The development of the survival horror game "Becrowned" is in full swing! Our small but energetic team is diligently working on numerous exciting new mechanics, meticulous detail refinement, and filling the game world with immersive content. We are preparing a game demo and a big trailer that will be available very soon.
And now, let me tell you about what we've been up to.
We've updated the appearance of the main character
Now, he looks just like the key art of the game, perfectly embodying our vision.
In-game shot from behind: High-Poly render:
Actively working on the combat system and AI enemies
The combat system and artificial intelligence of enemies are our main focuses. We're designing a system for both melee and ranged combat, along with an array of enemies and powerful bosses. Our goal for the demo version is to fully implement these features so you can fully enjoy a sneak peek of the game.
Preparing the game demo version
We are working on enhancing key game mechanics and carefully polishing the locations that you will see in the demo version. Get ready to encounter the chilling world we're creating for you!
Localization system development completed
We have created a comprehensive localization system for the game, allowing us to seamlessly integrate localized texts and also we updated the UI.
Working on new locations and updating existing ones
We are actively crafting new locations and refining familiar places in the game.
Thank you so much for your comments, feedback and support!
Add the game to your wishlist to not miss the new trailer and demo version of the game.
Never Grave: The Witch and The Curse - pp_steam_mv_admin
Hello everyone.
We have a message from the development team behind Never Grave: The Witch and The Curse. We apologize to everyone who was looking forward to the release. We have decided to move the release date from winter 2023 to the first quarter of 2024. We appreciate your patience as we continue to work on the game and provide a better experience for you all.
However, we do have some good news! Never Grave will be participating in the upcoming Steam Next Fest! During this event, we plan to offer a trial version where you can play the early stages of the game for about an hour. Please take this opportunity to fully enjoy the atmosphere of the game. Please note the following specifications for the trial version: ・Single play only ・Save data cannot be transferred to the final version ・Simplification of some settings and options These limitations are only for the trial version, and the full version will have all the features listed on our Steam page. We ask for the understanding and cooperation of all players.
We also welcome your feedback on the Steam Community Hub and Discord. We would appreciate it if you could send us your opinions and impressions of the trial version! Stay tuned for adventures in the wonderful world of Never Grave.
What's new: 1. Added achievement unlock audio. 2. Added a game status bar to the game interface shader that appears at the bottom of the screen.
Game engine updates: 1. Added the game state setting interface to the drawing module. 2. The drawing module removes the two initial drawing states. 3. The enclosure base class is changed to inherit from the engine base class. 4. The map module adds the interface for obtaining the map unit without parameters. 5. Add the name parameter to the basic engine class. 6. The game coordinate template class is added to the basic module of the engine. 7. The map module map exact coordinates are changed to coordinate template implementation. 8. The efficiency of the interface for obtaining the map range of the map module has been improved. 9. The prompt module is changed to inherit from the engine base class and adds the version acquisition function. 10. The game interface shader controls what is drawn through the game state. 11. Draw module: adjust the drawing order of each page to reduce redundant code. 12. The map module moves the three map rectangular locale setting interfaces into the structure. 13. The rectangular map structure of the map module adds the setting interface for the width and height of the map. 14. The coordinate template structure replaces the original coordinate structure. 15. Draw module: Fixed the problem that the interface was wrong after the player died. 16. The coordinate members of the draw module have been changed to the coordinates of the new version of the template. 17. Add audio playback interface to the engine management module. 18. The enclosure fixes the issue that the local files without labels cannot be obtained. 19. Map module: Remove all settings to adjust waiting frames. 20. The drawing module independently produces a map update interface from the map collision detection function.
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Here is the information on the upcoming Emote System set to be released in the late November update.
■ Emote System
1. Emoji
Emojis are emote that appear above all heroes, similar to before. They are available to all heroes.
New emojis have been added alongside previous ones, with some featuring added elements like color, animation, and sound.
2. Emotion
Hero exclusive emotes, known as emotions, signify heroes expressing feelings through actual movements. Even with emotions of the same type, each hero’s unique characteristics result in different expressions.
