We're glad to be coming back with news like this. As of today, Valve has officially verified our game's status as "fully functional on Steam Deck, and works great with the built-in controls and display"!
The full review report is as follows:
* All functionality is accessible when using the default controller configuration * This game shows Steam Deck controller icons * In-game interface text is legible on Steam Deck * This game's default graphics configuration performs well on Steam Deck * This game does not default to external Bluetooth/USB controllers on Deck, and may require manually switching the active controller via the Quick Access Menu
It's great to see the green mark and if you're one of the lucky Steam Deck OLED (or LCD!) owners, please do let us know how the game feels for you!
We wish all our players Happy New Year and promise to push more Seven news in 2024 ːsteamthumbsupː
So, this latest release focusses on expanding the so called "Rahayal" storyline. So far there hasn't been too much revealed around this one, nor have there been too many updates revolving around it, but I think this update will go a long way towards setting up what this storyline will be about. It's not one of the three main story branches, but I think eventually it will shape up to be an important one in terms of exploring more of the lore at the center of the story.
Coming in at just about 60 new art pieces and around 70k new words, it's up there as one of the bigger updates I've released in a while and I'm very excited to see what people think.
How to get to the new content?
This storyline is a little harder to get to than most. Essentially, you have 2 paths:
Intro > Leave with Kate > Do not join mercenaries > Leave Lethram > Travel the Old Road > Get to Rahayal and enter the city
Intro > Leave with Kate > Sleep with Belmont > Join Mercenaries > Join Belmont > Leave his ship when you get to Rahayal
Both paths set you up for more or less the same storyline. For now, the main path in the Rahayal storyline is the most developped, so I suggest players pursue those choices. The other paths are being worked on as well, but will come in a later update.
Get ready to delve into a world where cozy meets creepy!
We are thrilled to announce our latest project: An Ordinary Conversation
An Ordinary Conversation is an enthralling psychological horror visual novel game that skews into the realm of the surreal. Engage in dialogue with four uniquely endearing conversation partners, each harboring distinct interests and perspectives. As you delve deeper into these exchanges, you'll uncover intriguing facts about these characters, and perhaps, unveil aspects of yourself. Each conversation peels back multiple layers, revealing hidden depths.
...But one must wonder, is it truly wise to uncover truths veiled by so many layers?
This game will not be suitable for children or those who are easily disturbed.
Embark on a horror-laden psychological journey through ominous (and most likely) disturbing sceneries!
A Lovable Quartet Meet and converse with a cast of unique characters: Mr. Key, polite yet impatient; Ms. Lock, lovable but shy; Ms. Seal, intriguing yet direct; and lastly, Mr. Chain, introverted but shrouded in mystery.
Immersive choices Navigate through a series of subtle tweaks and significant choices. While not every decision has a major impact, each choice contributes to the unfolding narrative, weaving a unique experience through both minor and significant moments.
Many hidden secrets await your discovery Some so obvious that you might overlook them, others so well-concealed that you wouldn't even guess their existence.
Multiple Endings Your choices shape your ending. Whether it's a critical ultimatum that directly leads to a conclusion, or the cumulative impact of decisions made throughout the game.O
But that's not all!
To bring this extraordinary vision to life, we're launching a Kickstarter campaign!
Your support on Kickstarter will not only help in the development of the game but also unlock exclusive rewards and opportunities to be involved in the game-making process.
Your engagement mean the world to us, and we can't wait to share this journey with you.
Get ready for the latest game update - Version 0.1 is officially live! I have been hard at work to bring you exciting new features and improvements. Here's what's waiting for you in this update:
🌌 New Map: Brace yourselves for a visually stunning journey! Explore the revamped landscape adorned with magma shrooms and glistening crystals. Traverse dark ground rocks and climb towers.
🚶 Smaller Map Size: Say goodbye to endless walks! We've listened to your feedback and made the map more compact, ensuring you spend less time traversing and more time enjoying the neon-filled excitement.
💡 Neon-Points Despawn: Keep on your toes! Neon-points now have a limited lifespan, adding an extra layer of strategy to your gameplay. Grab them before they vanish and maximize your neon-powered potential!
🗺️ Minimap with Enhanced Visibility: Navigate the neon landscape with ease using our newly added minimap. Spot enemies, neon-points, players, and valuable pick-ups at a glance, giving you the upper hand in the fast-paced neon battleground.
