We have a handful of bug fixes lined up for this update, some of which are critical and prevented some players from playing the game at all.
What's changed:
Fixed the bug that caused everything on the map to explode when the match start and a loud, static sound to play
Fixed a bug where lobby rooms would appear broken (with overlapping UI and ABCD as the room code)
Fixed a bug that caused the menu not to load on startup
Reduced lag spikes that happen the first time an effect is played during a play session, which is especially noticeable on standalone headsets
We're continuing to work on important bug fixes and performance issues. If you're currently experiencing issues, our help FAQ can be seen here. It also contains a list of known issues so you can see what we're working on.
Hey everybody.! we are so happy to present you about what's happening on Monti:THS development progress. here is the first Devlog:
Major Updates
1. From Unity 2020.2.7f1 to Unity 2023.2f1
In order to better optimization, new features, better debugging and many other things, we decided to move from v2020 to v2023. There is few bugs because of that and we are working to fix them. We also moved from URP 10.3.2 to 16.0.4
2. Visual Improvements
In order to better storytelling and having an Eye-catching world, we have changed some visuals and backgrounds in Parala. We are also improving shaders and lights. here is some examples:
Minor Updates
1.User Interface
we had some interface problem in menus and in game that already fixed.
2.Character Animations
there was some bugs around movements and attacks that doesn't exist anymore :)
Ongoing Processes
We are working as hard as we can to give you THE BEST experience we can give you. so this is ongoing plans for future update:
I usually do a little bonus thing each Christmas to practice new coding techniques without messing up any of my main projects. This year ended up being a bit bigger than I first anticipated so I thought I'd make a post about it. It's a game in the style of Vampire Survivors featuring several characters from Spiral Clicker, so I've called it Spiral Clicker: Christmas Survivors.
Specifically, it features Helen, Raven, Misty, Queen, Luna, and Jean. Each with a five part mini-story where they "save" Christmas. With varying degrees of "saved" depending on who did the saving.
Its available now over on itchio; I didn't make a steam page for it because steam charges a listing fee and I don't expect to earn enough to cover that cost on a holiday game. ^__^; The free demo covers two of the six characters full stories. So, hopefully there is plenty for everyone to enjoy even if you can't afford to support my work.
In other news, I am expecting to get the first playable demo for Spiral Clicker 2 sometime this month. Once I receive the demo I'll be able to start putting the steam page together, and get it sent to my music person to get the soundtrack for the game designed. Hopefully I should have a presentable demo put up in the next month or two, depending on how long it takes to get the music done.
I think that's all the news I have at the moment. I hope everyone is having a good holiday season so far. :)
This is the last update of 2023. Thanks for adventuring with us. It has been an adventure!
Quick Recap of 2023
What a year! From getting a demo (sorta) ready for Next Fest in Feb, to Splattercat becoming a fan and posting some great videos, to launching into Early Access in April, to two major content updates across the summer. The game has grown. So has our following. We started the year with < 5,000 wishlists and now have 37,316. We’re near the top of Steam in a couple of metrics that matter to us:
Top 15% lifetime units sold
Top 13% in positive reviews
Top 9% lifetime gross revenue
This all says to me: I’m not the only one who wants a real open world mage simulator!
NEW Combat
It's all hands on deck on combat! We have an internal milestone to hit this Friday in order to keep Jan 19 on schedule. Lots of systems are coming online:
Items, weapons, and armor
Spell XP gains and progression system
Monster AI to pick optimal battlefield locations and avoid harmful things like fire
Storm school spells and debuffs
Dynamic Quests & NPCs
In a recent discussion about the Rivals feature, people raised how ‘dumb’ the rivals are with not recognizing the player or speaking to you appropriately. We have all the data, we just need to connect it up. Given that there isn’t a lot of narrative work to do on Combat, Nolan took a stab at utilizing the new Dynamic Quest tech to solve this problem. And it’s working! He’s able to get far more sophisticated greeting for each relationship level and how long it's been since your last visit (very long time, long, medium, recent, very, recent, moments ago, and first visit ever).
