You've all been waiting for it: the final chapter of the Misha route is coming! Now, we can finally announce the exact time of the update!
The update will go live at:
May 23, 2024 1:00 am (PDT)
The story branches from the choice made in Chapter 4, and reaches two entirely different conclusions in this final chapter.
One choice has you fight with the ultimate strength gained in the previous chapters, and the other has you scramble for survival as a regular Rabbitfolk. Play multiple playthroughs to fully experience two entirely different final bosses.
The Use of Life - Misha Route is finally complete!
The Hungry Lamb: Traveling in the Late Ming Dynasty - MISCHIEF
Hello, everyone!
There is almost one month since the original release at April 23th, 2024. We sold 234,000 copies at 96% overwhelmingly positive, thank you for your support!
We are surprised that people are still supporting us after the special discount, thank you very much! And we notice some fanarts, which are really great! We can’t wait to share them with you:
Fanart by 非典型真识
Fanart by 青鸟
Fanart by 清聆·雨夏(不-求-人)
Fanart by 冬蝉
You may ask, why May 22th instead of May 23th? (Beijing Time) As we mentioned on the Fin: This game is dedicated to those fighting for "No More Starving"! This is not only a product of entertainment for our dear players, but also a product of respect from us to those who protects people from famine.
Of course, there are many pioneers working on that. They protect the weak and push the development of products so that everyone can share the happiness from the progress of all humankind.
But today is a special day, just right for us to tribute to a great pioneer: Yuan Longping.
Creator:黑卫
May there be no starving in the world, and may little “Sui”(穗) be tall enough to protect everyone.
We will give you a brief schedule in advance for the Project Rayssus launch and the content roadmap.
The schedule will be carried out with the same schedule as the image above.
Details and content introductions will be delivered through a content introduction notice before release.
Thank you for Waiting
(KST: May 23, 2024 Additional revision at 05:55 min)
We are completing the inspection and updating the build.
It took some time to upload the build update on Steam, so we inevitably delayed the release time a little.
Change time: KSTAM 6:00 -> KSTAM 8:00 2 hours delay Reason for delay: Steamworks Developer build update and upload time and confirmation require a little more time.
We will notify you of additional notices and contents as soon as the approval for upload and renewal falls. (Renewed May 23, 2024 at 08:10)
We wanted to update it after the upload proxy and proceed with the release, but we prepared to operate the Play Expo booth on the first day As the four-day schedule begins, such as the event, the release schedule is inevitably rescheduled
Rescheduling the release Before the change, May 23, 2024 before 8:00 a.m. -> May 23, 2024 at 9:00 p.m
As the release schedule is a little late, we are thoroughly preparing for the demonstration so that those who come can do it in advance.
It’s finally here! The very first iteration of Kristala’s first Early Access Release update for PC here on Steam!
We appreciate your patience with us as we are still developing Kristala’s Early Access release and your bug reports and tests are invaluable to us!
Here are the known issues in this first build that we are currently working on fixing and updating in the very near future:
When you open up the journal entries menu, nothing pops up when you select an entry and you can’t read it.
Sometimes when you hit the first boss, Lophi the Lost, as he is coming up from his teleport move, he will stop and freeze for a bit before starting to move again. This occurs as he’s coming up and before he actually lands on the ground.
The second checkpoint menu sometimes opens up looking like it’s totally blank, you just need to hit RB/LB on controller or Z/X on the Keyboard to open up the menus when this happens.
Occasionally the enemy AI bugs out and the enemies behave a bit stupidly, like getting stuck on environmental stuff and not coming after you or not noticing you when they should. Sometimes this occurs for no good reason at all, but sometimes it’s because of ranged magic hitting them when you’re out of their range of vision.
Sometimes the Gilsanka (fish mutant monsters) get stuck seemingly dancing around LOL
Sound Design is not yet finished. Some spells don’t make noise and aren’t totally finished being refined yet so they don't always work exactly as expected, especially for the Myrtunan.
Rats/Enemies don’t notice you from behind even if you’re not sneaking.
Chainsaw Rats don’t react after being sneak attacked and surviving.
Right now you don’t see the difference in stats between armor pieces when you’re looking at them in the menu, only once you’ve equipped a new piece. .
You can’t cast Drain Life on enemies that are below you. For example, they are on the ground and you’re on the roof of a house.
Leeches bug out sometimes and become unable to be locked on to, but if you just keep swinging you’ll kill them regardless, even if they suddenly end up in the sky… Sometimes they disappear underground and never come back but spit at you from the great beyond!
When you put the ingredients into the cauldron for Zazagrul in Something Wicked, the ends of the dialogue will be cut off and then multiple dialogue will be heard playing at once during the ends of each section of dialogue.
The Something Wicked Pt. 2 quest for Zazagrul is bugged. You will not be able to place the ingredients into the cauldron to continue the quest.
Lophi and Hiratrola Bosses might get bugged mid-fight, unfortunately this requires a restart.
Enemy conditional spawner might fail, making certain enemies spawn before they should. You might see spiders turned around in the forest.
Corruption removal tied to enemies might fail. Blocking the path forward in the labyrinth.
The Undead enemies in the Cemetery are “skating” around, moving faster than their legs. – already fixed and will be updated in our next upload.
Hiratrola, Lophi, and other enemies are missing grab attacks.
Enemies notice the player faster than they should. A proper detection system with a widget will be added in an update.
Enemies will be able to throw projectiles at the player if they can’t reach them. This system is not working correctly at the moment.
Walljump and vault mechanics work but feel a bit clunky. They will be improved in the future.
**With this stuff in mind, we’ll be continuously crossing these issues off of our list and posting new updated builds leading up to our release, so please keep an eye out and use the built-in bug reporting tool within the pause menu to report any bugs you find along the way that aren’t on this list. We will keep you updated every time we push a new build!**
Fixed bug with the Snake Staff so it now works correctly as a Farshot ranged attack and also attacks barrels and crates correctly while exploring. (Thanks SpadeDraco, BurntFaceMan and ink)
Fixed bug the Warlock Staff so it now lunge attacks correctly on diagonal targets (instead of casting a fireball and blowing up its wielder) (Thanks BurntFaceMan)
Fixed bug Fixed bug where a Bow and Arrow equipped to a farshot unit would lose its +2/+0 bonus after battle until unequipped and re-equipped. (Thanks Fareley and ink)
Fixed an exploit that would allow infinite healing by equipping and unequipping the Samurai Helmet (or another Max Live giving artifact) while the player also had armor. (Thanks bmcfluff, NMP, LordCameron)
Fixed bug that could occur when attempting to view unit cards during the AI turn while they were casting spells.
QoL: Players can now open and view unit cards during the enemy turn and inspect their inventory without their cards being closed whenever the AI casts a spell. Instead, the game will now pause in the background whenever the player is inspecting a card or tile on the board and resume once the player has closed the card they are inspecting.
Keep your feedback coming and I'll get another patch out for you tomorrow :)