In this update to the game, players now have the option to turn off NSFW content.
Please note the following:
1. Once NSFW ON or NSFW OFF have been selected after starting a new game, players will not be able to change this choice during a route. A new game must be started in order to make a different selection.
2. There are no replacement scenes where the NSFW content originally occurred. Instead, players will experience a short transition where the NSFW was cut.
Eternal Remnant: The First Chapter - arcfinderstudios
This marks Eternal Remnant’s first ever update on Steam, and it’s been a long time coming. First of all - thank you for your interest in our game. The people working on this project are dedicated to bringing you the best game possible, and one that stays faithful to the original vision of Eternal Remnant.
I, the lead developer, would like to take you through some of the big steps we made in 2023 to fleshing the game out, as well as inform you of how close we are to completion and what remains in 2024.
Completion of Chapter I Main Story:
Almost at the very start of 2023, all the main gameplay segments, related equipment to the main quest, and scenes, were completed and locked in. There have been some minor tweaks since, but for all intents and purposes - the playable content of this main segment is finished. This was probably the project’s biggest step forward, as this forms the largest piece of development.
Quality of Life Features:
Player feedback is extremely important when making a game of this nature. Being a narrative-driven game, gameplay must feel fluid, with minimal points of unearned difficulty. Enemies must be challenging but beatable in no more than a few tries, puzzles must be both engaging but progress quickly, and crucially, the delivery of the story must move at the player’s pace. Upon releasing the demo, there was really helpful feedback that in turn, was used to make the game better. Here’s what’s been added in light of that feedback:
- Text speed options, including instant. - Scene speed options, if players find they progress too slowly. - Skippable scenes. - Autosave functionality. - Battle speed options - including an instant ATB charge to effectively make the combat purely turn-based. - Additional tutorials, with the ability to turn them off completely. - An in-game logbook with indication of quest goals. Somewhat tangentially, because the scope of Eternal Remnant encompasses much more than just Chapter I, it was important to save direct healing abilities for Chapter II as it plays heavily into the story. In light of this, there have been more healing items added to the main quest early to make the difficulty curve more forgiving.
Console Releases:
This would mark the first time in an official sense that we can say that Arcfinder Studios has an arrangement to bring the game to all major consoles!
This will also enable us to have stronger marketing reach leading up to release.
What’s Left?
Remaining additional work on the game fits into a few different areas - the most of which is playtesting and bug-fixing.
However, an extensive post-game episode is in development currently. This will function as an aside to the main story, and won’t just be about engaging in extra combat trials - there will be a rich story that runs parallel to the main quest, which shows us a side to the characters and world that we haven’t seen before. There may or not be a superboss. Okay, there is. There is a superboss. There is one designer (full time), one programmer and two artists (all part time) currently working on Eternal Remnant to aim for an end of year 2024 release date. This potentially could be brought forward depending on the progress we make in the areas of administration and marketing as it pertains to release.
It’s important there’s enough of a splash to be made when we’re ready to go, so it’s important that we rope in as much attention as we can in this last leg of development to ensure we can go into Chapter II with a bit of buzz and hype!
I would like to once again thank you for keeping Eternal Remnant on your wishlist for this stretch of time, and I can’t wait to bring you a game that I earnestly hope will keep you entertained for its duration, and keep you thinking about it long afterward!
Don’t forget to follow us on Twitter / X if you want to see more frequent screenshots and progress here!
Finally, triple digit bosses! There are now 101 lovely monsters to find! The 2 new ones are a little harder to find than a common monster, but you can always check the collection to read a hint. Discovering these new monsters will also extend 3 of the towers by 1 extra battle.
I fixed an incredible bug that has been in the game since the beginning. Pausing 92 times would make the game think the boss was already defeated in relation to a few specific functions. Luckily, one of those was the fact that you can not pause anymore after a boss is "defeated." This had the potential to really destroy the game if you were allowed to pause just a few more times! But It's fixed now.
I was also finally able to adjust all the regional prices for every region that got a huge price increase by mistake. The new prices were set based on a lot of feedback from the community. We'll definitely be more careful with this in the future! The price will not be increased again until the game leaves early access. When the time comes it will be announced far in advance.
Early Access updated game version to v8.3
Content Added
2 new monsters to love! (Total: 101)
5 new dreams to fulfill (Total: 689)
Updates and tweaks
Reduced radiating cost of all newborn monsters from 24 to 12 of their color
Reduced the breaking parts challenge goals for all versions of Blot and Molten Veyeral
While choosing a difficulty in story mode, the radiant medal icon will be hidden if it is impossible for you to earn any of them on that difficulty yet
Pausing more than 10 times in a single battle will now set a tiny delay between pauses for the rest of the battle
Added support for rebinding controls to various non-letter keys that were unavailable before
Helper shot speed now has minimum and maximum caps like other shot types
It was possible to reduce helper shot speed to a negative value making shots go backwards
Pausing 92 times in a single battle would put the game in a state where pausing was disabled along with a few other obscure issues
The hud marker for combo challenges would stay visible at the end of the boss bar after the goal became impossible to pass
Coming Soon
The first 2 of the set of 7 new monsters is done! I'm going to keep focusing on those until they are done. Next update is next week on January 20th! People who have been here for a while will understand that I like to give out gifts on that special day. (My birthday)
Thank you for playing! ːradiantheartː ːradiantheartː ːradiantheartː
CL1065 - Fixed issue with tutorial not loading properly. - Fixed vsync not working when toggling on and off. - Fixed target frame rate turning itself off randomly. - Fixed screen percentage being set to 0 by default - Fixed not being able to filter select auto vibe and regular vibe nodes independently. - Updated min and recommended specs for the game to include GTX 1050 as the min spec (With all graphics settings on low) and GTX 1070 as recommended spec for getting 60 fps on high for most mixes. Complex mixes will still chew away performance right now, but I am aiming for them to be much faster to run in the future!
