Vae Victis - Khan will come to an end. I am not sure exactly when, but I believe I’ll finish the game in about 2-3 updates. I won’t reveal the end but I guarantee it will be satisfying, no cliffhangers or other nasty tricks. Which brings me to the question: what’s next?
I want to stay in the Twin Sisters continents for the next game. I have put a lot of effort into world building and I think it will be fun for me (and you) to explore it some more. What I’m not currently sure about, is what exactly will the next project look like. I have three rough ideas which I will present below. While this is not a poll, I would still love to hear your opinions on these ideas.
Vae Victis - Khan 2. This is the most straightforward option. In VVK1 Karder have beaten Queen Remy’s armies and have taken the throne but not the continent, but the rest of the Western Sister nations, whose armies are stronger, are still defiant, perhaps openly led by some Wakabian leader. This will have a structure similar to the current game, only you will have Queen Remy and Karder’s sisters at your custody.
Older Karder. This will also have similar mechanisms as VVK1, but will be set in Karder’s future where, as an older Khan, he faces new challenges. Perhaps forces within the khaganate threaten to tear his life’s project apart or a new enemy emerges. The mood will be a bit darker and melancholy, as Karder reflects upon his life and perhaps strives to achieve one more great deed while he still can. While I have no intention to make Karder a fragile old man (he will always kick ass), he will also feel his age from time to time and his character will have a little more somber quality. Lewdness wise, it will have a strong, powerful “zaddy Vs. young ladies” vibe and probably less milfs.
The AVN. The third option I’m thinking of is the most different from the others. From a storytelling perspective, one of the main disadvantages of VVK1 is that the abundance of ladies makes it hard for me to tell a long story, with twists, slow burn and emotional engagement. Although I do think Karder’s lifestyle somewhat resembles Genghis Khan’s, it is still not a good platform for telling longer and more engaging stories.
Hence I’m thinking about an AVN set in the Twin Sisters continent, where the MC is not Karder. I’m considering having a young veteran of “Karder’s Reunification Wars”. who returns to his village where his mother is now the village matriarch. Due to the war most of the men are gone and the village is populated mostly with women, including his matriarch mother, sisters and other potential love interests. Perhaps his father has also gone to fight and his whereabouts are unknown, adding a layer of tension to the atmosphere. This option benefits from the Twin Sisters lore but will have a more classic AVN build.
Fetish wise, all options described above will have the same themes you know and love. I love the option of choosing nobler and/or darker paths and these will still be present in any future game I’ll write.
As I wrote earlier: this is not a poll, but rather an invitation to discussion. I also want to make it clear that nothing in this post is a commitment, consider it rough ideas. Again: an invitation for discussion.
I am happy to announce my new steampunk autoshooter game.🎉
It's called Airships: Lost Flotilla, and it's an autoshooter set in the same world as Airships: Conquer the Skies. You control a single airship from a top-down view, moving it arcade-style as it automatically shoots at enemies. You then collect the burning wreckage of your foes and use it to repair and upgrade your ship.
As is traditional, there's quite a lot of upgrade possibilities with different synergies. In the demo, you get access to three ships: the cruiser, the slow but powerful battleship, and the very fast aeroplane.
And once you defeat the boss for the first time, you also get three captains to choose from that more radically change the way the game plays. Zoe Davies massively increases your weapon accuracy, Imani van Knorpel lets you cheaply look for and pile on repeated upgrades, and Commander Yithrak gives you double fire rate whenever you get hurt.
So go and check out the demo, let me know what you think in my Discord, and do put the game on your wishlist. The full release is planned for later this year.
Hello everyone, A small update has just been deployed to the game. Here are the few changes: - The computer game interface has been revised and corrected - When traveling, a disconnection message could appear regularly, this problem has been corrected - Toxic messages from fake players were posted in the game's tutorial chat, and were not seen and removed until very late. To remedy this type of problem, the tutorial chat has been deactivated; the chat is now only accessible once the tutorial has been completed. - Game start arrow icons have been changed
That's it for this little update. Thanks to ChoKo and Jubil for their feedback! And we'll see you very soon for a more substantial update which will allow you to equip yourself with new clothing, both to change your appearance but also to boost your life and magic statistics!
