Greetings to everyone who has taken their first steps into Krat. Here you will witness the most spectacular display of human endeavor on Earth. If Krat is your final destination, we wish you a safe and prosperous stay.
We await the full arrival of our guests who have not arrived at Krat yet. Lies of P's official release is just a few days away, so please make sure you check the map below to mark the exact time your journey begins.
What a week! Unity (the game engine I use for Magical Harvest) has introduced a new payment model, which has caused quite a bit of unrest among users of the engine. A large number of indie developers use this engine.
What's the issue? Unity's initial post with the new features stated a payment model where developers have to pay a fee to Unity for every install of their games over a certain amount and install count. So if you install and uninstall the game 100x, 100x that fee ($0.20 per install) is charged from the developer (they have since backed down from that and say each install on a new device costs). Now consider how many pirated games there are that don't even make money for an install.
I'm not too worried about the fees themselves with Magical Harvest. The threshold is set really high (with a monthly subscription account, that's $1m in revenue AND 1m installs). But the trust in Unity is gone and people don't want to continue supporting this company. Many negative things (technical things, promises) have been overlooked so far, but this has now taken the cake. Whether this would be allowed in Europe is another matter altogether...?
How does this effect Magical Harvest? I have to elaborate a bit more on this. Currently I am in a coaching program to establish a game company, to prepare myself for pitching to publishers and to find a publisher to pay team members I would like to have for support. This of course leaves me with a decision to stay with Unity, since I'm already very far along with it and can present presentable gameplay - or to take longer and switch to Unreal Engine 5. Switching would mean it would set me back a few months. You don't just switch engines and be 100% efficient with it like before. It's a new learning process. Of course, it's easier to switch than to start from 0.
So Unity or Unreal Engine 5 (UE5)? Many game companies (even smaller ones like me) are just switching to a different engine with their Unity projects, some of which are already 2 years old. I'm still undecided (because of the publisher thing), but have started looking into UE5. I want to give it some time to see if it's really worth it for me personally or not. My personal future also depends on it, because UE5 offers quite some advantages - also on the job market.
So it remains exciting in this area and I will keep you informed about my decisions.
But what has happened in the last 2 weeks? I could not do everything planned, because somehow a lot of smaller things came in between or demanded more time:
- Flowers: 23/40 flowers are finished in their first phase. Their color variants and icons are still missing. Because of the color variants and the number of flowers I changed the whole system of how color variants are handled in the game. This took the longest time. But now color variants can be inserted for several Items without any problems. Also for e.g. crops (if there is a need - keyword: golden apple or something like that).
- New rocks: there are new rocks! They are now used consistently everywhere in the game! - New mine: because of the new rocks the mine has got a new shape, too.
- Sequence from developing field plants to the next magic level - A trailer sequence for the change of the wasteland to the magic forest for the trailer
Planned for the next two weeks: - Working on a trailer - Working on a "showcase" demo for the "Sweden Game Conference - Working on a pitch for the "Sweden Game Conference - Flowers: adding color variations for spring and summer.
And I'll keep looking at the Unreal Engine on the side. Let's see if it convinces me.
We're thrilled to bring you the latest update on our indie gem, Alaskan Road Truckers. It's been an incredible journey developing this game, and your support throughout the beta phase has been nothing short of amazing.
A GRATEFUL HEART
First and foremost, we want to express our heartfelt gratitude to all of you who participated in the beta testing of Alaskan Road Truckers. Your dedication and passion have helped us shape the game into something truly special. We've been closely monitoring your feedback, and we couldn't be happier to see so many positive reviews pouring in.
PREVIEW HIGHLIGHTS
We are thrilled to share some of the standout previews from the beta phase:
Raptor - This New Open-World Survival Simulator is a Trucking RPG that's in the Brutal Wilderness of Alaska
Toast - Alaskan Road Truckers - How has it changed?
Many of you have been asking for a roadmap to show how we’ll continue to support Alaskan Road Truckers after launch. We’re not quite ready to share it, but we are working on one that we can’t wait to share with you.
We want to support Alaskan Road Truckers for years to come, and we want you to know what we’ve got planned. So keep your eyes peeled - there’ll be a roadmap soon!
SNOW PROBLEM
Alaska is a region of the world that has an incredibly varied climate. Most of the game we’ve shown off so far has been from the sunnier end of the year, with blue skies, green from mountain to mountain, and only a hint of snow.
Alaskan Road Truckers isn’t a game only about cruising through sunny days, you’ll have to deal with bad weather, snowstorms, and even avalanches. One of the gameplay features we’ve been making sure is working perfectly in the run-up to launch is blizzards and snow deformation - here are a few pics of how our work is going!
