It has been a few months since our last Xenotheria update. Following our Next Fest Demo, we have been hard at work integrating player feedback into Xenotheria and expanding the initial levels of the game.
One of the standout aspects of Xenotheria is our game’s art direction. Since Next Fest, we’ve expanded our art assets to new heights. Additionally, we've been fine-tuning gameplay, continuing to refine our cards, and completely overhauling our UI and options menus. These past few months have been incredibly productive, so let's dive deep into the array of features we've been actively developing.
A New Look at Familiar Faces:
Our current goal is to distinguish our dialogue scenes from our combat scenes. In the demo, we initially used the same avatars for both types of scenes, but this approach didn't effectively convey the depth and emotion we desired in our dialogue sections. To address this, our character artist, Chris Gardula, took on the task of crafting visually captivating and more immersive character portraits specifically tailored for our dialogue sequences.
The screenshots above and below offer a behind-the-scenes look at how Chris developed these character concepts.
We've completed the remodeling of most of our existing characters and have integrated their portraits into the dialogue sequences we’ve made so far.
While there's still a substantial amount of work remaining on characters we haven't revealed much about, our team is enthusiastic about the artistic direction we've chosen for the dialogue scenes. We're looking forward to sharing it with you, and we hope you'll enjoy it as well!
New Environment Art and Building a Universe:
Our Environment Artist Sam Heisler, has dedicated extensive effort to crafting the diverse levels and locations within Xenotheria. Over the past few months, our main focus has been on the opening levels of the game, referred to as the shipyard and the wolf's hollow canyon. The meticulous detail Sam has painstakingly infused into every part of these locations is truly remarkable.
It's worth noting that these screenshots merely represent a portion of the shipyard level, and Sam would probably point out that they lack any visual effects. Nevertheless, even without these effects, these scenes are undeniably captivating.
Our commitment to detailed environment art extends beyond just the isometric aspects of our game. This dedication to detail also carries over into our battle sequences. Here's a glimpse at battlefield background art before we overlay it with our battle grid and characters.
The meticulous detail in the isometric view also extends to this different battle perspective, showcasing Sam's talent. This attention to detail is key to building an in-game universe that feels meticulously crafted and meaningful.
Our objective at Ganymede is to create worlds that possess a distinct sense of space and a rich depth of lore. We're deeply committed to our storytelling, and this commitment extends beyond just the dialogue.
The image you're seeing here is the asset we've chosen for the town of Moros, which serves as the central hub in Xenotheria. Moros is where you'll encounter key story events, interact with quest providers, and purchase cards. We've invested significant effort into refining Moros, carefully considering every building, color, and size. The addition of crashed starships is a recent development, aligning the narrative more seamlessly with the game's visual elements. We intend to underscore the importance of narrative in the game's aesthetics, emphasizing its role in the overall gameplay experience.
New Card, Who Dis:
In addition to character and environment art, Xenotheria also includes unique card art. I'll start by briefly showcasing some card art and then delve into more details about the gameplay elements.
Above is a sketch of Squig's hologram card, which we absolutely adore at the studio for a couple of reasons.
Firstly, the Holo Squiggles depicted with lifeless black eyes evoke a sense of eeriness. It's akin to the scene from Jaws where Quint describes the shark with "lifeless eyes, black eyes, like a doll's eyes..." For me, Holo Squig represents a chilling entity that Squig conjures whenever he utilizes his Holo ability. Our team loves this detail because it has indirectly influenced how we're developing Squig as a character. While we all see Squig as a noble and competent figure, it's fun to think that he isn't perfect at using all of his abilities.
Secondly, and likely more importantly, this card opens up exciting gameplay possibilities and assists our development efforts to make Squig a character with unique support abilities that reflect his engineering background.
Here's a preview of what the final card will look like, excluding the proper description and stats on the written portion of the card. One key consideration for our game designer, Felipe, is developing a creative strategy that maintains the uniqueness of each character while still allowing players to create their own combat approaches and builds.
We're satisfied with the core gameplay loop of Xenotheria, as demonstrated in our demo, but we are actively working on enhancing the role-playing aspects and player agency within the actual gameplay. In the past few months since the demo, our focus has been primarily on improving combat and introducing elements that enhance player engagement and overall enjoyment, whilst also further defining each character's abilities.
