UPDATE: The stream planned for April 9th has been delayed until 5 PM PDT.
Hey Racers!
We're back with more installments of our Highway Hangout series of streams! These streams will be more casual hangout sessions with CM Smallerbee and occasionally a guest or two. We will run viewer games, license mission tips, maybe an improvised tournament, maybe a giveaway or two, and other secret bonus segments. You never know what's in store except a good time! Come check that out on:
Thursday, April 4th at 2:00 PM PDT.
Tuesday, April 9th at 5:00 PM PDT.
Wednesday, April 17th at 11:30 AM PDT.
Monday, April 22nd at 5:00 PM PDT.
Don't forget to head to our Discord server and sign up for the @Contests & Events role to be notified when we go live!
These livestreams will be available on the following platforms:
Meowllo! We have a big, BIG update coming soon for everyone! But we are still making sure all the save files are intact. Hopefully, we can get it all ready for release by the end of the week~
Note: Save data from demo will not carry over to full game. You cannot save or load files in the demo
For those who are new, here's your chance to try a taste of Snacko Island for free with the demo! There are three options:
Game Demo: this is just the beginning of the full game. You can go through the story cutscenes and experience your first couple of days on the island. The demo will end when you choose to proceed with the story by going into the Grassy Plains
Shrine Demo: try your skill at the speed running shrines inside Snacko! Can you get the hidden Master and Ace times?
Sandbox: start off with a few items and some materials to play around with the systems. The demo will end when you choose to proceed with the story by going into the Grassy Plains
But even though your save data won't carry over, we are adding a new option to the update coming soon...drum roll please...
Skip intro cutscenes!
For new and old players alike, we understand the first couple of days can be A Book. So we've added the option to skip through until you've helped Mikan fix up her house. Nice! You won't be missing out on any materials or items by choosing this option.
We've been hard at work on 0.9.2! It's got a lot packed into it~ It'll have the features in this demo: character customization, new items, balances, and more! Those patch notes will be Very Long so look forward to my rambling ⭐
So for now, I will just leave this at that, and let the 0.9.2 update patch notes do all the talking SOON!
I already own the game! I can't download the demo :(
Go to your library, right click Snacko -> Properties -> Betas -> snackodemo092 Enjoy!
Wait, Early Access? Aexia is finally ready to leave closed beta behind and enter an early access stage.
We’ve come a long way in the last year, experiencing overwhelming levels of community support. With the help of all of our amazing community members.
We want to give a huge thank you to everyone who's tried out Aexia and provided their feedback so far. Aexia genuinely would not be the same without all of your help, it's been shaped by the community every step of the way and we've managed to build a powerful VR Roleplay platform.
And this is just the start of our early access phase. There's still so much more on the way. For now, visit the Aexia steam store page to download Aexia! Share it with your friends! It's time to step into the role.
No Ticket Back: Craft, Survive & Escape - MIKEEURO
Embark on the Journey! Our LIVE DEMO is Now Available - Limited Time Only!
As the brave crew sets course for the Red Planet, their mission takes a terrifying turn. In the vast emptiness of space, their once-proud vessel becomes a haunted nightmare. Can they survive the horrors that await them in the darkness and escape or will they succumb before completing their mission?
Before we start talking about what progress has been made during the past month, I wanted to let you know that a public demo will be available in June! With that being said, let’s start!
Over the past month the game received its last major additions in term of physics model which is now stable and accurate. Also, a new version was published early in March. I received a lot of feedback which helped me to know what to prioritize. There is obviously still bugs and improvements to be made, but the list of game breaking bugs is definitely going down.
Over the next month(s), the plan is to keep fixing the bugs and opening the test builds to more people. Furthermore, the goal is to also improve the UI, sounds and add a tutorial that explains enough so that the player is able to understand what he has to do.
It’s time for the Playtest Pulse, our post-playtest check-in where we chat about what we heard, what we’re thinking, and what comes next! This is a HEFTY reflection because we 1) learned a lot from running our biggest playtest ever, and 2) it’s our first playtest pulse since dropping the NDA, so there’s lots to share.
