We want to start off by thanking everyone who has played Eldritch Exterminators so far! This game is a labor of love for us, and we are excited to see it in the players’ hands now.
As our first major update, we wanted to make this a special one, and are bringing in a boatload of hotfixes and new content. Our tech-monkey Dylan has been typing away in his dungeon to bring us these new enhancements to the game. We are at 3 pages worth of patch notes, with the biggest additions being a new weapon, Adira’s Wrath, a burst rifle focused around critical hit chance, and its custom soul that can convert any weapon into a 2-round burst. Two new enemies, each with their own unique abilities and mechanics.
Alongside the above are steam achievements, a rework to the trinket collection system, and a variety of balance changes.
For our next major patch, we are working on adding in controller support, 2 new Blast-themed weapons(WHAT COULD THEY BE!?), a full rework of abilities(more on this later), the Blast Artifact tree, shields, rituals, and runes.
The Salty Hounds 0.8 update will be released in mid-October. We wanted to release the update in September, but we need a little bit of extra time even though we're already done implementing or improving the new features, such as:
- To-do list (aka 'quests') - items - interactions with NPCs and the world
We are postponing the move to 0.8 because we want to include all these new features in the first update, instead of adding them over time (0.81, 0.82...). We'd be grateful for your understanding.
Even though we have abandoned the code base of the buggy 0.7 build and started programming it from scratch, the progress is very good. Everything is moving forward many times faster than when we were developing the previous 0.7 build. The development team is working hard to ensure that the update is as polished and enjoyable as possible. We appreciate your patience and understanding.
In the meantime, here is a sneak peek at some of the new features:
Dear adventurers, it's been a while since our journey began, and I wanted to take a moment to fill you in on the happenings and extend a heartfelt apology. As a solo developer, I underestimated the challenges of a commercial release. Mistakes were made: from the initial price point to the quality assurance process, and I'm here to make things right. I've teamed up with the passionate folks at Gamera Interactive, fellow indie developers who've provided insights and support.
The price has been a point of contention, and I've reevaluated it. After careful consideration and feedback from the community, Brinefall will now be available at a new price point of 7.99€/$. This adjustment brings it in line with other games of similar scope. Furthermore, I want to ensure that this adjustment is fair for all our players around the world. As a result, the price will be slightly adjusted depending on your country to account for regional economic factors. Rest assured, this change is aimed at making Brinfall accessible to a wider audience, and I appreciate your understanding.
Due to recent developments, including the development of a new project, I've considered the possibility of transitioning Brinefall to a new engine. This, however, would take considerabIe time away from the game's development. After careful consideration, I've decided to stay with Unity for Brinefall's continued journey. Rest assured, I'm committed to providing the best experience possible within this framework.
In response to the valuable feedback from the community, this update focuses on polishing and addressing various issues that have been brought to my attention. I've listened, and I'm committed to making Brinefall the best it can be. You can expect smoother gameplay, enhanced performances, and a more immersive experience overall. I've also tackled bugs and glitches reported by the community.
Thank you for your patience and unwavering support. Keep an eye out for the upcoming updates, and let's embark on this journey anew.
Michael
CHANGELOG
Game is now way more balanced [tweaked numbers and values].
Added Steam integration and 21 achievements.
Camera behavior improved.
Performance improvements for potato hardware.
Fixed bleeding effect
Fixed the roof alignment, not working properly
Fixed audio issues [volumes, missing SFX, added new music per biome].
The scout can now bring back the boat to town
Fixed the Setting menu not always working properly
Collider os a big hitbox around the ship and we failed to check it up before releasing. Now its how it suposed to be, a small ball on the center of the ship! You can now avoid lasers bullets event pass through enemies!
Also fixed special feedback enemies and bosses blink white
A few fixes spotted by our players this week-end: - fixed an issue caused by interacting with something while in Parry where you could not get the Divine Touch status anymore. - fixed multiple issues caused by the Ring of The Harasser (Ring of the infantryman stopped working if you had also the Ring of the Harasser, You got bounced back like crazy by any impact, game frozed for a fraction of a second or longer sometimes for each parry... It was bad, really bad) - fixed an issue with Gargoyles' charges where they could inflict damage multiple times during the end of the charge.
Our next event is washing ashore, join the development team to learn everything you'll need to know about it! Streaming here on Steam and on- Twitch Youtube Facebook
We just released the 0.1.0 version of the base building prototype on Steam! You can see the update in action on youtube, right here -> https://youtube.com/shorts/ZIDB0w075NM Ardaria Prototype is a base building tool which let you create a house of any shape and any size + decorate it with 300+ props and 40 materials.
What you must know about this update: added 40 materials for procedural walls, floors and roofs, you can all find them in the material tab of the inventory smart align system and drag&drop components on the map, build anything faster crash system report so we know when you have a problem a timelapse mode to render nice videos of the best community creations
Due to the addition of the crash report tool, the update size is around 800MB.
And some smaller features: a new type of wall cut: the arch toggle coordinates text helper with L Procedural pillars can be placed anywhere on the plot, no need for beams anymore echap will now let you close the inventory and menu save character orientation free build camera will keep character orientation when enabled you can delete a saved game
Additionally, we fixed some issues: roof pattern now follow the underlying mesh slope some pivot fixes on some meshes the game now launches in "medium" quality by default AZERTY support lowered the birds fixed orientation of doors save corruption issues when new elements won't be saved in the build
We believe the base building system is now ready to be used at it's full potential, we still can't find the limit of the engine regarding the amount of meshes you can spawn and the size of the build you can make. Here is a video of the biggest build we made, it's a fortress on 15,000 square meter.
The future update will be focused on fighting hordes of ennemy, and to crush them in a cloud of blood. Stay tuned Ardarians !
Being a beginner also means learning how things work by making mistakes and correcting them. This specific update is no big deal, but it impacts whoever has already played the demo. Let's go into details.
Demo saving method has changed
When releasing HTBYI demo, I stated that progresses from the demo could be carried on to the full game. During the last week I realised, through some tests, that this wasn't actually the case, because I hadn't fully comprehended how cloud saving and folder organising worked within Steam and Unity.
Good news: issue fixed!
A very small modification to the overall settings of the game was enough to fix this issue and now the full game should be able to find and maintain the demo progresses. And this is good news.
Bad news: you may have lost your demo progresses
Now to the (slightly) bad news: because of this change, if you played the demo before last weekend (so before the end of September), you may find out that you've lost your saved data for the demo and that you have to restart the game from the beginning. The demo is short and easy, so I feel it wouldn't be a big deal, but still I feel the need to apologize for this inconvenient... of course, I'll try NOT to cause similar inconveniences once the full game is out! That wouldn't be good for reputation, I guess.
Good news again (maybe): your progresses could not be completely lost
There may be, however, an easy way to recover your lost progresses from the depth of your PC. If you already played through the demo and you don't want to start over, contact me at soggetto.rava@gmail.com and I'll give you instructions on how to recover the missing savefile.
That's it for the day! Rookie mistakes are called rookie mistakes for a reason... right?
See you in a week for the Steam Next Fest, builders!