WHEELS AND SHIFTERS
Alaskan Road Truckers aims to recreate the experience of living as a trucker. As we always say, you play as a trucker - not a truck. While you’ll be getting out of the cab to eat, shop, refuel, and jerry-rig repairs to your truck, you’ll be spending a lot of your time driving too.
That’s why we want to make sure that you know that steering wheels and shifters will be supported in Alaskan Road Truckers from day one. So if you have the equipment, you’ll be able to use it in our game.
We’re still finalizing exactly how this support will work and will be announcing more details as we get closer to launch. We just wanted to make sure that you all know that steering wheel support is a priority for us.
RELEASING AN INDIE GAME
We’re hard at work making sure Alaskan Road Truckers is ready for launch. This means that everyone is super busy fixing bugs, rewriting text, refining gameplay features, and much - much - more.
We are a small team, so everyone pitches in with everything, and being small means we have unique challenges and opportunities. We’re incredibly ambitious with Alaskan Road Truckers, re-creating a huge slice of Alaska filled with hazards, roads, towns, and more. We had modest ambitions when we started making the game, but as we’ve worked on it, our eyes have lifted to the horizon, and we decided to expand our ideas. We’re now confident we’re making a brilliant, expansive game, and we're pretty sure you'll love it when you to play it.
This has meant our development time has been longer than we initially anticipated. As our scope grew, the game became more complex, meaning more work, bugs, and stuff to fix. Thankfully, we’re nearly there. We know you’ve all been waiting a long time for Alaskan Road Truckers - and your wait is almost over!
One of the brilliant opportunities that comes from being a small team working on an indie game is that we can take on feedback and work on what matters to you - the player. We aren’t a triple-A studio and publisher that requires tons of approvals before we start work, we can get our hands dirty nearly immediately. All this means that we’re not developing the game in isolation, we’re doing it in conjunction with you - and when we release the game on the 18th of October, your feedback will be utterly essential for us. So when the game’s out, if you encounter a bug, a problem, or have an idea - let us know!
YOUR FEEDBACK MATTERS
We can't stress enough how important your feedback has been during the beta phase. Your input has driven numerous improvements and refinements to the game, and we're committed to continuing this collaborative journey with you as we work towards the full release.
Thank you once again for your incredible support and dedication to Alaskan Road Truckers. We can't wait to embark on this adventure with you when the full game launches. Until then, stay safe on those treacherous Alaskan roads!
We've got exciting things in store for Alaskan Road Truckers as we approach the final release. Keep an eye out for upcoming updates, new features, and more content that will enhance your experience even further.
We have just released a new update, featuring some long-awaited changes to the gameplay. Let's dive in!
Here are three biggest changes to the gameplay:
"I give up!" button.
This button will finally let you quickly end the run and extract some money, skipping through the boring court. If you ended up in a tough situation - this button will definitely come in handy!
Changed districts reward.
From now on, all captured districts will generate daily income in black or white cash. This will help you quickly get on your feet when starting a new run in the late game. As always, central districts are the most profitable ones!
Antonio sends help.
Many of our players said that they had a problem when all of their gangsters have died and made the game unplayable, as they couldn't afford to hire new gangsters. They asked: "What should i do?"
Better Call Antonio! Now, if you have no gangsters and no black cash - your fellow friend Antonio Buonelli will send you one common gangster. This will hopefully solve the issue with being stuck with no gangsters, and even if not - you also have a "I give up!" card!
A little sneak-peak into the future.
Hola amigos! We saw the demand for the Spanish localization of the game. and we are happy to announce that we are actively working on adding it into the game! We expect to finish it really soon, so stay tuned!
As always, thank you for your feedback! Without it, it wouldn't be possible to release all these new updates!
Please, share your thoughts on the update in our Discussions! We read it all! See you in the next updates!
About the game
Don Duality is a thrilling tycoon game that challenges players to manage a dual life of crime and entrepreneurship. Build a criminal empire by sending your gangsters to collect debts, rob banks, and steal valuables. Use the money earned to launder it in your legitimate business establishment. As a restaurant owner, hire and train staff, and upgrade the facilities to attract more customers.
However, balancing both lives won't be easy, as criminal activities will attract unwanted attention from law enforcement. Make strategic decisions and weigh the risks carefully as you navigate the dangerous world of organized crime and business. Can you handle the duality of running a successful restaurant and leading a criminal syndicate? Wishlist Don Duality and find out!
Join us on social media to stay updated on the latest news and events in Don Duality!
Hi, everyone. Welcome to another week of this game's evolution.
