1. Fixed the issue of selecting upgrade to fail due to page flipping during upgrade 2. Added the ability to hide the sidebar in real mode 3. Fixed possible bugs of shogi in flip mode 4. Updated multi action mechanism, now able to take multiple actions within one turn, and updated multiple new chess games such as two-step chess, Eternal chess (test), etc
1. Optimized some problems that may cause the game to freeze, making the frame rate more stable 2. Optimized game save file size 3. Optimized the mechanism of action of absorbing the skills of the Green Outline 4. Optimize the effective mechanism of the skill Green Outline and Turning Stars 5. Ziwei Qixing Jue is changed to randomly activate the Turn the Stars state and Transcendence state once each round. 6. Optimized the triggering logic of some adventure events 7. Optimize the AI for spreading news when NPC witnesses blood stains 8. When making props, you can get experience props 9. Optimize the initial adventure event to allow players to skip the novice guide 10. Optimized the process of the Kungfu Contest 11. Increase the favorability gained by choosing to let go and help heal the person after the battle
1. Add some new adventure events 2. Added related AI: When the character is being sent to a cage, there are relevant NPCs around who will come to rescue the target character. 3. Added related AI: When the character is imprisoned in a cage, relevant NPCs will come to rescue the target character.
1. Fixed the issue where the released secret skill did not cause damage correctly when theTurn the Stars state was eliminated. 2. Fixed the issue where a new sect chief was not correctly generated after the old one died 3. Fixed the issue where the damage caused by The Sword of Defeat was incorrect. 4. Fixed the problem that when the disease of the Heart Eroding Bone Rune is eliminated, the corresponding status is not eliminated. 5. Fixed the issue where the status of the Heart Eroding Bone Rune would lead to forced exit from the battle. 6. Fixed the problem that when the NPC sends the player to the hospital for treatment, the player may not be correctly put down (if you encounter this problem, save and re-enter to solve it)
Hi everyone, long time no see. The reason of why I haven't been announcing anything is because I was extremely busy from January to June because of my middle school tests.
In short: - I got a new life in Kudus where I can live independently making development time longer - I got a new team for the game from my vocational school (SMK RUS)! - I'll be active announcing the game's progress from blogs.
I really can't wait to what's coming, demo coming soon in the end of this year!
Biggest change in this patch is the introduction of the full extraction gameplay loop. You can now create an account in the main menu, join an expedition, extract loot, manage your inventory in the main menu and bring loot into your next expedition. You can also choose to play without an account. Your progress will not be saved in that case
Patch notes: Extraction game mode with stash management in main menu. I've also added a button to grant you some items. These items are very OP so I suggest to not use them on the current map Extraction points now activate after 10 minutes. One is selected at random to activate periodically after 10 minutes. More extraction points added Settings menu is now accessible in game. Press Escape to access items New items added with Cooldown Reduction and Fire Rate stat Added customized damage text style for damage taken from the Tower's Curse Added ability to join an expedition with 1 click instead of selecting server Ranged abilities can now be used while interacting Interactables will now display a hint popup showing which keybind interact is on Fixed a bug where shooting a projectile into a portal would teleport players (very weird)
Internal patch notes: Made Linux servers work, which decrease server costs by a signifiant margin
The project started in 2018. This is our first game, and we have a lot of things to learn, and it seems to have no end.
2. How many people are on the team?
There are four members of the team. The team consists of one game designer, one programmer, one artist, and one community manager.
3. Languages support?
At launch, we are considering 5-6 languages, including English and Korean. Others depend on contracts with publishers. But we didn’t contract with the publisher yet. We’re looking for suitable partners.
4. Translator?
We contracted a translation company through the state-funded project, but the result could have been better. We’ll deliver feedback to them and fix it.
I appreciate the passionate fans who have offered to help with the translation. We have concerns regarding various aspects, such as creating cutscene sound effects, producing images, providing a translation environment, and finalizing agreements with relevant parties. I cannot clarify something right now. But I’ll find a solution to satisfy our community. It will start before we start translation for more languages after development.
Thanks again for all of your outstanding commitment.
5. Which Platform?
PC, Switch. We have a Switch dev kit, but not for PS and XB, at least now.
6. Release Date?
We plan to finish the whole content in 2023. After other work, the release date will be Q1-2 2024.
7. Soundtrack Release?
Music is composed by Korean hip-hop producer ‘Loptimist’. We want to publish the soundtrack for the game, but it needs more talk with him.
8. Other Playable Character? Ayn?
Sorry, but no ‘character’ is in our plan.
9. Speedrun system?
We found that some players want it. But not only speed is an essential thing in this game.
10. More Options? (Key Config, Text Scroll)
We’re making ‘Key configurations’ right now. And other options(like a display resolution set) are also in progress.
11. More Playtest?
Sure, there will be more playtests. But only some tests will be public. The estimated next test will be in November.
12. Motivation?
Hotline Miami, Katana Zero, Metal Gear Solid, Hades, God of War, Sekiro, and many great games influenced a lot, big or small.
13. More artwork?
Our in-house artist is currently producing only the minimal required artwork for the production. Leading up to the release, we will occasionally share work-in-progress updates on platforms such as the Steam community, Discord, Twitter, and others.
BUG Fix: The cannon first blasts the stone road, then builds the land point, and then builds the stone road. The stone road cannot be displayed correctly. Optimization: When there are too many corpses and the Megalodon event is triggered, the Megalodon will appear on the map on the side closest to the average position of the corpses. Optimization: When there are more than a certain number of Megalodons on the same screen (1000), the Megalodon appearance event will not be triggered. BUG FIX: The border trade port in the north cannot be built using blueprints New feature: Improve the uniqueness of enemies in other territories: increase enemy brutality characteristics (kill the player's soldiers directly instead of fainting) Optimization: Porters can move items directly from one shelf to another according to the planned inventory. Optimization: When building a bridge, the ground plants and stones are automatically cleaned without moving the ground items to avoid being unable to complete the cleaning task due to rocks on the river, causing the construction process to get stuck.