It's been a bit over 2 weeks since Cube Hero Odyssey was released in Early Access. There's been a lot of bug fixes, optimizations, balance changes, and new content added to this version since then!
Just in the last 2 weeks,
We've added a Tutorial System so that new players can learn the mechanics available to them. A combat and balance revamp that allows us to scale the player's power level for many rounds to come. A whole new challenging experience in Mystic Dungeons that players can tackle for extra rewards! Settings for full screen mode, FPS, quality, and resolution for an adjustable, fluid experience. An auto-targeting system so there's less friction in your barrier of entry to the game!
But there's a LOT more we've added that's only available in the Full Game
Which comes out in Summer 2024, just within the next 2-3 months. Wishlist the game now to be notified of the full release! By wishlisting, you can help the game gain traction and help us reach more players to share our game.
We've been listening to player feedback to ensure the game follows a path that is loved by its dedicated players, becoming closer to what we envisioned it to be. If you've played the game, please leave a review, share gameplay, and let others know about the game!
Some elements that are on the roadmap right now
Increased accessibility by adding more control mods, such as twin-stick gameplay style that's preferred for players using a controller.
Full support for controller and Steam Deck.
Controls remapping so you can change up the bindings as you like.
In addition to all above, there's always more content coming around the corner: more biomes, more enemies, more bosses, more creative upgrades, and interesting new loot!
Is there anything you'd like to see more of in the game? Let us know in the comments! 🡫
The last 72 hours have been our most intense days: enthusiastic feedback from you all has poured in like a tide. This has made us realize that no matter how prepared we think we are, we are never truly ready.
And yeah, from the very first second Soulmask was released, you all have been involved in the making of this game. This is the essence of Early Access. Therefore, we must develop on a daily basis, improving the quality of Soulmask based on each and every suggestion from you.
Hence, we are eager to show you our improvements. After internal testing, these improvements will be available to everyone within 3-4 days. There's no time to waste, let's race against the clock!
The issues that concern each of you the most:
● We have adjusted the default option for vertical sync, which can now resolve the frame rate limit issue for many players. We all know the frustration of not being able to fully utilize our computers' performance, and now we no longer need to modify configuration files.
● We have fixed the issue with ambient sound effects and music stopping playback. Sound effects are crucial in any game, and we have significant room for improvement in this area. We decided to first fix the most serious issues, but we won't stop there. With each update, you will see our improvements in this aspect.
● The bug with completing the alpaca mount guidance has been resolved. We believe that every baby alpaca is inherently fair.
● We have optimized the co-op mode connection mechanism, which should address some of the connection failures. We hope the Chieftains have smooth adventures with their friends
● We fixed the issue where some players couldn't join tribes, receiving the message "cannot perform in cross server". This mysterious phenomenon had been affecting some small tribes, but now it won't disrupt their growth anymore!
● We optimized the detection accuracy of butcher knife, so it no longer only hits the air whilst swinging at turkeys and monkeys.
● The barbarians invading the camps no longer respawn infinitely. Some tribes had become extremely aggressive due to a mysterious unknown force, but now they are more obedient... relatively speaking.
● We added a series of "press and hold to swith to other style" key settings. We received a lot of support from European players, and yet in the past, we hadn't properly addressed keyboard conflicts with European layouts. We will continue to resolve this issue as a priority, and adaptations for other countries are still being researched!
● We have added a "keep walking" key configuration. Yes, we have designed an auto-walk feature! To ensure everyone is aware of this, it is now configurable.
● Guide tasks now support skipping by pressing the Page Down key. We're sorry for getting you stuck on some annoying tasks; now you won't have to repeat those meaningless actions!
● When chieftains build campfires on sloped terrain, the first vagrant can now approach normally. They can finally help the chieftains!
2. Server/Private Server Optimization
Servers are one of our most important components. After some servers experienced resource refresh time issues on Saturday, we resolved this problem as quickly as possible.
We pay close attention to the issues of every private server player. Through collaboration with our suppliers, we have fixed the problems of resources not refreshing and save data loss on private servers.
If you are still experiencing these issues, you may need to restart your server to resolve them. Before restarting your server, we recommend saving your data using the following methods:
1.Enter your private server from the game client.
2.After entering the game, press ~ to open the console.
3.Enter gm key [password]. The password is the administrator password you set on G-portal.
4.Open the GM panel and enter the administrator password to become an administrator.
5.Press ~ to open the console again.
6.Enter: gm BaoCun.
7.Wait for 1 minute, and the save will be completed successfully.
8.It is recommended to shorten the save interval time in the G-portal backend to 120
At the same time, we have updated the latest version of the documentation on how to set up a private server. You can find steps for properly shutting down your server and other relevant information by checking here: Soulmask Private Server Documentation: How to set up a private server.
Other Updates: They may not catch your attention, but they are still very important:
● When deterring a tribesman, you will no longer take damage, so you don't have to worry about being killed when you can't counterattack.
● Now, each time you chop a tree for hardwood, there is also a chance to get logs (we've heard that logs are the hardest thing to get in this world??).
● We have modified the stone wall models to remove some of the erratic parts. We hope our developers can be forgiven by those with OCD.
● We have optimized the parry sound effects, making them more pleasant to hear.
● We have added a key setting for "call mount to follow." The 'Z' key was handling too much...
