Thank you all for showing When the Light Dies so much love and interest over these past few months. We’ve been reading through your demo feedback and are currently working on creating a tutorial stage to help onboard new players, alongside various other quality of life improvements.
Today we have some other big news to share! When the Light Dies will be launching into Early Access on 28th March 2024, that’s just 4 weeks away!
So why Early access?
This game is ultimately a bit of an experiment for our small team and going through Early Access will allow us to work closely with our community and implement feedback incrementally to make the game the best it can be.
We’re planning to be in Early Access for a minimum of six months to give us plenty of time to add more of everything, new features and mechanics ranging from additional abilities, weapon types, and enemies to gripping story elements for you to uncover.
Soon, we plan on providing a transparent roadmap for you to follow our progress through Early Access until the full release.
How can I give feedback?
We plan on connecting with our community through Steam discussion threads and by monitoring comments on all other social media platforms. We will also be setting up a When the Light Dies Discord for you to join, leave feedback, and chat to other players!
Again, thank you for your support so far, we can't wait to take you on our Early Access journey when we launch on the 28th March!
The support and excitement in the final run up to release has been overwhelming. We've had fan art, deep lore discussions, pitches for future mechanics and seen so much more interest in the game than we had ever imagined.
The GUARDS! team would like to take this opportunity to thank everyone who has wishlisted the game, played the demo, given us feedback, kicked down doors, hit perps with frying pans and generally been a part of this new community. THANK YOU!
Finally, after a year of hard work GUARDS! is OUT NOW and it is time to unleash you all upon the wretched streets of New Alestead!
Vanguard Supporter Pack and Bundle!
At your request, we have created a supporter DLC pack for the game! To be 100% crystal clear, these are purely cosmetic items that are simply a way for you to show a little extra support to the dev team. There will be no Pay to Win shenanigans on our watch!
As a result, we have also added a bundle that contains the base game and the Vanguard supporter pack with an associated discount applied. The discount means you essentially get the Vanguard Supporter DLC for ~50% of its usual price.
So... now you can bust crime in style with these, very regal, weapon and armor skins.
Further Support
For answering general support queries, we have added a Release day mega-thread over on the discussions that should help you find what you're looking for.
If you find a bug and would like to report it, simply post it in the discussion forum with the tag [BUG] at the start of the post title. That will help us prioritize it quicker (which means it will get fixed quicker!). Or head over to our Discord where we have a dedicated section for bug reports.
The Discord is also great place for us to answer any miscellaneous questions or support requests. If you would like to chat to a member of the dev team directly, that is the best place to contact us.
Finally, if you'd like to support during our final push, since we are self published we rely heavily on word of mouth to introduce people to the game. So tell your friends, share a link to the steam page on discord, or let a streamer who might be interested in the game know about it. We appreciate it!
Can anybody guess why March is our favourite month? It might have something to do with it being our birthday! That's right, Core Keeper is turning two on March 8th, so get your party hats ready, Explorers.
Bye-Bye, Valentine's
Our Valentine's Seasonal Event came to a close around the end of February, and we said farewell to a rose-dappled underground. Valentine's is always a fun event and, to see it off, we created this cute little Valentine's themed café! If you didn't get a chance to play Core Keeper during the event, don't worry, you can switch it (and others) on at any time of year from the Gameplay Settings menu.
Birthday Countdown!
We're counting down the days until our second birthday, which is next Friday, and we just can't wait to get our party on!
Language Update Reminder
The next new update on our roadmap is set to be our Language Update, coming in Spring 2024! We'll be adding FOUR new playable languages to Core Keeper and, while we can't tell you what these are yet, we can tell you that your community requests have definitely had an impact!
"This Sandbox RPG is a Hidden Gem..." by Dxmonick
We had a lot of fun watching this video from Dxmonick. Follow him from his first day in the underground all the way up to his battle with Ra-Akar, summarised into just 12 minutes 34 seconds! Little bit of a content warning for our younger Explorers: This video does contain some swearing!
Update from Owlunae
The talented Owlunae has been kind enough to share an update on the world that we featured in last week's update! This is a closer look at their base and is actually 200 screenshots stitched together. We appreciate the time and effort that must have took, even with the World Snapshot Mod, Owlunae!
Alien Starship
Discord user, MadFoxArtz, showed us their interpretation of a Caveling Starship in Creative Mode! You can check out the full image set in this post on the official Core Keeper Discord.
That's all for this week, Explorers. Until next time, au revoir!
This month has been marked by a lot of invisible work for your eyes. First and foremost, we have been putting our shoulder to the wheel in the making of the Civil War feature. We have made progress on designing how it will play out, the conditions and outcomes, as well as defining and creating the UI. This feature is dedicated to late game and asks for a lot of design work, hence the smaller updates recently. There's still much ahead of us, but we're headed in the right direction! Stay tuned for more information about it, the rule of every House will be challenged, and Calderia will be in flames!
