We’ve got a new Spirittea update for you, which includes more bug fixes and small quality of life additions!
To kick things off and to tide you over until the next big update, you can grab Spirittea for 20% OFF right now!
Here's what you can expect to find in today's update:
Inventory stacking! We know you've all been waiting for this, and we're more than happy to deliver! Now, if you have more than one of the same item in your inventory, it'll stack instead of taking separate inventory slots! It'll stack in other places with storage too, like the chest in your house, fridges, etc.
And here's the full list of bug fixes and quality of life improvements:
Fixed issues with Morinoba’s dialogue when playing on Steam Deck
Added a sleeping animation for Fae
The poobirds now have sound effects!
The train carriage destroy event has been replaced with a clean up event
The boiler can’t be accessed until specific parts of the tutorial, to avoid unintended behavior
The invisible blocker during the bathhouse tutorial is now more prominent, to stop players from breaking the tutorial and accidentally leaving at the wrong time
Added more clarification to the bathhouse upgrades UI when you pay for an upgrade. It will now be indicated the day the upgrade will be finished and will inform the player that Fae will finish the upgrade at the end of her work day
The player can now run the bathhouse on the weekend, even when Fae has an upgrade scheduled, as she doesn’t work on the weekend
Fixed a crash relating to bath monkeys not being able to find a spot in the outdoor baths
Fixed a bug where Lord Spirit text would cause time to freeze when moving between rooms
Quests on the board and notebook will now complete regardless of whether you’ve spoken to the relevant NPC to tie up the quest
Fixed a bug where the selling shrine would display -1 as a price
What's next for Spirittea?
We have some big plans for Spirittea in 2024, so we thought we'd give you a sneak peek of what's to come in the next big update!
Seasonal factors! The changing in seasons is a big part of Spirittea, and we were thinking on how we could make this even better and more immersive. So, we thought, why not make the change in seasons even more obvious?
Now, whenever you're working in the bathhouse, you'll see the environment interact with you even more, depending on the season! In winter, you'll find ice in the baths, in Fall you'll see leaves falling into the baths, and in Spring you'll see Algae growing in them! (We know, more things to clean, sorry!)
Actually, we thought you could use some help with the cleaning, so how about some bathhouse ducks to clean up the Algae? 🦆
A new NPC vendor! The town can never have enough shops and vendors, so we thought we'd add another! This truck will drive through town occasionally, so be sure to be on time when it arrives!
This vendor will sell a bunch of new in-game items, including heaters for the bathhouse to keep your spirits warm during the winter, duck nests so you have ducks in your bathhouse, and more!
Improved character portraits! The characters in Spirittea are a big part of the game, especially considering how much time you spend with them, so we wanted to give them even more life and personality!
We know how much you all connect with these characters, so to make them feel even more human, we revamped their portraits to make sure their personalities really shine through! Now, as you increase your friendships with them, you'll notice their character portraits change the better friends you become with them!
That's it for now! We hope that's enough teasers to tide you over until the next update! Thanks to your feedback and bug reports, Spirittea just gets better and better! We can't wait to give you more, we'll see you in the next update!
The pre-alpha build for Vestiges: Fallen Tribes is available now ! It is time you guys discover the Citizens of Illustra and the Adrariis, the two starting decks of the game. PC and PCVR crossplay is already available in the demo so be sure to share the news with all your friends.
We’re very excited to share this first phase of the game with you guys. This is the perfect opportunity for us to get your feedback on those first few features, so don’t hesitate to tell us what you like, what you don’t like and what you would like to see in the game !
Tutorial to learn more about the game mechanics and how to play
Solo practice mode that can be played while waiting for a game to start
Random cross platform matchmaking
Two unique starter decks: the Illustrans and the Adrariis
5 units per factions
Obviously this is a first draft of our game and we already have a few things in mind for the future such as :
new units
interactions in VR
deckbuilding
But, we're committed to make Vestiges: Fallen Tribes evolve along with your feedback. There are a few ways to give us your feedback on the game :
As we have stated previously, the development journey for GRAVEN is not over with the 1.0 release; we are indeed working on updates and patches to fix various known issues (a list of which can be found here, including some helpful tips should you encounter those) to make it easier and more pleasant for you to walk the Parallel Path. This first patch focuses on various bugs and light rebalancing, we are already working on a next update with even more substantial improvements.
We would like to thank everyone again for reporting all problems you've encountered and sharing your suggestions and all other forms of feedback with us. Please keep doing so, so we can keep improving the game further.
Full Changelog:
Fix for respawning inside of Cruxfirth before completing The Lice Slough, plus moving Cuff Arrow just in case you had already done this.