*Please note when using Emotions: - Initiating other actions (e.g., moving or using skills) while using an emotion will cancel it and return you to the initial emotion-starting position. - If attacked while using an emotion, the hit detection will apply from the location where the emotion began.
■ Direction for Emote Updates
- Emotes (emojis, emotions) to be added in the future will vary in quality based on grades, much like hero skins. - These emotes will be available for purchase using Renar or Kima. We plan to update the system to offer multiple acquisition methods down the line. - Please expect ongoing updates to emotes. We continue to look forward to your support. - To celebrate the emote system update this November, we'll be giving away some emojis and emotions for free. Try out the amusing emotes of various heroes and enrich your gaming experience.
*List of Free Emoji Giveaways 1. Aiming 2. Enraged! 3. Bring It On! 4. You Got a Problem?
- Adjusted the 2nd phase BGM of the boss 'Skul, The Dark Skeleton'
- Improved the cutscene that took place while encountering the boss 'Alexander, The Emperor of Carleon'
- Adjusted the 'Gambler' Skull's passive skill's chip UI
Before: displayed the current number of chips under the Health Bar
After: Displays the number of chips in the buff icon sections, while in possession of one or more chips a VFX aura effect will be shown
💡 Developer Comment
In Skul, the gauge UI has been used to display the resources players obtain and consume regularly. However, as the Gambler's 'Chip' was not a resource that the player could actively obtain we believed that displaying it as a resource gauge could cause confusion and thus have made this change.
Bug Fixes
- Fixed a bug that made players unable to climb back to the map after using the [Rebone] skill during the 'Alexander, The Emperor of Carleon' boss fight
- Fixed a bug in which the players would not be invulnerable after drafting the boss 'Alexander, The Emperor of Carleon'
- Fixed a bug in which if the player destroyed one hand of the boss 'Alexander, The Emperor of Carleon' in his giant form, the other hand would not be destroyed
- Fixed a bug that allowed the players to modify an additional inscription
💡 Developer Comment
In order to, fix this issue please note that players who have last saved their games during the 'Alexander, The Emperor of Carleon' boss battle will start again with their modified inscription disabled. This action was made to resolve the issue stably and we deeply apologize for the inconvenience.
- Fixed a bug in which during the 'Skul, The Dark Skeleton' boss fight the boss would take the form of the power type two times consecutively
- Fixed a bug in which during the 'Skul, The Dark Skeleton' boss fight the boss would freeze in mid-air if the play used a grapple attack if it was in its balance type form
- Fixed a bug in which each rarity of the 'Slave' Skull's skill [Cruel Strike] would not stack if the enemy had been killed in one single attack
- Fixed a bug in which blocking an enemy's attack with each rarity of the 'Slave' Skull's would not trigger the 'when hit' effect
- Fixed a bug in which the 'Chief' Skull's [Ragnarok] skill displayed incorrect figures for the number of Thunder Force
- Fixed a bug in which the 'Demi-God' Skull's basic combo attacks would not work properly
- Fixed a bug in which the 'Dark Paladin' Skull's passive skill would inflict reduced damage sometimes
- Fixed a bug in which the 'Unknown King' and 'King of Heroes' Skulls passive ability descriptions did not include details regarding the invulnerability state
- Fixed a bug in which the 'Thunderlord' Skull's [Ragnarok] skill's descriptions did not include details regarding the invulnerability state
- Fixed an issue where the item 'Cup of Fate' would not work properly
- Added further explanation of the item '힘의 띠' and its effects
- Fixed an issue where modification wouldn't work when holding more than the required number of Inscriptions for maximum effect
- Fixed an issue where the modified Inscripted 'bone' wouldn't function
- Fixed an issue where resetting a cutscene would cause the Enriched Dark Quartzs to disappear from the Scroll
- Fixed an issue where resetting a cutscene wouldn't allow the First Hero related cutscene to reset
- Fixed an issue where players weren't affected by gravity when using certain combinations of skulls and Essences
- Fixed an issue where the boss HP intermittently failed to disappear upon victory and returning to the Demon King Castle
- Fixed an issue where low FPS environments or high player movement speeds would trigger a bug that let players roam around certain points of the cutscene
- Fixed an issue where texts in certain languages were displayed duplicated
- Fixed translations of certain languages
- Fixed certain mistranslation of Chapter 3 boss stage names
Another small patch to fix some recent issues. We're currently tracking down a rare problem with town levels resetting, for anyone expeirencing that, sorry! We're working on a fix at the moment and should have a patch up early next week with that issue resolved.