🚀 Faster Leveling Up: Level up at a lightning pace! We've adjusted the progression system so you can unlock upgrades more frequently. Make strategic choices and tailor your playstyle as you climb the neon ranks.
🤝 Join Our Discord: Your feedback is invaluable to me! I invite you to share your thoughts, suggestions, and experiences on our Discord channel. Connect with fellow neon explorers, stay updated on development, and be part of the vibrant community driving the game forward.
Download the update now and dive into the neon-soaked world of possibilities. Thank you for your continued support, and I can't wait to see you in the neon-lit battlegrounds!
Embark on a pixelated journey through the enchanting world of Paris, where the elegance of needlework meets the charm of digital artistry. Immerse yourself in a captivating adventure that invites you to indulge in your favorite pastime like never before. Save finished works to the Gallery, change canvas color for better results, and escape to the romantic streets of Paris, where pixelated threads meet artistic dreams. "My Hobby: Needlework - Paris" is your passport to a world of creativity and wonder. Unleash your inner artist and embark on a journey like no other. Paris is waiting, and your masterpiece is just a stitch away!
Immerse yourself in 70+ beautiful levels for hours of gameplay!
Choose your canvas color and create a beautiful gallery of completed works!
Fill large areas fast with the handy sewing machine!
Relax with the cozy atmosphere and serene soundtrack!
With our January 18th update, we have released changes to Mabinogi that we recognize many Milletians have strong feelings about. In particular, we would like to address the changes to Tech Duinn missions and the weekly clear reward limits that have been integrated into these missions. As with Crom Bás or Glenn Bearna dungeons which had weekly clears from the start, Tech Duinn has now been updated to introduce similar weekly clear limits. Along with this change, the mission format has been reorganized, consolidating difficulty levels from four to two (Normal/Hard), improving the ease and intuitiveness of mission puzzles, adjusting dungeon rewards, and improving dungeon drop rates.
Many of these changes represent improvements on the existing system, but the community has expressed considerable uncertainty regarding the weekly clear limits. The team has been reading and digesting the many thoughts and feedback you have. While adding a limit to content that was previously unlimited understandably may not sit well initially, the reasons behind the change have been reviewed and considered deeply by the development team, whose thoughts we will share with you below.
As Mabinogi’s publisher, we will review and scrutinize the many facets of the game’s content, while also placing our trust in the best intentions of our developers. Our goal as a connected team aligns in our desire to do what is best not only for the longevity of the game, but for the enjoyment of our community.
From myself, and on behalf of my team at Nexon America and Nexon Korea, we will continue to put our whole hearts into Mabinogi to provide a service that we can all enjoy.
Sincerely, GM Mewlynne Mabinogi Producer
Developer’s Comments: Behind the Change
The core purpose of dungeon-related updates is to increase the value of dungeons and rewards. Most dungeons in Mabinogi have a lower chance of rewarding the most desirable items. This is by design, to encourage repeated playthroughs. The items given as dungeon rewards are typically also tradable, so the reward probability has to be determined by taking into account repeated play. Our development team believed that this was causing repeated negative experiences in dungeons.
After reviewing the data and play patterns of our Milletians, we decided that it was necessary to make improvements so that you could grow and acquire equipment. However, there were concerns that simply increasing the probability of receiving rewards would increase the supply of materials excessively, decreasing the value of items and ultimately leading to a loss of motivation to play dungeons at all. This is also the reason why the average number of runs required to obtain a desired reward set in general Mabinogi dungeons was not able to be adjusted immediately, even though it might have felt somewhat difficult for Milletians trying their hardest to grow. Our development team has thought deeply about the best choice we could make for Mabinogi’s future, and has significantly increased the probability of rewards while limiting the number of clears so that Milletians, in their quest to grow ever stronger, can enjoy a meaningful challenge in the dungeons they are focusing on.
In preparing for this update, we considered the appropriate direction based on these contents as basic premises.