Thank you for enjoying Momodora: Moonlit Farewell. Today, we have updated to Ver.1.0f4.
Ver.1.0f4 - fixed an issue where the achievement related to Cereza would not trigger under certain conditions. Talking to her now should trigger the achievement should you meet the conditions - fixed an improper calculation of explored map which would sometimes result in players reaching 111% completion earlier - fixed an issue with pausing the game at the same time as interacting with doors - fixed typos in the english version of the text
We hope you continue to enjoy Momodora: Moonlit Farewell!
My PC power supply died (or something); so the next update is going to be delayed a bit. It is really close to being completed. The main delay was caused by the whale animation; originally planned as a 3 frame animation, so 15 frames for all rotation views, it turned into 45 frames. So that's 90 whales I had to draw, 45 rough pencil drafts, and 45 pen and ink good drafts. It looks rad though.
Started on a $500 laptop. Then ended up on a $300 desktop. Now am on a $100 micro PC. Anyone who tells you that you need a high end PC to make games is a liar.
Right now I am trying to determine if moving work over to the mini PC is worth the effort, or finding a cheap PSU is worth the effort. The mini PC is glued shut for some arcane reason, which means to get the game dev hard drive connected to it, it will have to be external (And slooooow). Blah blah blah. It's a techno nightmare and makes me want to live in a canoe out in the woods on a river.
Also I got some feed back about how updates bonk up save files, this is inherent in the GZDOOM engine itself, there is no real reason to save your game which I why I never really thought about it, other than as a sort of book marker, but this still bothers people, including myself, on a deep primordial level, so I am going to try to keep the updates to once every few months, like 4 a year sort of thing, but each one will be adding content along the way. This first one is a mini DLC in one sense, it adds a Spa and Lounge for your brain to relax in.
Another thing that might as well be mentioned is I am considering is adding the multiplayer components, so if your friends own a copy of A Fool's Art Gallery, you can use it as a sort of VR chat room hang out place when used in conjunction with voice chat software. Maybe you could call it .... a metaverse. I should copyright that.
There's a lot of good stability fixes and refactoring in this update. (And a new Spell!) One notable change is that there is now a one-time privacy policy popup; this is because I'm collecting detailed logs for multiplayer games so that I will better be able to debug issues that are reported.
Some game engine systems went through whole rewrites to be more stable and to improve predictions. A few important desync issues were resolved too.
Complete notes below:
feature: Add spell: Bone Shrapnel - Destroy corpses to damage nearby enemies - Thanks Ry for inspiration feature: Clones added to target list (#298) So now when you clone a unit or pickup it is automatically a target for subsequent spells in the same spell group balance: Reduce with of collision radius for ghost arrow It was far too wide
admin: Add arrow keys to navigate power bar admin: Add "Give Card", "Level up" and new level skip admin commands admin: Add powerbar Accessible via Ctrl + Space admin: Add admin tools for testing desync Closes #315 admin: Warn about needing a selectedUnit for admin functions that require one.
menu: Add Privacy Policy and EULA popup
a11y: Add font selector for accessibility #365 @Tatapstar
fix: Jan 10 Fixes (#370)
* Burst VFX Fix
* Some distance optimization
* Targeting spells sort added units by distance
* Swap targets last unit instead of initial
* Distances and Optimization
* Distances and Optimization 2
* Target Similar and Kind consistency
- Target Similar ignores factions when targeting dead units - Target Kind uses the same logic target similar does, and removed multiple filter overlap to make it more readable
* sortClosestTo Function
* Removed Sqr Calcs for code clarity
- SqrDist and SqrMagnitude have been removed. Turns out they provide negligible levels of optimization, and is not worth the maintenance/readability of the codebase
keybind: Add Reset button to return to defaults. Allow 'Esc' to clear current key Thanks @BigRedCat
i18n: Fix missing localization
Note: the " spellmasons " class upgrade has spaces so as to not conflict with the summon spellmason upgrade so I had to add an extra line of localization
fix: Health potion capping blood curse health overflow Note: Regular healing over max is still denied in the takeDamage function. Tested with health potions and the healing spell Fixes #346
Further QA and Quick Fixes (#351) * Fixed Ice/Poison urns pushing units * Re-enable gripthulhu * Fixed blue circle issue * Gripthulhu uses LOS and correct movement/mana * Fixed poisoner using incorrect mana - Temp fix, used same workaround as the priest - Needs better fix in the future * Orient to match other LOS enemy behavior
fix player teleporting back to cast location when moving
during long-lived cast in multiplayer. This ocurred because MOVE_PLAYER is handled syncronously (in queue) on all clients and the server except the client of the player whose moving and by the time they are triggered the SYNC_SOME_STATE occurs and resets the player position.
