Staffer Case: A Supernatural Mystery Adventure - Kniro
[2024년 로드맵]
우선, 사과드릴 일이 있습니다. [스테퍼 리본]의 출시일이, 4월로 연기되었습니다. 이는 역량을 생각하지 않고, 여러 일정을 동시에 진행했기에 발생한 문제입니다. 기다려주신 분들을 실망하게 만들어, 정말 죄송합니다. 더는 애매한 일정으로 혼란을 드리는 일이 없도록, 저희의 24년 로드맵을 공개합니다.
새로운 프로젝트에 대한 자세한 사항은 가까운 시일 내에 추가 공개하도록 하겠습니다. 감사합니다.
Artifact Seeker will be releasing for sales on March 25th!
Thanks to all the players of who have been supporting our game, the full version of Artifact Seeker will be available on March 25th.
Compared with the demo and prologue, the official version will have more characters, more artifacts, more maps, more game modes, more achievements, more affixes, more skills, and more events!
The prologue, demo, full version will share the same progress, so no need to worry loosing your progress.
New
Adjust
- Adjust the stats of Tarot The High Priestess lv3 from 100%-> 90% - Adjust the stats of Tarot The Magician lv3 from 100%-> 90%
Bugfix
- Fixed known bugs in the game
Thank You:
A big thank you to all the players who have provided us with feedback and suggestions. You have made "Artifact Seeker" even more enjoyable. We are aware that there are still areas for improvement, but we are constantly working hard. We hope you will continue to support us, add to your wishlist, and provide us with feedback at any time. :) And if you enjoy the prologue, please leave a review for us. Thank you ALL.
Nekokami: Internship - The Prologue Adventure - Rocket-in-Bottle
Steam will take time to officially review and verify the game's Steam Deck support, but we have already fully tested the Prologue on our beloved Steam Decks. Do you have a Steam Deck? We would love to hear about your experience creating planets on it. Do you have friends or family who are Steam Deck lovers? Please share the game with them! It's free, after all. Thank you so much for contributing to Nekokami's recruitment effort.
HopDodge buffs -4 new songs from new artist TheLine -MicNotes may work over network -Fixed some bugs and crashes Hopdodge nerfs -There's a spider somewhere -MicNotes may crash over network
Wow, folks! We were excited to share our demo with everyone, and we were hoping y'all would like it, but honestly the reception has blown us away!
Of course, with a bunch of new players comes a ton of feedback (and pesky buggos), so we have been hard at work to update the game demo to improve the experience. We hope you guys are happy with the result, but leave us a note on Discord if you run into any other issues or have any more suggestions!
Major Changes
Expanded Controller & Keyboard Support
Players can now rebind controls and use keyboards more easily. While Clockwork Ambrosia is best in the hands for controller players, we know not every PC player has - or enjoys - controllers. Clockwork Ambrosia already supported keyboard play, but... okay, we admit it, our keyboard control sensibilities are maybe... unique? (Or ancient?) At the end of the day, it's never a proper keyboard experience unless you can customize it yourself. So that is now an option! Plus, button indicators for either scheme are now more intuitive. Hopefully this all leads to a smoother experience for everyone!
A note, though: the rebinding feature is coming in pretty hot! We haven't had much time to test it, but we figured enabling it as kind of a "beta" option for y'all would be better than leaving it out entirely.
Now, read on for the full list of changes!
New Features
Enhanced Controller & Keyboard Support
Players can now set custom binds for their controls. This feature will be improved in a future patch.
On-screen button indicators now auto-detect controller or keyboard
Keyboard: Enter key by default now Accept/Confirm in menus
Keyboard: Esc key by default now Cancels in menus
UI
Additional resolution options for Windowed mode
Menu button indicator is better positioned on the screen now
Improved crafting menu visuals
Improved weapon mod menu graphics
Improved button indicators and other general visual updates
Weapon descriptions now list button indicators
Config menu can now be accessed from the main menu (not just the title screen!)
General
Various sound effects improved (notably, the charging sound is better!)
Some enemies/objects make sounds that didn't before
Added some light tutorial text to weapons and the beginning of the demo
Minor visual improvement to Pulse's Charge effect
Bug Fixes
Combat
You can no longer be softlocked if you defeat the miniboss the same time it defeats you
Fixed an issue that could cause an error message when shooting an off-screen boss
Levels
Fixed various terrain errors
Fixed an issue where destructible objects would sometimes cause error messages
Fixed a minor sequence break in the Mines
Fixed a Mines sign that appeared in the foreground, instead of the background
UI
Fixed an issue where changing Fullscreen mode would prevent the game from running correctly (that title screen was such a camera hog!)
Fixed an issue where button indicators would sometimes clip off-screen
Fixed an issue where inspecting the Map Kit could bring you to an old version of the equipment screen (?!)