Tech Duinn weekly clear limits Tech Duinn is a dungeon with the most direct rewards that Milletians can achieve as intermediate goals in their growth process. If you look at the status of Milletians playing Tech Duinn missions, they are generally receiving “Elite” passes on Feth Fiada Hard difficulty. In the case of Crom Bás, it is possible to enter without obtaining an entry pass to farm the Nightbringer weapon set, so the fact that you needed to separately obtain an Elite pass to acquire the materials for the Perseus weapon set felt like an unnatural part of the growth process. We eventually determined that to be one of the hassles, and thought of the way where you could play them without acquiring passes.
However, as acquiring passes is no longer required and the drop rates for the rewards have been increased, we have concluded that the amount of acquired items could increase too excessively, without the limitation to the entry. As maintaining items’ value is also an important part of the game, we concluded that the entry limit is necessary.
When looking at the play patterns of North American Milletians playing Tech Duinn missions, the dev team found that most Milletians who were playing the Elite missions were clearing them fewer than 10 times per week, and around 80% of Milletians were clearing them fewer than 5 times a week. When considering the now-increased probabilities of receiving many of the rewards, we felt that clearing the mission about 15 times was a reasonable level, providing a better experience in clearing without significantly affecting the value of the rewards obtained.
We have also prepared the methods for Milletians who want to clear missions more by making it possible to clear more than 15 times a week (25 times or more in total) using additional entry passes received through events and Adventurer’s Seal Shop. We are also open to the possibility of gradually easing restrictions when the demand/supply of rewards has stabilized in the future.
We are also listening carefully to your concerns about situations that impede free play. We will continue to think about which values are most important from a long-term perspective and find solutions that offer enjoyable experiences.
Intention of introducing the Dungeon Re:fine system
A lot of Milletians have been asking about the details of the Re:fine System and the intention behind it.
Re:fine system is the system where the probability of a certain reward’s appearance remains the same regardless of the party member’s number. In practice, it works as below.
For certain items, the number and the probability of these items appearing in one dungeon run will remain the same regardless of whether it was cleared by one person or multiple people. Once the item’s appearance is decided, who will get the item among the party will be decided by an even probability.
In other words, if the probability of an item is 1%, and an individual clears the dungeon, the item will appear by 1% for them. If the dungeon is cleared by a party of 4, whether the item will appear or not will be decided by 1%, and the item will be given to the 1 of the 4 members by even probability.
The initial purpose of the Re:fine system was to bridge the compensation gap, accounting for multi-client usage. Although this will now be addressed to some extent by blocking the use of multiple clients, we still have to take into account abnormal styles of play. In particular, the higher the expected reward of a dungeon, the more advantageous it is to clear it using multiple computers. We intended to prevent this type of play pattern from being encouraged. With the update, we applied the Re:fine system to certain dungeons while increasing the drop rates of major rewards, to prevent the situation of using multiple clients or computers being advantageous while increasing the level of rewards for playing dungeons.
The purpose of the development explained above is focused on changes for the long-term growth of Mabinogi. However, we believe that the freedom and variety of play styles that can be experienced in Mabinogi are also important values. We will strive to develop Mabinogi through a process of gathering opinions while doing our best to provide a sufficient explanation of our intentions to all Milletians.
New food source was added. Mushroom groups are located mostly in limestone area. They restore more stamina then berries, but take more time to ripe too.
Food tutorial
Added new tutorial about food system. It triggers when player walks to any food plant. Mushrooms are already added as example of variety of stamina value restoration
Skills tutorial
Skills leveling is the most complex system in the game right now, so this tutorial is added even later than it should be. Added explanation about what levels does and how to level up tier.
Other updates
Rebalanced trees loot. Now forest trees (medium and big ones) drop much less sticks and more logs.
Enlarged hit area so player could hit trees and deposits easier.
Changed the berry icon a little. It still reminds of an apple, but I hope less then before
Fixed player sprite animation glitches
Special - Discovered content
I wanted to thank ASMR Gaming and SurviveWithBiff for making the first two let's play videos with my game. Thank you guys.
SurviveWithBiff
This is full game let's play that covers the whole gameplay that the demo has at the moment. And I really enjoyed the comments. The music was turned off, but I can understand it, it can get too repetative at some moment https://www.youtube.com/watch?v=D03lFCYRC_Q
ASMR Gaming
This let's play doesn't have any comments in it, but it helped me to discover a problem with hitbox, that I tried to fix in this release https://www.youtube.com/watch?v=jZPowTU2pXo