Hey there, Hassan here! I have recently added steam achievements in the game! this is something I wanted for a while, I even made a whole system for it before to work independently from steam....but turns out it crashes the game if someone plays it outside the editor lol. Like seriously I had it like that for like a month till I tried it and it just crashed or just made you do nothing. Now I use steam's built in achievements and they were so easy to implement.
ART STYLE
Unlocked achievement Locked achievement The art took a bit of time to get it right but wasn't too hard, as you can see it is very simple and I like that. I took inspiration from tf2's achievements' art style and it turned out pretty good
Midnight Scenes: The Goodbye Note - Octavi Navarro
Midnight Scenes: The Goodbye Note, was born in October 2018.
7 years have passed and we've released three more games in the series, which have a new, consistent look in their cover art. And so we thought it was time to update this one as well.
So please, behold the new cover art for Midnight Scenes: The Goodbye Note!
Fallen Young Wife~Netorare H without telling her husband~ - 072 Project
Mariana , a magician who has been a bounty hunter for 20 years. A highly skilled individual who always completes the quests she takes on. Dislikes people and has a high pride; she has always worked alone. However, during a certain mission, she is hit by a powerful curse. To break the curse, she is told that she must ingest a large amount of semen from various species within a limited time.
Events change according to the passage of time, both during the day and at night! This is a fantasy short battles RPG featuring a cold mature woman forced into leeching . When the erotic increased,more sex events will happen. You can check erotic state on the menu immediately. Two endings, including a virgin ending Toggle for on/off of sectional views.
Let's Get Fit at Midnight, Shall We? - 072 Project
Mariana , a magician who has been a bounty hunter for 20 years. A highly skilled individual who always completes the quests she takes on. Dislikes people and has a high pride; she has always worked alone. However, during a certain mission, she is hit by a powerful curse. To break the curse, she is told that she must ingest a large amount of semen from various species within a limited time.
Events change according to the passage of time, both during the day and at night! This is a fantasy short battles RPG featuring a cold mature woman forced into leeching . When the erotic increased,more sex events will happen. You can check erotic state on the menu immediately. Two endings, including a virgin ending Toggle for on/off of sectional views.
Mariana , a magician who has been a bounty hunter for 20 years. A highly skilled individual who always completes the quests she takes on. Dislikes people and has a high pride; she has always worked alone. However, during a certain mission, she is hit by a powerful curse. To break the curse, she is told that she must ingest a large amount of semen from various species within a limited time.
Events change according to the passage of time, both during the day and at night! This is a fantasy short battles RPG featuring a cold mature woman forced into leeching . When the erotic increased,more sex events will happen. You can check erotic state on the menu immediately. Two endings, including a virgin ending Toggle for on/off of sectional views.
It's been a SPICY-HOT minute since we've last spoken, hasn't it? Figured I'd keep you guys in the loop as to what's been in the works. First off, we've been hard at work on our sophomore title, Ephemeral Legend, a 2d action-adventure inspired by a franchise or two you may be familiar with.
