Celebrate Plarium's 15th anniversary with the Anniversary Path Event. Get Arbiter's Jade Serpent skin and other valuable rewards!
This special event will task you with completing event objectives to earn anniversary coins, which you'll then use to explore branching rewards paths and unlock rewards.
During this event, you'll need to summon souls from soulstones and upgrade champions to earn anniversary coins.
NEW: Added button in map editor to open editor wiki page
UPDATE: Added logs for delayed passing visits
FIX: Dropdown list could overlap dropdown below it when it was selected before
FIX: It was not possible to attach Stabling Sensor rules to sinks
FIX: Links to dlcs on GOG build where incorrect
FIX: Moving camera while dragging info panel caused incorrect info panel positioning
FIX: Moving camera with WASD was sometimes disabled in focus views such as configuring a sensor
The city map and wilderness exploration map have been merged, allowing you to freely build, explore, and fight in a unified open world.
Added a new construction system where different materials have unique load-bearing and tensile properties. To build higher and larger structures, collect and manufacture better building materials.
New types of wilderness monsters added: Bears, Ratmen, Aliens, and Mutants.
Added a new 【Horror】 camera shake effect when Mutants charge at you.
Player health bar now displays numerical values.
Added throwable item: Grenade.
Added weapon modification workbench for customizing weapons.
Close-range explosions now cause a tinnitus effect.
Added a death marker effect on the map.
Pickaxes can now be used to gather resources from mining.
Added routine NPC behaviors.
BUG Fix
Fixed an issue where NPC melee damage was abnormal.
Fixed occasional deaths when entering a scene.
Fixed missing rendering effects when entering a scene.
Fixed an issue where the player's backpack weight didn't refresh after death.
Fixed an issue where the construction panel didn't disappear after dying during construction.
Fixed an issue preventing players from landing when falling.
Fixed various temperature-related issues.
Fixed some weapon icon issues.
Fixed an issue with ground detection for placing items, allowing you to place items on uneven ground.
Fixed an issue where ground textures didn't display at dusk.
Upcoming Content
Vehicle modifications including tires, suspension, engine, gearbox, spoiler, paint job, and more, making you the moving scenery of the wasteland world.
Implementation of multiple damage types (fire, electric shock, low temperature, radiation, etc.).
Functional building: Coffee Shop.
Looting - one-click pickup feature.
Weapon damage numbers will now display during combat.
Hello everyone! I hope you’re doing well. I’ve been working a lot to improve Zefyr, and this month’s update is pretty huge.
I – Polish
Levels
First, I took some time to rework some pretty old levels. They were functional but a bit empty and rough around the edges. I mainly worked on a mansion, a snowy tower, and a pirate chase (no precise names to avoid spoilers). I added grass, trees, ivy, rocks, lights, benches, dialogues, paths, animals, and various other details. I also fixed lots of little bugs and reworked some cutscenes (positioning, behaviors, missing elements). I can’t describe everything, but here are a few screens:
Some improved environments…
Items & Gameplay Elements
I improved the grapple and the magnetic bow. Now, there are little particles and nice sounds when you use them. I hope it’s easier to read and understand too. The magnetic bow now uses the climb/magnetic energy instead of separate ammo, which makes level design easier and is much more forgiving for the player. I added various FX & SFX (bosses, weapons, camera placement on explosions, rock breaks, …)
The magnetic arrows bounce off walls with many visual fxs.
The grapple now has this violet/purple translucent look which is consistent with all the magnetic item/weapons.
I had to design logos and visual identities for the game various events/enterprises.
Breaking rocks is not that easy to code; you have to take into account the volume and orientation of the base shape to generate smaller stones.
UI
I integrated some UI effects, including particles and sounds when you gain life or money and when you move around the menus. There are also background particles to bring life to the interface and a custom cursor for the mouse.
Optimization & Steam Deck
I spent quite some time optimizing dynamic loading times in the open world. It’s not perfect but much better than it was. This enabled me to re-test the game on Steam Deck, and it works pretty well with good quality! I also rechecked all the font sizes (not too small) so that I could ask Steam to get officially validated for Steam Deck. Sadly, it seems I’m too small for them to review and stamp the game.
Rewriting Code
While optimizing, I also cleaned the tag system and integrated the localization of controls (which is a 3rd party library) into my main localization system. It’s much easier to support now!
Audio
On top of working on various sound effects for items, characters, and gameplay elements, I set up a centralized audio system to avoid the annoying comb effect when the same sound is launched multiple times at the same moment (or too close in time). But this forced me to decouple sounds from the visual effects. Still a work in progress.
Options & Menus
As I optimized the game, I added several options regarding performance and other aspects:
FPS target
Full screen vs. windowed support
Changed the dropdown menus to simpler buttons, which are easier to navigate
Controls now have 2 categories, with hopefully more intuitive settings regarding axis inversions
Option to disable step echo
The item wheel selection is now easier to navigate from both joypad and keyboard/mouse
Better help display
Menus are navigable with the d-pad
Various graphical options.
With all these new features, I updated the demo on Steam.
II – Marketing
As usual, I still struggle with marketing. However, I applied to the Indie Cup, the OTK Pixel Pitch, and the Jump High festival. I also entered the Steam Autumn Festival with the Zefyr demo. Hopefully, these will bring some visibility to the game.
I also tried to post more often on my social media (Twitter, BlueSky, Threads, Discord) and even reached out to streamers/players on Twitter, but without any success for now.
We have an exciting week full of announcements and surprises ahead! First, we’ll be at IGN Live, where a New Trailer will debut on June 7th. But that’s not all—on the 4th, we’ll be featured at the OTK Games Expo with a short interview.
And thanks to the positive response on X (Twitter), we’ve decided to release an updated version of the very first demo of BrokenLore: UNFOLLOW.
We hope you’re as thrilled about these updates as we are! Thank you, as always, for following us. We wouldn't be here without your amazing support. Stay tuned for more exciting news!