The biting wind has already howled, and the carnival on the floating island has continued for several days.
While everyone is reveling, the December devlog is here as scheduled, and we hope the content will not disappoint you.
Development content that can be revealed this time (actual gameplay):
Kaku character movement feedback iteration
Current display of the ruins world
New ruins entrance and key
New battle ruins
Main hand and off-hand ability branches
Slingshot system
New tutorial chapter scenes
Land exploration gameplay
Optimization of the atmosphere of the water element Land
1: Image of Kaku
For the current Kaku, the running action of running on all fours like a savage is no longer applicable, and the previous character movement is considered by some players to be 'simple and crude' and lacks transition. We made a ‘starting’ animation for the new Kaku, and now his movements will be more vivid. At the same time, the emergency stop braking action has been redone to make it perform more reasonably.
As an adventure exploration game with a huge map, the map exploration experience is undoubtedly very important. We believe that the optimized movement feedback will be refreshing for everyone.
The standby state display of the new Kaku.
Comparison of running movements between old and new Kaku.
(Above picture: New Kaku ; Below picture: Old Kaku)
2: World of Underground Ruins
Saga opened up a small world in the chaos, made some small mechanisms and trials in it, and hid part of his power and treasures in it. In order to prevent the divine power in the small world from dissipating, Saga set up a barrier so that the small world could swallow all light and be invisible to ordinary people. It was shaped like a sphere. Only the power of the ether can awaken the little world from its slumber and set it in motion.
Saga used the power of the four elements when creating the world of ruins. The four elemental ruin plates serve as supporting points surrounding the center, and each plate is designed according to the characteristics of the element. Models and atmosphere are still a work in progress.
Display of the middle stage of the ruins world.
We have remade the entrances to small ruins, added a new kind of key to open them, and made new interactions and performances. Now, keys are required to open all ruins, and the number of keys required corresponds to the difficulty star level.
Display of the ruins keys.
Interactive display of ruins keys.
Interactive display of small ruins.
3: Ruins gameplay
In order to enrich the gameplay of the ruins, we have given pellets more functions. Thunder pellets can paralyze some mechanisms, poison pellets can dissolve non-interactive mechanisms, and fire pellets can burn vines.
We are happy to tell you that in order to give you more possibilities when exploring, Piggy will have new abilities such as helping Kaku walk on water and super jump. We will give you a more detailed introduction after the function is completed.
The birth of battle ruins is because many players hope to pass the level through force. This is also our deepening of the ruins gameplay. In advanced battle ruins, random buffs will be generated on the road to rewards. The differences between the battle ruins of each element are waiting for you to discover on your own.
Display of fire element battle ruins.
Display of earth element battle ruins.
4: Brand new ability tree
Whether players choose pure melee combat, rely more on pure long-range combat, or prefer to rely on operations and timing to win, the new ability branch can satisfy you all. It greatly expands the possible ways of fighting. The strengthening of branches does not require the consumption of Ability Sacred Stones, and the points can be reset for free. We combine the characteristics and abilities of some bosses. After defeating the boss, players will unlock more powerful branches.
The combat characteristics of using main-hand weapons are still fast and multi-stage, and the strengthening direction is more towards pure output. Because some players feel that the operation of ability release is too cumbersome and want the battle to be smoother, we have designed strengthening directions such as [Infinite Dimension Slash] and [Infinite Severance](names to be determined), abilities with multiple operations will have higher damage.
Comparison of the two strengthening directions of [Infinite Severance].
(Above picture: Infinite Severance; Below picture: Sword Energy of Severance)
Comparison of the two strengthening directions of [Infinite Dimension Slash].
Arm shield combat has two directions, precision guard and perfect dodge, which rely more on operation and timing, and the acclaimed spiral strike. We optimized the feedback when using precision guard and increased the benefits. And a perfect dodge will enter bullet time, or release Dimension Slash immediately. As for the spiral strike, we have also simplified the operation and provided a branch to make it rotate more violently.
Comparison of the two strengthening directions of precision guard.
We have given the genre of long-range combat more mobility and variety, and made the movements of long-range combat look less rigid. You no longer have to worry about being surrounded by monsters when using your slingshot! Faced with swarming enemies, pellets rain is also a good choice. But in order to avoid the battle being too repetitive and simple, we didn’t give it too many branches that increase damage.
Actual display of retreating continuous fire.
Actual display of jumping and rapid fire.
Players who like long-range combat will now need to think more when using elemental pellets. We have strengthened the styles and characteristics of the three elemental pellets, and their growth paths are completely different.
