If you like the game, please check out our Discord and follow us at @team_veki!
Big Stuff
Vastly improved Act 1 Scene 1: Last Call
We've added a more juicy intro to the game, and we've overhauled the existing dialogue with better writing, proper character sprites, sound effects, three beautiful new backgrounds, two CGs, and two music tracks! All of these changes will be reflected in the demo, too.
If you've already played the scene, you can check it out through the Intermission (scene select) button! Your progress won't be set back or anything.
Fishing
We've added a new fishing minigame with custom Healer art!
Eleven new fish items
We wanted to try a minigame with metaprogress, so every time you catch a fish, you'll gain them as an item! If you catch duplicates, more and more of their lore will be unlocked.
New cute boy character!!
He only appears briefly in the intro, for now, but he's got a nice set of sprites and a sleepy disposition~
Added MacOS support!
It's a bit experimental for now, so please do report any issues you encounter. Older versions of Godot used to have some issues, but it should be fine. If you download the game on itch you still need to allow it through Gatekeeper, but the steam version runs fine without asking. So yeah, you can now run the game on MacOS! Let's go!
Five new Guardian sprites
Guardian was the last character with only one sprite. Now, she's got a bunch of haughty and stylish poses throughout the entire game~
Small Stuff
Added alternate version of Deadghost's dice animation
Tons of polish and bug fixes
Fixed a bug where the scene select's arrows displayed incorrectly on some platforms
Fixed catastrophic golf bug that caused your ball to fly backwards sometimes
Fixed a crash when spamming through dialogue too fast during white flashes
Fixed class reveals being spoiled by the nameplate
Improved the volume mixing on a few tracks
Recent dialogue and minigame combo counter are now saved between play sessions
Added a cool voice that says LOVE... EXALT when you start a new game
What's next
Up next we're going ALL IN for the end of Act 1!!! Can't spoil too much, but we're working on a fundamentally different mode for the game, something a little more lively than usual. We're super stoked to push the story forward and learn some new skills for this one!!
Thanks for playing Love Exalt, everyone! This update was a bit more of a polish update than a huge content bomb, but you can bet the next one is going to be an absolute banger. Your support is much appreciated. <3 If you have feedback for us, please consider leaving a comment in our Discord server!
The Hunter's Journals - Return to Wight Chapel - grindwheelgames
Only one page left. We have seen the heroes who have come to bring the district of Wight Chapel to heel, but what of their foes?
The final tally of missing Galvanics was five. All of them were from Pattic Claine's insane 'Broadsheet Killer Rehabilitation Program', meaning they had the minds of lunatics locked in bodies of iron, brass and bone. But, was there some greater force at play here? Only the hunter assigned to the case would be able to reveal this.
We are excited to share the news that the first version of RPG Stories Multiplayer is coming next week!
Anyone who owns the current version (GM Version) can prepare the 3D scenes/environments and host a game as a GM or join a game as a Player.
For Now, the Game Masters can do the following:
Decide which environment tab the players see.
Add Spawn Points for the players in these environments.
Force the camera to a certain position for all players.
Add colliders to shape the pathfinding of the player characters.
Use the world-builder in session.
Add VFX live.
Move all characters, NPCs, and monsters.
Add/remove Fog of War.
Roll the dice.
Use the pinpoint tool, the pen tool, the spells, and the measure when needed.
For Now, the Players can do the following:
Join the GM’s game.
Choose the character they want from our collection of models.
Name their character.
Adjust the number of the character’s HP and update in session.
Move their character in the GM’s environment.
Force the camera to track their character.
Change the model of the character during the game (Polymorph players will love this!).
Roll dice.
Open and close the chat, text, or check your party's roll dice.
Use the pinpoint tool, the pen tool, and the measure when needed.
As we already mentioned, this is the premiere of the online Multiplayer. We will be giving monthly updates that will improve the overall experience, the camera system, the VFX, and the animations/pathfinding.
Your feedback is important to us!
We would love to have your feedback and help us improve RPG Stories. Join our Brave Alice Discord server and let us know what you like in RPG Stories, report the bugs, and share your future ideas that would improve the overall gameplay experience!
The Player Version is coming soon as well! This is for the users who do not want to be the Game Masters and thus, they don’t need full access to full access to our collection of 5K assets and features to create their environments. Of course, you will be able to upgrade your Player Version to the GM version at any time you want.
New items: Coke - Coke is type of coal, made from coal. It's crafting process begins at "pottery" table. Steel mixture needs coke, instead of coal now.
Ownership: Things that you craft now belong to you (blue), Other things belong to no one (white). Currently useless, since there are no NPCs , they will have their own possesions too. It will be important for crime system and trading, in future updates. (probably NOT next update).
Recycling: Building parts like wall, ceiling, and base drop some materials back, when demolished. Currently only Dirt, Stone and Thatch. More recyclable structures in the future
Baking system: Some items can be baked (currently only one item). Apply heat, when heat is above half of the temperature that destroys it, the item starts to bake. When baking is complete, Item switches to it's baked version. (Planned mostly for ceramics and food).
Stone M can be demolished to get numerous Stones S. Using Demolition Hammer.
Big Fix
Steel mixture was impossible to craft, because Chromium wasn't present in the ground. Now you can craft steel mixture without chromium. (maybe it will be needed later, for quality steel mixture?) When doing my research before, I looked for elements in steel, instead of what materials to use to make steel (so needing sulfur to make steel was nonsense)
Click on "Save game" in menu, made the game run again while still in the menu. Fixed.
