The Summer weather might be hot, but the brand new content we're bringing to Seeds of Chaos is even hotter! Especially given what we have in store for you this time- if you're a fan of redheads, today is your lucky day, as the Flame's Kiss update is named due to just how much red hot redhead action that's been added! Even more than usual.
As an added bonus- the game will be 20% off for the next week! If you or a friend have been looking for the right time to pick up a copy of Seeds of Chaos, now is the time!
NEW SCENES - One new Andras NPC scene - Two new fertility treatment scenes (with one sex scene with three variations) - One new Fae scene (Whitescar path) - Two new Ophelia scenes (with two new sex scenes) - Two new Andras NPC arc events - One new Arzyl path Fae event - Two new Helayna room events
REWORKED SCENES - Two minorly reworked Andras NPC scenesTwo minorly reworked Andras NPC scenes - The initial Raeve keep content with Helayna, as well as the claiming scene, and first castle sex scene has been reworked
NEW ART - 35 new CGs (with 109 variants) - 6 new Fae variant backgrounds - Tue-Row's sprite has been completely reworked to make him more attractive
MECHANICS / QoL - Major update to scene replay gallery, now almost completely up to date
Hardenville is thrilled to be a participant in Steam's Visual Novel Fest 2023, a great event for fans of visual novels across the globe!
In celebration of this grand festival, we've prepared an exclusive surprise just for you. How about another sneak peek into Hardenville? We are unveiling two lewd renders from the game, crafted to ignite curiosity and excitement. These renders provide a glimpse into the more adventurous side of Hardenville's story and characters.
But we're not just here to share; we want to hear from you too! Visual novels are all about engaging stories, memorable characters, and unique experiences. So, tell us, what's your favorite Visual Novel game, and why? Your thoughts and preferences can help shape the future of our games, and we're eager to learn what resonates with you.
Steam's Visual Novel Fest 2023 is more than just a Steam sale; it's a celebration of creativity, storytelling, and community. Exploring new stories, discover hidden gems, and most importantly, have fun! ;)
Your adventure in Hardenville awaits, and we can't wait to share it with you!
Last time we introduced mining, today – as a logical consequence – we present to you: Smithing.
Bring your iron ore to craft iron items. Bring charcoal (produced in a kiln for example) as well as the tatara, the traditional Japanese furnace, and you are in the business of steel! A tatara is rather small, but items produced with its steel are quite exquisite.
Sometimes you may need some leather to further improve your crafts, so don’t neglect your hunting and tanning skills!
Be sure to visit the town of Iwasaki and learn from the masters there. As they say: “Look for masters of the craft to learn from them”.
One day you and your villagers may surpass their craftsmanship!
Our Pathless Woods global playtest has concluded, and we can't express enough how grateful we are to each and every one of you who joined the playtest! We hope you enjoyed every moment of exploration, building, and survival in the mysterious land.
Your valuable insights, constructive feedback, and enthusiasm has been nothing short of amazing. Whether it was exploring the lands, collecting resources, crafting tools and weapons, constructing architectural wonders, or engaging in thrilling combat, all the experiences you’ve shared are invaluable to us!
We are now in the process of carefully reviewing each of your feedback and suggestions, and would like to take some time to share some of it with you.
We're humbled that over 60% of players rated Pathless Woods an overall score of 4 out of 5. While this score is by no means shabby, we will now strive to bring the score up to a 5 and look forward to your continued feedback to achieve this!
Moving on to the various systems in Pathless Woods. Crafting, hunting, and cooking were favorites among players. We'll be looking to improve the combat, construction and farming systems to make your experience even more enjoyable and engaging.
Lastly, let’s take a look at what you would like to see added to the game in the future. Some of the top suggestions are an improved building system, new characters and gameplay styles. We’ll be taking these suggestions into consideration as we continue working on Pathless Woods!
While we may not be able to implement every suggestion, we will do our best to find a balance between meeting your expectations and staying true to our vision for the game. Stay tuned for more updates in the coming weeks!
If you had a blast playing Pathless Woods, we would be immensely grateful for your support in spreading the word about this thrilling adventure! By adding the game to your wishlist and sharing it with your friends, you'll be helping us bring Pathless Woods to a wider audience. Your support means everything to us, and we're so excited to have you continue the adventure with us!