Jump Around with Movement Points:
On a related note, we've shifted away from utilizing energy points for movement. Instead, we've implemented an individual movement points system for each character. For example, at the beginning of each turn, Squig will have a few movement points that allow him to move two spaces. Players must expend these movement points before initiating an attack; otherwise, they forfeit their chance to move.
To underscore the importance of player movement, we've introduced a feature that allows players to hover over an enemy about to attack and visualize their attack range. This preview provides valuable information, indicating whether a character should be repositioned or if a shield-bearing character should intervene to protect an ally. Similarly, you might need to relocate a character closer to an enemy to match the attack range specified on your card. These adjustments are crucial for fine-tuning a grid-based battle system.
New Baddies:
Additionally, we've introduced new adversaries that players will encounter in the early stages of Xenotheria. The GSEC robots comprise a range of machines employed within the shipyard. When the gravitational anomaly strikes Wolf Prime, the crash-landed starships inadvertently activate their defensive protocol, leading them to mistakenly target Squig and Norton. These robots have been conceived by Chris and brought to life through animation by Georg Dukhnov.
These enemies possess a range of attacks derived from their original functions. In the screenshot provided, you can observe several variations, including the imposing Juggerbot and the more compact Spiderbots.
More Glowups, UI Updates:
We received feedback from our demo regarding our previous UI system, with many players finding the menus somewhat overwhelming. Since then, we've overhauled our crafting, building, and upgrading menus, consolidating them into a single unified menu. This new design simplifies the process of managing your cards, tracking your current build, and identifying upgrade options. It streamlines the user experience, reducing the need to switch between multiple menus and making everything more accessible and efficient.
We've also introduced a much-needed options menu that gives you control over fundamental settings, including the pace of play to speed up animations between turns. These are minor quality-of-life improvements that we believe enhance the overall quality of Xenotheria, and we wouldn't have prioritized them without the valuable feedback we received from you all during Next Fest!
That concludes the in-depth discussion of the blog's elements. Below, you'll find a comprehensive list of the features we've been diligently working on over the past few months. These aren't in the current demo and are for our internal builds only, but they will give you an idea of what we're working towards,
Full List of New Features:
Added point-and-click movement
Added options menu
Added autosave feature
Added the first 2 levels of the game: Shipyard and Moros
Added Mr. Squiggles card to Squig’s collection
Added new enemy units: GSEC Drone, GSEC Spiderbot, and GSEC Juggerbot
Added UKH’S SHOP to buy new blueprints to craft
Added tooltips to keywords in menu descriptions
Added feature to preview enemy attack ranges
Added movement points (MP) system:
Movement no longer consumes energy.
Each character has a personal MP pool
Characters can move as long as they have MP left.
Using an ‘Attack’ card causes a character to lose all remaining MP.
Full List of Modified Features:
Changes in Wolf Hollow dialogues
Changes in Wolf Hollow level topography
Changes to Wolf Hollow enemy abilities
Multiple changes to card effects
Changed how evasion works
Changed character dialogue assets to 2D character portraits
Expanded attack intent icons and tooltips to provide more insight into enemy targeting
Removed ‘Cover’ status from entities. Now, any entity can work as cover from line attacks
Enemies will now move every turn after taking their actions
Changed ‘Block’ type cards to be considered as ‘Skills’
Reworked deckbuilder menu, now upgrades and crafting menu are accessed through each card in the deckbuilder collection view.
Updated tutorials
Implemented variable grid sizes in combats
Reworked quest log menu and objectives system
Upgrades:
Players now must choose one upgrade from the available ones, they can no longer buy all of them.
Changes to some specific upgrades.
Deckbuilding:
Character decks have been reduced from 10 to 8 cards each
Card copies have been reduced from 4 to 3 per deck.
Join Our Discord
If you haven't done so yet, I strongly recommend joining our official Discord server. It's the best way to access screenshots, gameplay videos, character art, and more early. You also get to hang out with other Xenotherians and talk about our game or your other interests!
What’s Next?
We have a lot of upcoming news to share in the coming months as we continue developing Xenotheria. Stay tuned for updates!
A very exciting progress update on Snowfall this month! Read on to get a little sneak peak of some new animations, concept art and plans for the future!
As our team prepares for the Autumn months and we work comfortably wrapped in cosy blankets, we are getting ready to release a Beta build for all of you to try very soon. Keep an eye on the news here for updates! The Beta version will allow you to play through the first hour of the game, featuring random queue quests, new characters and our brand new management mechanics. We're excited to hear your feedback on these new systems! <3
In the past month we have organised a little field trip to the castle that inspired it all - Malbork castle in Gdansk.