Fix for Lice Slough barrels infinitely exploding.
Reduced frigid water damage in Hub 2.
Flail has been moderately rebalanced around full stamina and no stamina scenarios.
Tax Collector after lighting the lighthouse is now in a more conspicuous position.
Fix for final boss becoming invulnerable if frozen during state changes.
Fixes for multiple soft blockers in Hub 2.
Fixes for multiple soft blockers in Hub 3.
Fix for cutscenes sometimes playing without audio.
Fixes for achievements firing too early and incorrectly in co-op.
After a 4 year journey of development, we're finally able to release Go Mecha Ball to the world. We're so proud of the game we've made and we hope that you love it as much as we do.
Get ready to load up and roll out, all in the name of FUN!
Added: - Passthrough for videos! Now you can use new settings from video player. Fixed: - Tracking requirement for Meta Quest. - Some minor fixes and improvements.
The year is off to a frabjous start, and it’s about to get even better! That is, assuming you enjoy things like girls (which you must, because you’re here) and saving money (which you must, because who doesn’t?) and free gifts with purchase (which you must, because… you get the idea).
The point is, it’s sale time! From January 25 - 30, saunter on over to the in-game Store where all the DLC and LTE girls are 15% off. Diamonds are discounted 15% as well, and your Diamond Bundle purchase comes with Eva’s Deluxe Wedding Outfit! Completing your wedding dress collection was one of your New Years' Resolutions, right?
We are thrilled to bring you exciting news today after a long wait. Yes, the awaited day has finally arrived! Dealer Simulator will meet you on January 29th!
With upcoming updates, we are introducing new mechanics to the gaming experience with the auction system and casino updates. You can pursue rare items and try your luck in thrilling casino games, adding an exciting dimension to the overall gameplay.
We will continue to draw inspiration from your feedback throughout the game development process. Your opinions are highly valuable to us. You can join our Discord server to communicate with us and share your ideas.
For the first time since entering Early Access, Dread Delusion has got a whole new major region: The Clockwork Kingdom. The ominous clanking of gears can always be heard in this cold, desolate place, for the Clockwork King has spread its perverse machinery and violent automation across the land.
This update adds the largest island yet. Along with a vast dystopian city, hundreds of characters, and five unique quests.
THE CITY OF FERROPOLIS
The sprawling city of Ferropolis is home to the Clockwork King and its countless denizens who toil to do their monarch's bidding. It's easily the most detailed, content-rich city yet seen in Dread Delusion.
Densely populated, Ferropolis is packed full of NPCs, items, and secrets.
Hit the shops! Trade wares on the black market or indulge in Bottled Visions from the upper city.
Visit the Missing Persons Noticeboard; can you track down a child who has been erased from memory?
Go before the Clockwork King in the Great Machinarium. Will you serve the mad King? Try to redeem him? Or orchestrate his downfall?
MAIN QUEST - THE SEARCH FOR CAXTON FROST
While the notorious sky pirate Caxton Frost seems to have vanished, in the mountains, you meet a curious man named Horace, who seems to have lost his memories. Could he hold the secret to finding Vela's old comrade?
New main story quest that spans the whole Clockwork Kingdom.
The journey to recover Horace’s memories will take you into the depths of the corrupted lands and through his dreams.
THE CORRUPTED LANDS
The King's magic has twisted reality itself, turning this place into a surreal nightmare festering with abominations of the flesh.
Travel to the Lost City of Progress, on the furthest end of the island. This new dungeon offers a devious challenge to those willing to brave its streets.
Piece together the City’s history and recover the exquisite artifacts abandoned there
SAFE PASSAGE
Simply getting to the Clockwork Kingdom is not without difficulty, for the gatebridge on the eastern edge of Hallowshire is closed tight.
A new quest will see you befriending the enterprising young sky trader Mikhail. Could this be your way in?
Find Mikhail's skiff at the dock along the bluffs at the edge of Hallowshire’s eastern farmlands.
Patch Notes
Major:
New Region: The Clockwork Kingdom, complete with the sprawling city of Ferropolis.
New Quest: Sky Pirate Caxton Frost. Find Vela's old comrade in this lengthy new main questline.
New Quest: Madness of the King. Decide the fate of the Clockwork Kingdom in this expansive region quest.
New Quest: Missing Persons. Discover a mystery behind one of the many disappeared persons in the kingdom.
New Quest: The Vision Trade. Imbibe bottled dreams in this new sidequest.
New Quest: Safe Passage. Gain entry into the Clockwork Kingdom via Mikhail's Sky Skiff in eastern Hallowshire.