Once again, thank you from the bottom of our hearts for venturing into Pathless Woods and helping us shape the future of the game!
English ############Content################ [Marinas Dock]Added new NPC: Yayoi [Item]New item: Shell [Item]New item: Yayoi's Magic Shell (Always quality +2, grant skill: waterball.) [Marinas Dock]Yayoi sells different shells. [Marinas Dock]The game system will track how much money you spend on Yayoi's charity. ############System################# [Prefix]Refactored the item color function so that this function can be used outside the prefix system. 简体中文 ############Content################ 【玛丽娜斯码头】加入了新NPC:弥生 【物品】新物品:贝壳 【物品】新物品:弥生的魔法贝壳 (总是+2品质,提供技能:水球术) 【玛丽娜斯码头】弥生会贩卖各种贝壳。 【玛丽娜斯码头】系统会追踪你在弥生的慈善事业上的开销。 ############System################# 【词缀】重构了词缀系统的物品颜色代码。允许这个颜色设置函数被用于词缀系统以外的地方。
Patch 1.4.0 includes a number of changes in response to various feedback voiced by the community about parks eventually becoming unprofitable and level of difficulty in missions. After some initial balancing changes in Patch 1.3.0 we have worked on additional balancing adjustments and systemic changes for this patch. Please note that for most of these changes to take effect, you will need to restart the mission in which you are facing issues. If you are playing in sandbox mode and want to keep your park - replace your flat rides and update your coasters (going into edit mode once).
Visitor's Ai has been revamp to make better usage of rides and shops. With this system, we are specifically addressing rides becoming under-utilized for no apparent reason. The system helps maintain the profitability of the rides in your park.
Visitors of your park are now able to run to their goals under certain conditions. This change addresses issues with long walking distances in larger parks as visitors will be able to reach their goals up to two times faster now, which resolves in Visitors being more spread out through the park. Visitors will run to their first ride visit in the park, to newly opened rides, to remote rides, and in very urgent cases to certain facilities.
We softened the impact of the cleanliness rating on the fun generation in your park which will make it easier to progress to higher park levels and reduce the overall progression difficulty.
Coasters and especially the Wide Coaster type received balancing changes which will now attract more visitors to your park.
We addressed and balanced the difficulty of specific missions and milestone goals for "Mission 5 - Duel at the Beaches" up to "Mission 8 - Top of the World".
We look forward to receiving your feedback based on the changes and their impact on the financial success of your parks. Thank you! - Limbic Entertainment Game Design Team
Stability
Fixed a crash on connecting the exit path to a main path for Flat Rides
Fixed a crash on placing "Zombie Outbreak" flat ride and leaving it idle for a short time
Fixed a crash on hovering over the queue path near the prefab coaster "Highway Shuffle" in Mission 03 - The Dawn of Impossification
Fixed a crash on attempting to replace any prefab shops
Fixed a crash on adding two or more modules while editing a coaster prefab that has already been placed
Fixed a crash on selecting "No" in the save ride confirmation window for a transportation ride
Fixed a crash on hovering the preview of the flat ride "Clockwork Carousel" after loading into a saved game during milestone 3 in Mission 4 - An Eye For Details
Fixed a crash on placement preview for the facility "Luxury Toilet" while the game is paused
Fixed a crash on attempting to clone the 5 different park entrance prefabs simultaneously us-ing box select
Fixed a crash on navigating through the help center while viewing all the tips in an order from the beginning
Fixed a crash on performing "Undo" & "Redo" while impossifying a prefab shop using Mouse and Keyboard
Fixed a crash on leaving the game idle for more than 1 hour after a maintenance failure in "Ex-ploration Park"
Fixed a crash on performing undo redo after deleting the cannon module
Fixed a crash on attempting to delete the pre-placed porta-potties in Mission 03 - The Dawn of Impossification
Fixed a crash on running safety test for the preplaced coaster on the "Exploration Park" map
Fixed a crash on leaving the game idle for 45 minutes in the "Exploration Park" map
Fixed a crash on placing "Copper trash can"
Fixed a crash on leaving the game idle for 20 minutes with the coaster prefab panel active in the "Exploration park" map