Having NPCs recognize you, react to you, and talk to you based on relationship will come just after Combat ships Jan 19. Getting this working and out will really help get Dynamic Quests out in Update #3 Exploration.
Game Design: Spell Use In World
I want to bring your attention to an important shift in the game design. Until recently, I’ve had the design objective to make each spell functional in combat AND the world. While it sounds cool, there are serious ramifications to doing this and I see now we need to pivot away from it. You can read more on why and what this means in this post:
The office will be closed next week and hopefully none of us working so as to enjoy Christmas with our families. This means we won’t be answering forum posts or Discord until the following week. Lots of new people are buying the game each day, so it would really help us if some of you veteran adventurers can help out the new ones in our absence.
We appreciate you all! See you in the new year with some new combat!
It's been a while since our last update to Prologue, as we are focused on developing the main game. But the time has come, with the latest Arms of the Ascended Update, we decided to push this update into the Prologue as well!
There are just too many changes since our last Prologue update, but here is a short general list of what you can find in this new update:
Loads of visual improvements in the UI all across the game;
Considerably increased performance, the game should once again be consierably faster;
Literally hundreds of bug fixes with skills, calculations, and balance changes;
New and improved sound effects;
Loads of improvements for the controller support in the game;
Considerable fixes and improvements for Mac and Linux platforms;
We have been pushing Soulstone Survivors forward with everything we have, and if you have not checked out the main game yet, you can always jump to it from the link below.
The Prologue is just a tiny fraction of everything you can find in the main game, and we continue adding more and more features and content to explore! We hope you enjoy the game and if you have any feedback or suggestions, you can join our Discord Server and speak directly with the devs!
At any rate, we hope that this update will considerably improve your experience with the Prologue!
The Arms of the Ascended update is here, and with it, we are bringing many changes and fixes to the game! Celebrate the holiday season with us, with new menu decorations from Dec 18th to Jan 5th!
But before we jump into the contents of this update, we want share a couple of news with you:
Firstly, we want to invite you to participate in our Discord event called Big Damage! ➣ Join us On Discord to learn about it!
Secondly, this Friday (22/12/2023) we will release a new Dev Chat video on YouTube, sharing some exciting news for 2024 and TONS of information about the new content coming to the game! Subscribe to our YouTube to get a notification when its out! ➣ Game Smithing's YouTube
With all of that out of the way, here is the full list of changes for this update:
Character Appearances:
New character appearances can now be unlocked in-game! With 14 new appearances in this update (1 for each character), we hope those will serve as a token of your achievements! Future content will bring new appearances for you to unlock, but rest assured ALL appearances will ALWAYS be unlockable in-game, there will never be in-game purchases in Soulstone Survivors!
New Save System:
We completely revamped the save system in the game to increase its resilience to file corruption. The game always kept track of a backup file in case the game was interrupted while making a new save, but now the game will use a "ring save" system, keeping up to 10 versions to fall back to in case of corruption.
Gamepad Improvements:
This update brings considerable improvements to gamepad usability in the game, such as being able to navigate and view tooltips of Passives and Active skills and your character sheet while in the Pause menu, and many fixes with bugged interactions across the game.
