We will temporarily maintain the game "Steel Ocean: Wolves of Deep Sea" from 18:30-19:30 Pacific Time on Jun 15, 2023 (09:30-10:30 Beijing Time on Jun 16, 2023). Captains, please be ready to go offline.
Bulwark: Falconeer Chronicles solo creator Tomas Sala talked to Eurogamer's Christian Donlan bout the creative process of being a solo developer and The Bulwark Evolving Demo.
"The game Sala's Building isn't just a very different genre to The Falconeer. It's a very different way of putting a game out into the world. That's very much on purpose. Rather than aiming for a distant release date, Sala's already put Bulwark up on Steam in the form of what he calls an 'Evolving demo'. It's free to play. It changes over time. Sala adds and subtracts and can explore feedback."
Eurogamer said "When you were on the ground you hopped from one building to the next rather than simply shifting the camera. If you ask me, this is genius: it feels like progress is tactile like you're clawing your way towards having an outpost in an inhospitable world."
We explored villages, delved into the depths of caves, fought various creatures. We died, resurrected, and rose again. And now, finally, we bring you new visuals.
Villages
Villages are generally large areas with fewer enemies and battles in the open air. They have an open world feel due to being outdoors, but there are still certain paths to follow. These paths can lead you to the dungeon entrances.
There are various dungeon entrances in Rise Again. Sometimes they take the form of a building, while other times they are caves or underground tunnels. Crossroads can take you further, or to the dungeon...
Dungeons
Dungeons are small rooms/maps where you can quickly defeat enemies. When you enter the creatures' lair, many will attack to hunt you down. Be careful in the dungeons!
Some places are composed of remnants from ancient times, while some remain untouched. Therefore, dungeons can resemble stone caverns, architectural structures, flowing lava, crumbling ceilings, or ruins with magical artifacts.
Who knows, maybe at the end of the dungeon, you can fight the dungeon master (creature leader/boss) and win rewards...
Stay tuned for future updates as we continue to refine and expand the game world. Thank you for joining us on this journey through fantastical realms!
We hope you’re having a great week and have been having fun meeting Primordial Malzeno in the Bonus Update!
We’re back today with a special message from Sunbreak’s Director Suzuki, please check it out below:
This is my last regular update. I want to express my sincere gratitude for all of you that are playing MHRise: Sunbreak, as well as for following my updates.
Thank you for your continued support of the Monster Hunter series, until now and beyond!
- Suzuki, Sunbreak Director
There it is, the last regular update from Director Suzuki for Sunbreak. We hope you’ve enjoyed the little hints, teases and info drops from the Director and thank you for checking them out.
But fear not, the Bonus Update is live and we’ve still got some Event Quests on the way until the end of July! We hear there’s some rather cool layered armour to be had from some of them too, let’s have a look at a couple of these rewards below…
Make sure to visit the Courier this week to pick up the "Adorned Arena" Event Quest!
Epic gains coming soon to an Event Quest near you!
DON'T PANIC - YOUR LOOSE ORE AND WEAPONS ARE IN THE CART
As discussed in the forums, the game needed a solution to the excess handling, to the frame-rate drops experienced hauling enormous amounts of ore from the mine, and from everyone's (including me) tendency to trip over any ore they dropped.
In answer to this, I've moved away from the game's original vision of having everything as tactile and realistic as possible, and implemented n inventory system.
At present, the inventory holds ores and crystals, weapon parts, and weapons. This will expand as time goes on, but these were the most crucial issues to resolve. To collect something simply look at it and press Interact. Prompts have been updated to reflect this. Picking things up with your hand will still work as it always has.
Apologies this took a few days, i wanted to cover as many bases as I could with this upgrade. It's already affected the player, cart, and all save structures. I have verified that on my end at least, any loose ore or weapons that were present in the last save will be vacuumed into the cart. This is to ensure changing the cart didn't simply destroy them or launch them into space.
If anything has gone wrong - STILL DON'T PANIC. If I need to I can set up an ore source beside the smelter for a few days to help you recover anything lost, but I suspect it won't be needed. You'll also probably find mining a much more pleasant experience now as well.
The reality is that pushing out changes this big this fast is likely to cause one or two hiccups - they will be fixed when found.