We have gathered some interesting textures, stories and historical facts to help us make the game even more interesting! - Did you know the castle, built in 1400s, had underfloor heating?!
In the meantime, the team has been diligently working on a chapter system. Have been writing captivating main storyline dialogues for chapter III, and also putting a lot of effort effort towards creating numerous new animations that will enhance the overall visual experience.
We also have some lovely concept art pieces for new scenes and some that are already in game!
I'm thrilled to share that the development of the game is going at a fantastic pace right now, and I couldn't be happier to inform you that we are not only meeting but also surpassing all of our milestones and marketing goals. We've been making remarkable progress, and I'm excited to announce that next month is going to be jam-packed with exciting updates. Get ready for new reveals, a fresh and revamped UI, and an epic new trailer that will surely blow you away!
Unity, Unity, Unity🙄
Game development never goes smoothly, and this time is no exception. We have encountered several challenges along the way. Recently, the game engine we use, Unity, announced significant changes to their pricing structure. In addition to the monthly fee, we may also have to pay additional fees based on the number of game installs after a certain threshold. This will have an impact on both Yes, Your Grace and Yes, Your Grace: Snowfall, especially if we decide to participate in subscription-based or charity programs on various platforms. These programs can greatly increase the number of game installs.
We have had numerous discussions in the studio this week, and while we are disappointed with Unity's decisions, we are too far into development to switch engines. Doing so would result in major release delays. We have dedicated years to building our own development workflows and tools around Unity, so this is not a decision we take lightly. However, for future projects, we are likely to explore different game engines.
If you haven’t already, add the game to your wishlist and if you are enjoying these development updates make sure to click that thumbs up button <3
Ranch Simulator: Build, Hunt, Farm - James Clements
Hey ranchers,
Next week we will have the unstable version of the long awaited Unreal Engine 5 update ready for you to play! This version of the update will include...
- Enriched visuals (environments, lighting and more) - Optimisation improvements - New animal models - New animations - Oil production - Enhanced horse movement - New vehicle physics - And more!
While you wait, we wanted to give you a new look at the update - please enjoy the following sneak peeks!
Welcome back for this brand new Devlog! In our previous update, we introduced you to the concept of caravan actives, and today we're excited to talk about our upcoming weather system!
But before we dive in, we have an important announcement to make.
We've chosen to push back the Early Access launch of Sandwalkers to the beginning of 2024. This extra time will give us the opportunity to fine-tune and perfect the game, so we can offer you the best possible experience. We're grateful for your patience and support throughout this project. In the meantime, please stay tuned for many more development updates and exciting surprises. Thank you for being a part of this journey with us!
In the vast world of Uwando, you'll encounter weather phenomena that can make survival challenging for wandering caravans. This meteorological chaos is known as the Phithi.
During your travels, you may come across various weather types such as Sandstorms and Acid Downpours :
In each playthrough, you'll discover different weather phenomena depending on the regions you explore, which will significantly impact how you approach your journey on the world map. The choice is yours – whether to brave these challenges or take a more cautious path.
You might ask, why would you choose to go through this chaos? Well, these weather phenomena seriously limit your visibility and, at the same time, present their own set of unique challenges and rewards!
In them, you will encounter some new types of enemies.
These elementals can only be found within the weather phenomena on the map, as they are a manifestation of the Phithi's unrest.
The weather you encounter can modify certain elements of the map, causing watchtowers to collapse and wells to become contaminated with acid.
In conclusion, as you start your adventure in Uwando, the chaotic weather can be both your greatest challenge and a source of unique rewards.
Thank you for following Sandwalkers’ development, stay tuned for more updates soon!
Warning, you are now entering our design-based bakery & boulangerie - We're here to speak about 5 Bread based GladiEATers!
Unleash the Yeast
We knew Bread HAD to be in the original GladiEATer line up - a food *Icon* of the breakfast, lunch and dinner table.
The line was designed around Bread Loaf as a core idea. Its’ blocky, rectangular shape was iconic we thought. We also wanted it to feel heavy, starchy and slow; so we gave it short-stubby legs to emphasise this weight - akin to how the tiny legs on sausage dogs or munchkin cats make them seem heavier.
Bread Loaf's sound design emphasises this with cow-like moos and hooves. Those deep empty eyes add to the bread's character of being a plain and innocent ideal. We placed a huge mouth where the crust top and fluffy body begin which allowed us to give the bread air sucking abilities. It now rises as bread does when cooking = expanding its fluffy body.