Fixed a crash on loading an auto save game the "Abandoned Island" map
Fixed a crash on attempting to connect queue path of placed coaster prefab "Loop the Loop"
Fixed a crash on using the painting tool "Cherry Blossom" on the "Dragon Nest" map
Fixed a crash on building a small park and leaving the game idle for more than 10 hours on the "Welcome to Cloudstormer" sandbox map
Fixed a crash on attempting to select the Ferris Wheel in the "Welcome to Cloudstormer" sandbox map
Fixed a crash on selecting to connect the queue path of the "Wheel of Love" on the "Dragon Nest" sandbox map
Fixed a crash on placing more than 60 "Lollipop Fountain" scenery objects
Fixed a crash on attempting to place the flat ride "Pirate ship" in Mission 7 - A Tale of Two Theme Parks
Fixed a crash on leaving the game idle for 5 mins after choosing "Continue playing" in the con-gratulation pop-up window in Mission 3 - The Dawn of Impossification
Fixed a crash on pressing "Done" after constructing a transportation coaster
Fixed a crash on selecting "payoff' from the loans tab in the park management menu during milestone 5 in Mission 08- Top of the World
Fixed a crash on consecutively selecting "no" and confirming "yes" to the confirmation prompt undo changes in the coaster editor
Fixed a crash on attempting change the station size using "X" after performing undo redo ac-tion on gamepad
Fixed a crash while terraforming by using push terrain in the "Sounds of the Sea" sandbox map
Fixed a crash on attempting to paint the terrain using "Smooth Limestone" in the map "The Meander"
Fixed a crash on attempting to connect the entrance queue path to the main path during the milestone 02 in Mission 03 - The Dawn of Impossification
Fixed a crash on impossifing the "Gyrospin" flat ride during milestone 4 in Mission 7 - A Tale of Two Theme Parks
Fixed a crash on selecting the cannon module from in Mission 02 - Welcome to Cloudstormer
Fixed a crash on leaving the game idle after invoking the pause menu for more than 20 minutes in Mission 6 - Taken at the Flood
Fixed a crash on placing the entrance queue path of the "Wheel of Love" on the "Exploration Park" map
Fixed a crash on attempting to place the "Ring of Fire" during milestone 04 in Mission 8 - Top of the World
Fixed a crash on cloning multiple flat rides together that were placed one on top of another on the "A Tale of Two Theme Parks" sandbox map
Fixed a crash on placing a "candy apple" shop during milestone 4 in Mission 8 - Top of the World
Fixed a crash when using the node insertion widget in the coaster editor
Fixed a crash on height adjust while moving camera to ground
Fixed a crash in Mission 06 when hovering a shop over old Cannon Forge
Fixed a random crash relating to litter objects
Fixed a random crash when loading
Fixed many other random crashes
Performance
Fixed an issue where the FPS dropped drastically after multiple thousand visitors entered the park on specific hardware setups
Optimized some fountain VFX
Setting up limitations for failures & outage VFX
Optimized animation shadow rendering on medium and high settings
Reworked group edit mode material to reduce GPU cost
View Distance now affects the voxel world LOD distances to reduce memory usage on lower graphics settings
Fixed AA quality being changed when the quality settings as a whole are changed
Simplified materials and reduced shader memory usage
Save & Load
Fixed an issue where flat rides lost their custom name on save/load
Fixed an issue where visitors in the park remain on re-editing a transportation ride after save loading into the map
Fixed an issue where coasters remains stuck with visitors in it after loading a save game
Fixed an issue where "Entrance" and "Exit" paths of coasters were deformed on loading after using "Pull/Roughen Terrain" terraforming action around them in any map
Fixed an issue where struts of some flat rides disappeared after loading a saved game
Fixed an issue where grass was floating above the terraformed cavity after loading a saved game
Fixed an issue where the coaster status changed from Open to Closed on loading a saved game
Fixed some rides not getting visitors after loading a savegame
Balancing
Tweaked experience reward values for paramedics' duties
Flattened the coaster costs so that their costs and upkeeps are more consistent
Added spawn waves for 2nd, 3rd, etc. roller coasters being opened
Adjusted default fee of flat rides so that they achieve 100% upkeep and 50% profitbaility goal on 75% utilization
