We announced Death of a Wish with a teaser trailer on June 1st, and it is now open for wishlisting on Steam and itch.io. There are a number of questions that we would like to address for new and returning players interested in the game.
What is Death of a Wish? Death of a Wish is a linear action-RPG structured like a musical album. The game is divided into levels called “Tracks”. In each track, players explore hostile worlds while fighting numerous enemies using varied combinations of melee and ranged attacks, encountering story events, set-pieces, and bosses along the way. Players can develop their character by mixing up numerous weapon types, passive modifiers, and items to form a truly individualized style.
Death of a Wish marks the return of the “Corruption” mechanic. This is a meter that rises whenever the player dies or takes damage. When Corruption maxes out, something will happen that will affect the rest of the playthrough. Corruption can be reduced by getting high ranks in combat encounters by fighting gracefully.
Death of a Wish is developed by melessthanthree, the creative moniker of Colin Horgan, an independent game designer who explores themes of Catholic guilt, queerness, and religious trauma. They have built out a large range of experimental and personal games primarily on itch.io, ranging from autobiographical text adventures to fringe horror experiences.
Joining them on Death of a Wish are a range of collaborators whose work includes contributions to games like Butterfly Soup,Manifold Garden, and Digimon Survive.
How long will the game be? We expect that the full game should take 5-7 hours to complete. Death of a Wish is designed to be highly replayable though; there will be a wide range of challenge modes and unique ways to approach encounters, as well as a high skill ceiling that rewards mastery and player expression. It is a five hour game that you can play for over a hundred hours.
Where did Death of a Wish come from? We included a commitment to include an additional character as a stretch goal for Lucah: Born of a Dream’s Kickstarter. Born of a Dream was influenced by action games like Devil May Cry 3 and Bayonetta, which include bonus characters like Vergil and Jeanne who bring different abilities and play styles to the games.
Christian was initially intended to be included as an alternate character in Born of a Dream in this style. Plans for this alternate character changed throughout development, and this alternate play mode evolved into a DLC campaign, and eventually into its own game, Death of a Wish.
Do I need to play Lucah: Born of a Dream to enjoy Death of a Wish? Death of a Wish is intended to be friendly to newcomers, and it assumes no familiarity with Lucah: Born of a Dream. While Death of a Wish is loosely connected to Born of a Dream, players can enjoy the game’s story as a standalone work without missing anything.
With that said, people who appreciated Born of a Dream may notice themes, motifs, and character arcs that are enriched with greater context. We would recommend that lore-heads replay the Sacraments from Born of a Dream and ponder them thoughtfully.
How difficult will the game be? Death of a Wish is tough but fair. It is demanding, punishing, and players will need to pay attention to systems in order to survive. This applies on both a skill-based, reflexive level, as well as the knowledge-based, systems mastery level. We hope that this creates an extremely satisfying play experience filled with moments of challenge and catharsis.
With that said, there will be a wide range of difficulty options. You can also build your character towards less-reflexive play styles using tools like burst damage and damage-over-time. A number of physical accessibility options are included, such as reducing enemy damage, simplifying combo inputs, and reducing enemy health. There will also be more robust gamepad control mapping and accessibility options.
Why does the game look like that? Death of a Wish uses a pixel art style that started with 2015’s Comforting Sounds, when Colin wanted to start making their own art after collaborating with other artists on previous projects. Death of a Wish expands upon that same style to facilitate the game’s combat, world, and atmosphere.
Action games are highly contingent on character animation and movement. Having the same person design both the combat systems and character animations allows us to tune the combat to an extremely intricate degree. Game feel is fundamentally important to the combat, and this art style in motion facilitates an extremely satisfying sense of impact and momentum.
It’s a game that’s striking and beautiful on its own surreal terms. Death a Wish cannot be compared to anything else visually, and we’re dedicated to exploring this style deeply and intentionally.
What platforms can I play the game on We can confirm Windows PC for now. We are also investigating other platforms. We can share more information on this later.
What are the biggest new additions to the game? There are a number of exciting changes and additions to the game that we will be unveiling over the coming months. One significant difference is that stamina has been removed from the game. This totally changes the pace of play, and results in an aggressive pace of combat where you cannot hesitate at the risk of losing enemy pressure.
Death of a Wish is coming soon. You can wishlist and follow it now to get the latest news and announcements.
This week we have been working on adding and improving ‘level filters’. These filters can modify existing levels in subtle ways. They are now used more frequently and their presence creates new gameplay opportunities.
Gameplay Changes - Expands the palette of possible ‘level filters’ that are used to vary the nature of a generated level. - Automatically and retroactively assigns level filters to appropriate levels. - Adds encounters and features that are the result of active filters and/or that allow you to manipulate the state of a level. - New creature: deep root spirit. - New creature: ruin spirit. - You can encourage refugees to settle, but they might need some help dealing with hazards in a level first.
