Hello, everyone! I'm working on a very major update of the game This update will include:
Adding unique special minigames for most bosses
Greatly expanding and refining post-game Blackjack
Refining and adding to some cutscenes (including a cameo from a certain Walfas lover)
Balancing some fights
Adding more dialogue
A reworking of the MP system
Reworked volume slider
Many bug fixes
More leniency towards requirements for the Secret Boss route
Making the game more speedrun/replay-friendly
Post-game art gallery
Much more!
This update will go live on Friday, June 7th at 2pm EST. If you are planning on playing or replaying the game, I suggest you do it then.
The 64 song, 3 hour long soundtrack is now availably on Spotify and other streaming services! It is also available on iTunes, Amazon Music, YouTube Music, Pandora, and many more. If you don't have any of these services, it's also available on my channel for free.
The overwhelming majority of Touhou games (and fangames) are only available on Windows. But, of course, not everyone uses Windows. All three operating systems have their advantages and disadvantages, and people choose them accordingly by preference. I don't see it fit to punish people for their preferences by gatekeeping this game for Window users only. I think that anyone who wants to play this game on Steam has every right to do so, regardless of operating system. This is why I've released a Linux port of the game. Gensokyo Odyssey is now available on all three possible OSs; Windows, Mac, and Linux/SteamOS, making Gensokyo Odyssey one of the only Touhou-related games to be available on all three.
Hello everyone, we are back this week with a big brand new update for you folks!
In today's update, we get some answers to questions and unlock a couple of new rewards we earned over the weekend! Let's dive in.
Goal update!
We've unlocked our next stretch goal and social goal reward, which means we'll also examine what's next...
Stretch Goals
Current goal: Skill Tree Improvements €182.5k/185k
We are glad to include even more character designs from our talented collaborator Yoshiro Ambe! Ambe-san will now help us design four major NPCs, which will bring these characters to life in the same way our heroes have!
Next, we have a stretch goal to improve and expand on our heroes' skill trees! These improvements will give players ways to specialize and customize the heroes' roles. This feature is still in development, so more detail on hero progression will be available in a later update.
Social Goals
Current goal: Mini Digtial Artbook - 10/11 Goals
Our next social goal reward is unlocked, and we hit our next tier of Instagram backers! That means our community Discord now has TEN new wonderful emojis to express a wide range of emotions. Up next: a mini digital artbook for all backer tiers that'll be a mini preview of our printed artbook!
One of our wonderful collaborators on the project is Marcel Mosqi, an incredible artist from our home of Montpellier, France! Mosqi has helped us create the map for our world, a beautiful rendition of a place that once only lived in our imaginations.
We got a chance to ask Mosqi some questions, which we are sharing with you!
Do you have a favourite party member from the Alzara crew?
I love Nakheel's design a lot, but my favourite is Kayla. I love her hair and the colour of her clothes. It's a very original design, with a lot of fine details and very nice "flowing" elements in her outfit, which I like a lot.
I'm looking forward to discovering more about their stories, personalities, and dilemmas.
What are some of your favourite RPGs?
I started playing JRPGs with Final Fantasy 7, and it remains one of my favourites, although from the same period: Breath of Fire 3 for the sprite design and awesome music, Suikoden 1 & 2, and Grandia for that epic adventure vibe… they are also great inspirations and memories. There are so many, but I also loved Lost Odyssey on Xbox 360, Xenoblade Chronicles, and more recently, I was amazed by Chained Echoes.
If you had control over an element like our heroes do, which would you pick?
I think I'd choose lightning. It's fast and powerful, and it seems that in every mythology, there is a cool-looking god of thunder.
Do you stockpile items in RPGs or use them as needed?
Using consumables is very hard for me, I even try to just forget they exist so I don't get bothered by the dilemma of using them or saving them. But I'm working on it, now I try to use them, and just keep a little aside for boss encounters or hard dungeons. I just really don't like having to farm for potions and such.
Do you have any pets that keep you company while you work?
I don't have pets. I like chocobos though.
If you could live in any RPG settlement, which would you choose?