Let’s kick things off with one of our ✨ visions for the future ✨
🗺 ONE MAP TO RULE THEM ALL (jk)
Based on the feedback from the last playtest, this feels like the perfect time to dive into our thoughts when it comes to multiple maps. To get right to it…
Our long-term plan for Seekers of Skyveil includes multiple maps, including ones for new and experienced players. We don’t think our core map can (or should) do everything at once. Instead, we want to build different experiences that go hard on different motivations and needs, like PvP brawling or learning the ropes.
Here’s the map line up we’re thinking of right now…
The standard Everbloom: This is what we’re all playing today. It’s meant to be the “core” map with lots to explore, bosses to battle, and PvP at hand. It’ll also be the place to gear up for more advanced maps.
Beginner map: This one will have fewer risks and smaller rewards so you can get your feet wet before diving into the main map. Imagine something like the Everbloom with a limit to the gear score you can enter with, for example.
High-stakes PvP map: Designed for the bloodthirsty girlies of the world, this is where well-geared teams can go to prove their prowess and earn unique PvP rewards.
We’ve got our eye on some other ideas too, such as a “raid map” focused on PvE co-op play.
It’s worth noting that any of this could change and we don’t have specific timelines to share yet, as we’re generally focused on rounding out our core map experience first. That said, we’ve moved the PvP map up on our priority list based on the feedback from this last playtest, as we think it’ll make a difference on everyone’s experience–new and veteran players alike.
With that… Let’s jump into the juicy feedback.
🌱 Up first… the newbies
One of the big themes last playtest was the struggle between the haves (gear, experience, knowledge) and the have nots. It’s a complex space, so we’re breaking it into pieces, starting with the “newbies.”
Here’s what we heard…
It feels bad to be matched against high-CR opponents when you’re new.
Once we have a beginner-friendly map, this won’t feel so disheartening. But we don’t have that right now, and we don’t want newcomers to feel defeated before they have a chance to find their feet. So in the meantime, we’re exploring changes to matchmaking that’ll favor matching new players with other new players.
Early mobs feel too tanky without gear.
Clearing mobs in the nude should take longer than when you’re kitted out. (Side thought: No one should really be fighting naked because everyone starts with gold and we’re lowering the cost of gray gear this patch, although maybe Taro’s shop needs a clearer draw for new players.) In any case, we don’t want slow cleartimes to stop people from finding the fun, so we’re looking into adjustments.
Leaderboards are incentivizing people to hunt all players, including newbies.
Yeah, this isn’t great 😬 We’re working on some changes so that PvP leaderboards better reflect your PvP skill, rather than your ability to hunt down as many players as possible.
PvP fights feel too determined by CR / I can’t get outta fights I don’t want to take.
Ah yes, the extraction conundrum: Gear should feel like it makes you stronger, and also weaker teams should have a chance to sneak a W from more powerful teams (or at least make a getaway), especially with a skillful outplay.
We’ve got some more tools in the works to help you disengage unfavorable fights, and beyond that, we have a close eye on the impact of gear on PvP. Please keep the feedback coming!
Losing gear I worked hard for feels bad.
Being for real, this is part of the extraction genre and is one of the reasons extraction games have such high highs–they have the lows to match. That said, we want you to feel like you’re making progress and can get back on your feet if you lose some gear, which is where things like gold and crafting systems come in. Beyond that, we’re looking at giving you some direct autonomy over securing something you’ve worked hard for via insurance.
📢 We planned on testing the insurance prototype in this week’s playtest, but we decided to give it more time in the oven before dishing it out. We want to make sure we get insurance right, as it’s a complicated feature that can impact the entire economy and power system. You can expect to see the first iteration in the following playtest.
🧓 Up next… the oldbies
On the flip side is the feedback we’re hearing from veteran players, which is often connected to newbie feedback in some way. Let’s break these into bits too…
It was fairly quick / easy to kit up this playtest.