We also realise there was an issue causing cave systems to re-generate with a different layout. This was not intended and was a bug. So do not expect the cave layouts to keep changing with every update. We will always try as hard as we can to keep your save files working between major updates and not change,
We're also starting work on the next update which is only 4 weeks away! We're working on some features I think you'll really enjoy. So for the special few people that read these patch notes, you get to be the first to know. We're currently working on adding pets, collectable decorations, and several new languages in the next update!
~ Julian
! Bugs and issues resolved in this patch:
Fixed pirate dialogue not unlocking outpost markers for players who had already interacted with the pirate before the latest update.
Fixed cave generation changing for save files. All save files already opened since the Harvest Moon update will stay the same re-generated layout. Though any save files that haven’t been opened since the update went out, will no longer regenerate with a different layout.
Outpost enemy attacking waves and harvest moon Voidlings no longer spawn on peaceful mode
Lowered the volume of bat sounds in the caves
Fix for bonus axe and mining damage skills not applying properly
Reduced the buy/sell cost of raw hide slightly
! Known Issues We're Working On:
Rare bug causing town upgrade levels to reset
Some issues with the building fade system, making multi-level buildings with foundation stairs have some strange fading behaviour.
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Aura bomb damage radius changed to 2000 from 8000.
Aura jellyfish is bigger, spawns 1 at a time, every 45 mins and contains 5000 aura.
Aura is now only harvested from natural sources (Ore, Plants, Squids).
Aura sap created.
Aura sap is found by recycling mushrooms and berries.
Aura sap smelts into crude Aura in a furnace.
Aura Centrifuge deployable added. Inputs x1 Aura Sap and outputs x2 Pure Aura.
Crude aura removed from all loot chests (except the locked Aura crate).
Crude Aura is now 80% chance for base recycler.
WEAPON, ARMOR & DAMAGE UPDATES
Strange Sword building damage reduced (to stop sword raiding).
Bullets now craft really quickly and is less annoying.
Physical damage on both picks increased.
Suit environmental and physical protection % have been halved. Black Exo suit is now 35% instead of 70%.
Adjusted volume of player hit, death and damage sound FX.
Explosion sound adjusted to account better for distance and direction.
Fall damage sound and attenuation changed.
Water damage reduced from 80 to 20.
MINING & MONUMENT UPDATES
Carbon and metal nodes now give 500 each time (previously 450 to 550).
Improved line of sight checks for chests.
All drop containers now live for 2 hours, and fixed collision issue when spawning.
World Furnace at refinery yields double that of a normal furnace.
Recycler moved outside at hydro so you can use without acid protection.
BASE UPDATES
Compound walls and gates are now visible 500m away, same as buildings.
Reduced building upkeep damage so it's x2 as long to decay.
Building Controller starts at 0 and accrues Demolish charge 1 per hour to allow demolishing own buildings.
Buildings can only be demolished up to 10 minutes after being placed.
BUILDING CHANGES DETAILED
The problem was that when raiders destroyed a BC, they could place their own and have access to the power grid and essentially free Demolish of the base. Easy way to crack chests, steal locked deployables, etc. The defender would log back in and there would literally be nothing left. Wiped off the map.
So now we added a restriction to Demolish. You can only demolish any part placed within 10 minutes. After that period you must either destroy it with weapons, or use a Building Controller 'Demolish charge'.
When a new BC is placed it starts at 0 demo charge. Each hour this ticks up by 1, to a maximum of 100. If you are authorized with the BC you can use Demolish mode on the builder tool to demolish a building, consuming 1 charge.
This means that if you lock your BC, an attacker is forced to destroy it and place their own, but this starts from 0 charges so they can only demolish one part every hour. Giving the defender a chance to recover.