Get ready for a small revolution - starting with the Kintsugi update, your villagers will produce and consume resources each day. As time passes through the season, your workers will provide you with surplus resources once per day.
Until now, the game focused on you, as the player character, supplementing any goods that your Dynasty couldn't produce fast enough, with Dynasty production happening at the end of the season.
With the new progression update mentioned in the previous spotlight, you'll need more villagers (recruitable from the start). The more people you have, the more they consume, and the more you need to produce to satisfy their needs. We want you to have more control over Dynasty production by making it happen more often. This allows you to react to stock shortages faster, adapt to situations more easily, and receive more feedback on your production chains.
Daily Dynasty Production comes with a few smaller changes and features:
AI improvements: Workers are more responsive, ensuring they all have tasks when assigned. AI improvements extend to other NPCs, making them behave more realistically.
Workplace shortcuts: New workplaces are easier to understand and come with shortcuts on the Interaction UI to see current assignments and open the job popup directly.
Removing the efficiency modifier based on happiness: The efficiency of your workers will be more reliable without constant small changes due to happiness. A major rework of the Happiness system is in progress.
Consolidation and simplification of workplaces in buildings: Workplaces are moved to corresponding furniture instead of being in the production building, making gameplay smoother.
Removing workplace assignment for the Player Character: You, as the player character, won't be able to participate in Dynasty Production anymore. You can still craft and produce in real-time.
Various smaller Quality of Life improvements: Changes include removing the season change popup, marking the end of work on the time-of-day bar, and improving workplace status notifications.
Superkami is busy, and these are not the only production changes. More big changes are coming, so stay tuned! Let us know your thoughts on the above changes!
Today is a tough day for us, and we need to share something honestly. Unfortunately, we have to pause the development of Inheritance: Ladeina’s Path. We apologize to those we may have disappointed or upset.
We could point fingers or make excuses, but the truth is, we faced numerous challenges, and some were beyond solving with our volunteer team. Everyone on the team gave their best, we worked hard, but we couldn't overcome certain obstacles. Losing team members affected our progress, and it's evident that if we don't pause now, it wouldn't be fair to those who believed in us.
We appreciate our dev team; they did everything to make this game a reality. While we achieved a lot, our dreams were vast. A heartfelt thank you to the patrons and players who supported and communicated with us.
Dear friends, we hope you can accept our apologies. If you have thoughts to share, please reach out. I am open to personal message feedback too.
It's a sad moment, and we hope to find a way to continue in the future.
We loved you, we gave our best, but sometimes, it's not enough.
I am thrilled to announce the release of my latest game update, which not only brings a host of enhancements and fixes but also introduces an exciting new feature that I've been working on for a while: the Campaign Editor. This powerful tool is designed to unleash your creativity, allowing you to craft the medieval campaigns of your dreams. I will upload a guide soon detailing the basics of using the campaign editor and sharing your campaign.
The main features of this update are:
Campaign Editor: Now you can create your own custom campaigns!
Steam Workshop Support: Share your custom campaigns easily with others via the Steam Workshop.
Workshop File Updates: Update existing files directly, making it simpler to improve your campaigns based on feedback or new ideas.
Skin Color Support: All units now have skin color customization options.
New Landscapes: Fight across desert valleys, gravel deserts, and mountainous terrains.
Unit Size Variation: All recruited units will now have a slightly different amount of units, making the battles feel more realistic.
UI Improvements: Increased visibility for various battle UI elements and added army size numbers at the start of battles.
Settlement Interface Enhancements: New details about total garrison size and ready garrison size now included.
I've also made several fixes and improvements across the board to ensure a smoother gameplay experience.
Your feedback has been invaluable, and I am excited to see what you'll create and share with the new Campaign Editor.
Thank you for your continued support!
If you run into any issues/crashes or have suggestions, always feel free to let me know!
Full Changelog:
Add Campaign editor
Add steamworkshop support for custom campaigns
Add file updates for workshop files: if you are working on a file you have already uploaded you will update the current files
Add skin color support for all units
Add desert valley landscape
Add gravel desert landscape
Add mountains landscape
Add variation in unit sizes
Add sand particles to formations in desert battles
Remove Frisian heavy riders
Increase visiblity of various battle UI elements
Improve performance on campaign maps
Add army size numbers to start of battle
Add total garrison size and ready garrison size to settlement interface
Add grid to factions in campaign menu
Add grid to factions in campaign list
Add background to battle button prompts
Refactor campaign save files
Add mountains landscape slot for settlements
Add desert landscape slot for settlements
Add new building trees
Add more variety to feudal unit models
Add middle 13th century crusader knight unit for custom factions
Increase visibility of controls when moving formations
Improve look of start siege prompt
Add open coif chainmail variation for custom officers
Add historical scabbard and scabbard belt for swords
Add long surcoat variation for custom officers
Add option to invert mouse Y axis
Tweak text shadows on interface
Remove siege destruction option from menu
Tweak siege voice commands
Improve ministerial color masks
Fix unit possession logic
Fix faction leader unit logic for custom factions and campaigns
Fix campaign camera movement alignment
Fix enemy officer portraits having player heraldry
Fix flag owner text color for custom factions
Fix settlement flag not updating correctly after hiring units
Fix formations showing wrong amount of units in interface
Fix possessed unit heraldry
Fix scabbard physics
Fix ministerial torch unit using old model
Fix game crashing when custom factions uses emblem or heraldry background that is deleted
Fix negative resource income values on hardest campaign difficulty
- Fixed bug preventing starting new game - Mouse Wheel zooming in and out of the map no updated, fix coming shortly -Use Map button (bottom right) to switch between maps
Today, we are releasing Republic of Jungle on Steam Early Access, and we have a shocking launch promotion for you!
