- EVIL WHIMSICAL BUTTON added - Fixed being softlocked out of the "Take Away" achievement - Added an ENCORE chart for 'grode' - Added a new trail at the top of the Node Flowchart for 'Aleph-0' after completing Chapter 3 - Fixed Chapter 3 Worldkeeper Challenge song re-locking after replaying it from the Node Flowchart - Auto-unlocked nodes in Chapter 3 after completing TVO - Fixed font changes when in the presence of MARENOL and STARGAZERS gates in Betweenspace - Fixed a bug where Currency Multiplier accessibility settings would reward insane amounts of points and battery - Fixed a bug with loading screen tip text wrapping - Added a new loading tip - Fixed a hall of mirrors bug in the Archives in Betweenspace - Fixed some tile layering in Betweenspace - Fixed some collision errors in Betweenspace - Added some optimization measures on charts with high notecounts - Pause menu during Chapter 3 Worldkeeper Unlock no longer shows your Betweenspace crystals
I would like to show you a few of the many things I worked on since the last update.
First I would like to show you the most recent weapon skills demonstration. These are of course only some of the skills, and thre will be more. But it will give you a little clue. There also skills who are general fighter skills, like kicking and evading, getting into rage. But those are not shown here.
Another thing I would like to show you, is some of the quality of life I have added. Things like Quick Item, and some essential tool tips. This video also demonstrate some level with nice decorations. It is also possible to search monster bodies for loot.
Here is some test demonstration of battle with Gnomes in VR, it doesn't have all the latest updates of the quality of life, but it's nice to see.
Here is another small nice demonstration of changing weapon sounds.
I am also working on a possible daylight maps.
This does not show all the progress made, but it shows some highlights. The next goal is to have a playtest and then also a Demo.
Please tell me what would you like to see in a Demo?
This small patch fixes a very peculiar bug with limited impact. If you previously had trouble using the gamepad or keyboard to change equipment, this update should fix that. Most people were likely unaffected by this bug.
Quality of Life Changes: - The Rotation of the hand, which breaks the stones only works on one axis now, which feels much more fitting for earthbending. - Gaia (the one you have to defend) now changes the position according to the wave, so that you don't have to wait too long for you to lose, after you missed one enemy. - The checkpoints now point with an arrow towards the enemy spawner, so that it is easier for new players to know, what is going on.
Bug fixes: - Physical Animation seemed to not work properly. Reworked the whole mechanic. It is now working properly.
Forza Motorsport Update 6 introduces significant changes to Car Progression that give you the freedom to build cars your way. Career Mode welcomes the Combustion Tour and 4 Spotlight cars that invite you to explore different engines, and 4 more new-to-Motorsport vehicles are headed your way via Car Pass. All this and more available when the update goes live!
CONVRGENCE is rapidly approaching its release, which means I have less and less free time. Nevertheless, I've managed to write a new diary for you, because I believe that today's topic is especially important for understanding the game's structure. Today, let's talk about locations.
World Structure
Let's start with the main point: CONVRGENCE is neither an open-world nor a semi-open-world game. You will always explore relatively small locations, moving between them via loading screens. However, unlike many other similar games, visiting the same location each time will provide a unique gameplay experience thanks to procedural generation. Entering what seems to be a familiar area, you still won't know where to go or where the extraction point is; how many enemies you'll encounter; or what loot you'll find.
Thus, even a single location can offer many hours of gameplay due to its endless replayability and sense of unknown (players of my previous game - Paradox of Hope - won't let me lie). In CONVRGENCE, there will be two such locations available at the start. Additionally, at least two more will be added during the early access phase.
And of course, players will have a safe place - a separate location where they can rest between their outings. Now, let's take a closer look at all these locations.
Garage Cooperative
The Garage Cooperative is the first location that will be available to all players starting from the first reputation level. Its name speaks for itself. Here, you'll explore endless rows of garages forming a true maze where even experienced hunters can get lost. Bandits who have taken a liking to this place certainly won't contribute to peaceful exploration and artifact hunting.
