-Added sellers for boots, gloves, and pants to the world. -Added 4 new Rings of Power. -Included a new option in the game settings that can assist with targeting while using ranged weapons. -Fixed a bug where projectiles could harm summoned characters. -The Trickster skill can no longer be used over friendly characters. -Fast travel will now scale with character speed to a certain extent. -Fixed fast travel to the Horde camp. -Fixed bug where dragging a potion after crafting would leave the icon floating. -Adjusted the gold value formula for weapons with high damage but slow speed. -Fixed a bug where the Oak Ent could activate a skill after death. -Fixed a bug where the Oak Ent could drop a quest item when the quest was inactive. -Fixed a bug where the Screamer would play a sound after being killed. -Increased the damage of the player copy of the first quest in the Path of Non-Doing. -Fixed an issue where the Spring event could activate before spring arrives. -Fixed a bug with demon enemy AI. -Demon Mask's now also gets improved with quality. -Added a hill to replace an invisible wall in the northwest. -Fixed a bug where some items had the same icon. -Increased the drop rate of magic dust. -Fixed a bug where tips mentioned agility instead of dexterity. -Now, getting drunk blurs the sides of the screen. -Fixed a bug related to the drunk buff's stats shown in tooltip.
Hello players! Thank you for playing INSOMNIA! I received many feedback and I decided to fix the problems that people hated the most.
-Prologue changes: I changed the notes making them shorter, converted one of the notes into thought and got rid of that font that you hated forever! (After all, no one wants to stay reading while playing a demo isn't it?)
-Also, we increased the Music Box spawn timer in Hour 2! Now the doll will be less oppressive and the music box won't trigger together with the basement blackout!
Thanks for your cooperation and keep sending feedback! They are crucial for the development and success of INSOMNIA!
It's been more than I wanted since the last update. Once again, nothing flashy in this one, but I managed to clean up many issues that were introduced in previous updates. Now the game should hopefully run (more) bug free.
Unless some very bad bug pops out, I'll focus on new content this week!
Early Access for Wayfinder begins on August 15, and we want to ensure that you are as prepared as you can be to choose your path and stand up to the Gloom.
Become a WayFounder!
In order to join in on the action-packed adventures, you will need to purchase a Founder’s Pack! While you can’t pre-purchase a pack just yet, they will be available on Steam on August 15 at 12 p.m. CT,
Be sure to check out what the different tiers – Base, Initiate, Awakened and Exalted – have to offer here.
Why Early Access?
Early Access is just the start of our adventure. With Early Access, we are expanding the Wayfinder community to start building the game alongside us. Our Founder’s program isn’t just about backing the team; it’s a way to celebrate and reward those players involved with the early development of Wayfinder. Most importantly, we’ll continue learning about what you want to see implemented and improved.
Early Access Features
The Reward Tower
Each Founder’s Pack grants you varying levels of access to the Founder’s Season 1 and 2 Reward Towers. Rewards include crafting components needed for new Wayfinders and their unique style set, color dyes, emotes, weapon skins, trinkets, sprays, charms, housing decorations, pets and more! Best of all, your Reward Tower will never expire! Play at your own pace, and return to previous Seasons in the future.
Player Housing
Early Access will feature our first iteration of Player Housing! Wayfinders will be able to make a cozy, customizable apartment with a variety of decorations! Liven up your space and place special items such as Trophies and Artifacts to buff your adventures outside your home.
Cross Play, Cross Save, and Player Progression
You’ll be able to play anywhere you want and with all your friends across both PlayStation and PC during Early Access! On top of that, progression in Early Access will be saved on your account and carried over when the game fully releases!
Supported Languages
We are thrilled to share that Wayfinder is reaching a wide range of players globally by supporting a variety of languages through text and audio! Currently in Early Access, Wayfinder will support English, French, Spanish, German, Italian, Polish, Traditional Chinese, Korean, Turkish, Brazilian Portuguese and Japanese.
Connect With the Team
As with any Early Access game, you may experience some minor bugs and limitations as you explore Evenor. Be sure to join the Official Wayfinder Discord to stay up to date and connect with our supportive community. We will also have a Feature Upvote site available on August 15 where you’re encouraged to submit feedback and report bugs. The site will be open for submissions once Early Access begins.
Preview 1.27 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.
Note that this build does not include the activation rewrite.
This is a preview branch. It is a work-in-progress. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Added
New map: Reactor A5
Decoupler
Office Chair
Office Desk
Office Computer
Office Monitor
Naval Mine
Chain
"Mute" context menu option to the Lagbox, Metronome, Missile Launcher, and Timed Gate
Blunt impact can now emit blood particles
Blunt impact have a chance to cut the skin open
Sound effects for bullet cracks and whizzes.
Grid and angle snap size settings with optional keybinds
Bus window can shatter
Changed
Casing ejection particles no longer scale with the weapon
Closed suspicious mod rejection loophole
Made tempered glass shatter quicker
Increased default physics iterations to 32
Increased maximum physics iteration count to 256
Increased minimum physics iteration count to 8
Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
We're thrilled to announce the release of the Grace Online Demo! Dive into our expansive 3D fantasy world and embark on a journey. This demo gives you a taste of the immersive MMORPG experience that Grace Online offers, allowing you to explore, craft, and level up to 10.