As indie developers, we strive to create something fresh. We take every constraint as an opportunity to create something authentic. Republic of Jungle is a unique party game. It’s designed to be played with friends and colleagues, local or online. You can play it in the living room, classroom, conference room, or in Zoom, Discord, or your favorite screen-sharing app.
As our Launch Promotion, the game will be %100 OFF for the first month.
RoJ is not a free-to-play game. There are no ads and no in-app purchases. After a month, the game will be priced at $19.99 (and its equivalent in your local currency).
Yes… We’re offering our premium game at %100 OFF at launch.
Welcome in 2024! Just twelve months left until we step into the release year of ExeKiller... Time flies when you're knee-deep in game development, right?
Recently, we welcomed a bunch of new members to the Paradark team, confidently progressing toward the direction we've set. Even though there is still a long way to go, we're eager to share with you the progress we’ve made over the last couple of weeks!
New buildings
Alright, let's chat about those new buildings we've been working on! So, remember how our Discord crew voted for the City Ruins biome? Well, it's happening!
Car WIP
Shifting gears to the wheels and rides. We've been getting down and dirty with textures and fine-tuning the car model. We could talk your ear off about all the little tweaks and details, but let's cut to the chase: you gotta see it to believe it.
We're all ears for your thoughts on this! Your feedback is priceless!
Climb, climb, climb…
Lately we've been pouring a lot of energy into crafting climbing mechanics, and we're thrilled to show you what we’ve come up with.
Ladder Video
Just a heads-up, this isn't the end game yet, so expect a few tweaks down the road. Still, even at this point, we're thrilled to know how you like it!
Social milestones
And hey, let's give ourselves a pat on the back for some big wins on the social scene! We've crossed the 500-member milestone on our Discord server (how cool is that?!), and our Twitter is skyrocketing with over 3100 followers!
Huge shoutout to everyone who's been spreading the love and joined our community.
Music for your ears!
While we don't have any new concept art today, we've got something special for you on YouTube – the latest track that will be featured in the game.
Consider this the first taste of what's to come! Grab your headphones and vibe with us.
Thank you!
Before we wrap things up, we just wanted to say a huge thanks for diving into our dev diary and for all the amazing support you've given us. Honestly, it means the world to us!
Feel free to join our Discord server (JUST CLICK HERE) for more direct interaction, and don't forget to follow us on social media for regular updates:
The new patch (v0.1.4) is here. It contains bugfixes and most importantly, the addition of an Easy difficulty to the Horde mode. It's aimed at helping beginner players who are feeling overwhelmed and having a hard time with the Normal difficulty to learn the basics of combat until they can confidently move to the Normal difficulty and above.
New Features
Added the Easy difficulty to Horde mode
The number of maximum active enemies per party size is decreased (the party size mechanism that balances the maximum number of enemies that can be active at the same time has always been in the game, this is only an adjustment for the Easy difficulty)
The number of enemies that can attack you at the same time is decreased
Enemies have their damage decreased
Profera heal and buff percentages are decreased
Chaotic enemy variants do not spawn at all
The duration of the Forge is increased
The number of items that spawn around the level is increased, and the time it takes for them to spawn is decreased
The reward received when defeating the boss is decreased
Added the statue of January's transmog contest winner (Ficdor) to the Willpower Nexus
General Bugfixes
Potentially* fixed a bug where clients would start a match with the HUD in Spectator mode
Fixed a bug where items spawned throughout the level would disappear if a player joined the room
Fixed a bug where Falcatus' special attacks damage such as explosions and projectiles were not scaling with the difficulty
Fixed a bug where the spawn VFX / SFX would play twice when a player spawned
Fixed a bug where Vitreo's spells would stop working if a player left the room
Fixed a bug where choosing voice type 2 in the character creation screen would be ignored
Potentially* fixed a bug where if you were dead and spectating another player, the HUD would constantly switch between the spectated player's HUD and your own
Fixed an animation bug that happened when a client would get ready at the Endless boss portal and if the timer ended without said client leaving the ready state, they'd still maintain the ready animation for new late joiner clients
Fixed a UI bug with the leaderboard refresh method where changing tabs too fast would result in display errors
Added extra safety checks to prevent several minor UI-related bugs
Added extra safety checks to prevent several minor combat and input-related bugs
Added extra safety checks to prevent several minor audio-related bugs
* Potentially fixing a bug means we couldn't reproduce the error anymore (or reliably, at least) and attempted to fix it regardless, testing it internally to check if nothing would break but unsure if it really got fixed and if it might happen again, usually due to the error being hard to reproduce (or due to us not knowing how to reproduce it exactly).
Known Issues
It seems we haven't yet been able to fix a bug where enemies sometimes become invisible. We decided to report this here since in the last patch we mentioned we could have potentially fixed it. We'll keep looking into it.
And that's it for this patch. The February transmog contest is also live, so head over to our Discord server and check out the transmog-contest channel for detailed instructions on how to join it.
And if you haven't seen our post about the Early Access Planned Content, please take a look at it to know what to expect from the game in terms of major updates until we reach version 1.0. It's still early days and we're a small team working hard to make the best game we can, so please bear with us.
If you have any questions, feel free to join our Discord server or use the Steam discussion forums to reach out to us and connect with other players in the community.
Once again, thanks for all the support so far. As always, if you know about someone who might be interested in the game, please spread the word! And don't forget to leave us a review on Steam - it really helps.