Multiplayer Test is doing well and we are pretty confident that Season 1 can go live soon (1-2 months~ as there is still a few thing that need to be done). The Test will stop next week around Thursday 7th. There is no Season Reward at the moment, this is something we still need to add in the next few weeks.
We have heard everyone feedback and we will be removing the "Upgrade" in the Golden Soul Shop, but keep the Buff and Pack for Special Event Point. This will make it 100% F2P and everyone will be on the same boat by buffing everyone when they want.
Thank you everyone who participated and stayed around to make this finally happen.
Attention Mac users! We're thrilled to unveil the much-anticipated Balatro Mac version, now available on Steam! Get ready to embark on an journey filled with Mults and Jokers!
But wait, there's more!
Steam Trading Cards Live!
Trading card collectors, rejoice! We're excited to announce the launch of Balatro trading cards on Steam! Get ready to elevate your Balatro experience with these stunning collectibles, now live on Steam!
Hey there guys and girls, I have great news for you! First of all, my upcoming game Poon Puzzle is coming soon! If you haven't checked it out yet, play the demo and add it to your wishlist if you like it! As usual, Poon Puzzle will have a 20% release discount! Next, PumPum (and its demo) has been updated! See the changenotes below.
What's new in PumPum:
4 more languages: French(Canada), Dutch, Italian and Spanish (LATAM)
Performance improvements
Better controller support
Full SteamDeck support (there was just one bug remaining which prevented the game to get "Stean Deck Verified" badge, now I am waiting for Steam's Compatibility Review results).
And last but not least: don't forget about the Shmoops Games Bundle with its 15% discount!
Chronicles of Vaeltaja: In Search of the Great Wanderer - Vaeltaja
Good day, traveler!
The next content update for Chronicles of Vaeltaja: In Search of the Great Wanderer is just around the corner and though there's still lot of work to do things are shaping up nicely. I'm still not 100% sure what the update will include, but here's some details about what's coming for sure.
A New Dungeon Wizard's Tower
Finally the postponed Wizard's Tower in Lake Road opens up for you to explore with seven floors of puzzles, enemies and secrets. In there you will experience the next part of the main story, face new challenges and find an item that will add a whole new mechanic to solve puzzles and find secrets. The tower is inhabited by new types of enemies with their own skills.
Eye of an Oracle
I promised a new mechanic to exploration and here it is: Eye of an Oracle. It is a new tool acquired from Wizard's Tower and it can be used just like lanterns. It emits orange light to surrounding and it will reveal things hidden with certain type of magic, but there are limitations as it will drain the main character's energy when used. Hidden puzzle elements, such as floor plates and levers, are not the only things it can reveal: there are some enemies that can't be seen in the game world without it. Future updates will bring more secrets to be discovered with the Eye of an Oracle.
New Enemies
There will be three new enemy types found in the Wizard's Tower, but there might be more coming to other places in the kingdom of Twin Falls.
Graphical Changes
Lake Road's buildings get new textures, Pramean Lighthouse gets proper ceiling textures and the Castle Town gets new statues.
New Day/Night Mechanic
Day/night cycle has gone through some changes, so there are some performance improvements coming also.
Other Improvements
There will be more adjustments to how certain enemy attacks and skills work with the combat row system.
So here is all that I can confirm for now, but there might be even more if things go smoothly. Whatever the case, further details will be given in the patch notes once the update is released.
Here is every piece of new content that will come to Tchia from Day 1 of the Steam Release!
We've worked hard on these new features to add to the experience of Tchia, and we're excited that you'll all get to explore our world soon!
SOUL MELODIES
Spawn FoodImmediately summon a - frankly ridiculous - amount of food in a circle around you, to replenish your stamina. Stash the leftovers in your backpack for later! It's Fast Food the Tchia way!
Random Cosmetics Don't spend hours fretting over your outfit - let the game decide. Who says you can't wear a shark hat with a clown outfit? Not us, that's for sure. This randomises all of your cosmetics :)
Acrobat ModeWhy jump a reasonable height when you could jump a completely ridiculous height and distance? Spin in the air faster and pull off the best flips and tricks you could possibly imagine.
Human TorchBecome fire! Your slingshot will be able to shoot fireballs, and every object you touch EXPLODES! Super good for clearing camps.
Super BoatYour boat can go super duper fast with this. Fun for exploration, and for doing super quick sea zoomies. The fish will be in awe.
Invoke BoatForgot where you parked your sea vessel? Worry not. Summon a boat whenever needed, and sail the seas without a care.
COSMETICS PERKS
Attract AnimalsWear a full outfit of a certain animal, and you'll suddenly find them following you wherever possible! Lead a gang of sharks, crabs, or cows, or birds, or - well, any animal in Tchia. Has no benefit other than looking super cool.
COMFORT SETTING
Infinite Soul-MeterYou will be able to find this in your comfort settings. Tired of your Soul Meter depleting? Here's a way for you to play soul melodies to your hearts content without the bar ever going down... Be a bird forever, the sky's the limit!
Now that March has arrived, we're thrilled to get the game into your hands soon!
As mentioned last week, Faeries will be connected to movement magic. In Edengrall there are 6 basic elements, faeries can have affinity for any element and each element is linked to a different movement spell:
Water - Waterwalk Fire - Blastdash Earth - Rockstep Air - Airglide Light - Blink Dark - Moonjump
This week we began implementing Waterwalking, each movement spell will have 3 levels of intensity, you can upgrade the movement spell by having a faerie with very high elemental affinity or many faeries with weak affinity, more details on this later when we implement the Faerie UI.
Lv1 Waterwalk: Allows to move on water, the spell loses power as you move, so staying still lets you float forever, allowing the player to fish on high seas, jumping or sprinting will break the spell.
lv2 Waterwalk: The spell now remains active when you jump, and you can jump when underwater to get boosted out of the water, you also get access to waterskating (water sprint)
lv3 Waterwalk: You now have turbo waterskating, you can move extremely fast on the water surface, this will be one of the most effective ways to travel long distances and will turn rivers into roads.
This is still work in progress, we need to add more particles, sounds and fine tune everything as well as maing the UI elements for buff indicators and the bar that measures the duration.
On the Faerie model I have finished converting the hair into pieces that can be assembled into different styles
Now I need to redo the UVmap, texture and rigging for hair physics
Combat in Book of Travels is one of those things that currently does not function the way we want it to and that's why we've been working on a complete overhaul of the system. As you may remember, we recently announced that our new combat system is available for testing on a preview build of the game. We're very thankful for every single one of you who took time out of your day to try it out and provide us with invaluable feedback.
Very soon we'll be ready to implement the new combat system into the regular production build of the game, so you won't have to wait much longer. You'll hear from us again when it's time, with more information - but today I wanted to give you a sample of things that have been changed or improved in combat as a direct result of your feedback specifically.
You will be able to see your allies' and enemies' stats while in combat
Targetting is easier to do, and easier to visually follow
Health has been reworked to synchronize better with other combat features
The defense skill is longer in duration
More feedback when making actions in combat
So, once again, thank you! This right here is yet another example of proof that your time spent in the game and your communication with us leads to the betterment of Book of Travels. We appreciate you!
Until next time, Traveller, have a great weekend. Personally I'm off to play some more of a certain new Japanese RPG and see the new sand worm movie.
Best wishes, Oliver & the team at Might and Delight
• Balance changes to all arenas • Balance changes to some of the hammer skills • Rebalanced some of the weapon stats • Endless Survive: balance updates • The Barbarian Camp: fixed colliders
Enjoy the game, everyone! Leave your feedback and have a nice weekend!