Mission 2 - Welcome to Cloudstormer
Fixed an issue where the goal "Connect the marked attractions and shops to the park entrance using paths" accomplishes incorrectly on deleting the placed path after loading a save game
Fixing small focus issue in the pitch meeting
Mission 3 - The Dawn of Impossification
Fixed an issue where visitors are not spawned upon deleting and reconnecting the entrance path
Mission 4 - An Eye For Details
Changed LOD on some cliffs
Fixed some water planes
Added challenge "park entry fee"
Mission 5 - Duel at the Beaches
Adjusted milestone reward for difficulty balancing
Added staff impossification hint after received impossification charges
Added "transportation ride" challenge to the 1st group of unlocked challenges
Mission 6 - Taken at the Flood
Hiding clouds in the intro and outro
Staff Endurance is set to two times instead of three times
Mission 7 - A Tale of Two Theme Parks
Fixed an issue where the HUD disappeared after hemlock's cutscene when the mission was completed
Adjusted milestone reward for difficulty balancing
Added shop impossification hint after received pencil charges
Added a better subsidy for the case that the player chooses the rebate option in the pitch meeting
Requiring 6 lab expansions instead of 7 in milestone 4 to reduce difficulty
Mission 8 - Top of the World
Fixed an issue where visitors are stuck near the park entrance
Fixed an issue where the milestone 4 reward "Free Lab Expansions" is not available to unlock after completing it
Minor notification fix: Sofia's first comment about platform being built won't be shown if a platform has already been built once
Milestone 3: reduced check from 95% happiness to 90% to reduce difficulty
Milestone 5: reduced check from $10,000 to $5,000 monthly income to reduce difficulty
Exploration Park
Now incrementally enables theme research collections over milestone progress
Replaced some path segments that were causing pathfinder issues for visitors and staff
Sandbox Maps
Fixed water issue on "Canvas of Creativity"
Background cliff material changes and some foliage fixes on "Sounds of the Sea" and "The Peninsula"
Fixes to background bugs on "Mountain Village"
Fixed visual bugs in "The Oasis" background
Disabled contact shadows on the background meshs on "Wind Sculpted Colossus" to avoid black splotches
Fixed ocean plane in "Sounds of the Sea"
Fixed black objects on "Emerald of the Ocean"
Gamepad
Fixed an issue where multiselect mode was activated during path placement preview mode via gamepad
Fixed and issue where it was not possible to place structures in precision camera mode via gamepad correctly
Fixed and issue where the game freezes for a few seconds and FPS drops drastically on navi-gating between tabs under coaster selection panel via gamepad
Fixed and issue with being unable to select the track icon in the coaster editor with a gamepad
Fixed an issue where "Reasons To Leave" info in the Visitors tab does not update dynamically while hovering over it in Park Management screen via gamepad
Fixed an issue where the functionality of D-pad buttons are inverted while accessing visitor's thoughts under Park Management
Fixed an issue with being unable to select an asset in an object group consisting using Gamepad
Paths
Improved path height adjustment to match the same UX as in the coaster builder by hiding cur-sor and adding moving up and down arrows
Added "Follow Terrain" setting, replacing it with "Tunnling" setting
Fixed an issue where path shortening was not working
Improved path input handling on mouse and gamepad
Fixed path height adjustment not working on top of water
Improved path bounding box calculation
Fixed grid snapping not working on idle path operation
Fixed path height adjustment arrows now animating in build
Improvement to paths below overhangs
Increased path height adjustment speed
Fixed offset between mouse cursor and path endpoint on inclined terrain
Fixed accumulated height adjustment offset issue
Fixed height adjustment arrows on paths remaining after undoing a path placement
Fixed path segments disappearing after cancelling a path operation while height adjusting
Fixed path segments disappearing when spamming Shift
Fixed minimum path length being applied on path segments below low suspended paths caus-ing issues
Fixed an issue where it was not possible to connect a path towards the path of the park entrance
Placement
Add/remove and invert now also work with box selection.
