Hey! Hello, dear players! Finally we and you have waited for the release of chapter 3! The winds are blowing the sails and swiftly sending Drunken Dragonfly on her way for bounty and good stories!
Let's get right to it. Here's what's in store for you in this update:
Remember the mini-games "shooting", "hole-patching", "steering", "Tailwind"? We are adding 3 more mini-games to them, which will immerse you in the world of the game even deeper. One of them will be with our pointy-eared beauty, the second one will be with Anna and an unnamed character, and the third one will be in one of the side quests, where you will have to take command of... but not the ship (so be sure to try them all!).
We realize that the numbers don't really convey the volume, but still we have to say how much has been added. There are 10 new sprites, including both important main characters and minor ones. About 13 changes in old sprites: new clothes, recycling of emotions, hairstyles, poses and much more.
With a total of about 38 wonderful new backgrounds and full images, you'll visit new cities, meet old acquaintances and go on the world map, where you'll sail the seas on your glorious ship! Also 9 new NSFW scenes are waiting for you, including 7 animations! Yes, yes, there are animations in the game now and we are very proud of them. We also animated all the NSFW scenes from chapters 1 and 2 and now the game looks and feels even more cohesive and consistent. We made sure not to offend anyone, so this chapter will have racy scenes with all the main characters.
The story has been greatly expanded and 3 full-fledged side quests with Benno, Lauren and Olivia have been added. The chapter turned out to be quite extensive (to be exact, it is 2 times bigger than the first chapter!) and if you go through it thoughtfully and try all three side quests, you will get about 6 hours of gameplay. We want to warn you - it's better to start the game again to avoid mistakes and bugs (we fixed the previous chapters too), but most importantly - to see the NSFW scenes for sure, as they will require a certain amount of relationship points and it's better to start collecting them from the beginning. Choose wisely!
Made a few changes to past content based on your requests: added training for the card game Tailwind; in the gallery, all images will now be numbered and titled; fixed a couple backgrounds from past chapters; removed blank pages from the inventory (one is enough for everything); added pages to the relationship book (team grows); changed the final window.
In response to requests from players who didn't like the card game Tailwind, we've added it to the list of those mini-games that can be skipped with a checkmark in the settings. Now, if you have no desire to break away from the text narrative, you can avoid all mini games completely. But the immersion in the game is much better with them ;)
In addition to in-game content, we've finally gone through all the circles of hell and added items to Steam! 4 levels of badges (+ metal one) 5 emotions 5 profile backgrounds 6 cards
And also chapter 3 brought 20 more new achievements!
Among other things, we corrected typos in previous chapters, added dots at the end of sentences where there were none, added sounds where they were intended but not present, and added or corrected emotions on sprites where they were displayed incorrectly or not changed.
For us, this chapter was quite difficult and brought a lot of challenges. We tried very hard and would like to hear from you - how did we do?
Once again we would like to thank you sincerely for your interest, for waiting and supporting us! There are two more chapters to come and we are looking forward to {LINK REMOVED}your feedback to make the game better!
The first-ever hands-on impressions of Gray Zone Warfare are finally here. After much anticipation, several creators had the exclusive chance to dive into the game, and their initial impressions were not only inspiring and enlightening but also immensely helpful in shaping the game's future improvements over time.
Please note that the creators experienced an older pre-alpha build while exploring only a limited portion of the map and completing one mission. This provided them with a glimpse into what Gray Zone Warfare has to offer.
Every creator offers a distinctive viewpoint, illuminating various aspects of the game. Their diverse impressions articulate a well-rounded comprehension of just some of the fundamentals that Gray Zone Warfare holds in store once Early Access unfolds. Prepare for narratives featuring strategic ingenuity, pulse-quickening episodes, and the pure adrenaline surge of being at the forefront of an entertaining and enjoyable gaming experience.
If you haven't signed up yet, you're missing out! Go HERE to sign up now!
What To Expect: ✅Latest #GrayZoneWarfare updates ✅Monthly Exclusive Dev. Interview ✅Creator's Corner: Highlighting top GZW videos by talented content creators ✅Fans Spotlight: Showcasing fan reactions of the month
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📣 The Underground Blossom metro is set to make another stop at a mysterious new station very soon! 🚉 Have your 🎟️ tickets 🎟️ ready and stay tuned for more reveals! 👀
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I have to repeat it because it's important, so listen, I'll say it three times:
Terra Memoria releases on March 27
Terra Memoria releases on March 27
[/strike]
Terra Memoria releases on March 27
[/strike] [/list] Sorry for the spamming, but yes, with this super important news, we would like to invite you to join our Discord community to share the hype together for the launch!
We're here for you if you wanna:
🔨Report bugs
✍Share your feedback
🎨Show us your artworks
😎Have a chit-chat with other players & devs
No matter you're a JRPG lover, a cozy gamer, or just interested in the game, feel free to join it!
Those of you who are members of our Discord server community may have noticed I am very passionate and enthusiastic about music in video games as it's my favourite genre of music (if "genre" is even an appropriate term here), which always accompanies me when I work, evoking vivid memories from my beloved game series and inspiring me in my own creations. Naturally, I wanted Selenwald live up to my auditory standards and have a memorable soundtrack that greatly fits the game's atmosphere.