Bug Fixes - Adds the camp marker to the monster cave to prevent Ghuls not spawning correctly. - You can always interact with the folk in Haven, even if they are marked as friends. - Repairs a malformed generation rule that could cause doors to go missing. - Increases the level size of a specific section of the underground shrine to make sure the generation doesn’t fail because not all requested features fit. - If you make amends with a clan, the guards are notified. - Addresses some text issues.
Summer is here, and we all know what that means. Colorful umbrellas are appearing in glasses, and that’s a win for everyone. But also, those sweet, sweet sales.
Publishers Funcom and 505 Games are excited to join forces to bring you a bundle containing two tactical gems from The Bearded Ladies. Get ready for a post-apocalyptic adventure combo full of mutants and miasma.
Get 10% off on top of the existing individual discounts with this bundle, which includes:
Mutant Year Zero: Road to Eden
Miasma Chronicles
If you already own one of the games, you will only pay for what you don’t have, and still get the 10% added discount.
The Mutant Year Zero Fan Edition and Seed of Evil expansion are also now 60% and 40% off, respectively.
Miasma Chronicles
Released in 2023, Miasma Chronicles is a tactical RPG set in the not-too-distant future. America has been torn apart by a savage force known only as the ‘Miasma’.
Meet Elvis, a young man brought to the mining town of Sedentary as a baby. Left by his mother in the care of a robotic older ‘brother’ and given a mysterious glove with which he can control the Miasma.
Join the brothers on a quest across a post-apocalyptic wasteland to find the answers they crave. Answers which may change the course of human history forever.
Hello, It's June when it's raining a lot as if an early rainy season has come. How are you coping with the heat?
Polar Penguin Post 24th Developer Note Starts.
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1. Apply result window reorganization
The result UI, which I've been informing you about since the previous notice, is finally applied to the playbuild.
2. Penguin management and facility operating expenses
From now on, daily operating expenses for penguin food and logistics warehouse facility management will be paid. The amount spent can be found on the receipt on the right side of the Results UI. Penguin maintenance costs go up as more penguins are shipped, and facility maintenance costs go up as the date goes on.
The system is under balance testing and is not a fixed price.
The A/S function will be updated further through the patch later.
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Be careful of the upcoming heat and typhoon in July and August and always be safe and healthy.
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.6 ! See http://te4.org/
This is the update of shame! I managed to induce a nasty nasty bug that broke the item's vault in 1.7.5. This is the fix for it so I can now finally go back to publish Lost Land test. I am sorry for the delay (and the nasty bug). And to express my shame about the bug, I've gifted 2 bonus vault slots to every single player account that exists at this moment, whether they were affected or not.
Fixed the Item's Vault bug that could upload broken items or not upload at all, or not download at all. It's wild.
Updated the server to make sure this can't happen again even if I do an other dumb change
On July 1st, 1867, the British North America Act united various provinces in a single Dominion of Canada. However, for the first 100 years the Canadians didn’t celebrate this date: it became more prominent the more independence Canada gained from the United Kingdom. Today it is a grand national holiday with parades, carnivals, and concerts.
“Canada Day” decal
From June 30th (13:00 GMT) until July 3rd (9:00 GMT)
Play 3 battles using British vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Canada Day” decal.
“Canada Day” decal
Complete the task in random battles, except for Enduring Confrontation missions and [Assault] mode. Track your progress in the hangar by clicking Nickname → Achievements → Holidays → Canada Day.
You can find the decal in the “Holidays” tab in the Customisation menu.
This is Neon Blight's first major update. It focuses on improving and optimizing existing systems, this is not a content update, that will be coming soon. Now to the patch notes!
Additions
Added new fire effect! Damages player and enemies.
Added poison effect! Damages player and enemies.
Added weapon: Minigun.
Added weapon: mac-12.
Added new reload sound: Goldtooth-53
Added new reload sound: Alpha-AF
Added new reload and shot sound: White Devil
Added new shot sound: Bulldog-12
Added current quest to the HUD.
Added keyboard/gamepad menu navigation
Internal reworks
Changed save structure supporting the future of the game and the change of data types mentioned above. This change unfortunately means previous saves will not work, we will leave a legacy branch.
Changed all data types internally. Data has been converted from GMS2’s ds_list, ds_maps to array and structs.
Reworked quest system, every quest has been refactored.
Reworked enemy AI system, supporting the future of the game. Enemies are now a bit more aware of their surroundings and other enemies. Some of them also behave quite differently.
Reworked all bosses.
Reworked Build mode, decorations are now bought through the build mode, Neon Stop’s shop ui has been deprecated for now, will come back later with new stuff.
Reworked Inventory system, supporting the change of data types mentioned above.
Reworked Weapons code, supporting the future of the game and the change of data types mentioned above.
Deleted redundant and unused assets.
Added an external json for neon blight’s items.
UI Changes
Changed boss defeat ui.
Changed death screen, still needs some work.
Changed inventory screen, added item modifier stats to the ui.