It's been a long time, everyone! Thank you all for your support! Please let me know any thoughts you may have! This update includes the following: 1.3 new types of fireworks. We are about to open Egyptian themed fireworks, this time including Ankh, Ra and Wadjet, available immediately in the fireworks editor!
2.6 New Fireworks Configurations Make the fireworks show more colorful!
3. Historical fireworks optimization Including the effects of several fireworks and a more fantastic visual experience
4. Lasers now have 3 random colors. In addition to the original green color, red and blue have been added
5. Added new background content Includes ship lights, airplanes skimming over the city from time to time, etc.
6. Fireworks box optimization The drum can't be interacted with during the default countdown, when the color will be an inactive color
7. Fixed some problems -Fixed the problem that the sky won't change randomly -Fixed the problem that some fireworks are formatted incorrectly -Fixed the issue that some firework types are missing in the UI
The subsequent version will add online play and mod support as soon as possible, so stay tuned.
If you have any questions, please feel free to contact us via Discord channel, community or email.
Project: Sword Art is a visually stunning, engaging and addictive match-3 game that combines spectacular anime-style artwork, addictive gameplay and an exciting fantasy world. Embark on this magical adventure, defeat seductive girls and amass the largest collection in your gallery.
Project: Sword Art is an enchanting match-3 anime-style game set in a fantasy world filled with magic and wonder. Embark on a fascinating journey through a multitude of unique levels accompanied by beautiful music that enhances the immersive gameplay. Prepare to be enchanted by the stunning illustrations that open up as you progress through the game.
Immerse yourself in magical gameplay as you solve challenging puzzles by matching three or more elements. Strategically swap and match symbols to create powerful combinations that unleash spells and special abilities. The game mechanics are intuitively designed, making for a smooth and immersive experience for players of all skill levels.
GAMEPLAY
In this mesmerizing world, you'll encounter a number of alluring and formidable girls. Engage in exciting battles with them, demonstrating your puzzle-solving skills and strategic thinking. When you emerge victorious, these fascinating girls will become part of your ever-expanding collection in your personal gallery. Collecting all the girls is a delightful challenge.
Throughout your journey, you'll have the opportunity to earn achievements for your successes, such as completing levels or winning challenging battles. Demonstrate your skills and be rewarded for your mastery of the game.
FEATURES
Incredible visual effects
Amazing hentai scenes
Pass through levels and collect images
Relax to the music during the game
100+ Achievements
Trade Cards (soon)
Steam Emoji (soon)
Steam Backgrounds (soon)
Enjoy your day with cute girls
Project: Sword Art is a visually stunning, engaging and addictive match-3 game that combines spectacular anime-style artwork, addictive gameplay and an exciting fantasy world. Embark on this magical adventure, defeat seductive girls and amass the largest collection in your gallery. Let mesmerizing music and enchanting illustrations accompany you on this unforgettable journey through the realm of Project: Sword Art.
-Added "Dog Duty 3d" minigame to Intersection Mall -Added new ActionFigures to be unlocked by finishing minigames. Now every available Action Figure is unlockable EXCEPT by one. -Friendly companions will teleport with you from world to world -Increased Minigun's fire rate, barrel acceleration -Pistols, Submachine Cat, Micro-Rockets may now be used in pairs (Akimbo mode!) -Maybe fixed Boss3 issues, I'm still trying to replicate some issues -Smol things here and there as always
I'm now focusing my last efforts to fix bugs and polish the game experience. I would like to try to release the final game next month but, there's some things I need to make sure first (like finishing the game finale before releasing). Until next time,
As we wrap up Faerie Afterlight development, we’re returning our attention to the community through an ongoing series of Dev Blogs. These blog posts will provide you with a behind-the-scenes glimpse of Clay Game Studio and greater insight into the world of Faerie Afterlight ahead of the game’s September release!
As a follow-up to our previous Dev Blog that focused on the game’s plot and story, we’re moving right along to one of the most prominent features of Faerie Afterlight: world building through art and visual design!