When you press "esc" after quitting the game to the menu, you no longer end up in the void.
Oxigen bar is now updated after game starts
HealthBar is updating now
Fire and RocketFire deals damage again
When attaching plan to a plan of exactly same type, (like wall to another wall) plan is no longer acting like you are adding resources.
Small dirt Furnace now has "autocrafting" and it has it's own storage , (instead of craft one fire at time, from player's inventory)
inventory panels now update properly, when grabing plan from the world, and adding it into the inventory
Rolling mills no longer convert everything to steel
This update comes with a lot of bug fixes, a lot of issues fixed that remained prevalent, new content, quality life changes and more. There are a few issues still that reside in this patch but will be fixed shortly in a few days.
Update changes in 6.0
New sight introduced: reflex sights.
Added workshop station to add and remove sights to your weapon.
Updated the grabbing pose while grabbing the 9mm slide, accommodating other weapon sights.
Made pitch easier to change, no more accidently flipping the slider all the way up or down!
Added manual save option in the menu.
Pitch will no longer reset itself.
Added a better singleton to Custom Music to stop the chances of duplication.
Arranged how managers are destroyed and scenes are saved.
Fixed player not loading Post Processing in specific scenes.
Menu Target model is updated to stop confusion between a regular target.
Menu Target now needs to be shot twice to confirm the need to return to Menu preventing mishaps.
Made projectiles feel more responsive.
Shadows darkened from .84 to .4 to look more moodier
Added glass to the preview case in the shop.
Accuracy can now only be determined as absolute making large negative numbers impossible.
Made skyboxes settings in the menu work again and removed redundant code slowing it down.
Audio from the TV now plays from the direction of the TV and the volume can be controlled via SFX.
Fixed not displaying proper weakness outputs in the review scene.
Edited the weakness outputs in the review scene.
Changed timestep from 0.0138 to 0.01
Raised the Fail Safe Boundaries
Updated TV to look more like static
Removed dirt mound in Gridshot Regular.
Known Issues: Player may sometimes fall under the map (You will respawn to a safe position)
Version number is still 5.9 and not 6.0 (Forgot to update this)
Graph isn't properly displaying information at the moment (Comes with how I edited Singletons in this patch)
Thank you for your continued support and feedback during the demo! We’re excited to read your reviews, this is the start of something much greater! :) Please visit our community forums to discuss the latest updates and share your thoughts on The Devourer: Hunted Souls. Join our Discord to directly contact us and our community! Happy exploring and Happy Halloween!
Introducing Story Chapter 1 with new items, locations, puzzles, story elements and more to explore!
Added different start to game and changed some locations for demo players to have something new!
Added new gadget: the Paranormal Radar
Added new functionality to EMF Type Reader: Multilingual Speech Recognition
Added the possibility to respawn certain items if you lose them
Added a group inventory on the clipboard for shared items
Added DLSS 3
Added FSR 2.2
Added Steam Achievements
Added option to remap keys on keyboard
Added Bodycam intensity slider
Added VHS effect checkbox
Added option to turn off chromatic aberration
Added option to disable bloom
Added chromatic aberration intensity slider
Added voice chat device input selection
Added renaming save files
Added option to “untoggle” Sprint in VR
Added a "shared notes" section to the task clipboard
Gameplay Improvements
Jumping out of crouching is enabled now
Interacting with an item when your hands are free makes to take the item directly into your hand now
Interacting in VR is more convenient now
Less intense head bob, the other one was really strong making people mostly feel nauseous
Climbing ladders is now a possibility
When multiple interactable elements were in your line of sight you interacted with them all - now items have higher priority making interactions much more convenient
VR players have lines that show where they point at now
VR players have smaller item slots now, preventing them from interacting with their items unwillingly
General Changes
Changed AI damage and speeds (depending on difficulty)
AI behaviour balancing changes (depending on difficulty)
Stamina affects your sprinting speed now, the more you sprint at once, the slower you become over time
New Tutorial
Shannon’s ability cooldown has been incereased
Tau’s ability sprint speed has been reduced
Task clipboard has pages now
Characters will heal over time if you’re lower than half your health (except on Devourer Mode difficulty)
Changed character movement in general, more realistic acceleration and jump heights
Bug Fixes
Fixed a bug that made Shannon’s ability useless
Fixed a bug that still made language selection not work after a restart
Fixed a bug that made some items get stuck in your hands making them unusable
Fixed a bug that disabled camera movement after using an interactable
Fixed a bug that looped the ambient of the death area on everyone after one person was sent there
Fixed a bug that caused timeouts and sent people to the lobby
Fixed a bug that made your character mesh stay invisible when you were interacting with stuff and entities catch you
Fixed a bug where VR players didn’t actually crouch
Removed ingame chat due to it causing bugs, will come back later
Known Issues:
Lobbies of different regions can’t be seen: To fix this, change the Download Region in your Steam settings to your friend’s, use Steam’s invitation system or the invitation system inside the game
Clients disconnecting cause the whole lobby to close
Rarely, Save Games become corrupted and disappear
Introduction Video/Audio might get out of sync
Introduction Video and credits video can lag / not play
Items can be stuck in your hip inventory without being accessible