Additionally, we've been working with the cool cats over at Chintzy Ink (the rock-solid creative team behind the gorgeously gruesome My Familiar) on another title in that same engine, Jester Knight! Here's a sneak peek at that, exclusively for you:
And finally, I've quietly been working on Ephemeral Tale in my spare time. Today's patch is for v.1.50.7, and has a multitude of changes in it (some big, some small). Some of you may be aware that I've been working on an update for Ephemeral Tale for some time now, but this isn'tthat update-- that will actually be another, full-sized Major Update. This update had a lot of changes that I've moved up from the next Major Update to this patch, but also a TON of stuff that got added naturally during the beta process (this update is actually bigger than Major Update #7 and rivals some of our early Major Updates, as well!). However, with that said, I did want to get these changes out now for current players since I've asked you guys to wait for a LONG time at this point. After the changelog, stick around and we can talk about that major update and some other great stuff, yeah? :)
Ephemeral Tale 1.50.7 Changelog:
- Added a new encounter method for Gribbler - Lowered the hiring cost of Mercenaries by ~25% NOTE: I'll likely be lowering this further in a future update (or outright removing it if I can untangle the logic internally), but wanted a "quick" fix for current players - Added a new armor, Mask of Nour NOTE: This armor can be obtained from mimics. - Added a new weapon, Reddick's Lance NOTE: This weapon can be obtained from any "rare" type of enemy. - Added abilities for Jackson, the doggo. Our best boy will now learn Bite at Level 1, Growl at Level 15, Fetch at Level 25 and Belly Rubs at Level 40. - Buffed the Greedy Gauntlet NOTE: Now lowers stats by 10% (was 20%), no longer lowers Max HP and MP. Increases base stats by +5 each. This is likely offset by the stat lowering, albeit less-so now. - Clarke will now automatically unlock when initially entering the Realm of Shadows NOTE: Due to a shocking amount of folks missing Clarke (and then being upset that they are good at the video game), I've decided to just have Clarke auto-unlock if you miss her at first. No more backtracking for her! - Adjusted Power growth rates by 20-40% in order to reduce required Power to hit level cap NOTE: This is actually a fairly in-depth change that's hard to summarize in a bullet point. The gist is that I wanted to make it easier to hit level cap (i.e., less grindy) as you could play through the game twice and still fall short. While this update was in beta, I tried a separate change that would have adjusted the Power required to hit cap by ~33%. For technical reasons, this adjusting of the Power curve didn't play well with existing saves. To ensure both future and legacy saves worked with this change, I instead opted to change the Power players received instead. This, however, is why such a wide range is listed in the above patch note (20% is very different from 40%, after all!). Due to how Power scaling works, normal mobs benefit more from this change than boss monsters. As such, normal mobs will be much closer to a 35-45% increase, where as bosses are closer to 20-25%. - Upped base (pre-multiplier) Power rates of most Realm of Shadow exclusive enemies by 20% - Increased Darune, Lord of the Sands' base Power rate by 45% - As an aside, this seems like as good a time as any to publicly state base Power rates for enemies. Normal mobs (with a few exceptions) fall into the 5-10 Power range at Lv 1. Most rare mobs fall between 20-25 Power at Lv 1, and most bosses fall between 40-50 Power at Lv 1. There are some exceptions-- enemies exclusive to the Realm of Shadows tend to be on the higher end of that 5-10 range, and mini-bosses tend to be around 10-15 Power at Lv 1. - Some small QoL updates to the character sprite select screen - Small QoL change where you only need to open the door to the main dungeon once per side (Realm of Light/Realm of Shadow) instead of repeatedly - Fixed a bug where colliders were improperly set in both variations of the tutorial cave - Fixed(?) a bug where party members wouldn't properly scale to the players level NOTE: This fix is ACTUALLY just me adding +1 to their level, as they were seeming to come in at 1 under the player level. This SHOULD resolve that safely! - Fixed multiple instances of bugs where colliders were improperly set in the Realm of Shadows - Fixed a bug where Tilley wouldn't properly heal the party when interacting with her in the Mute Mountains - Fixed a bug where you could end up in the old tutorial zone - Fixed a soft lock that could occur in the Magma Meadows when unlocking a shortcut - Fixed a potential sequence break in the Oasis that could cause someone to get stuck until exiting and re-entering the dungeon - Fixed a bug where Jackson and Curtis wouldn't properly level up w/ the player character as anticipated - Removed "pixel smoothing" from being applied automatically, causing a smeary appearance to the game - Fixed various other, small bugs NOTE: I'd be more specific but a lot of these changes were not super well documented
Please note that Ephemeral Tale was never "pixel perfect" upon creation due to a failure on my part to properly plan ahead from the start of the project-- you will see "mixels" and other weird visual oddities somewhat frequently due to this that may impact the presentation for you.
What Lies Ahead
WHEW! That ended up being more than I intended, but here we are! So, with that out of the way, let's catch up, shall we?
As some of you may know, I had to stop working on Ephemeral Tale for a while due taking on a day job to pay my bills (indie dev is a thankless endeavor, after all), but around 2 years ago I was able to transition to being a full time developer. This was accomplished by primarily being a developer for other people (as an aside, if you're looking for someone to consult on a project of your own, feel free to reach out to us!). This, along with moving my free time to the next project is why things slowed down so much for Ephemeral Tale. With that said, there are some skeletons in the closet that I still want to deal with before I move on from the game on a more permanent basis.