ꔷ New Daily Gold Quests ◦ Earn Bravery Badges by defeating monsters, bosses, and other players ◦ Accumulate Bravery Badges to unlock Gold Rewards
ꔷ Removed NPC Merlin's Quests
ꔷ Adjusted the amount of Gold from monsters and chests
ꔷ Adjusted [Jade Coast] content ◦ Lowered the number of Rabbits required for Rabbit-related Quests ◦ Lowered Rabbit interact time to 2s ◦ Increased the chance of getting the Rotten Tentacle ◦ Lowered the chance of getting Weapons/Gems from monsters ◦ Adjusted Treasure Map
ꔷ [Auction House] Added Clearance function
ꔷ Custom Trial now supports Building Construction (Homeowners only)
ꔷ Optimized [Electric Piano] function
· Optimized hotkey functionality. Key settings will be restored to default values after this update, including [Interaction Wheel].
Adam and I have been reading the reviews of Crow Country that started coming in from the games press yesterday, and we're delighted by how many people have loved the game so far!
There are only a few hours now until the game goes on sale, so we'll hopefully see a lot of you back here then, when we fling open the park gates.
Here are the latest Patch Notes for update 0.1.6.4 that's just gone live on TerraTech Worlds’ unstable branch. If you’re not sure how to access this unstable build, here’s how you do that:
Launch Steam
Right-click on TerraTech Worlds
Select "Properties..."
Click on "Betas"
Next to "Beta Participation", click on the blue dropdown arrow
Select "ttw_unstable"
Steam should automatically switch to the selected beta branch at this point and list the game in the library left panel as "TerraTech Worlds [ttw_unstable]"
To switch back to the default stable version of TerraTech Worlds, repeat the above steps, but select "None" instead of "ttw_unstable"
Important note: Game save files are only compatible with versions of TerraTech Worlds where the version number is the same or greater i.e. a game save from version 0.1.6.1 is not compatible with version 0.1.6.
Now, onto the patch notes:
The Medium Auxiliary Reactor licence is no longer offered as a reward for completing the Expert: Launch Rare Resources objective
Players using gamepad are now able to rotate Blocks by pressing Y. Pressing Y while not hovering over a block or any inventory UI will still bring up the Objectives tab.
Please also be aware that new structures, such as enemy bases, will not show up in old saves. You will need to create a new save in order for these to exist in the world.
- Feedback button added to Main Menu and Options UI
### Changed
- Disabled Return button in Scenario Board UI for Map Quests - Updated Key Art 👀 (in initial Title UI)
### Fixed
- Divination petitioner quest no longer locks the game. - Missing text in threat updates UI now displays correctly. - Interaction is now correctly disabled when switching rooms. - Background sounds are now correctly stopped during the Demo End Screen. - Fixed button selection when spamming Q/E in Week End Summary UI - Fixed Prosperity visuals not being updated properly after Week End Summary UI - Fixed Items not appearing for map quests sometimes in the Inventory UI - Fixed player walking sounds remaining active when opening some UI while moving (eg. Map, Journal) - Fixed Inventory UI staying selected sometimes when invisible (and triggering audio when moving the player).
Attention, Adventurers: it's time for the finishing touches in Rooms of Realities
Some history:
🔎Do you remember how it all started? First, we prepared a demo of Rooms of Realities, and on June 13, 2023, we launched the Early Access of the game. In that version, the entire "In the Shadows of the Pyramid" scenario was available. We were also ready for your feedback and to introduce further corrections and stories into the game.
Then, following the roadmap, we introduced further improvements to the game, as well as a new scenario, "The Forsaken Asylum" (in July), and the final set of escape rooms collected in "Nemo's Mysterious Formula" scenario (in August). This progression culminated in the release of the full version of the game on November 17, 2023, which included, among other features, Victory Rooms that allow you to pose for fancy, cool photos after completing the scenarios.
What now:
🔎Almost half a year has passed since the release of the full version of Rooms of Realities, and this project continues to bring us immense joy. We are pleased to announce another update aimed at enhancing the aspect of the game you've most frequently inquired about - extending the duration of the third act in the "The Forsaken Asylum" scenario.
The Final Update also enhances interactions with certain items, especially levers, and optimizes game physics, particularly during online play with friends.
What’s next?
🔎We know that many of you enjoyed our approach to virtual Escape Rooms and that some of you would like to see more Rooms of Realities. Currently, we are not yet ready to reveal our future plans, but stay tuned to see what else we come up with in the future!