Added the ability to start placement actions like Move and Clone immediately in Precision Placement mode
Added Grid Opening Styling for Placeables
Added remember scale setting
Added a scale randomizer functionality
Fixed object scale reverting back to 100% on moving and cloning
Removed non-working options from foliage
Enabled the placement options Object Stacking, Surface Angle by default
Added functionality to retain chosen filter settings when closing placement menus (until the end of a game session)
Fixed an issue with being unable to select some structures after placement while in precision camera mode
Fixed an issue with being unable to elevate objects in "Precision camera" via gamepad
Fixed an issue where modular structures fail to snap to each other on the map "Nature Heav-ens"
Fixed an issue where "Path Width" option is greyed out in placement settings for exit paths af-ter placing entrance queues of rides
Fixed a graphical corruption during placement preview of some modular structures and scen-ery objects
Fixed an issue where the "Object Collision" error message is displayed on attempting to place any object group with "Scenery object" or "Modular Structures"
Fixed an issue where grid width lines are not displayed properly for assets
Fixed an issue where all "Archway" Scenery Objects incorrectly snaps to paths
Fixed an issue where some assets disappear while performing the undo/redo action during its preview
Fixed an issue where prefab shops multiply after multiselecting one and cloning them
Precision gizmo components are now always aligned towards the camera
Fixed a bug where structures are placed when short pressing on the precision widget
Fixed precision widget highlight bug
Fixed terrain deformation under various buildings on placement
Groups & Prefabs
Fixed an issue where objects and visitors were incorrectly displayed as object group
Fixed modular structures becoming greyscale when changing materials while in group edit mode
Added an Object Group Content Limit of 2500
Fix for translation gizmo not being available in edit mode
Fixed placement gizmos appearing black and white in group edit mode
Undo/Redo
Fixed an issue where the cannon module was visually deformed after performing undo func-tion
Fixed an issue where the undo/redo function is not available after entering the ride camera mode while in coaster editor
Fixed an issue where object group assets revert back to single asset on performing undo/redo after demolishing the object group
Fixed an issue where terraformed land does not restore after performing undo/redo while in track placement
Fixed an issue where incorrect cash amount is added on performing undo/redo for a coaster prefab
Fixed an issue where the last track segment is missing after changing the station size below 5 and performing undo/redo
Fixed an issue where the camera snaps on to the tracks in precision mode on performing Un-do/Redo
Fixed an issue where undoing the demolish of a coaster would not make it accessible for visi-tors again
Fixed undo/redo failing to function after demolishing any DLC asset followed by undo/redo
Coasters
Changed the default and max train size of the wide coaster so that there are less cars in the train to improve profitability of wider coasters in general
Fixed an issue with being unable to navigate and select certain settings of some modules via gamepad
Fixed an issue where wide coasters went under the terrain during placement preview on select-ing move/clone option after save/load
Fixed an issue where track placement mode exits when ghost train test fails during track placement preview
Fixed an issue where Off-Rail tracks were not reverting back to "Normal Tracks" on raising height
Fixed an issue where cannon tracks are not properly connected
Fixed an issue where the tracks of the coasters are visually broken in the preview while chang-ing the height
Fixed an issue where the station is deformed after performing undo redo while in change sta-tion size preview
Fixed an issue where the test ride of the prefab coaster "Highway Shuffle" fails on toggling the "Supports"
Fixed an issue where cloning a coaster does not reset the cloned coaster’s maintenance to de-fault (100%)
Fixed an issue where the tracks connected to the cannon module is visually misaligned in coaster movement preview
Fixed an issue where visitors get stuck in the queue of the a coaster on exiting the "Coaster Ed-itor" mode while visitors are onboard
Fixed an issue where the "Out of Order" hook gets fulfilled on using "Off-rail" tracks
Fixed an issue where the track fails to snap to the station after placing the last node at a high elevation from the station
Fixed a bug where the motorcycle car style on the wide and wild mouse coaster wasn't using the right visitor animations
Fixed the highlighter in the place prefab panel disappearing after selecting any prefab in the coaster editor
Fixed cases of visitors standing in seats of coasters
Fixed an issue where transportation rides with multiple coaster stations would incorrectly open
Fixed multiple exploits when modifying existing coasters
Fixed an issue with the elevator module turning negative when it is placed close to the terrain
Improved first person coaster ride camera
Fixed an issue around visitors getting stuck after adjusting transportation rides
All wide coasters will have the duck cars by default in celebration of the Bloody Quackers community coaster
Shops & Facilities
Fixed the work mode being affected the the "Sync All" option