Let me introduce you to our 8th (and at least for now, final!) Major Update: Ephemeral Tale DX.
Generation (D)X
Whaaaaaat? DX? That's crazy, huh? Yup! For those not in the know, Ephemeral Tale was built in a heavily customized version of RPG Maker, meant to make the game feel as snappy and non-RPG Maker as possible. In some ways we succeeded, and in others we failed. There have always been little things that have irked me about the game, however, so as I've honed my development skills, it eventually became time to right the wrongs of the game.
We've been working on a conclusive, deluxe edition (hence DX) for quite some time (over a year now!) and can't wait to bring it to you in the next few months. But that still begs the question, "So what makes it so Deluxe?" Let's talk about that!
Ephemeral Tale DX will improve on the OG game in a number of ways, including (but not limited to):
A new game engine
– We've spent time porting Ephemeral Tale to a newer iteration of the engine, with a new backend for graphics rendering. What does this mean to you, the player? Better performance. Less crashes. Native Linux & Mac versions of Ephemeral Tale DX. We've also reworked our content protection methods, so the game should be much more friendly to low-end systems than before!
Improved presentation
– We've done a polishing pass on everything from the presentation of combat to the menus to make things more legible, less confusing and more intuitive. Additionally, we've gone through and added some new abilities and behaviors to enemies throughout Ephemeral Tale to make each fight just a little bit more hectic.
New content
– Oh yes, you read that right! The Oasis overhaul we mentioned over a year ago? It was always meant to be part of this. That new dungeon we showed off? Yup, it's here. New quests? Gear? Enemies, bosses, secrets? You can bet your tuchus on it.
Skill Tree overhaul
– The old skill tree was a major sore point of Ephemeral Tale for both players and myself alike. The core issue was modifying it; it was extremely fragile and dangerous. As part of our porting efforts, we did a massive polishing pass for both the presentation for players AND ease of use for developers. The skill tree has been given a completely brand new coat of paint, and I can't wait for you to try it out!
Xbox Release
– Whaaaaat?! You're still on about that?! You betcha! When I promised to bring Ephemeral Tale to Xbox gamers, I meant it! I've always intended to keep my promise– now I'm making good on it.
Ephemeral Tale DX will release as a FREE content update for Steam (& Itch.io) players in (hopefully) Q2 2024-- then finally, it will release for the same great price point of $14.99 on Xbox later this year.
I'm so excited to finally be able to share this with you all, and can't thank you enough for all of your support and patience with me over the multiple years I've worked on this project. You guys are the best community I could ask for. I sincerely thank you for everything you've done for me. <3 Your feedback has shaped this game in ways you could never imagine and I'm so happy to have been able to share this creative journey with you, through Ephemeral Tale and further beyond!
With love, – Ryan
I hope to see you all join us for Ephemeral Tale DX and one day, Ephemeral Legend! Until then, come chat with us on Discord!
Updated content at 02:00, April 16 (PST): 1. The discount hero in the store rotates to "Chen Chen" Bug Fix: 1. Fixed the issue where the card drawing interface is not closed, causing the card drawing to get stuck.
FIVE YEARS ago today, we released Heaven's Vault, which was designed to be our follow-up to our previous narrative game, 80 Days.
The game started from a core idea: SPACE ARCHAEOLOGY, that we felt we hadn't seen before; and translation as a mechanic, which we had seen in the 1980s Infocom game Infidel, and in two late 90s indie IF games, The Gostak and The Edifice.
The translation prototype was the first thing we built. We went through about nine iterations which were all dire - too easy, too random, too arbitrary - until we found one with enough internal logic to be compelling. We talked about that process at EGX just before release.
For the story, we wanted an adventure with no fail states, no back-tracking, little inventory management, and characters with memories who cared what you did - and when - and how.
We talked about our dialogue design ethos at Adventure X a year before release, with a talk that went a little viral with game writers.
In terms of the structure, we wanted to improve on the model established in 80 Days. That game was designed around fast play with lots of freedom - and lots of consequence: going this way *always* meant not going that way.
For Heaven's Vault we wanted to fold that design into something more linear. That meant creating fewer "episodes" but allowing the player to reach them in different orders, and changing what each meant based on that - with a robust "knowledge model" to track what the characters knew / believed with high fidelity.