Probably Costa del Sol in Final Fantasy 7, looks quite peaceful, I love the music, and there is the beach and a cool apartment.
What drew you to work on Alzara in the first place, and what got your attention?
When I was contacted by Emma, who lives in the same city as me, about a RPG she was creating, with a lot of the same references and inspiration I have, in a setting I love using in my illustrations, obviously I immediately wanted to work on the project. And I'm glad it's happening!
How do you define your style, and what inspired it?
I'm really bad at defining my style, and I never really had great control over it, it's just the sum of my inspirations and obsessions. There are obviously Japanese games, manga and anime influences, but I don't know where the rest comes from exactly. I like this idea of influences being processed subconsciously, and active conscious work and study being mixed together. As for my major influences, they come from artists like Tatsuya Yoshikawa, Yuzo Takada, Akihiko Yoshida, Mateusz Urbanowicz, Hidari and many more, including hundreds of incredible amateur and professional artists sharing their work on social media.
When it came to Alzara’s map, what did you look to for reference?
The major reference for Alzara's map was Chrono Cross's world map, but I also gathered a lot of trees and mountains or just grasslands. My main concern was the level of detail and balance between "unique" environments and reused assets. Drawing every tree and shadow differently would have taken way too much time, and would have looked like an illustration more than a RPG world map.
World Map Preview / ALZARA Radiant Echoes - Marcel Mosqi
Your work on your personal project, MaQna, is incredible; what inspired that project?
The main inspiration for MaQna is Saga Frontier 2, which is a beautiful watercolor painted RPG from 1999, I was really impressed by its backgrounds when I played it as a teenager. I decided I would make a few mockups of my "ideal" game project, without realistic constraints. The goal was to try and see if I could make watercolored backgrounds for an RPG. Even if it takes quite some time, I think it is possible with the right scope and a very solid planning and organization.
MaQna Concept Art - Marcel Mosqi
Your designs often balance realism with colour and many fantasy elements; how do you balance these, and how do you make a world feel grounded and fantastical?
Realism is always something I'm worried about, as I love characters to have a few unrealistic or unusable elemens like huge swords or weird armor pieces. Usually I just prioritize a cool design over a realistic one, and try to add small details to make it more believable. I think someone more meticulous would study more thoroughly mechanisms, knots, real armor pieces and such to add to fantasy designs.
FAQ Update
We ran an AmA on Reddit last week (where you can still ask questions!), but we wanted to highlight some of the questions we got and the answers we gave, especially as we’ll be adding these to our Discord FAQ!
When creating the world's different peoples, did you take inspiration from real-world peoples and cultures, and if so, what were some of the inspirations?
We took inspiration from all the countries surrounding the Mediterranean Sea: their people, history, habits, myths, and outfits.
Since our game is about sharing and that the archipelago of Taqsim is a fantasy world, we wanted to create a whole new world based on those inspirations. In that sense, you may recognize that Kayla's skirt pattern is inspired by Minoan elements, Adil's shirt has a Moroccan cut, and Nakheel's tattoos are made with henna... I'm only talking about the heroes here, but we've done the same for all elements of our world! We deeply respect all these cultures and are working hard to blend all of these influences into our fantasy world.
Will there be multiple difficulty settings? How will the game handle difficulty?
Regarding difficulty, when it comes to JRPG, it's more related to strategy, thinking, and how you perceive it. All of this is about balance, and our goal is for the difficulty to be well-adjusted depending on whether you're facing a basic enemy, a boss, or a key boss. Based on these different parameters, the difficulty will vary. That's our goal, but a whole balancing phase will be done during development. For now, we have a single difficulty mode that adapts based on the scenario and combat type. But afterward, we'll have to see depending on the Kickstarter's result. I've seen a few people requesting a difficulty mode, and that's something we could offer via a New Game+ mode, to be determined then.
What kind of sound direction will you have for the soundtrack by Motoi Sakuraba? A higher focus on acoustic and orchestral instrumentation, more progressive rock-style compositions with electric guitars and synthesizers, a la Golden Sun or Star Ocean, or a balanced mix of both?