New Dungeon:The Lost City of Progress sits on the southern tip of the Clockwork Kingdom, rife with enemies.
Miscellaneous:
The journal map has been updated with new landmarks and landmasses in the Clockwork Kingdom.
Changed the way cutscenes are presented (now with a larger border).
Players may notice a new type of building in every major town, which cannot yet be accessed...
New islands have appeared on the fringes of the Oneric Isles, that cannot yet be accessed.
Added new visual effect when enemies die
Added a new player housing unit in the Clockwork Kingdom.
Added a new Erudite Academy teleporter
New NPCs have been added
The console log now shows game 'Facts' as well as normal debug log entries.
Bugfixes:
Tweaked the death respawn system. Players should no longer be able to unlock a region's death respawn point by falling to their death underneath the landmass.
Fixed numerous text errors in item descriptions.
Tweaked the triggers around useable objects, making it less likely that players can interact with objects through walls.
Fixed a bug that was preventing enemies from moving through large doors.
Fixed a bug that was causing the game to load incorrectly when switching to a different save file from the menu.
Adjusted enemy positioning and fixed some navigational issues
Fixed a bunch of footstep SFX types not registering correctly on certain textures
The latest version of Harem in another world is now available for download. Lots of bits updated in this build so it's quite a chunky changelog. Any questions/bugs/issues feel free to reach out to me either on Discord or in the steam discussions.
Full Changelog:
4 new scenes, 3 new animations
Main story quest Progression
New town available to visit Haleden
3 new Relationship quests
1 new side quest
23 new maps
2 new enemy varieties
New weapon and New ring available
Recollection room expanded with fairy office where you can access cheats and other bits
New Relationship tracker with character profiles for girls which you can view in the recollection room
Missed scene unlock/replay feature added in recollection room
Upgraded engine framework, This will provide improved stability and framerate. Especially on Steam deck consoles.
Adventures guild and combat updated. The adventures guild becomes available after saving the girl from the graveyard. You can then access the guild in the farmlands outside Roma. The girl you save has had her named changed to Annie.
When you kill enemies they will now drop Monster hunter points which you can trade in at the adventures guild for house decorations
9 new decorations available through the guilds
You can also purchase a hint for the secret stash location through the guild
New Title Screen
New logo intro
Location name will now pop up on screen the first time you visit a major town
Girls pictures appear when speaking to them in castle
New wood,stone and iron collecting, you now collect materials from unique rocks and logs. Purchase a pickaxe and woodcutting axe from the item shop
New sprite for Madeline
New faceplate for Madeline
New unique dialogue when talking to Lorel with Horsec*ck
Added option to skip tentacle scene
New submerged logs and rocks sprites
Fixed flicker in the end of some scenes
Fixed bug where crowd noises continued playing after winning first place in race
Fixed potion shop puzzle not accepting some solutions
Fixed leaving bank safe being difficult
Fixed collision error in goblin village
fixed Sasha bath scene being available from start
fixed incorrect hint about wood in goblin village
removed “big chungus” line, it was funny when I put it in two years ago I swear!
I did a lot of preparations for the upcoming editor. I already added a couple of new maps for quick battles as they had progressed enough to be implemented in advance.
To be continued!
Changelog
Add support for different landscape effects based on biome
Add generic desert battle maps for quick battles
Add desert tweaks for castles
Add generic hill grasslands landscapes for quickbattles
Add depth of field effect, can be switched on in graphics settings
Add new intro header screen
Add UI effect when hiring a unit
Add UI Effect when constructing a building
Tweak lighting settings during battle
Increase saturation and contrast
Add church bell sound effects to churches at the start of a siege battle
Add sound effect to new month widget
Add effects to NPC Turns
Add screen shake and particles to hiring units/constructing upgrades
Add weather and seasons to main menu
Add officer name list to custom factions: enter names seperated by comma to replace default officer names
Add hotkeys to hide/unhide stuff in faction editor: H: Helmet, J: Horse, K: Flying ash
Add missing icons for new helmets
Unify death officer logic
Tweak siege voice lines
Set global heraldry on by default for custom factions
Improve some campaign sound effects
Fix no color hood still getting some color
Fix traits carrying over to new officers when assassinated
Fix campaign UI conflicting with end turn UI
Fix colors on heraldic mace
Fix clickering transition between campaign income dialog and game events
Fix settlement buildings dissapearing when razed
Fix Herladry on traveling units during campaign
Fix English voice lines playing during battle
Fix crash related to being able to occupy an empty settlement that's not next to your settlements
Fix user being able to upload default faction data
Fix bad ladder climbing physics when player is far away