Some players have mentioned that they enjoyed the gameplay of Paradox of Hope but found the game too scary. They couldn't handle the tight spaces and darkness of underground tunnels, especially the monsters unexpectedly jumping out from around the corners. The Garage Cooperative location is a perfect fit for such players. You can exclusively go on raids there, and then CONVRGENCE will play out somewhat like Escape from Tarkov, with only humans as your opponents.
Tip: Be sure to search the car trunks - that's where you'll find the most valuable loot!
Underground Facility
The Underground Facility is the second location accessible upon reaching the second reputation level. And this is no coincidence. Raids to this location are much more challenging and require careful preparation. The abandoned underground has become a refuge for demons - mysterious creatures that have overrun Chernokamensk after the Zone formed. During the day, they hide there from sunlight and sleep in their improvised lair.
Those who enjoyed the claustrophobic locations of Paradox of Hope will feel right at home in the dark corridors of the Underground Facility. Although, perhaps, they have become even scarier... If you enjoy testing your nerves, you can exclusively go on raids here, and then CONVRGENCE will play out very similarly to its predecessor.
Tip: Stealth is your key to successfully completing a raid in the Underground Facility. It's better not to make unnecessary noise and awaken the demons.
Hunter's Base
The Hunter's Base is a safe place - your hub in the Chernokamensk Zone, where you will spend time between raids. Here you can: sell the loot you found to the local trader - Zakharich, and purchase everything you need with the proceeds: guns, ammo, equipment, supplies, and much more. Practice your shooting accuracy at the shooting range and compete with other players. Relax in your personal room and maintain your weapons.
Unlike the hideout in Paradox of Hope, the Hunter's Base in CONVRGENCE is bustling with activity. Here you will encounter other hunters, each busy with their own tasks. You can even find a bar at the base! However, it's currently under renovation but will surely open its doors in one of the future updates.
Tip: Don't enter unfamiliar doors without knocking!
Future Plans
As I mentioned earlier, during Early Access, the initial list of locations will be expanded by at least two more. They will also be procedurally generated, significantly increasing the gameplay hours in CONVRGENCE. The first of these locations is the Woods.
The Woods will be much larger than the Garage Cooperative and the Underground Facility, and of course, this location will be less "corridor-like". There, I will try to get as close as possible to the formula of a large semi-open location.
As for the second new location, I won't say anything yet, except that it will be about vertical gameplay. But as a developer, I can't wait to work on it, and I'm sure you'll love it too.
Conclusion
That's all for today.
I hope the third diary gave you a complete understanding of how CONVRGENCE is structurally organized, what locations will be available at release, how they differ from Paradox of Hope, and how the game will evolve in terms of locations later on.
I also hope you enjoyed the new screenshots. If you want, you can compare them with the old ones and see how much the game has advanced graphically over the past six months.
Add the game to your Wishlist and join our Discord; the release of the game is just around the corner!
I've been hard at work on several enhancements to improve the gameplay experience for the next playtest. The date is still TBD, but you will be the first to know when it's set.
Here is most of the things I have worked on this month,
Fixed an issue where new players couldn't proceed to log in or register.
Fixed an disconnect issue which happened sometimes randomly.
Added a notification system for client updates, which will only show up in the main menu.
Worked on Castle a bit. Here’s a glimpse of the work-in-progress. (Changes are likely as development continues.)
Added Bullet Penetration System to add depth to combat situations. (Not fully complete.)
Optimized code performance all around for smoother gameplay.
That is all for now. Have a great rest of your day and see you on the next development update!
There will be a few hotfixes coming before the next big update. One of them is Hotfix 1.42
* We received notifications from some players that they could not collect the flags of enemy bases when they raided them.
With this update, you can collect flags when you raid enemy pirate bases. Each Enemy base has its own flagpole. The collection option will appear in front of the flagpoles.
* Enemy raids on our pirate camp at regular intervals have been improved. Instead of raids from a single area, you can now raid from any entrance to your pirate camp. The Raiders are more diverse now.