In terms of music, working with Sakuraba-san has been a delightful experience, and having him involved in the whole soundtrack is such a dream for us as fans of his work! He is always leading the creative process and following his own style, and it's been great so far. When we introduced him to the world of ALZARA, he composed the main theme in a couple of days, immediately getting the Mediterranean vibe. He combines a bunch of instruments that conjure the feeling of the Mediterranean, such as the oud, santur, kaval, castanets, and acoustic guitar, but also keeps room for innovation and inspiration.
What are the Sentinels, and how will backers be able to customize the statues?
The Sentinels are glass statues of Zals and ancient heroes who fell in battle. They play an important role in our world and will be featured in key locations in the game, such as a central plaza in a large city or a key monument in a dungeon.
In terms of design, since we want a certain harmony in these statues, we will propose different models that fit our lore to the backers who selected this tier. The backers will also be able to name the statue. In the game, when you interact with the statue, you will be able to read the name the backer gave it. We are also considering adding text provided by the backer in terms of design.
That’s it for this Monday update! It’s heavy on questions and answers, but the responses contain some gems, and we think folks will enjoy getting to know Mosqi a bit better. ☺
We’ve got more coming very soon, too, including an interview with Motoi Sakuraba, brand-new art from a couple of talented artists, and a look at the nation of Taqsim, the main setting of our game.
Until next time! 💛 Colin & the team at Studio Camelia
- Added 5 new Upgrade Trees (20 new Upgrades) - Player now also takes damage when colliding with enemy, regardless of enemy attack animation state (rare cases where player is running way too fast so enemies don't have time to play their attack animation) - Fixed a bug where clicking quickly multiple times on select upgrade button would apply the upgrade as many times
Elemental World Part 1:Rise Of The Guardians - wiseowlstudios
Hi quick update on whats happening Due to personal stuff and lack of funds the game is on hiatus for foreseeable future ill keep working on it in free time where possible
Worst case will be i start from scratch scale everything back and release a basic online rpg as i have alot of old assets for systems but due to loss of networker at vital time due to the war everythings been on hold but im trying fix the issue but hitting a wall due to time,money and personal restraints
50 Floors: The Paranormal Investigators Prologue - nordska
We are proud to announce that our game has already attracted 15,000 players! We thank each of you for your support and participation. This success inspires us to continue working and improving the game.
Improved game balance One of the most important changes in this update was the improvement in game balance. We analyzed player feedback and identified several minor anomalies that could make the game difficult to complete. As a result:
- Most of the minor anomalies have been removed. - Now the game has become easier and more comfortable for most users. We are confident that these changes will make your gaming experience smoother and more fun.
Reworked difficulty level "Very Easy" For those who prefer a relaxing game, we have made changes to the "Very Easy" difficulty level. In the new version:
- Now you will only have 10 hearts.
This setting makes the game less demanding and is ideal for new players or those who want to enjoy gameplay without unnecessary complexity.
UI fix We know how important it is for your game to look great on all devices, so we:
- Fixed UI scaling on ultra-wide monitors. - We added a permanent hint to the menu so that you can always quickly get the information you need.
Now the interface is correctly upscaled and looks clear and comfortable on screens with different aspect ratios, which significantly improves the visual perception of the game.
We continue to work to improve our product and are always ready to listen to your feedback. Thank you for your support and wish you a pleasant game!
Features: add marker when you die add tutorial popup for towers interaction add shortcut for Crafting Menu (Press C) give player the survival knife at beginning of the game added cargo container that spawns with random loot after tower is activated
Improvements: add loot all & move all buttons to chest inventories change bush material to not blend in with grass
Bug Fixes: fix water bottle so you can fill it by looking at water source (ie.pond) fix axe not swinging in third person fix bow/arro ammo typos fix workbench not returning with hammer fix main menu darkness add roofs to workbench
New game modes have been added, which can be enabled before playing:
Free Play: Play without winning, endlessly for as long as you want. No Events: Disable all events, freely choose religious aspects. No Loss: Disable atheism and its influence.
Combine these modes for a different gaming experience!
Also: Various improvements and bug fixes! Thank you for your feedback! Join our Discord!