We’ve got two main culprits for this. First… the Wishing Well was bugged and dishing out purples left, right, and center. We’ve fixed that bug and are continuing to iterate on the Wishing Well so it feels like a good gamble… not a guaranteed win.
The second culprit is our good friend Taro, who’s been carrying purple passive gems on discount to help us do some testing. We’ve got some reps in, and are ready to move these powerful modifiers to their intended home–around the map in places like high-tier chests and meteor drops (and eventually, crafting). These gems are some of the most powerful things in the game, and their rarity–and subsequent dopamine rush–should reflect that.
With these changes combined, it should give you more to chase as you push towards the late game. But there’s more to it than that, which brings us to…
Veteran players have limited late game goals at the moment.
Beyond honing in on the right pace for gear acquisition (which will look different when we get to live servers btw), we’re working on adding more long-term goals when it comes to kitting up and progressing. Here’s what we’re noodling on next, in no particular order…
High stakes PvP map: As mentioned, this starts to round out our overall ecosystem and provides an outlet for players looking to prove their PvP prowess. Combined with the leaderboard adjustments, this should also slow down the “newbie hunting” going on in the Everbloom.
Deeper crafting system: Crafting helps you get back on your feet after a few losses, and it’ll eventually be the only place you can reliably get some specific, high-tier items. We plan to add much more to the crafting system, including those rare items, higher-quality resources, and resources you can only get from defeating certain creatures and bosses. Combined, this should help you set goals across multiple matches as you seek out special gear.
Unique items from creatures: We’ll also be adding more rare, unique items to the map, like we did with the Sodberry drops last playtest.
Higher gear tiers: Purple isn’t the end game, y’all. It’s gonna get Legendary.
🎒 Finally… the grab bag
For things we heard that don’t fit into the other categories.
The map is confusing and it’s hard to find my way around.
We’re on it! Keep your eyes out for an updated map this Thursday, with clearer extraction points and walking paths, with more clarity and functional improvements to come (like map pings).
We’ve heard some requests for an in-game mini map too, but we’re holding off on that. We want map navigation to be a skill you can grow, which includes learning the world and using your map on the fly. So we’re gonna spend some time making the map a clearer, more useful tool to rely on.
Having matches end right when the timer runs out feels lame.
Agree, we’ll be changing how this works soon.
The rules around the different extractor types is confusing.
When do they turn on, when do they turn off, can that be used twice, AHHH!!! It’s a lot to learn and isn’t the most clear in game. Plus we’re not sure it’s adding a ton to the gameplay either–we’ve heard you like catching a cheeky ride on someone else’s team extractor, or having a battle on top of them.
So this week, we’re experimenting with converting all extractors into team extractors and leaving them on for the duration of the game. Some will be reusable and others won’t–check the new map for more info.
p.s. We’re also working on providing more clarity for the tunnel extractor event.
I keep losing my cursor!
We’re on it 🤠
The end
Holy guacamole, we made it! Thanks for all of your feedback, and please do keep it coming. Come join us in our community Discord if you'd like to share more thoughts. See you for playtest on Thursday!
We step into the small city of Norwich. Not much happens here, and the citizens of Norwich live a peaceful life, going to and from work, home, and the bank. What could possibly happen in this quiet city?
This is a heisting style game focused around 3 different groups of players: The citizens, the bank robbers, and the police! I hope to see you all there! ^_^
This update adds two new types of lights to the inventory. The "Bar Light" and "Tube Light" are both common fixtures in the film industry and controlled using the new "Lighting Tool." In a future update the existing lighting and grip equipment will be converted to work with this new tool. The end goal is a "Lighting Console" tool that will allow for editing of multiple lights at the same time.
Please watch the YouTube video for a demo of the new systems.
Known Build Issues These will be addressed in a hot fix or the next update - This build has introduced a few "Instruction" errors. ex. ShotList tool only shows [ Q ] for changing shots. It should say [ Q ] / [ E ]. There may be a few other of these issues after and update to the Instruction UI. - Cameras after being loaded back in have an issue with their UI