It's the first community wrap-up of August and also the month that our Spanish Language update is due to launch. Keep an eye out for this, Explorers! We've not got lots to say this week other than check out all the awesome Core Keeper content you can find across the web:
White Whistle
Our Lead Artist, Julian, is responsible for this awesome anime reference. Does anyone know the name of the anime this is from?
New Fish or New Plants?
We asked you if you'd rather see new fish or new plants in the Crystal Biome update. We definitely should have seen this coming, but the vast majority of you said...BOTH! We can't reveal too much but let's just say that we definitely don't want to disappoint any of you *wink* *wink*.
Check Out Our Soundtrack
Did you know that volume 1 of the Core Keeper official soundtrack is now available on Spotify, Apple Music, YouTube Music and more? Check out the Spotify album here!
Starlight Nautilus
Did you know that August is National Fishing Month? We donned our Diving Helm, Kelp Mantle, Scuba Fins, Neptune Necklace, and Goldfish ring for some serious fishing buffs and were finally able to catch that Starlight Nautilus we'd been dreaming about.
Boat Base!
We were inspired by one of our recent competition winners to create a little boat base! What do you think?
The Great Escape
Discord user SnapDragon987 has wowed us with another piece of cattle-inspired pixel art. Thankfully, Bambucks can't actually jump fences in Core Keeper (though we don't totally hate the idea).
Core Keeper Short Film
One of our Discord Mods, Mistry, shared a project she's been working on for quite some time now. She put a lot of effort into this (2 whole months' worth!) and has said that it was a blast to beat the bosses alone since she'd always had someone taking them on with her in the past. Seeing her project finished brings tears to her eyes every time she watches it and we can't help but get a little emotional when we think of all her hard work too!
I'll start by saying that I'm sorry to have been silent for almost a year now and to not have released the demo last year like I said in the last update. But I finally have some new things to share about Mystical Conquests, I hope you'll enjoy it. If you don't want to read my ramblings and just want the useful informations, go straight to the last paragraph.
The Long Story
When I started to do some heavy playtests last year for the release of the demo, I was not fully satisfied with the game. It was functional and had several hours of gameplay, but it lacked some elements to truly be the game I wanted to make : mainly, the combats were too simple and I really wanted to add some RPG aspects and a focus on characters, but none of the implementation that I tried was satisfying.
So I decided to take a small break from the game to take a step back and think about how to evolve it from there. I started to work on a small survival game to keep the creative juice flowing (I'll probably get back to it after MC). And one day, while playing some XCOM 2, it finally clicked, Mystical Conquests needed a tactical layer.
This change involved a lot of rework on the engine to have two distinct "layers", the world one and the battle one, so I started here. It also entailed a big shift in the scale of the game, the player now controls individual characters instead of groups of people. After working on all this for a few weeks, I felt really good about the first prototypes so I decided to keep going in this direction and double down on development. And here we are. I hope that you'll enjoy those changes.
The Good News
First things first, I made a new trailer where you can see how the game evolved :
Secondly, the game is registered to participate in the Strategy Fest on Steam that will start on august 28, and the demo will finally be available for this event. I'll also release the demo earlier on itch.io to get some precious feedbacks in order to have the best possible build for the Fest, so check it if you want to help me improve the game.
Thanks a lot for reading this far, I'll try to keep you informed on a more regular basis from now on. Morm
Today is the release day of Sexual Super Hero and we are very excited, to share our excitement we have uploaded a new update with extra content and some fixes. We hope you enjoy the most of your super powers in SSH!
You have already seen what Igor and Tatyana looked like in our imaginations. If you haven't had a chance to see them yet, below are links to the previous reports.
Today we're going to take a look at some supporting characters. Contrary to appearances, creating them was as big a challenge as in the case of the main characters. Take our buddy Olivier as an example.
Olivier was planned almost from the beginning as a character with a military background who mastered the art of survival in his little finger. He acquired all his knowledge while serving in the Canadian army. That's why Olivier's outfit was "tailored" with his professional background in mind.
The first sketches showed Olivier wearing a Canadian army beret (without the emblem, which he said he was not worthy of) and a flannel shirt (as befits a Canadian!). Additionally, he had a mandatory gas mask on the belt and a dog tag around the neck. And of course, Olivier's characteristic element could not be missing - a sling made of some old sheet.
Over time, of course, Olivier's outfit design evolved to what we know in the game. But in the meantime, we also tested other variants of his outfit, e.g. Olivier as a military dodger, Olivier as a tanker and... Olivier as a real Canadian citizen. Seriously, in addition to the trapper hat, we were planning to give him a bear fur coat. :D
In the end, we managed to find a consensus for Olivier’s appearance: the experienced ex-commando was dressed in the outfit of a warlord for hire. Interestingly, this is the only character that is hidden under a cape. Does that mean he has something to hide? Who knows…