- Using INSPECT mode, you can now show hidden blocks in your build - Using INSPECT mode, you can now determine parts of your build that are colliding with eachother - You can now SCULPT GUN and BARREL blocks. (Their SCULPT forms connect to adjacent blocks in different ways)
Hello, we are back with another dev log. This time, with an update on what we have been up to over the last couple of weeks and some news about our first public showcase!
Ship and monster models 2.0
Sofie, our artist, has been busy getting updated models for ships and monsters into the game, as we are aiming for a more gritty visual tone than what we initially had. The pirate faction in the game is also using captured ships from other factions, so we have been working on how to portray that. Yes, this is an Imperial ship but it is being crewed by seagoing scoundrels, so we show this by painting them in more rusty and grimy colors.
The ship hulls have also been updated to have more pronounced silhouettes to make them look less cute at a distance.
The Needler enemy also got a redesign to look more fierce and hostile. Sofie has drawn inspiration from deep-sea anglerfish in her redesign. It’s quite scary-looking, if I should say so myself!
Preparing for our first showcase
We have been selected to showcase Sea Of Rifts at Copenhagen Gaming Week in the upcoming weekend, which is quite exciting since it’s the first time we will show the game to the public. Some work has gone into polishing the game, with our writer Fergus getting familiar with the in-house tools Alex has created to make narrative content for the game.
A writer stoically facing his worst fear, the empty page
On top of that, we also wanted to have something that would draw people into our booth and therefore decided to make a custom rudder controller for the game! The next blog post will be about how it was showcasing the game and will go into more detail on how we built the controller and got it connected to the game.
That’s all for this time. Please give us a wishlist if you haven’t already :)
We're thrilled to share the latest developments and exciting plans for our game in 2024! The journey of developing Wind Runners has been an exhilarating adventure, and we're eager to provide you with an exclusive glimpse into the heart of the game.
Core Systems and Foundation:
All major systems and foundational elements of Wind Runners are now complete and fully operational.
Capital Ship:
This is where you can purchase your permanent upgrades and visit the codex to learn more about the game's lore.
The Saints and the Cardinal Beasts:
We're working hard to make the boss fights epic, and so far, we're quite pleased with the results we've achieved, both in art and gameplay.
All enemies in the game are 3D, this is just a sketch to illustrate the proportions of these colossal enemies known as Cardinal Beasts
Discord Community Launch:
We are launching the Ludic Discord for those interested in closely following the game's development, learning more about the demo, sharing feedback, or contributing ideas.
- The achievements for destroying 100 trees and the Helicopter should now work. Just enter the game, load the map, and wait a few seconds. - Added names of contributors in the credits (if you were left out and helped during early access, please let me know in the forum!) - Fixed an issue related to the 'Sing to the Tire' achievement.
If you encounter any problems, don't hesitate to let me know in the game's forum!
First of all, Happy new Year to everyone! In the name of the team I have to apologize. The game has been taken down by Valve because someone complained for a trademark infrigement.
Quick explanation, so you know what happened. Then, content of the update and what is coming next !
The game is back on Steam, what happened? Is the name Noseka now?
Mid 2023 someone registered the name "Noreya" in Europe. It's not to make a game, not at all, but that person decided to attack us for copyright infrigement.
We got a very little time to understand what was happening, in a buzy period when everyone is in vacation with their family.
I tried to understand/solve the issue talking with Valve's team but the time for my lawyer to get in, the game was down.
So, is the game name Noseka? Only on Steam for now. We are claiming our copyright and intellectual property rights and defending our creation against this illegitime trademark attack. But all this paperwork thing will take time and in the meantime, we will move to Noseka on Steam.
Until when? I don't know, I cannot say, it is out of my scope and it is the first time someone is attacking "me" for a name that was not even in the "video game industry" or art.
But it is what it is and right now, I want to focus on the game with the team rather than fighting.
PS: also I do apologize for the Winter Sales, we are locked now and cannot start a new "sale" before 30 days. I asked the support if something can be done about that.
So... Let's do what indies do well: exciting games!
Change of the Walkthrough
We have been working on this modification for several weeks because we were not sufficiently satisfied with the early game (the first 2-3 hours), which tended to lose players to much.
Indeed, Metroidvanias tend to give you powers regularly, in each biome. And usually, "exploring other areas" is punished or impossible.
However, in Noseka, we wanted to create a beginning that is both linear and permissive. Many of you thought you were not following the good path, so we made this modification hoping it improves the experience for new players!
Boss 4 - The Guardian of the Golden Swords
It is not the first time in this game development story. But this is not a definitive name.
This fourth major boss got a large golden sword. Its gameplay will surprise you! Another opponent that is completely different from the others.
Of course this is a first version, and we will make adjustments based on your initial impressions!
New Skills!
In this version, we have added some spells!
We have been working on improving the skill tree for a while. In this patch, in addition to several fixes, we have added new skills that will please you, including "fast-travel," which allows you to teleport from one statue to another, finally!
There are still some "hidden" skills that will arrive in January/February.
Aleph's Tomb
It is a new off-map area that is now available!
For now, it is very small, but in the future, we will add some content inside. Perhaps more in the future ;)
You will find this ambiance/music in biome 6 "The Forgotten Fortress," which will be available in an upcoming patch!
What's next?
The next patch "0.7" will feature more areas to explore and maybe one new boss if it is ready. Some exciting features and an overall improvement.
We will post a dev blog very soon to talk more about the "behind the scenes" waiting for this new patch.
This blog post was supposed to concludes 2023, but it will mark the beginning of 2024 instead!
Thanks for all the supportive messages we received during this dark times. We will do our best to make 2024 an exciting year and we will push the game as much as we can.
PATCH NOTE 0.6.2 - 24/12/2023
Additions:
BOSS 4 "Golden swords guardian" (temp name)
Aleph World
New skills (including fast-travel)
Cathedral is now 100% complete (biome 4)
Biomes names
New walkthrough before the Ghost
New cinematic
Bug Fixes / Improvements:
Improvements: Dezoom on statues
Improvements: Inputs binding now works also in menus
Improvement of the Fallen Kings AI
Improvements: add the dash animation to the Soul Eater
Fix: Boss 4 does not spawn if Boss 3 is killed (and vice versa)
Fix: Missing tiles on b4_22
Fix menu up/down bug with only one object inside (ok menu)
Fix wrong warps around b2_25_2
Fix wrong warp b3_05 to b3_06_L
Fix: remove the monsters in b1_05 to prevent skills abuse and other bugs
Fix: remove spikes in b4_10
Fix: Reduce pray time
Fix: Map not correctly regenerated which creates a lot of errors
Fix: Kali's icon misplaced
Fix: cinematics do not stop playing after relaunch a game
Fix: logo
Fix: camera boss 3
Fix Golden Champion movements
Fix Giant Worm stopping
Fix attack distance goes through doors and monsters
Fix attack distance projectile goes through ghostwall when in ghost