This knowledge model paid huge dividends - it allowed us to produce a vast array of conversational options, all gated by when they were relevant, so there's always a snippet to suit the particular situation you find yourself in. It also allowed us to do the Story So Far feature... when you relaunch the game, it gives a single page, detailed summary of your adventure to date. (We think it inspired the similar feature at the start of Return to Monkey Island, but that's not been confirmed to us.)
It's also the same knowledge model is what makes the characters in Overboard! work - we've used it on every game since. In fact, we designed a whole feature (LISTs) in our scripting language, ink, just to make this work.
This model also meant we could hit a design goal - supporting incorrect theories. Most games won't accept an answer to a puzzle until it's correct, because the consequences of a mistake can be far-reaching, and can mess things up for the player and the story further down the line.
We wanted to embrace mistakes, to capture the reality of archaeology as a "story-telling science". We wanted people to have answers they were sure of, ones they knew were wrong, and some in between, and preferably have them for the whole duration of the game.
Since launch we've had a lot of feedback from practising archaeologists: we were even invited to deliver a seminar about the game at Cambridge University and have seen several articles and papers about the game's depiction of the science.
As a production, Heaven's Vault started risky and got riskier. We began the game during the indie boom, and the "indiepocalypse" - when indie studios saw sales and press coverage collapse in favour of larger, bigger budget titles - happened mid-development. We entered 2019 with <2000 wishlists but were saved by a "puzzle" post on IMGUR. The cards had been originally produced for handing out at a Rezzed event where they... didn't move the needle at all. We collected them into one post a few weeks before release - and our Discord blew up, with thousands of posts of theories for the "stone tablet challenge".
One fan later got their own back by creating Vaultle, a World-in-ancient playable online.
For the art, we wanted 2D characters with lots of expression and character. Aliya and Six were designed by Jeremy de la Gaza, and we then hired Anastasia Wyatt to fill out the 1000s of frames - she's drawn all our character art in all our games since. This is Jeremy's concept...
... and Annie's first test sketch that got her the job:
For the environment art we hired a fantastic team led by Laura Dilloway, who also drove the architectural design of the world. She started by building out a "style history" of the Nebula spanning the millennia of game time (which is why you can date sites by their doorways.)
Making and designing the Nebula itself - the rivers in space - was a colossal technical challenge. Streaming assets in Unity was glitchy, so the whole scene is loaded at once. Clouds are rendered once and then projected across the level.
Sailing was and is controversial - after release we added a Fast Travel option that we'd debated a lot internally before launch. Ultimately, we wanted sailing to be like riding your horse in Shadow of the Colossus - easy to navigate, but atmospheric and with a sense of scale.
The "rivers" concept came partly from the Egyptian Book of the Dead - a quote from which opens the game - but also from the Scottish landscape, and rivers winding through valleys. That same visual concept was behind the design of A Highland Song.
Another feature big on scale was the timeline - that could expand to show minute by minute discoveries, and compress to show thousands of years worth of history, and all smoothly animated.
The game's New Game+ mode - where you restart with the language confirmed in your last game, leading to more complex translations each run - was fluke. Translations were picked at runtime based on what you know anyway... so we just commented out the code to reset the dictionary. Then we just wrote lots of alternative lines for every item. The opening "brooch" translation can be, by the eighth or ninth game, a whole screenful of text! But with the extra detail comes extra interpretation, lore, and understanding of the world - more dialogue for the knowledge system to deliver.
The music was a huge part of the feel. Initially, Laurence Chapman tried middle-Eastern instrumentation but the result felt tired (there's similar instrumentation in the new Dune movies, btw). Instead, he used a cello to create the resonate theme.
Throughout our fans have been the best. We've loved every piece of fan art, every wild theory, every argument on Discord over how to write "gecko" in Ancient. Without their encouragement, we'd never have written the novels. We've even received artefacts and books of our own. We were also surprised to be an answer on University Challenge last year, one of the UKs longest running TV quiz shows. (80 Days had previously been an answer on Jeopardy!)
Overall the game took 5 years to make - from initial designs in 2014, to shipping in 2019 - with another year to port to Switch, and another to write the novels. It's our biggest and most detailed game to date. If you've been part of the journey - thank you! And may the waters bring you home.