Balance change: Shifted some passive strength from the fighter class to the druid and hunter. Fixed 25 different bugs reported over Discord.
Comments related to the fixed bugs: -Some chests are not working -There are characters who have wrong dialogue intro (priest grad, imp Iriy) -Dog werewolf in desert model animation bug -Invisible rock and missing content to beach west under library -have to close/reopen my inventory to see the correct damage stats -Cant pet animal with bow or spellbook equipped. Intentional? -Terrain loads/unloads in the corner of the screen -When starting the game and pressing continue, the nudity settings don't work until game is loaded -[I'm pretty sure this should say "granted me freedom" instead of you] -Fast travel occasionally makes the character run indefinitely in a random direction -king chat bubble is shown on wrong place (before "Yes, your majesty") -Equipping dead body could affect player stats -Misspelling Hromi Daba -> Romi Daba -Yarilo Ring quest description speaks of "Lesny" instead of "Leshy" might be in other places too only noticed it there. -when having both "tank with stomach" and "shield up" active, tank with stomach seems to take precedence. -demigod slayer steam ach to trigger after slaying demon listed as gods -Torch by Imp at Forest Ruin can be difficult to loot -[not sure if it's intentional that the quantity of ale is mentioned twice in this text] (world event drunk soldiers) -Credit debt grows too fast. (changed 5% to 2%) -sold him 4 griffin eggs and he went into negative gold (set gold 0 in that case) -Item weight is not limited to 2 decimals. -Move tips from top of inventory to somewhere else. -The bjes tongue quest doesn't actually remove the tongues from my inventory -120 FPS option is missing. -World news for Free People joining House of Faith popped up twice.
Description of this update Complete the change of gameplay and screen texture More gameplay and features will be released in the future, thank you for your attention,
Aaron here - the creator Beloved Rapture. Just dropping in with some updates for your patient souls. Despite a bit of silence on written updates, the development flow is actually running pretty smooth...and I'd like to share some happy news. We've entered the home stretch, the final 20% of the story!
Myself and the team have been grinding away; drastically expanding the game's world, fleshing out side quests, coding mini-games, finalizing cutscenes - and of course, wrapping up the stories of our beloved characters. It's been a dramatic ride—filled with obstacles and challenges—but also, many creative victories to savor. I can safely say; this experience overall has definitely changed me as a person.
From our humble beginnings on Kickstarter and the RPGMaker forums, things have evolved quite exponentially. Especially in the last 15+ months, thanks to 2 Left Thumbs as our supportive publisher.
While the game still operates on a small budget, even by indie standards—I believe this project has come much closer to including a full-fledged RPG world, just begging to be explored. (Closer, at least, than I could have first imagined!) A world that is a character unto itself; that beckons the player to venture out and soak up the sensations all around them. A game that rewards exploration and curiosity, just as much as strategy and discretion. A kingdom that feels like a real place, not a contrived game level. All of this took countless hundreds, or thousands of hours.
And I have to give credit where it's most due: I would've never been able to accomplish any of this without the help of some new artists, or the addition of Giznads, our battle director and game general programmer.
Also, a general endless thanks to... Vagrant Pixels and Lijj for the beautiful portrait art. Fabian for his luminous tiles and pixel environments. Andreas for the nostalgic and lovingly crafted soundtrack. Andrew for his story consulting and mapping help. There are really too many to name in a single blog post, but it's been an honor to be able to work with every one of them.
Beloved Rapture has evolved beyond the simple character arcs I had first envisioned for this story—it’s grown into something a bit more ambitious, to say the least. Yet those central characters and themes are still the heart and soul of the game. They’re still the main thrust of the story, as I hope the players will come to appreciate.
With all that being said, after weighing the options, I've decided to pin the final release window into Q1 of 2024. After many years of investment...it felt like the best decision to go out with a bang! And I'd like the game to be as seamless & polished as it possibly can can be. Having at least a couple of months for beta-tests and revisions can surely help with that goal.
If you've hoped to experience the game *now*, we're still looking for more beta testers. Email me at BelovedRaptureGame@gmail.com, and tell me a bit about yourself and why you're interested. We're taking a dozen volunteers at least - to make sure no corner goes unturned.
Demo 3.0
In other news - as some of you may have noticed, Demo 3.0 for BR has landed on Steam as of October 2023. We updated the core build last month, so newcomers can play through Chapter I with our most recent coat of paint. Plus, returning players can witness some changes, adjustments and additions we've made. It's far closer to the "final build" that players can experience on launch day.
- Faster Swim Speed Options. - Battle adjustments, enemy difficulty shifts. - Adjustments to the Fishing System. - Extra puzzles, maps, and cutscenes for those who seek them out. - New dialogue branches. - QoL fixes, including menu adjustments. - New items and Gear.
For any casual feedback - good or bad - the Steam discussion boards are a great spot too!
In the coming months, I also look forward to posting some more comprehensive character profiles, trailers, videos and other promo images that can help set the stage for the game's launch.