To provide insight, we have compiled a list of frequently asked questions concerning our art direction.
What are the primary artistic inspirations behind Faerie Afterlight?
Some of the artistic inspirations behind Faerie Afterlight came from other fantasy-based games like Hollow Knight, Ori, Kirby, and even Rayman… with some additional surrealism thrown into the mixing pot. The game's environments, however, are inspired more by the beauty of nature through the lens of a children’s fairytale. For example, Faerie Afterlight's first-ever piece of concept art serves as a benchmark for the rest of the game's content:
As you can see, the image above has two visually distinct halves. On the right side, warm tones, and on the left side, cold tones. This is meant to represent the contrast between our two main characters, with Kimo's side depicting darkness, danger, and coldness, while Wispy's side is beaming with light, life, and warmth. It was crucial to establish a clear benchmark in a game that revolves around the interplay of light and darkness. As you can see, nature and similar fantasy games heavily influence the art’s elements, with lots of Rayman and natural coral reefs coming to the surface!
Why did we choose a 2D art style?
We wanted to create a unique style while preserving the fantasy theme. Surrealism was our answer. Gloomy and Dark surrealism might have been too much for general audiences and has become a bit too much of the norm for the genre, so we decided to use a fairytale style with more straightforward and colorful visuals. We felt like 2D would be the best way to communicate this style, and we have many examples to work from!
We created this concept art in the early stage of the game's development, and though the area won’t appear in the game, it helps illustrate our inspirations! Surrealism, fairytales, and the contrast between light and dark are all present.
Where did the game’s unique combination of underwater coral reefs and terrestrial geography originate?
Kimo and Wispy will start deep underground and then journey toward the sky. Every chapter depicts different geographical elevations as they reach new heights! We start in a sea trough, the lowest part of Faerie Afterlight's world. Our players will follow the perspective of a very tiny creature exploring the vast world, so we need to view the world from that perspective. How would the residents or villagers look? What sort of building would be present? The small, beautiful things around us inspire our choices, especially those we tend to ignore or pass by. That's why corals, mushrooms, puddles, and grass are heavily featured in the game.
What motivated the character design of the NPCs, enemies, and main characters?
We based the NPCs and enemies on small animals around us in Indonesia. Mainly insects, but we also have sparrows, small mammals, and many sea creatures. Since we would like to depict the small beautiful things that often go unnoticed around us, they became our source of inspiration. We wanted to combine the animals with an occupation. For example, Torre is a combination of an otter and a fisherman!
In regard to the game’s boss battles, Kimo faces off against foes that are many times larger than they are. The idea is to provide players with a sense of intimidation, making the bosses more rewarding to overcome. Much like in life, overcoming significant challenges often leads to great rewards! The concept art above shows off one of the awesome bosses found in the game. We depict this particular boss character as a woman wearing a dress with a crown adorning her head and sitting in a throne-like flower, much like a queen bee. The character emanates beauty and power, with the color composition of pinks and oranges to support these majestic themes!
We hope you enjoyed learning a little bit more about Faerie Afterlight, its art style, and our creative process. Please keep an eye out for future Dev Blogs leading up to the game’s launch later this year. And if you haven't already, please download the free demo, Follow, and add Faerie Afterlight to your Steam Wishlist.
Talk to you all very soon, Your friends at Clay Games
Here's the changelog for the latest test build available right now on the test branch (check out the next chapter to try it).
Improvements
Introduce map features progressively during the campaign (windows, transparent doors, exterior maps, storeys)
A new squad now starts with 3000 credits (allows a few initial recruitment rerolls)
Tweaked campaign objectives
Updated translations
Fixes
Fixed some stairs not being walkable
Fixed some stairs showing as covers
Reminder: switching to the test branch
In the Steam client, right-click on the game from your library and select "Properties". Select the "BETAS" tab. Select the "test" branch listed in the dropdown menu under "Select the beta you would like to opt into".
The game then should automatically update to the test version.
To switch back to the public branch, just select "None" in the betas dropdown.