First Pieces
It all started back in 2021 when I met Markus Zierhofer - a composer and one of the people behind Audio Creatures. I immediately knew he would be a great fit for the project as he quickly understood the vibe I was after and was excited about the references I suggested. Not much time passed before he began working on the first two pieces - an exploration track and a combat track, both of which he nailed.
The first track required quite some iterations before it took its final form but we eventually found the sweet spot. The combat one though, that was quite a different story! I was in a bus when Markus sent me the first draft version but I've left my earphones at home so I couldn't check it out just yet. I carried on, unaware of what awaits me. When I finally returned home and played it I immediately got goosebumps. A moment later I realized I'm smiling ear to ear. What was to be just the first draft, felt like a masterpiece to me - exactly what I wanted. Here's my original reaction:
Thus, Selenwald received its first tracks to be used in game. There was a small problem though. Most of the in-game music should have some things in common to ensure consistence. Something to connect them - a common motif to be explored in various moods and colours in the upcoming tracks. The main theme was needed to provide this definitive central point. However, this wasn't a priority for the time being.
Main Theme
Two years later when I spoke to Markus at Game Industry Conference here in Poznań, he mentioned he's looking for new pieces to compose because he's preparing to do some live recordings soon. I thought it would indeed be a good moment to finally tackle that main theme as I even—coincidentally—had been gathering some references for it in the past couple of weeks.
However, there was a slight misunderstanding..
I knew Markus owns and plays lots of instruments himself so I thought he simply wanted to replace some of the usual sample-based virtual instruments with the recordings of him playing (at least for those parts that are played by a small amount of instruments at once). I did not originally realize what he meant was an actual orchestra.
He and his colleagues at Audio Creatures together with German Film Orchestra Babelsberg gathered a bunch of indie studios and organized a consolidated recording session for many tracks at once. This made the whole thing surprisingly affordable and manageable. Then, after some waiting, the mixing and mastering were done and Selenwald had what most indie developers believe to be an unreachable dream - an epic main theme played by a live orchestra. In the end Markus have proven some people—including me—wrong!
Also, the initiative—which they dubbed Live Score Berlin—turned out to be so good they're making it into a recurring event and the submissions for this year's edition are closing soon. I hope some other fellow indie developers find as much value in it as I did.
But enough talking - here it is. Make sure to listen it until the very end. I hope you like it!
I'd tell you of everything that inspired this theme but actually.. why don't you tell me instead? Can you guess which three musical pieces influenced Selenwald's theme the most? Maybe you can even catch some secondary inspirations? Give it a try in the comments below or over at the Discord server.
And here is a short clip from the recording session itself:
The Struggles
As a final note, I'd like to give you the update on the matters I tackled in the last entry - particularly my financial situation.
First of all—once more—a big thank you to everybody who supported me financially over at Ko-fi. The amount of support has far surpassed my expectations and helped a great deal.
The bad news is that the situation still hasn't gotten much better. I occasionally get a bit of paid freelancing work to get by, but I still haven't found anything more stable as the talks with studios I discuss possible contracts with are taking forever. Thus, I'm partly living off of money borrowed from friends. It is hard to stay productive with the game's development while under such stress of financial insecurity but I'm doing my best to make some progress every day, even if my overall productivity is temporarily much worse than it is in normal circumstances.
If you hesitated the last time and kind of wanted to help but ultimately didn't do it or you read the diary entry so late you weren't sure it's still relevant, I confirm that it still is. I don't offer anything in return yet but if you simply want to help, you can do it here.
English ############Content############### [Recycling]All firearms now have their recycle data attached to them so that their modified versions can inherit that. (It does not affect previously modified guns in old game versions.) [Sanctuary Cave]Added a simple campfire device for cooking. [Sanctuary Cave]Added an altar. [Cooking]New Recipe: American Apple Pie. [Cooking]You may now decide which food to cook if multiple recipes match your ingredients. [The Grand Library]Added an Alter of Book, allowing you to fuse spells while no longer needing to go all the way to the Mage Guild. [Loot]Fire Imps may now drop elemental proficiency books. [Butterfly]After you met with the Begar King, you can now teleport to the Beggar Gang's Camp from anywhere in the Sewer. 简体中文 ##########Content################# 【回收】所有枪械的回收数据现在绑定在枪械本身身上,于是它们的改造版本可以自动继承这些数据。(不影响旧的游戏版本中已经改造了的枪械。) 【庇护洞穴】加入了一个简易野炊工具用于料理。 【庇护洞穴】加入了一个祭坛。 【料理】新食谱:美式苹果派 【料理】当你的食材符合多种料理食谱的时候,你现在可以选择进行何种料理。 【大图书馆】加入了一个书之祭坛用于融合法术。从而不再需要去法师公会了。 【掉落物】火焰小鬼现在可能掉落元素熟练度书籍。 【蝴蝶之翼】在你遇到乞丐王之后,你现在可以从下水道的任何地方传送到丐帮营地。
1. Fixed a bug where Sierra's profile base appeared instead of Violet's on her first date. 2. Fixed a bug where main menu music would continue through to game setup. 3. Fixed a bug where on occasion, the ClopPad buttons would not appear on the hub screen. 4. Improved writing of game setup scene. 5. Added music to game setup scene. 6. Removed intro video. 7. Improved writing of game opening scene.