Fixed the upkeep cost of the PAC-MAN Souvenir Shop being zero
Park Management
A system now ensures a more even distribution of visitors across the rides in the park depend-ing on visitor preferences and ride utilization
Improved cleanness fluctuations having a growing impact on the Appeal calculation
Removed most/least sold items info
Fixed critical happiness leave park visitor goal spam
Visitors
Implemented "running" behavior on visitors who will now run to the first ride they visit, newly opened rides and depending on certain needs conditions
Improved cases of sliding visitors during transitions into and out of queues
Changed the wording of the ride queue full thought to be more precise on the fact that the queue path should be longer
Fixed an issue where rides were not being recognized by visitors under certain conditions
Fixed an issue where visitors were stuck on the entrance path of flat rides after attempting to replace it
Fixed an issue where visitors were stuck at random locations near shops or rides, preventing others from moving in the map
Fixed an issue where visitors enter the flat ride through the exit path upon deleting and placing a new flat ride connected to the deleted ride’s path
Fixed an issue where incorrect info on visitor needs is displayed on selecting any "Reasons" un-der the visitor's tab in the Park Management menu
Fixed an issue where visitors do not use the intersection path if the original path was deleted even though it looks visually connected
Fixed visitors walking to odd locations to enter a ride queue
Fixed visitors walking up and down on shop queues and ride exits and getting stuck
Fixed visitors considering a transportation ride only as a normal coaster
Fixed visitors occasionally puking shortly after entering the park
Fixed multiple instances in which visitor would spam the "cannot reach ... anymore!" and visi-tors getting stuck
Team Goals
Fixed an issue where team goals did not trigger after completing ones associated with any of the three characters
Staff
Fixed an issue where impossified entertainers are stuck in the t-pose after swapping the staff while in the first person staff camera
Camera
Fixed an issue where the camera clips into the ground while panning down in certain maps
Improved precision rotation with mouse
Help Center/Tutorialisation
Fixed an issue where the incorrect image was displayed in Help Center for "Entertainers" under "Staff"
Added tips regarding item trends, transportation ride and shop work modes
Scenery Objects
Fixed an issue where some scenery objects are not selectable after placement
Fixed an issue where the animation for "Speaking Mirror" scenery object is missing
Color Customization
Fixed an issue where color customization was not work for animatronics
Fixed an issue where customized colors on scenery objects and shops change to default color while in preview mode
Fixed prefab textures not being saved
Impossification Mode
Introduced different icon colors depending on the impossification items
UI
Fixed an issue where the button callout for Up/Down was missing in precision mode
Fixed an issue where no confirmation pop-up is displayed when deleting objects via demolish mode
Added Icon for Teamgoals with High Five
Improved park level display
Improved time stats
Fixed name display in shops&rides screen
Updated coaster current accident
New Icon for Shop Attractor Tab in Detail Panel
Small alignment adjustment for Staff Impossification detail display
Button for choosing the entertainer's costume is properly clickable now
Added a Delete icon for savegame entries
Fixed the invert axis settings to work with gamepad
Visuals
Fixed broken LODs on lower view distance settings
Added the level Up VFX for the entertainers
Added Impossification VFX for the staff members
Fixed positioning of items in the vending machines
Fixed flat ride placement preview's lights not reacting to the time of day
Adjusted puke cloud material to react correctly to the environment lighting
Audio
Fixed an issue where audio corruption occurs when multiple FRs encounter catastrophic failure
Fixed coaster SFX spamming
Adding fork module event
Fixed volcano VFX audio setup (correct loop behavior and spawn time of audio particle)
Optimised Voice limitations
Content
Added the Bloody Quackers Community Coaster
Added several tags in preparation of the sharing feature
Other
Updated credits
Localization update with miscellaneous localization fixes
Brewers, time for patch 5! This one comes with keybinding fixes for your gaming convenience.
Patch Notes
The keybinding responsible for the equipment now works as intended.
When changing keybindings you will no longer see a white box instead of a tip message showing the intended keybinding.
When changing some keybindings they will no longer show as “W” in the UI.
”Reset to default” option added for the keybindings options tab.
The bartender will no longer bug after trying to pick up glasses from the shelf closest to the kitchen entrance.
Other minor fixes.
And, once again, if any of the fixed issues continue to occur, please try starting a new game. If the errors persist, please report them to us so we can fix them!
If you encountered a crash, include a crash log from this folder: C:\Users\Username\AppData\LocalLow\Star Drifters\Brewpub Simulator - simply zip up the whole Brewpub Simulator folder and attach the compressed file to your message.
Out of pure curiosity, which keybindings do you most often change and to what?