● We have optimized the tasks for constructing/placing various buildings. Now, you can complete the tasks by interacting with the corresponding buildings, preventing the need for multiple identical structures within the same tribe to complete tasks.
● We have improved the task for crafting bone weapons. Weapons made by your tribe members can now complete this task as well!
● We have improved the movement models for some combat skills, such as the dual-blade jumping slash, which previously had a chance to snap back to the original position after being unleashed. We also dislike character displacement during combat, and this is our first step towards improvement.
● We have optimized the right-click menus. They will now automatically close after an operation, no longer occupying the screen.
All buildings that require fuel will now give a notification when they are out of fuel, ensuring there is no risk of any campfire going out
● Parrots will now default to giving warnings when a building is under attack. We hope you won't find these little guys too noisy. They're just trying to protect our home.
● Crops planted at the edges of fields will no longer be deleted, so your corn and cotton won't disappear without reason.
● When using items like bandages while mounted, you'll see a clear status indication now.
● When Chieftains craft throwing knives, the recipe was always incorrectly identified as a spear. This "bug" has now been fixed.
● Issue regarding Ultrawide screen players were unable to pick up death packages... We must fix this issue as quickly as possible, and more optimizations are on the way.
● Palm trees on the beach will no longer block everyone.
There's More to Come
The above are just appetizers. We are well aware that there are still numerous issues that need to be addressed. Although we won't be able to solve many of them this week, we have noted them all:
DLAA not supported... Distant views too blurry... Early stage difficulty too high... No respawn points... etc...
At this very moment, our development team is still working hard to improve each issue and suggestion you have mentioned. Tomorrow, we will provide detailed answers to each question, so stay tuned!
Soulmask still has a long journey to go before it reaches flawlessness. This is true in every aspect.
That's why we need every one of you. Your suggestions and opinions can illuminate our path forward. Every chieftain is a developer we deeply respect.
We are not ready to stop yet! I am Maggie, always at your service. If you have any other suggestions for our game, feel free to leave a message in the comments or on our community Discord. See you in the next update!
Ailments have been reworked. This is part of a multi-step process that will end in adding a number of tools to the Arcanist.
Ignite - Ignite takes 100% of the initial hit damage, snapshots it, and deals it over time
Poison - Poison takes 50% of the initial hit damage, snapshots it, and deals it over time. Additionally, Poison reduces the damage dealt by the target by 5% per stack, capping at 50% reduced. Stacks beyond this point only deal damage
Shock - Shock takes 50% of the initial hit damage, snapshots it, and deals it over time. Shock also causes the target to take 10% increased damage, capping at 50%. Stacks beyond this point only deal damage
Chill - Chill takes 50% of the initial hit damage, snapshots it, and deals it over time. If a target is chilled, its Action Speed is also reduced by 35%. This effect does not scale with stacks. Chilled Ground still only applies the speed reduction
Sources of Skill Damage are now multiplicative with other multipliers. This makes skill tree and ingame upgrades much more powerful. This is generally a buff to every build!
Off-screen monsters no longer process collisions
Some sources of repeated buffs, like the Avatar of Night's "Night's Hunger" effect, have been substantially optimized
Still working on the Darling Moonshine scenes for Night 2. Yes, I am likely going to re-render the room for shadows under their feet once I get all the characters in, but so far I have been working on Bria/Eric, Constance, and Kei. Similar to the classroom scene, you can click on them to play their story.
Done for the most part:
Bria and Eric's scenes for Darling Moonshine.
Halfway done:
Kei scenes
Constance Scenes (need an aftermath scene for what she sees during the completed portion).
Need to Start:
Matt and Tori scenes.
Did it with that screen above because it is complex and that was the best way I could think of to break it down into digestible chunks. :)
The main menu offers now a little gallery with some “behind the scenes” images and videos. A new little NPC called "Strueppi" tells you about the gallery as well.
Quest Overview
You can now see which quests are already solved (or still open) in the menus for shippy selection and pause.
Quest Guidance
The little orange quest guidance dots now disappear as soon as a quest is solved. This helps by figuring out where to go to complete the remaining quests.
Localization
Portuguese (Portugal) was added thanks to Álvaro Veiros.
Balancing
To make the non-laser weapons more attractive, I changed the balancing a bit:
Hula-Hoop: Bigger radius, More damage, higher rotation speed
Mine 1.0: Bigger splash damage radius, less damage (to distinguish it better from Mine 2.0)
Mine 2.0: Bigger splash damage radius, slower (to distinguish it better from missiles)
Missiles: Bigger splash damage radius
Boomerang: Now spawns 2 bananas per second instead of 0.5
New Achievement
There is now a new achievement for “finished ALL quests with ALL shippies”.
Bugfixes
Mines around the wild planet have not been removed at the game start when the quest was already solved in a previous round.
Impact effect when a portal dog shot was not correctly placed (was always added to the player even thought they hit e.g., an asteroid).
The Dawning Clocks of Time® Remake - spacefarergames
-This update for the DEMO VERSION of The Dawning Clocks of Time Remake adds a new engine version of the game. -Along with this, there are improved load times, graphical fidelity, bug fixes and improved overall performance. -Final voice work is still being added and will feature in the final demo and full game in the future. -Added full native support for Steam Deck and Linux with full game controller support.