Bug Fixes: - Level 82 now displays with the correct score (of 3) in the level selection screen - Pressing "r" after completing a level no longer restarts the level. - Issue when quickly opening and closing menus fixed - Error message when trying to save a level with an invalid name updated
Dear players, we are happy to announce! Storm Swordsman will be officially released after Steam's June New Product Festival!
Both the Steam page and the demo version of the game have been updated, ready for the 2023 June New Product Festival! Welcome to experience and add to wish list.
It has been four months since the last Dev-Blog and now it is finally time to tell you about the challenges we have faced along this tortuous journey and what still lies ahead.
First, at present, the development of GLASSHOUSE has not yet been funded and is proceeding by volunteerism, passion and ambition. Despite this, the FLAT28 collective is more determined and united than ever. In early 2023, with our feet on the ground and our hearts in our hands, we decided to transform GLASSHOUSE into a less dilated and more intense/focused game.
We redesigned the narrative and design side in such a way as to scale back costs, ambitions, and development timelines. Looking in the mirror, being self-critical and making decisions is part of the game, a game we espouse with dedication and seriousness.
Initially envisioned as a story between the sunset of a society and an apocalyptic dawn, recent structural changes will lead GLASSHOUSE to focus on the sunset, which is the last day of a world torn apart by wars and borders. The opportunity is huge and is to be able to focus on the emotional sphere of 18 residents of an apartment building frightened by the idea that there may be no tomorrow. It is the story of those who grit their teeth and struggle against the inexorable. It is the story of us all.
Now follow us below, the seeds we planted have finally borne fruit and we can't wait to show them to you!
THE OLD CANALS
The Fiefdom of Lundonstoch is under lockdown due to atomic threat and no one is allowed to leave their homes on pain of imprisonment or death. However, in the course of the adventure, the housemates of Apartment 28 will be forced to embark on a dangerous journey that will see them traverse the underground districts of the Wynnstan quarter.
The Old Canals of Wynnstan are the roots of the neighborhood, a dreary maze of pipes and bricks within which death waits patiently. A veritable dungeon studded with hidden treasures, mysteries and past history. In 1828, during the Rifle Strike, they were used by the New Youth as a hiding place from capitalist power. Today, the canals are refuge for tramps and criminal syndicates.
This new setting is located under Dormitory 73B, the main setting of GLASSHOUSE, and is currently being greyboxed. The goal of our 3D Environment Dept. is to test a new workflow based on asset modularity, so that detailed and complex settings can be created more efficiently. Huge shout out to Simona, Andrea, Giuseppe, Marco and Camilo!
THE PLAYER'S ROOM
We have recently completed Wealdmaer's room, located inside apartment 28, the private space where you can craft items, store resources, and watch the city change, out the window.
We have created this room for you and Wealdmaer, a safe place from lies and political pitfalls. We look forward to seeing you there, sitting before the window, pondering the inexorability of life and the futility of war.
NEW UI: PORTRAITS AND DIALOGUE TAB
Over the past months, the art department has been working hard on replacing the placeholder assets in the User Interface. Giancarlo, Character Designer, has created the final character portraits, now more in line with the three-dimensional models and Key-Art.
Nino and Umberto, UI Designer and Art Director respectively, recently delivered the new dialog interface. After the playtest that took place in our Discord community, the goal was to make the design more appealing and improve text readability. As you can see, new icons and mechanics also find their way into the lower left space, but we will have to elaborate on this in the future!
THE JOURNAL
Our programmer Mav meanwhile shows us the first iterations of the Journal. The player will have a way to consult the Journal as a quest-log or keep track of past adventures. GLASSHOUSE is meant to be immersion first, and to avoid a simple to-do list, we decided to take inspiration from the Darkwood system. Little information, but good information.
NEW 3D MODELS
Not satisfied with the level previously achieved, we opted for a complete overhaul of the 3D models of the characters. Thanks to Valerio, Wealdmaer was completely redesigned from scratch so as to be as faithful as possible to the original concepts.
We still have much more to show you, but that is all for today. We hope you have enjoyed the news and the transparency with which we talk about our difficulties. The journey is still long, but brick by brick, we will make it if you are still with us.
Thank you all.
Giacomo Montagnoli, Game Director FLAT28 Collective.
Building upon the previous foundation of Kagura Survivors: Endless Night, we've taken the exciting step to refine and enhance the gameplay mechanics. While providing an extensive range of options, the original system of abilities, passives, and modifiers had shortcomings. This complexity, especially about the modifiers, led to redundancy and an overwhelming array of choices, hampering the player's ability to strategize and adapt in-game.
In response, we will merge modifiers with passives, significantly streamlining the system while maintaining diversity in gameplay. This change eliminates duplicate effects and ensures each passive contributes uniquely to the game dynamics.
But the rework doesn't stop there. We will introduce distinctive ability evolutions at each level, including synergy evolutions related to passives. This mechanic encourages players to think strategically about their progression, fostering a more meaningful and personalized play experience.
To top it off, we're reimagining all visual effects for the abilities. The goal is to make each ability's attack pattern more distinctive, further increasing variety and enhancing the visual spectacle of the game.
As part of this significant rework of the abilities and passives, we are also adding new and unique abilities to the game. You can see a few of them below.
We believe these changes will significantly improve the strategic depth and visual appeal of Kagura Survivors: Endless Night, encouraging players to explore new tactics and strategies within a more streamlined, intuitive system. We can't wait for you to dive in and experience the enhanced gameplay.
Try out the new demo which will be featured in the Steam Next Festival (Jun 19 - 26). We will also be hosting a Livestream with the Developers so stay tuned!
Patch Notes:
Includes level A-1, A-2, A-3, B-1, and B-3 from the full game.
Controls are now rebindable (as requested by community).
Voice communication implemented (can be enabled or disabled in the options menu).
Hints are displayed during the loading screen.
Minor bug fixes and optimizations.
HOTFIX: Local coop controls were not mapping correctly in some circumstances (thanks user sb_prime)
Within a Dead City is a tiny 4X game with autonomous heroes. I'll have a warm mug of black tea and an hour to try to get through games with all three enemy types on the hardest difficulty setting!
Added ability to exit to main menu so you can switch leagues without quitting game Added ability to scroll using mouse wheel on draft and stats menus When opening roster from league menu the game will now go to the first Human controlled team Coaches on teams will not retire unless that have 5 years minimum experience Fixed draft bug when simulating either draft Fixed Coaching Changes bug that occasionally occurred when a coach retired Minor UI bugs
Everything is going smoothly with the tutorial, so I should be able to finish the update by the end of the week.
I have said a lot about the tutorial already, however, so I won’t bore you by repeating the details. Once the tutorial is finished, I will work on the pioneer wagon, so more on that in the next post.