Enemies:
Allaxiz buff now only increases his own attack and movement speed;
Fixed Gammuth's Fireball being affected by the visibility slider (again);
General:
The game now displays a sort of hint/timer to reflect why the Endless and Overlord portal might not appear at the end of a match if you take too long;
Fixed an issue where you might hear the sound of the special event in the Caverns map starting without interacting with it;
Added slider in the general options to change the intensity of the "low health" visual overlay;
Fixed an issue where Summoned units would not inherit some of your character's Skill Tree nodes (such as on-hit chances);
Fixed Cave Bear skill tooltip which had values scaling incorrectly;
Added new keybinding for the "More Details" hotkey;
Fixed an issue where the "More Details" hotkey would be inconsistent during gameplay and in menus;
Fixed a couple of character tooltips in Skill Tree not working as intended;
Fixed a small issue with a controller on Blacksmith which could cause the controller to lose focus;
Fixed Meteor tooltip to properly show the Burn damage it applies;
Fixed tooltips that could stay on screen when you paused the game;
Improved performance of the "Mineral Harvest" rune by simplifying how minerals are awarded to the player;
Fixed issue with gamepad navigation on skill trees, where in certain situations you would be unable to select a character-specific node;
Fixed issue where Elemental Orbs could be spawned in the air, being impossible to collect;
Fixed issue where locked skills in the Skill List menu could be showing the wrong information to unlock;
Fixed issue where skills that scaled based on Health (such as Body Slam) would not take the "All or Nothing" rune into consideration for their calculation;
Fixed issue where Mastery runes would show the wrong skills in the Runes screen when switching between presets (visual issue only);
Fixed issue where Mastery runes would not store the skills used in your Profile;
Fixed issue where if you play with a gamepad, but select a skill with the mouse, the gamepad input could stop working to select further skills;
Fixed issue where if you had Mouse Only mode, it could prevent you from opening the Level Up screen with the gamepad;
As always, we would like to thank you very much for your support and feedback! We continue working on loads of HUGE new features for 2024 and we are super excited about all that is coming and to share more with you this Friday! And, if you run into any issues with the game, don't hesitate to reach out! We will see you in the next one!
A lot of UI improvements! It's a huge change to almost all Chessarama UI, including: • Tutorials • Codex • Leaderboards • Collections • Settings • Loading screen • Battles and Chess Matches results • And many more!
A "Reset Progress" button was added into the Settings!
Fixed a bug where the progress between different devices was not consistent (like PC and Steamdeck)
The achievement of getting the Soccer Set is being properly unlocked
Promoted Pawns are being correctly eliminated with Aerial Attacks in Last Stand
Fixed a bug where losing the first Soccer Chess match would incorrectly give an achievement
Winning with 4 or more Dabbabahs in Pawn Mania is now correctly triggering the challenge
Sometimes the Tip buttons are not in the right places after accessing the Codex
Sometimes the Soccer Chess tutorial doesn't work properly, requiring the game to be restarted
Sometimes the reward screen is not shown
Some settings options are not being saved correctly
The Christmas Set is not unlocking correctly
At times, the loading icon is incorrectly displayed during the results
We are nearing time for the reworked demo to be done, and I couldn't be more excited to share it with everyone! I'm hoping to release it by the end of January!
Before I tell you about some of the new features, I wanted to tell you that Daniel put together a teaser trailer for the new demo you can check out at TeleCollision's new steam page! I needed to be able to upload it as a demo instead of an application, and I had made a mistake and uploaded the Your Adventure demo as an application before. It was my first time uploading to steam, and mistakes were made, so TeleCollision has a new home on steam where you can get game updates.
Let's talk about what I've reworked, in a lot of ways it's an entirely new game now! I took community feedback, and expanded on some ideas that I didn't commit to enough in the original and have been having a blast making this new demo! I know some of this I've already talked about in previous updates, but I'm going to reiterate some of it now.
The player character's starting classes now have different stats, different equipment, and change starting rewards when you start the game.
Way more trading cards, 20+ to collect and use! Christy will still provide trading cards for you, but only to enhance a new system of card collection and equipping. Cards can change your build with new skills, buffs, and stat changes, and have flavor text that shows a different slice of the world you wouldn't normally find during your exploration.
Bosses have been changed to feel like the epic encounters that they should be, and the starting levels have been changed to have their own unique flavor and story! Instead of having a group of adventurers join you all at once, they now get added at a reasonable pace through your adventure.
One of the biggest upgrades is the character creator, I spent so much time working on this, and I plan to continue expand it for the eventual full game release. I want you to feel like you're making something entirely unique when you play TeleCollision, and brain worms will make me continue to expand it. Not only are there more options, more accessories, there is also a color picker so you can adjust colors to your liking!
While I work on finishing this demo, please go enjoy the teaser trailer! Daniel has remade all the music from the original demo and many of the sound effects, along with the trailer itself and I couldn't be more thrilled about the amazing work he's done! The game's theme in the trailer continues to get stuck in my head, and I really hope y'all enjoy it!