The 1.0 version is about to make its grand entrance!
This 2023 has been an exceptionally dynamic year, full of challenges and valuable lessons. Thanks to your immense support, I am about to cross the finish line with version 1.0. Although there are a few more days of polishing, this does not imply that the launch is the conclusion of our journey. I will definitely continue exploring ways to enhance the gaming experience and simultaneously expand our universe with my next project, "EON Trooper". In this project, players will immerse themselves in an entirely new dynamic where stealth and explosive action will be the real protagonists.
What can you anticipate from version 1.0?
I have expanded the lore by introducing interactions with the enemies. Each one of them, endowed with unique personalities, adds greater depth to the antagonism, making each victory even more rewarding!
The experience system has also been revamped. Even though the amount of experience gained has been slightly reduced, I have incorporated a new system of "killstreaks" that provides experience bonuses and encourages strategic combat. How far will you go? Assassin? Devastator? Get ready to find out!
In addition, I have included 11 new weapons, thus completing the entire arsenal and unlockable elements in the game.
I've also made numerous adjustments to the gameplay, including aspects such as damage, mission duration, the number of enemies. These changes may not be evident at first glance, but they are focused on achieving the perfect balance. Also, I have introduced a new design for the logo and several user interface elements.
This journey has been an astonishing experience, full of learning. It hasn't been an easy road, but I always found in you the most solid support to move forward and make this the beginning of my career. There are still many adventures to come!
Thank you so much to all of you. Now, back to work! See you on August 14th!
We wanted to give you a quick update on some of your most frequent questions that we're seeing come up over and over again. While it's not all good news, we'd like to be transparent about what you can expect from us moving forward.
Will there be an endless mode?A careful yes. At the current stage we can’t make any promises, but it has been one of the most requested features. We love the idea and feel like it would make a great addition to the game. We are fairly confident that it’s something we could manage within our limited resources as a two people dev team, but there is still some research left to do. Please be a little patient, we'll do some experimentation and see what we can make work! :)
Will there be a Linux port for Thronefall?Unfortunately not. It should work okay using Steam Play / Proton, though. In our experience it works really well on Steam Deck, too.
Will there be a multiplayer or co-op mode?No. While we agree that this would be really fun, being just two people our time and resources are unfortunately very limited. Anything multiplayer, even if it is "just" local, is extremely time intensive from a development perspective, and we don't want to release anything half-baked.
Why did the demo get deactivated? Is it intentional?Yes, we deactivated the demo. Initially the demo was meant only for the Steam Next Fest, but because it was so well received we decided to leave it online until release as a little bonus. 🙂
My progress wasn't carried over from the demo. What should I do?While for most of you the progress should carry over from the demo to the main game just fine, it seems like in some cases that did not work out. Big apologies for the inconvenience at this point! Feel free to modify your save file located in Users/Username/AppData/LocalLow/Grizzly Games/Thronefall by opening it up in a text editor. It is written out in plain text so it’s pretty straightforward to modify.
Will there be a level editor or wave editor?No. Level editor definitely not, wave editor most likely not. We know that these can sound straightforward to implement, but they are really not. They would eat up most of our time and we feel like there are more important things for us to work on right now. Remember that this would also require some way of sharing creations etc. which is something we are not quite equipped to with the resources we have available at the moment.
Will there be mod-support?As we have to say no to a lot of your requests, we would love to at least provide you with the ability to make some of it happen yourself. Note, that we need to conduct some further research before we can confirm or promise any specifics, though.
Will there be more content?YES! Besides balancing and bug fixes, that is our number one priority for now. More content is on its way!
Why didn’t you respond to my post/message/e-mail?Honestly we were quite overwhelmed by the massive amounts of feedback and suggestions we received so far! Thank you so much for all of them – they are an invaluable part of shaping Thronfall into a truly good game. While we (and especially our community manager Sacha/Sdan) do our best to catch up with everything it’s outright impossible to respond to every single one of you. We hope you understand!
What will happen during Early Access?Right now we are working on a small quality of life and balancing update that will arrive in about 2 weeks. After that we'll focus on creating the next level and more content. We will continue to monitor your feedback and try to incorporate as much of it as we can into the future development of Thronefall.
We hope that this gives you a good first impression of roughly where we are headed with Thronefall!
Thank you all for the continued support and excitement! Paul & Jonas