Aside from the Civil War, we have been focusing on improving existing features, UI, fixing bugs and issues, and also finding ways to make the best of your feedback. You have shared a lot of valuable elements in your reviews and posts, we would like to thank you for this. Now, without further ado, let’s get into the changes made this month!
Design & Balancing
Siege: We have been working on various improvements and balancing tweaks to the siege mechanics. You can now change your garrison units to adapt them to the attackers' troops, allowing you to make more tactical decisions. We added more clarity and details regarding the garrison with more tooltips and the garrison view UI. The AI now handles siege better, but in some cases, siege wasn't working properly when the AI didn't have a defending army. We have then added an event if a siege occurs without opposing forces. A few issues, like garrisons that wouldn't be removed after a conquest, have been fixed. Some siege events may still incorrectly refer to "Bandits" in their description or title, we are investigating it.
War and fights: We reviewed and reflected on your feedback about the war and the mini-game for battles. We are working on improving the war system and adding a new military unit logic. While the battle system will remain the same in its core (a mini-game with a board and units to control), we have been focusing on making it more entertaining and tactical. A fair share of the changes we have made are already available in today’s regular update. We will break the rework of the system down soon in the next devblog! For more transparency, redesigning the battle system altogether would be heavily time- and resource-intensive, preventing us from working on other features and content for the game. We opted to make battles and social conflicts (negotiations) totally skippable when we released the game in Early Access in August. You can simply select your units, as well as the objectives and outcomes you are most interested in, rather than going through the mini-games, if you do not want to play them.
Winning path: We have fixed a bug that would softlock your progression in the Winning Condition Chapter VII “Building a Network of Power”, preventing you from finishing the game if you inadvertently completed steps in another order.
Visuals & Interface
World map: We have noticed after reading your comments that there was information that was not clear enough or hard to find. Some of the information that has been mentioned can be viewed in the map modes. Thanks to your input, it made us realize that the map modes we made for the world map a few months ago may have gone unnoticed. These modes display important information by activating them and clicking on each territory to see, for instance, the relations between Heads of House, and we added the possibility to view unmarried characters using this map mode (how many there are in each fiefdom as well as their gender). It is also possible to view the feudal status of each House (vassals and lieges), the resources, the recruited spies, the ongoing wars (and who is at war with whom), and the alliances of each House. We have added an active map mode indicator for more clarity. We welcome your feedback to further improve this feature’s readability and clarity.
User Interface: Regarding the UI, we have added a fiefdom mouseover visual effects, tooltips breaking the production down to make it clearer, but also fixed a bug where it showed too many war reparations gains during wartime.
User Interface scaling: In February, we kept working on the UI scaling issues and have set the default scale at 70%. This can be adjusted from the Video Settings. Please let us know if this improved the encountered issues.
Technical fixes & optimization
Optimization: We continued working on optimizing the game and especially the world map. We have added new options to the menu for visual effects and graphic settings, as well as Low and Medium graphic settings for charging water textures (rivers and lakes, in particular).
Crash: We have fixed the reported crashes sent through the Unreal Engine Crash Report, in particular the one linked to loading a save. If you experience a crash, please send the crash report via the Unreal Engine Crash Report window, and let us know on Discord or in the Steam forums.
For more information, read the full aggregated patch notes below:
Added
Siege info tooltips
Garrison view close button
Event for Siege without opposing force
Active map mode indicator
Low and Medium graphic settings for water
Updated
Rivers and lake textures
Fiefdom mouseover visual effects
Relation Map mode now shows unmarried court members
Production breakdown tooltips
World map optimizations
Fixed
Remove unnecessary notification text on Trade and Raise Army views
Resource breakdown can show too many war reparations gains
Sue for Peace not triggered in some scenarios by AI
Intrigue Back button not working
Winning Condition Chapter VII rare softlock
Siege not working properly when the enemy (AI) doesn’t have a defending army
Incorrect confirmation texts
Garrisons can’t be closed after conquest
Various crash causes
Game crash when loading a save
Known Issues
Some siege events may incorrectly refer to "Bandits" in their text
Default UI scale is at 70%, adjust this from Video Settings.
UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust the UI scaling percentage in Video Settings.
Character customization images might fail to load occasionally. The UI still works, and reopening the menu sometimes fixes the issue.
As you've seen, we've been keeping ourselves busy, and there's still much work to be done. We can't wait to hear your feedback on the Civil War! Keep watch for more updates on the development of Great Houses of Calderia and upcoming content!
Greetings, dear comrades of the Soviet Republic and fans of our game worldwide. From now until March 10th, you can save 35% on Workers & Resources: Soviet Republic. Come check the game out!
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!