Demo update (restart steam / verify files if not getting the update). T-lock and shotguns were bugged in the demo, so releasing a small fix with some other updates that crept in since.
- T-lock was reapplying lock to a target mid flight and was more accurate at range than intended. - Shotguns were not correctly being affected by bullet time and T-lock tracking. - Reinstated damage numbers / alt colour for defense hits and deflections, should give better feedback for what your hits are actually doing. - Weapons with enough penetration can shoot through security glass. - 'Failsafe' perk reworked, should have use again. Now gives disable and stun immunity for short duration on the debuffs being applied, but has a cooldown before subsequent activations. - AI can now spawn with Failsafe. - AI less likely to shoot through other AI.
The development of this game over the last year has been quite the journey. I am very excited to release the game to the world, and I hope you enjoy playing it! The game may be a little rough around the edges to start (making a game is hard you know) so if you see any bugs feel free to report them in game (via a button on the main menu) or in the steam discussion boards.
Future plans? I plan to continue to update the game with fixes and tweaks post launch. Additionally there are several larger content updates down the line, more on them in another post later this week.
We're thrilled to announce the latest update to our game, bringing a host of significant improvements that will elevate your gaming experience to new heights. We've worked tirelessly to implement features that enhance both the visual aspects and gameplay elements, ensuring that every moment you spend in the game is even more captivating and immersive.
Key Highlights:
Enhanced Graphics: Enjoy an even more stunning visual experience with improved graphics. Lighting Effects: Explore even more immersive environments with cutting-edge lighting effects that add depth to every scene.
Improved Movement: Game movement has been drastically enhanced to provide a more intuitive and smooth experience. Now, you can navigate through the game's dungeons with ease and precision, making the most out of every gaming moment.
Undo System: We've introduced a new undo system that allows players to undo their actions, providing greater flexibility and control over their gameplay.
The game has now been fully localized for German, Spanish, Simplified Chinese, Korean, Japanese, Russian, and Swedish, providing an immersive experience in seven new languages in addition to English and Brazilian Portuguese.
We are committed to continuously providing updates that enhance and enrich your gaming experience. We appreciate all the support and feedback from the community, which has helped make this update possible!
Update 1.2.0 is now available at no additional cost! Have fun!
We are excited to announce that we are a part of the Official Selection of LudoNarraCon, a digital festival celebrating narrative games!
The event takes place May 9-13, and is hosted here on Steam 🐠💨
We have prepared a livestream for this ocassion, where Onat, the game's director is going to play through the first 1,5 hours or so of the game and share some details about the game itself and how we made it with you ☝️🤓
The stream will be set to loop for the duration of LudoNarraCon from 9-13 of May if you can't make the start time.
📍Harold Halibut Steam page and on the official LudoNarraCon stream ⏱️May 9, 10am PDT
I know it has been a long time since the last update. I have good news this time! Lasso Games has recently converted into a worker co-op and has gotten a lot of new activity lately, and I think we are going to be able to put together a plan to get this game finished!
I'm providing a super high-level development road map to let yall in on what we are planning.
Levantera: Tale of the Winds Game Development Roadmap Phase 1: Framework and Core Mechanics
Objective: Establish the basic framework and core mechanics of the game.
Tasks:
Develop the combat system, including mechanics for defeating enemies and bosses.
Implement the ship combat mechanics, focusing on ship-to-ship battles and boarding actions.
Design resource gathering and trading mechanics to support the player's progression and ship upgrades.
Create a system for inventory management and item durability, drawing inspiration from "Breath of the Wild" and "Sunless Sea."
Establish the narrative foundation, introducing key characters and setting up the main conflict.
Phase 2: Chapter 1 - Introduction and Setting Exploration
Objective: Introduce players to the world of Levantera and set up the initial storyline.
Tasks:
Design the starting area and tutorial segment to familiarize players with basic mechanics.
Introduce essential characters, including the protagonist and supporting cast.
Create quests and objectives that encourage exploration of the initial areas and introduction to ship mechanics.
Implement dialogue systems and interactions with NPCs to establish lore and world-building elements.
Phase 3: Chapter 2 - Gathering Allies and Resources
Objective: Expand the player's crew and gather resources to prepare for the looming conflict.
Tasks:
Introduce new characters and potential allies, including the Green Sage.
Develop quests and missions that involve recruiting crew members and acquiring necessary supplies for ship upgrades.
Expand the world map to include new areas and ports for exploration and trading opportunities.
Integrate narrative elements that hint at the growing threat posed by the antagonist.
Phase 4: Chapter 3 - Uncovering the Truth and Facing Challenges
Objective: Deepen the storyline and confront the challenges posed by the antagonist.
Tasks:
Develop pivotal story events that reveal more about the antagonist's motives and backstory.
Create dungeons or challenging areas that test the player's skills and resolve.
Implement narrative choices and consequences that impact the progression of the story and relationships with characters.
Introduce unique gameplay mechanics or obstacles that require strategic thinking and problem-solving.
Phase 5: Climactic Battle and Resolution
Objective: Build up to the final confrontation with the antagonist and provide a satisfying conclusion to the story.
Tasks:
Design the climactic battle sequence, incorporating elements such as force beams and sky combat.
Develop cutscenes or scripted events that heighten tension and emotion leading up to the final battle.
Implement multiple endings or resolution paths based on player choices throughout the game.
Polish and fine-tune gameplay mechanics, balancing difficulty and player progression.
Phase 6: Post-Launch Support and Iteration
Objective: Gather player feedback, address any issues or bugs, and consider post-launch content updates.
Tasks:
Monitor player feedback and analytics to identify areas for improvement.
Release patches or updates to address bugs, balance issues, and quality-of-life improvements.
Explore opportunities for additional content updates, such as new quests, characters, or gameplay features.
Engage with the community through forums, social media, and other channels to foster a positive relationship with players.
By following this roadmap, we aim to deliver a compelling and engaging experience for players as they embark on their journey through the world of Cerrawyn.
As this is functionally a total overhaul of the title, the final product may be different from the direction the game has taken so far. However, the main concepts and art style will be the same. I hope that with a new approach to development and a planned approach we will be able to release an update soon and start getting feedback once more from the community.
Thanks so much for sticking with us all these years.
We have news!!! We're happy to tell you that we're continuing to REMASTERED our game, and have already gotten to the second part (a bit of events after the prologue). As previously we mentioned, there are several stages of doing this part, all for you our dear friend. Look out for updates 😏
Main changes in v0.10 - Part II: - 5 main quests added - Two new characters: Amelie and Kalem! *Who doesn't remember, Kalem is a fencing teacher. - Fencing Lesson
Upgrades also according to your comments and suggestions: - Text rendering during dialogs - Interface elements - Card combat balance
We are making REMASTERED gradually. In our beta tests we understand what is still worth changing. Stay tuned for the latest news about the progress of testing in our Discord. Don't forget to add WANDERER: Broken Bed to your wishlist, give us your support 💚
how are you boysːsteamhappyː this update bring new gameplay mechanic and upgrade the particle system, the new particle system make the game run at higher framerate
just update MELONS MILKSHAKE: LEWD SOUL now and enjoyːsteamhappyː