The Slice is (Up)-Right
The natural question followed, what is a bread slice? Not all that different from a bread loaf - it’s a thinner version of its big bread loaf brother. Same eyes and mouth.
It only needs two legs to give its quirky vertical slice body movement. We tried giving it four little legs and lying it flat. However, seeing that standing little bread slice balance as it runs is just the type of cute our carby critter needed.
Their abilities involve headbutting their opponent, inspired by their big loaf brother. Shaking off pesky crumbs for a boost in speed and taking a little loaf around nap to heal up. All adding to that charming plainness that bread holds in our hearts.
From Fluff to Flames
But not all bread is plain and fluffy. Some have a darker, more intense side – and we've brought that essence in the Toast GladiEATer.
The charred black crust, the sharp edges of toast and the smokiness of burnt bread. We took those smooth curves in bread slice and sharpened them out. We darkened the bread and added sharper eyes.
Previously, we tried out teeth in our Bread Loaf GladiEATer but e found it took away from that cute plain energy we wanted...and we are so glad we did. We brought in that previous design take out and added it into toast where that fierce edge was wanted. That little sad lip mouth in bread slice becomes a large, scary, gaping mouth of teeth in toast's stomach. This crispy toast bites back. It shoots out the smoke of toast and can defend its allies in a smokey fog. Menacing.
Avo-can-do
When we had designed Avocado Paste, we came back to Toast Slice for Avocado Toast. Seeing how it shaped into this sassy little green critter, we imagined the paste making its home on the toast slice when spread.
For some visual storytelling, we thought the Avocado Paste would work great as a face-hugging creature onto the toast host it’s been spread on.
Its abilities are largely structured around merging the Avocado Paste's and Toast Slice's abilities - while giving the toast slice underneath an appearance to let the host-avocado story be uncovered.
*Flour* Power
And finally, when we settled that we want EVERY minigame in GladiEATers to give the player a new GladiEATer - our Dough making minigame fell short of that. To fix this, we designed the Dough GladiEATer.
The Dough minigame can branch into the Bread but also Croissant GladiEATers so the dough GladiEATer needed to be relatively faceless so that it could grow into both branches seamlessly. So, it has no face, just a bright wide smile cornered by floury cheeks.
Its abilities involve kneading itself for a power boost, rolling stickily towards its enemy and puffing out some yeast spores that give an ally a nice-power boosting sleep.
Resting Remarks
With that, we love our topic to rest. We're thrilled to share our passion for Bread and GladiEATers - we can't wait to feast on your messages and ideas for more flavour filled food creatures!
We’re happy to be back with a brand new installment of our devlog!
First of all, thank you so much for your awesome reception of our previous posts, each of which has revealed some further info about the world of our game! Today, we would like to go even deeper, and share some further details about SacriFire’s story and themes.
And don’t worry, our devlog is spoiler-free — so without further ado, let’s dive right in!
💎 GODS AND DEMONS
The story we want to tell in SacriFire has a lot of background to it — background relating to the long and colorful history of the city of Antioch (you can read more about the city itself here). This is why we say that the events presented in our game are not the beginning, but rather the culmination, of a centuries-long struggle between good and evil (or to be precise, the struggle between the god Sheol and the demon lord Amaymon).
The Church of Sheol ensures that life in Antioch is peaceful, with law and order as fundamental values. Unfortunately, the city will soon face another outbreak of the plague heresy, which brings with it a confrontation with various unsavory demons.
💎 HERETICS WITHIN
What exactly is Heresy? It’s difficult to be sure. Some call Heresy a plague, others think of it as a form of demonic possession. What’s certain is that Heresy is a serious threat that has loomed over Antioch for centuries. The danger is ever-present; sometimes obvious, sometimes subtle, but unchanging in the threat it poses to the god Sheol.
The group known as heretics — and their motivations and methods — will become more familiar to you as you play the game. For now, suffice to know that these mysterious rebels are sworn to destroy Sheol, and are willing to go to any lengths to make this plan a reality. In the upcoming demo, you will see the heretics take the first — but not the last — step towards that end.
The terrifying thing about the heretics is how easily they blend in with the rest of the population of Antioch. They may look like normal citizens by day, but at night they don their masks and robes and go out to put their plans in motion. Each heretic has their own demonic power, beyond their heightened strength and speed, so that even one poses a significant threat.