Alongside the expansion of the map and the continuation of the main story, there are always new challenges and obstacles. Meanwhile, there are a lot of randomly generated weapons with different prefixes and attributions we can have along the way. Some of them are already quite strong, and some of them have ways to improve such as firearms can change their components. But, previously, most of the other weapons lacked of meaning to grow stronger. It's no longer the case this week.
We now have a weapon enhancement system. Most of the weapons now have experience and levels on them. You can sacrifice other weapons and possibly some items that I will add in the future to provide them with Experience to level them up. Each enhancement level will provide a bonus to the weapon's many base attributions such as the attack value, the physical defense value, the magic defense value, the strength bonus, the endurance bonus, the speed bonus, the magic bonus, the Max HP bonus, and the Max MP bonus.
As a result, you can now hold some of your favorite weapons a bit longer before have to put them on shelves. Although, this new system still has some limitations at this moment such as the max enhancement levels are capped by the weapon's quality. Those limitations may also be lifted one day in the future as the development continues. More details can be found on the game's wiki pages about the Weapon Enhancement system. Old weapons never die, they live on enhanced or live on as the experience of others.
Sometimes, enhanced old weapons may even be better than new ones. It's just like I've been using the ancient RPG Maker XP engine for more than 19 years on the development of this game without the need to worry about any stupid sudden policy changes like Unity just did this week. Cheers to my old friend. :)
Other than the weapon enhancement system, our journey in the Anomalous Nation continues. 5 of 6 floors of Cave of Mountain Keao have been completed with the last floor will be the research station of Dr. Kyoryu whose character files have also been completed. Before you meet him, you can already use his appearance on your character or your customized teammates.
Story-wide, we now officially get the mission of the Marinas Hospital known as the "Sweet Dreams." It can be triggered either from the Marinas Hospital if you offer the doctor help to investigate after discovering his secret, or you can also trigger it from the Marinas Town Hall where you can find a young woman asking for help to find her missing brother. Additional branches have also been added, such as you can inform the woman about the discovery of the secret room of the hospital. However, every choice bears consequences. The story will continue in future updates.
Other small improvements include: Some searchable objects now have spark animations to clearly indicate something is out there. More characters have the inspect skill by default. The "Love Tree" has been added as an attraction to the North of Marinas.
That's for this week. Next week, we will likely meet Dr. Kyoryu. Unlike his counterpart in StoneAge Online, he will be a quite different character.
Today's changelog: [Marinas Blacksmith's Stop] Added 2 magic anvils for weapon enhancement. [Weapon Enhancement]Enhancement levels now affect a weapon's strength bonus, endurance bonus, speed bonus, and magic bonus. [Weapon]It's now possible to attach a script block on a weapon as a special attribution to modify its strength bonus, endurance bonus, and magic bonus based on certain conditions. (We already have the function for the speed bonus.) [Weapon]Changed the way that a weapon provides max_hp bonus and maxp_sp bonus. [Weapon Enhancement]Enhancement levels now affect a weapon's max_hp bonus and maxp_sp bonus. [Wiki]Updated the weapon enhancement wiki page, and added information about the effects of enhancement levels and max level caps.
This patch fixes bugs, rebalances combat a little, introduces a new rumors system for some location, and adds an indicator how many blocks and parries you or your opponents have left.
Gameplay Changes - Implements a new rumor system that allows you to ‘collect rumors’ in inns and similar places, but only serves these rumors at the start of specific sites. (Implemented for the cliff-top ruin, and the raaf temples). - Adding an indicator that shows how many blocks/parries you and enemies have left. - When you or an enemy become vulnerable, their available blocks and parries reset making it more difficult to keep somebody in a stun lock. - Slightly reduces the effect of stunning damage on the time an enemy is vulnerable.
Modding Features - You can mark level templates in such a way you can find them and always travel there.
Bug fixes - Fixes a number spelling and grammar mistakes, and other textual issues. - You cannot use pray-for-help to open the gate to the archive in the garden of Yendor. - When you leave the spirit world in a different location the screen fades to black correctly while the new level is being generated. - On the overview tab of character creation the correct hope traits are displayed. - NPCs cannot initiate a dialog when the camera is showing an establishing shot. - Going back and switching cultures halfway through character creation doesn’t break the UI. - When you retire a wayfarer at an elemental all your gear ends up in Haven correctly. - When required, correctly places the second figurine in the spiked ruin and the trapped ruin templates. - When you open the inventory the preset icon outlines are colored correctly. - The Serpent Gate keeper in Haven no longer claims the gate is functional when it clearly isn’t.