-new training room level - dying here doesn't send you back home, more risk of rain-y kind of level
-new upgrade - arm extension
-new enemy - laser drone, shoots a laser at the player
-new shop - fast travel, when you unlock the spaceship you'll also unlock the fast travel shop now
-your robot and it's accessories are visible in the Accessories shop now
-attack while using abilities works now - glide + slice, swing + shoot, dash + stab -bug fix: the start button (pause menu) works with controllers again. -miscellaneous art + bug fixes
Note:
There is a Sensitivity slider for controllers and mice in the Controls Panel. Just click the Control Mapping button on the right to edit the controls. From there, if you click Sensitivity under Settings, you can edit the sensitivity of the controller or the mouse. The slider min and max values have been updated to hopefully provide more control and ease of use when adjusting these settings. At some point in the future I want to redo the Controls screen to make it a little easier to read and find things.
Roadmap:
I'm hoping to get some optimization options for the Options menu in the next update. I'm going to continue to try to improve controls with a controller as well. My hope is that the game will run smoother on a Steam Deck in the next update. I've also been working on a new planet. Although I don't think that will be ready by the next update. Enemies, combat, and game juice continue to be worked on as well.
So I passed my 2023 goal..... HOWEVER - the closed beta is very very close to launching. I just need to add a few final touches - so I'm gonna go out on a limb and say January it will launch!
Now a few of us in the Discord have always thought the word Beta didn't make much sense. It's the second letter in the greek alphabet, but it's the last build before launching?
Long story short, the closed beta will now be dubbed, the "Omega Build". Since it's the final build before release.
What has changed since the last update?
New Android design - now not just a single texture over the whole body :P
All cutscenes complete (in between scenes, not during)
Lots of bug fixes
Added a few requested settings
Better picture and video mode implementation
Speedrun mode is now not the default!
Some gameplay improvements
All music was finished by Phrakture Music, Lorn's Lure's contract musician
Better UI scaling
Hold Interact to skip cutscenes vs press
A bunch more things!
What's left?
Minor cleanup
Performance Optimizations
Steam Deck testing
Actually figuring out how to run the beta through Steam
I don't have a fancy micro dev log this time since I'm hard at work putting the Omega Build together, so I hope the lists above can suffice for now - let's leave things as a surprise!
So I passed my 2023 goal..... HOWEVER - the closed beta is very very close to launching. I just need to add a few final touches - so I'm gonna go out on a limb and say January it will launch!
Now a few of us in the Discord have always thought the word Beta didn't make much sense. It's the second letter in the greek alphabet, but it's the last build before launching?
Long story short, the closed beta will now be dubbed, the "Omega Build". Since it's the final build before release.
What has changed since the last update?
New Android design - now not just a single texture over the whole body :P
All cutscenes complete (in between scenes, not during)
Lots of bug fixes
Added a few requested settings
Better picture and video mode implementation
Speedrun mode is now not the default!
Some gameplay improvements
All music was finished by Phrakture Music, Lorn's Lure's contract musician
Better UI scaling
Hold Interact to skip cutscenes vs press
A bunch more things!
What's left?
Minor cleanup
Performance Optimizations
Steam Deck testing
Actually figuring out how to run the beta through Steam
I don't have a fancy micro dev log this time since I'm hard at work putting the Omega Build together, so I hope the lists above can suffice for now - let's leave things as a surprise!
I will not waste your time anymore than needed, but I am very happy and excited to announce that the game will be fully released and playable on January 10th!
That's all, that's the announcement. Have a great day!
Eav 20.7, our final Early Access update with some new additions and changes. Any updates from now up until full release will either be minor balances or bug fixes.
New Secret Chapter, Deep in the chasm, a hellish crypt awaits you along with it's hungry inhabitants.. will you brave these depths Mortal?
Knife Weapon, a new Knife weapon can be found through out the Campaign and Rogue mode. The Knife will override your fists, (similarly to the flashlight and glow stick) and will be a much more efficient means in exorcising demons.
Anti-Aliasing Toggle, though labeled Anti-Aliasing, toggling this will disable all post-processing image effects including anti-aliasing, increasing performance.
Progression Tracking, has been added to the journal menu to help keep track of chapter kills, quests completed, secrets found, etc.
Deagle Rework, the Deagle has received a visual enhancement and some improvements to it's animations.
Removed Festive Props, festive hats will no longer be seen on demons when playing. For future seasonal events, they will run for about a week from their start dates.
To clarify, there will not be anymore content additions up until full release. I'll be focusing on many other aspects to ensure that things are working accordingly. I also would like to add that the full price increase will occur one week prior to the release, since the game already technically had it's 'release' into Steam EA.
Godspeed Mortal!
Patch Notes Eav 20.7
288.2 mb
Added new knife weapon
Added new secret chapter
Added new anti-aliasing options toggle
Added level progression trackers to the journal
Changed various weapons hold orientations
Fixed missing small explosion light
Fixed various ui anchors, main menu
Fixed explorative achievement from unlocking when completing an omen portal
Fixed an issue w/ the player collider blocking the weapon firepoint in some cases
Fixed an issue w/ hit particles when punching specific surfaces
Fixed an issue w/ soul type demons floating to close to the ground
After three years, for every game I make, there will be a final mercy update, which will focus on a small bonus, and a final bunch of bug fixings.
First I'll explain the bonus
PRAVDA V1.1
The scarlet witch, imprisoned between an infinite palace has been awakened. Alphariel has a final test for you.
Without your powers, you must kill the brutally elegant Pravda to escape this pocket dimension and get the PRAVDA achievement.
Now, the fun stuff. V3.7.2.3
The update comes with two extra executable that can be opened at launch. Pravda and trophy launcher On earlier versions the game did not support achievements, they were programmed, but the addon did not link to the steam API, so with this new update, you can launch the trophy loader, to claim your achievements after playing the game. This only applies after the new update.
The other is Pravda, which launches the Pravda game, it can also be launched from the secret tv in the prophets archives level. Although the steam launch is recommended.
Aside from this, the main game has had the most amount of bug fixes as possible. From quality of life, to crashes and save errors. fixed animations on the wall inside the burned manor updated steam api to use steamworks of webview2 instead of greenworks fixed tp in corruptend yelendria fixed weird black screen position fixed health of corrupted luna, she killed herself instantly fixed weird bug inside garden nexo that killed Nyuji fixed bad positioning of abilities in the hud corrected spikes hitbox there is a bug when trying to make the visual novel after completing the corrupted ending i dont know what to do for that, so, just dont do that.
I am very happy to announce that "Dragon Lair Depths" will be released to everyone on January 09th, which is five days later.
With the concerted efforts and cooperation of the three of us in our small studio, after nearly a year of development, we finally waited for the day to be released. "Dragon Lair Depths" is also the second work we have developed after "Dark Box".
"Dragon Lair Depths" is a short board turn-based strategy game. You need to understand the enemy's skills and behavior, use limited action points and the cooperation between heroes to defeat the enemy and protect the Earth Vein.
On January 09th, we invite you to go deep into the dragon's lair and outsmart the dragon!