Fixed an issue where save filenames would clip in the save/load screen
Known Issue
We’ve discovered a texture load issue that may be specific to certain AMD graphics cards. More unfortunately, this can cause a softlock during some sequences. We will be working to get this fixed as soon as we can, but for now we're still researching it. In the meantime, if you happen to encounter this error, we would appreciate it if you could share your computer specs with us so we can better narrow down the issue.
Game - Fixed some settings loading and saving incorrect data. - Added some setting variables with default values. - Fixed an issue with twitch instance being inactive while in settings.
We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so buckle up!
Progression Blockers are our Top Priority
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.
Save Backup Feature Added
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.
Known Issues and focusing on Your Reports
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.
Thanks,
The IW Team
Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.
- Crash to desktop prospective fix related to scrapping Bunnies. - Fix for several progression blockers that will retroactively correct blocked saves. - Added a Save Backup system to mitigate save corruption issues - “Turn the Page” radio track is now available in Streamer Safe mode!
Bugs and UX Fixes
- Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies - The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm. - You can now hold Space to craft anywhere on the Crafting Menu to craft. - Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving. - Added clearer UI indications for Dead End exits on the in-car map. - The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage. - Made the Saving Game UI indicator more visible when it happens. - Boom Bunnies will no longer hijack your steering when the game is running at high framerates. - Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more. - You can no longer pause the loading screen.
Features and Content
- Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup. - “Turn the Page” radio track is now available in Streamer Safe mode!
Gameplay Balance and Mission Scripting
- Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again. - Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game. - Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape. - Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.
Known Issues
These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.
- Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching. - Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out. - Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch. - Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.
Hello, everyone. It's Kou from FLYHIGH WORKS. Today, we would like to present part #4 of an in-depth interview with Quang, the original creator of “Phoenotopia.” The interviewer is Ochoko, "Phoenotopia Strategy Memo. ( フェノトピア攻略メモ。)" blogger who is also considered to be a representative of the Japanese Phoenotopia fans.
Ochoko While I’m at it, I’d like to ask you a design-related question…There seems to be an issue with choosing what eye colors to use for the characters for fan art. Can you please tell me the colors of Gail, Lisa, and Birdy’s eyes? Also, when drawing Gail fan art, do you have any points you want to make, like “I hope you all will understand this point!”
Quang Haha, this is not the first time I've been asked this question. And it's because we haven't been consistent with Gail's eye colors. Different artists working on the game have drawn Gail differently throughout the years. Historically, I think there's been 3 colors for Gail's eyes. Amber (used in most official art), Pink (for the "Gail vs Zero" art, drawn by Thuy), and dark blue (used in her pixel sprite).
We can discount her pixel art, since it's so low-res, it's more "symbolic" than an actual representation of her. Most other characters similarly have just dark dots as their eyes in their pixel sprites. So really, of the official arts there's just amber and pink eyes for Gail. So in my head canon, Gail's eyes are amber-colored and they glow pink when she's "powered up". That's the story I'm going with anyway!
As for Lisa, her eyes are green in a cutscene art. But then they're brown in the ending art. Hmmm... I'm going to say the ending art doesn't count since they're very chibi/symbolic. So going by her more detailed art, her eyes are green!
(Lisa's eye color is green! It's lovely!)
Birdy's eyes are hard to answer. Outside of her pixel sprite, I think the only "official" art of her is on the game's boxart, and her eyes are closed! This is a tough question. Haha, let's let the fans decide this.
As for people drawing Gail fanart, hmmm... I have no complaints! I'm just happy the fanart exists and that players like her. I think because she is a silent protagonist, fans project the personality they envision on her. So it's been really fun to see what the fans come up with!
Ochoko Also….this took a lot of courage to ask but…the key characters have shortcuts and ahoge (meaning “idiot hair” because there are strands of hair that stick out at the top of the head), especially a lot of the female characters wear that style, so I wanted to know if this a style preference of the developers? (Haha)
(Image of ahoge hair「Illustration by:ammoT」))
Quang Oh! This is where my unfamiliarity with the finer points of Japanese culture comes into play. To me, the top hair strand sticking out is strongly associated with "cuteness". I had no idea there was a connotation of "idiot" associated with it. I've learned something new! We just wanted all the characters to be cute, haha.
Now that you mentioned it, I checked the art for the next game I'm working on, and the main character has ahoge hair too. So I think it is a style preference I had that I did not realize, haha!
Ochoko I am very interested in your next game, and I look forward to the day that I can play it!
Ochoko I also have a question about the music. I enjoy listening to the Phoenotopia soundtrack while working, and all the songs are lovely...(To be continued in #5)
Hello everyone Dream Flash Early Access 22 is out now. This is a full sized update that contains 1 new boss and 3 fully renovated existing bosses with new art and attacks. In addition to this the bleeding state has been made much more mechanically interesting as well with a new dash effect and spear attack. There are also a bunch of other improvements to existing items and weapons so that they look better and synergize more effectively.
This is the first of hopefully many DF updates this year. I want to make several smaller updates that each take no more than 2 months to complete each. Look forward to it! Thank you for the continued support!