Heretics also have unique weapons. During battles with demons, you will notice some dangerous-looking red sparks of light taking over the location — heresy not only corrupts the soul but also the world around you…
💎 CRISIS OF FAITH
As gods and demons clash once more, the battle begins to impact on the life of Ezekiel Ridan, the main character of SacriFire. As a soldier of the Church of Sheol, Eze is naturally involved in the events of its war, and soon is confronted with his real test: the two immortal beings who both attempt to claim his soul.
Together with a companion, such as best friend Zephaniah Milto or fellow bishop-recruit Ava Valeri, Ezekiel will travel to the spirit world Erebus (and a number of other mysterious locations), in order to fulfill his duty as bishop of the Church of Sheol.
💎 BRINGING SACRIFIRE’S CHARACTERS TO LIFE
The inhabitants of the world of SacriFire are carefully crafted, each with their own personality, back story, and motivations. The characters evolve as the story progresses (none more so than Ezekiel himself), and these changes will be reflected in their dialogue and actions.
Of course, telling compelling stories and creating believable characters goes beyond words — there’s also the question of how those words are delivered. We’ve paid a lot of attention to this aspect, and all the characters in the main storyline of SacriFire will be voiced thanks to the incredibly talented team from Sound Cadence Studios!
Let’s not forget music. As you may already know, the soundtrack of the game has been composed by the legendary Motoi Sakuraba (scores for Dark Souls, Tales series and more) and G4F Records. We’re hoping to create a true JRPG vibe! You can listen to the first publicly-released track, called “Awakening”, which is already available on Spotify and which recently surpassed 100k streams!
Aside from the sound, we can’t neglect the visual aspect. Individual portraits, each with multiple expressions, will help bring the characters of SacriFire to life.
💎 SEE YOU AROUND!
Time to wrap up today’s devlog, as we don’t want to reveal too much about the main storyline of SacriFire. We cannot wait for you to dive into the story of Ezekiel and his companions, and we’re looking forward to seeing your reactions to the mysteries of demons lurking in the shadows of Antioch.
From now until the end of the year we will be running a playtest for our game Horror Stories: Harvest Hunt!
The playtest will be run via Steam and it will include brand new content of our game!
What's New?
If you played the demo of Harvest Hunt then you might have experienced what our game is all about. The demo takes part at the beginning of the game and had the onboarding and tutorialization turned on.
The playtest consists of three nights and has most of our onboarding difficulty settings off so you can experience what the game is like in mid-progression.
New monster ability to fight off (Spine Growth)
More abilities (Village Fortifications & Warden Strengths) will be available to equip and try out
More Tools will be unlocked to play around with
More Whispers (nightly challenges) are unlocked to encounter
Sign-ups
To sign up all you have to do is Request Access via the game's Steam page.
We will be running the playtest with a few people at a time and reviewing the feedback before allowing more people to join the playtest so if you request to join but have not been granted access please be patient!
Feedback
To leave us feedback please use this feedback form which is also provided in the playtest build (Main menu) once granted access.
All feedback is anonymous and we will be using it to improve the gameplay of Harvest Hunt. We are really looking forward to hearing your feedback be it tweaks, new ideas or bugs!
Thank you so much for your interest Wardens, and see you in Luna Nova!
Thank you for everyone for your support on the recent announcement. It has been quite a while since I've said anything after, but here I am announcing that I'm going to re-create the game entirely in the Godot game engine.
Why of this you may ask? Well as of the past week or so, Unity announced their new runtime installation fees which in summary, when passing certain parameters on your game made with Unity, their will be charges per install of the game. As of currently they are updating the runtime fee, instead of removing it entirely, which in return is still quite upsetting.
And to be honest this doesn't really affect me at all, not having met the criteria, but in the end it is quite outrageous of Unity to announce this, as it affects developers who have used Unity, either big or small out there who have made games much better than mine. So as a result I've also decided to join the movement in migrating to a more trustworthy platform much like Godot.
Don't worry, I'll keep the current version of the game up and running, whilst having the version made in Godot be available. The unfortunate part is that I won't be updating the version created with Unity anymore, but when I eventually have the Godot version up to date, it'll be replacing the current version.
As of that, I can only hope for you, the reader, to understand my decision, but if it does leave a bad impression, I'll try my best to accommodate for all the time I've spent neglecting the games development, towards a better version of the game in the near future.