Thunder Pellets focuses more on paralyzing and controlling the enemy. As the level increases, Thunder Pellets' armor penetration will also become higher; Poison Pellets have continuous proportional damage, which is more suitable for elite monsters and boss battles; and Fire Pellets' continuous explosions and high damage have more wide range of uses. It is more important to use 3 types of pellets flexibly and switch between different pellets according to the timing during battle.
Thunder Pellets.
Poison Pellets.
Fire Pellets.
Pellets and new interactive objects.
6: Remake of tutorial chapter scenes
We built the tutorial chapter scene based on the concept art. Although the actual scenes cannot be said to be exactly the same, they are almost similar.
Actual scene of four element land landmarks.
Actual scene of the atmosphere art in the tutorial chapter.
Actual gameplay in the tutorial chapter.
7: Land exploration gameplay
We hope that these weird interactive objects can bring new experiences to everyone’s exploration.
Exploding flowers. It can break through thick stone doors and reveal the hidden space behind them. Its range-type damage is a weapon when facing a group of monsters. And its renewable characteristics can also save pellets.
Claw of Baruch. It pollutes water sources, blocks roads, and is number one on adventurers' hate lists. Only elemental pellets can destroy it.
Honeycomb. Once it is attacked, the swarm will carry out sweeping attacks indiscriminately.
Poisonous mushrooms. When its inner bladder ruptures, poisonous mist will spread out, and even wild animals are afraid of its toxicity. However, all things interact with each other, and it is said that there is a strange flower that can dissolve the poisonous mist.
Grimace tree. Some people say they are alive, and you can always hear whispers in the trees at night. This needs to be verified, but it is an indisputable fact that they swallowed a lot of treasures.
8: Atmosphere iteration
While producing new content, we are also constantly iterating on the original scenes and atmosphere. This time, a reporter went deep into the rainforest and took the scenery in the water element land [Misty Swamps] at the risk of getting lost.
Modification of the water element atmosphere.
Actual gameplay of water element atmosphere modification.
If you enjoy our game or have any other feedback and suggestions, just drop us a line on Steam.
PS: Scoop from Ponpon - Dragon Year Special Edition is in the works...
You can check our game updates channel in Discord to find the latest development content.
Changes v8.3.0.0 - Major: Fixed an issue where quick start START button was not working - Major: Fixed an issue where custom match START button was not working - Disabled SteamVR controllers during intro video - Reduced rotation sensitivity for snap turn - Limited teleport to one hand, snap turn to another - Added a menu option to switch left/right hand preferences - Delayed teleport particles (performance bump) - Made it a lot quicker to use keyboard entry for usernames - Better anti-swear for text-names - Increased text-name sizes - Added new error message console when a game can't start - Added a restart timer of a room fails to load
Since its release on Steam in October 2022, ASTLIBRA Revision has received widespread recognition from players and gaming media alike. Achieving an "overwhelmingly positive" status on Steam, ASTLIBRA successfully launched on the Nintendo Switch in November 2023. We cannot express how thankful we are for your continuous support!
But now, it's time to embark on a new adventure...
ASTLIBRA's upcoming DLC, "ASTLIBRA Revision Gaiden: The Cave of Phantom Mist," is almost here and its Steam store page is now live!
ASTLIBRA's Gaiden is the culmination of a year's worth of collaboration between KEIZO and the WhisperGames team. Some of you may have also noticed the removal of the "mini" part from the originally announced title, "mini-Gaiden." This change is due to the Gaiden now containing more content than initially planned, adding a whopping extra 20 hours of gameplay.
We are now sprinting towards the finish line, with internal testing of the multi-language version underway and an official release planned for the first quarter of 2024. More updates will be coming in hot, so make sure you Wishlist and Follow its Steam store page to stay tuned.
Oh, and don't forget that ASTLIBRA Revision is currently participating in the Steam Winter Sales. If you've always wanted to own a copy or gift it to friend, this is the best time!
Leaving you with this great news, we wish you all a Happy New Year!
We, HimitsuCP has collaborated with several translation companies and experts to localize them
But, we don't think we've been able to provide a good play experience to the users
So, we've updated it to make easy to modify in-game text.
We hope this update will be a better play experience for users.
The basic language of the game is Korean.
* How to modify
1. Go to the game folder -> LocalizeData folder.
2. Navigate to the language folder you want to modify.
3. Open the text file you want to modify and modify it.
4. Run the game to see if it's applied.
* Caution
1. Existing text may be forced to change when updating in the future.
2. Errors may occur when applying text that does not fit the form.
* When error occurred
1. Delete the modified file or language folder. - At this time, we recommend that you back up the modified file to another path if you want to preserve it.
2. Start game and new default file will be created.