Now MOVE_PLAYER is handled immediately so players can move while casting on all screens (but still handled without the MOVE_PLAYER message on the current client for their own player to prevent stuttering while moving themselves). Fixes #329
fix: awaitForceMoves timing out for long arrow spells
Now that projectiles work with the forceMove system, and because stacked arrow spells can continue to add force move projectils over time, the awaitForceMove timeout must be reset everytime a new forceMove is added since its completion can last an arbitrary amount of time, but it still needs proecting against an erronous forcemove that never ends.
Fixes #352
UI: Fix missing spellIcons Closes #320
fix: Prevent tooltip stutter when scrollbar appears Fixes #211
src: Allow backups of the same day and name to overwrite each other. Tested in multiplayer.
Closes #345
clean: Prevent meaningless error on client `process is undefined`
content: Add spell icon recall
fix: runTurnStartEvents should complete for all units before moving on. This was not previously a problem because there weren't any onTurnStart events that were using async code, but to support that potential, all onTrunStart events should be awaited and completed before moving on in code execution. Thanks MattTheWaz Closes #326
a11y: Choosing default outlines saves your setting Closes #338
fix: Force Move Improvements (#341)
fix: Quick Fixes (#342) * Max mana no longer scales with strength * Resurrect sets endedTurn to false api: Add `pull` and `makeForcePush` to the api Thanks MattTheWaz Closes #326
fix: Refactor Force move projectile (#303) * src: Add Event.onProjectileCollision
* src: Projectile: - Support pierce - Clean up image when done - Fix firing multiple arrows in sequence - Clean up projectile on collision
* ref: Rework arrow spells to use forceMoveProjectile
* src: Add gameloop delta time to forceMoves
* log: Report loop count limit
* fix: Headless not having element.querySelector
* fix: Pull typing after refactor
* clean: Remove unused import
* wip: Build system for using setTimeout in headless and prediction
* fix: pull distance due to forceMove refactor
* balance: ForceMove impact damage scales a lot stronger than it used to
* log: Remove dev logs
* fix: Restore timeoutToNextArrow
which was changed for testing purposes
* fix: ArrowEffect takes the card id
so it triggers the right projectile collision function
* fix: pierce hitting the same unit multiple times
* fix: arrow not being awaited
* fix: shove magnitude after forceMove refactor
* fix: velocity falloff should take deltaTime into account
so that regardless of the deltaTime passed into runForceMove and the number of times it's called, it will have consistent results between clients
fix: Significant movement desync
Where if units started their turn already with a path, on headless, as soon as they got stamina they'd start and complete their movement, all before unit.action was invoked. This is different than on client because the server executes the gameLoop all at once. The solution is to always clear the unit's path at the start of their turn so that they don't start moving unless unit.moveTowards is invoked inside their .action function.
log: reduce logging noise for server
Related #291
fix: Dark priest and ghost archer action desync
Closes #291
menu: fix codex UI issues
Closes #311
menu: Disable multiplayer game name and password fields once the client has joined the room since changing them won't have any effect
Closes #297
fix: Clear inventory in new underworld without calling syncInventory which requries a globalThis.player Fixes #305
npm: @websocketpie/client@1.1.3 Fix clientId being set to '' on roomLeave Fixes #292
Colorblind support (#314) Ref: #293 * src: Customizable color and thickness outlines * menu: Add outline accessibility controls * src: Persist accessibility outline to disk
Fixed Target Similar (#307) * Fixed Target Similar * Removed workaround and prediction copy * Updated pickups to match unit behavior * Initial Targets [] for multi-initial targets Fixed target similar adding the same target multiple times Fixed clone not adding pickups to target list * fix: Restore use of lastPredictionUnitId predictionUnitIds should be incremented differently from unit ids. This is because prediction loops can run different amounts on different clients, but all clients should call create for real units the same number of times, keeping the unit ids in parity.
fix: planningView graphics shouldn't use the prediction unit id to find the corresponding real unit id, so I added `real` as a reference to the original just like pickups.
End Turn Sfx plays when an ally ends their turn as well (#309)
Resurrect requires a valid corpse (#308) Res requires a valid corpse Fixed an issue where you could resurrect a unit after using bone shrapnel on them, which could lock the game in the case of a player character
fix: Reset out of bounds players This should never happen but to prevent the game from getting stuck, if a player gets out of bounds, reset them. Closes #277
fix: Multiple priests targetting the same corpse Fixes #247
fix: Prevent target similar from mutating targets array while iterating targets array which resulted in undesired extra targeting because the targets array is refreshed inside of every loop.
Fixed #299
fix: Timemason on Hotseat loses mana when other player is active
Fixes #302
Contaminate Exclude Corpse Decay (#287) * Contaminate exclude corpse decay * Corpse Decay can't affect players/living