Why Play the Demo?
Experience the World: Get a firsthand look at the captivating environments, intriguing quests, and dynamic item placements that make Grace Online stand out. Crafting & Exploration: Delve into our unique crafting system and discover its myriad possibilities. Explore the world, gather resources, and see what unique items you can create! Begin Your Journey: While the demo caps at level 10, the adventures you'll embark on and the stories you'll uncover will leave you craving for more. SEO Keywords: 3D Fantasy MMORPG, Grace Online, Crafting System, Exploration, Solo-Developed Game, Dynamic Item Placement, Free Demo, Steam Game Release.
We've poured our heart and soul into creating Grace Online, and this demo is just a glimpse of the larger, more expansive world we've built for you. Your feedback is invaluable to us, so after playing the demo, please share your thoughts, suggestions, and experiences. We're always listening and looking to improve.
Thank you for your continued support. Dive in, explore, and let the adventure begin!
Added a few warlords ・ Changed the power map of Shikoku Kyushu in Scenario 1 and Scenario 2 ・Increased the effect of money policy and spending power when general vassal ・If an inquiry occurs at the head family when you are a senior vassal Fixed a bug where the disposition of senior vassals and general vassals of the head family was not properly processed. ・Other small additions and corrections
It has been a while since the last update, and many people might be wondering about the development status of the next one. As always, the most up-to-date news and updates are regularly posted on the Sailwind Discord server. For those who missed the recent posts there, here is a quick summary along with preview screenshots.
The next patch will be a big one, featuring a new archipelago with several islands. This will not be an entirely new region - think of it more like an expansion of the current Emerald Archipelago.
The new islands will feature some new unique architecture, as well as new trade goods, other items, and custom sails.
Some new weather effects are also planned.
The update is expected to be ready sometime around September/October 2023.
Before the full update is released, there are plans for an open beta test for the upcoming patch. The new islands will not be available yet, but the beta will feature several improvements mostly related to weather and boat physics (including manually adjustable mooring ropes - no more infinite springs!). Player feedback will be very welcome and useful to get the fine tuning of the new changes just right. More details about the beta will be coming soon!
Our deadline for Cryptic Journal submissions is almost here! Voyager backers and higher: if you haven’t yet, make sure you’ve sent your image to SkymillCrypticJournal@gmail.com by Tuesday, August 15. You can check the full list of details and requirements here. We can’t wait to add everyone’s work to the game!
Single Player
We’re down to making the final models for the set pieces in the town we’ve been working on. Here are some work in progress shots of the wall that will go around the town:
Both combat and standard animations for North_Star are currently in the works. We’ve also been making a lot of improvements to combat, particularly melee-focused Kinfolk.
We’ve improved the feature that allows abilities to optionally override the rotation of the user. For example, dash attacks use this to rotate the user in the direction of the dash.
We added an optional override for ability damage so that combo abilities can deal different amounts of damage per hit.
We’ve improved the damage validation for abilities to optionally allow for multiple damage ticks on the same enemy. Additionally, we improved how NPCs fire multi-charge abilities.
We’re continuing to model new hairstyles and outfits for human NPCs, including an update for a familiar clothing item! Human NPCs also have some new updates for their implementation as summoners:
We’ve added new options to NPC spawners that allow for spawning only when specific missions are active. We’re now able to use these spawners with Summoner NPCs as well as regular Kinfolk NPCs.
Summoners are able to use post-battle behaviors like we mentioned previously in regards to Kinfolk. They can run away, blackout, or start conversations upon being defeated.
We’ve created some new summoner NPCs with combat AI. These are being added to the overworld as new encounters.
We have new concept art for multiple unique buildings, including the warehouse we shared earlier this week. All of these concepts are for the new town we’ve been building out.
For our current round of cinematic animations, we’re getting down to the finer details like specific facial expressions for many of the shots. Some of these scenes have been implemented with their dialogue in the project, though they’re still works in progress. Even so, many of them are already very impactful!
The almost-finished town we’ve been working on has a lot of new details! These include improved sculpting, improved lawn grass, fenced gardens, and more NPCs. We’re currently starting to work on giving these characters their own AI and schedules.
We’ve continued to improve the logic and dialogue for the missions at the beginning of the game. While they’ve been in a functional state for a while now, we’ve been iterating on the dialogue and building out the logic to account for more contingencies in gameplay. (For example, how does the conversation change if you lose the fight instead of winning?)
The townsfolk in the first town have been given new dialogue that’s specific to the beginning of the game. We also have new functionality in xNode that allows us to direct NPCs to look a certain direction while speaking.
We’ve spruced up our Restless Fog VFX to make it stand out more from how you might expect typical fog to look. We also continued to create tons of new ability VFX and SFX!
As we get further into the polishing phase for our internal milestone, the dev team is focusing more and more on bug fixes, hence the somewhat lighter newsletter. We look forward to coming back with more exciting updates soon!
Thanks for checking in! We’ll see you for our next newsletter on August 25.