Weapons on racks or in the character's hand should still spawn where they were saved as normal.
Key Points:
The player and cart inventory can contain ore, weapons, and weapon parts.
The player inventory is accessed by pressing either the 'I' key, or the gamepad left trigger. It can be closed the same way, or by pressing Escape, Interact 'F', or the back button on the gamepad (face button right by default).
You can drop, equip, or destroy inventory items (player inventory only, not transfer screen).
Equipping an inventory item while holding another inventory item will transfer the existing weapon or material into your inventory.
Interacting with a container like the mine cart or the new Ore Stand (behind the existing stand) will open the inventory screen in transfer mode, allowing you to store or retrieve items.
There is currently no weight limit on the player's inventory - this will change.
The player's gold is currently displayed on the inventory main page.
It's not pretty yet - I want to see what changes need to be made before I invest time in image assets that may need to be redone anyway.
This system will likely also replace the current smelter loading system, the quartermaster interface, and possibly the banner officer. I didn't want to delay some bug fixes further by trying to do the entire roll-out at once.
I hope this makes the game experience more enjoyable for all. Please share your thoughts on the discussion board.
Bug Fixes
Larger ingots on the anvil will no longer move around if struck side on by the forgehammer.
Weapons attached to the assembly bench no longer simulate physics, and so won't fly away if a collision somehow occurs.
Pressing 'G' will no longer spawn free ingots.
Sleeping on the stretcher before 7pm will no longer prevent a customer spawning the next day.
Successfully raided locations on the map will now show a tick symbol
Customers now hold axes and hammers correctly
Customer weapons will now be destroyed when they leave camp
Customers will no longer stand in places that block traffic by default
Gold should no longer smelt into Rose Gold by default
Weapon components should no longer make a continuous noise when dropped
The smelter now has up to 20 spawn points for cast components, up from 8.
Rapidly opening and closing the menu should no longer cause controls to stop working
Upcoming Fixes
There is an error with the Crozius Mace ingot that needs to be corrected - it will not morph nicely into shape currently
NPCs become so numerous that the become a nuisance, multiple fixes will arrive to combat this
Smelter drop/physics loading will be replaced with an inventory
The somewhat clunky Quartermaster interface will be replaced with an inventory
The collision meshes for the crystal deposits will be simplified to prevent shards or the pick from becoming caught
We have the date of Early Access start! On the next July 24th the Early Access of Music Store Simulator will begin!
In the meanwhile, since the next June 20th the Steam PlayTest feature will be activated and players can subscribe the program, which will start on July the 1st.
We plan to release a big update at the end of each month during the Early Access (obviously urgent fixes of blocking issues will be released as soon as possible, without waiting for the end of the month).
This the list of planned updates which will be released month by month. For each of these updates only the main new features have been listed, but all of them will contain several further minor new features (or updates) which will be detailed in a specific post.
Also, each update will contain "NEW CONTENTS" (new instruments, new parts, new layouts, new Studio Logos) but their amount cannot be planned properly (also because we will work also on the eventual bugs). Obviously the detailed list of new contents will be shared within the specific post as well.
Month 13 (August 24th) - Hiring employees(*) + new contents
Month 14 (September 30th) - Stats app + Special Tuning requirements + Rehearsal room rental + new contents
Month 15 (October 31st) - Retail system with NPC customers + new contents
The features marked with (*) need further investigations and could be delayed or even canceled, if technical issues block their development.
Each update will be released for the PlayTest program 10 days before the related release date. All the feedbacks from testers, in terms of bug reports, modification or adjustments, will be implemented as soon as possible in order to meet the planned release date. If some implementation of minor fix is remaining, it will be released the next month.
This is our current plan and could be modified in the future, in case of tasks with higher priority, such as blocking bugs or good players' suggestions, which must be implemented immediately. All the further valid suggestions and ideas will be added to the end of the list and will be implemented at the end of Early Access.
The Kaiyo Mission team will be live twice on Saturday 24th June (check your local time, it might still be Friday 23rd June for some of you) during Steam Next Fest. We can't wait to play our demo with you all, answer the questions you might have about our creation process, the game and so much more. In the meantime, go and check The Kaiyo Mission page and follow us on Twitter too.