months ahead of us to go from BETA (content complete) to GOLD (bug free). Just like we did before releasing The Messenger, we invited the QA professionals over at Lionbridge to provide analysis and advice on the bugs that need to be fixed for the game to be at the level of quality we are shooting for. With 11 testers joining the ranks, it will be a busy final stretch for the dev team!
Meanwhile, localization is also going at a steady pace. Most of the game's content has already been localized in French, Spanish, Brazilian Portuguese, German, Russian, Korean, Japanese, Simplified Chinese and Traditional Chinese, with proofreading beginning next week.
It's been almost 5 years since the initial pitch for Sea of Stars happened internally at Sabotage, and here we are at last.
If you're reading this, we thank you once again for your support. You've made this journey all the more incredible, and we sincerely hope that our little game will exceed your expectations.
(Oh, and in case you're wondering: yes, the PC demo is still coming. Stay tuned!)
Here's a team selfie we took to capture our joy at reaching content complete, in which trying to get everyone to yell at the same time was absolutely not a bad call.
Once again, we can't thank you enough, and look forward to putting the game in your hands.
Where does the time go? If you find out let me know.
It's been a while since the last update, things have been busy on my end so progress has been much slower than usual.
This update involves a new UI when starting a new game, which allows the player to select a starting inventory loadout before setting out.
Note this is of course very much in-progress.
Once this control is complete, that will tie the main menu -> new game flow into the travel scene, which is an important milestone as far as reach a playable alpha. I hope to have it working very soon, and starting working on the next phase which is wiring the travel scene with the exploration one(s).
[STEAM] Fixed an issue in the stage details screen of USER STAGES where using the mouse to click on a player’s profile icon would cause an infinite load.
[STEAM] Fixed an issue where controller glyphs would not display correctly when the user’s controller layout was configured to “Disable Steam Input.”
[ALL] Other miscellaneous adjustments and bug fixes.
To celebrate Next Fest and sharing the demo with all you earthlings, we're hosting a STREAM! Or two.. or three.. okay, only two. Anyways, the first one will be on Monday, June 19 at 2PM PT, humans!
In the first installment of the Alien Hominid Invasion of Next Fest, Dan and Amanda will be playing 2-player local co-op with exciting commentary from Sarah. Stop by, ask us any pressing alien questions, compliment our Vtubers, or even load up the demo and play during the broadcast!
We'll be busy preparing for the invasion until then. See you soon!
A brief update regarding the Friary Road soundtrack for No Longer Home. Unfortunately the Friary Road soundtrack is being removed from sale as we no longer have the rights to distribute it.
If you are an existing owner of the soundtrack, or if you purchase it before it is removed from sale, you will still be able to access the Friary Road soundtrack files via your Steam Library.
Hi folks, I've just deployed the latest test version of Too Many Sheep. It introduces more of the versus levels. Plus a better ending when playing those types of games.
It's riddled with bugs, so please don't be afraid to raise things that you see I'm busy making changes to make the game more complete.
Thanks for taking the time to test, it means the world to me as I'm a solo dev.
-better scaling for bad hit contact resulting in worse hit power / launch angle -more hit power variance between weak/strong characters -ball physics a bit more floaty
-improved swing animations for HIPPO, GIRAFFE, BEAR
-fixed some bugs with baserunners and when batter gets walked -some improved UI (lots more related to this to come with 1.0)