We have decided to set our exclusive Steam Next Fest demo live a few days early to give everyone as much time as possible to play! This demo includes the first 3-4 hours of gameplay in campaign mode.
This will give you plenty of opportunity to explore the archipelago, learn the core mechanics, and capture your first few islands as you work to grow your fledgling republic.
The demo will allow you to:
Unlock and build approximately 20 unique buildings.
Recruit tier 1 and tier 2 workers and utilise their associated industries and production chains.
Unlock and build 2 classes of ship for your fleet.
Conquer up to 4 individual islands, each with their own production conditions and rare resources.
The Republic of Pirates demo will only be available for a limited time – until 17 June – to celebrate Steam Next Fest.
If you enjoy the demo please consider wishlisting as the full game will be available on 19 June 2024.
I have been working on the Duties feature; please take a look at the concept below.
In your journeys through the lands of Unsung Ballads, the Legion will call upon you to undertake periodic, mandatory, and (sometimes) menial duties. These tasks will be represented by a unique set of cards, from which you will draw three initially and up to five as you ascend the ranks of the Legion.
Initially, you will have to do a blind selection of the duty, meaning the cards will be flipped after you've had a chance to inspect them. The selection will change through progression to be more strategic rather than random.
Our philosophy is "bells and whistles shouldn't waste the player's time." With that in mind, it took a bit more effort to animate the cards and ensure the animations were all skippable.
There's still work to finish the feature, and before we release it, we'll need to implement another system that's currently missing and integrate it with the Duties one. The hint is in the cards.
We've also been hard at work, signing up for the game for a few events, but we still need participation confirmations. We'll drop the news when we do.
Multiple quests in HotS had issues on detecting objective completion or did not require them. The issue has been tracked down and the following should now work correctly
The Word is Silent, should now start correctly
Last Voyage, now opening a certain chest works correctly.
Fixed Bounty Hunting Quests in Horns of The South region
Now progress correctly:
Black Tar Prophecies
Whispers in The Dark
Iron Works
Price of Forgiveness
Quality of Life: Marker in quest: Shadow of The Horns, now marks statue instead of dungeon.
Fixes
Fixed an infinite item dupe for some cases when saving the game while having container open
Weapons held by the player should no longer blur with motion blur turned off
Uncanny Spell should no longer soft lock the game
Exiting quarantine hut should now correctly prevent player from using Uncanny Spell
Talent which unlocks piercing for arrows and throwables should no longer work with spells
Travellers set now only activates when equipped
Balancing
Galahad deals less damage but has more health
Perceval has more Health
Enemy archers deal less damage
Rebalanced all Bow damage to be more in line with other weapons
Rebalanced Block for all Shields and Weapons (blocking is now a viable tactic)
Fixed some minor bugs with talents and statuses applying stats on damage received
Spells accessible in new locations:
Flame Torrent (top of Ruined Tower near King's Road)
Banish (in a locked chest hidden on a high rock in Necromancer's Crypt)
Projectile Deflection (locked chest in an opened sarcophagus in Mistbearer Dungeon)
Arcane Aegis (Allmother's Temple altar)
Thunderstrike (pinned to a door with a Parrying Dagger in the Stronghold)
Dearg Due’s Kiss (dead body at the end of Small Crypt in the Graveyard) [additionally fixed crit chance]
After a long development phase, we have released the demo of our game, "The Carnival Of Company" In just a few days, we identified and fixed some major bugs.
We want to tell the story of an ambitious and successful engineer's journey to the "Horizon of Terror." Our two-person team spots some shortcomings every day and works hard to address them. We want to create something that players will be glad they played.
During the demo period, we will fix bugs and work on better explaining the game's mechanics. We hope you play the demo, provide feedback, and if you enjoy it, add it to your wishlist.
I've received more feedback about how difficult the boss was (even after the first nerf), so I've decided to make some changes.
- You can now choose the difficulty for this demo. - Mosquito DNA vials will now also affect bows and knives. - Moved the Dodge/Dash technique to the first row of the Technique menu. - New game +. Feel free to defeat the boss as many times as you want to unlock more technique points! - Added some hints at the beginning in case you feel lost. - Added a message after you've picked a weapon. - Changed the button tutorial icons to match the Steam Deck layout. - Fixed a bug where the DNA Vials menu froze if you pressed the Left Mouse button on it.
That's all, thank you for reading! Follow and wishlist the game to keep track of upcoming news that I'll be introducing into the game.
It's a busy weekend at the Nightwell Forge! First, we'll be showing Surradia at the SoCal Gaming Expo in Pasadena. Come by the BAD Collective booth to snag stickers, swag, and an exclusive free paper puzzle. Rumor has it you may also be able to glimpse the very first paper version of our next puzzle game!
If you can't make it to Pasadena, be sure to check out the Women-Led Games Steam Event, also featuring Surradia. We are delighted to support other women in games with this event.
To celebrate these events, we've released a shiny new build! The following issues have been fixed: -Windows launch showing a second, empty launch option -Game crashing when you switch quickly between Main Hall and Room 1 -Hints in Room 3 -"There are no hints remaining" displaying multiple times -Ability to keyboard focus on disabled fields -Positioning issues with expanded views of objects, and positioning of the expanded view buttons
And we have added the following features based on feedback: -We've removed a couple of puzzle fields from Room 2 to make it a little easier. -Contextual hinting: The hints were always contextual (the game checks which fields you have wrong and makes a best guess as to what you probably missed), but this wasn't apparent since it didn't indicate which puzzle field the clue was related to. Hints now appear next to the field they relate to, and highlight that field. -Puzzle fields are now colored to indicate the part of speech. -The game now highlights museum objects and pages you haven't yet visited.
The following issues have not been addressed: -Scrollwheel support: This is a Godot bug. It's supposed to be addressed in the next Godot update. -Audio playback speed: This is a complicated sound engineering problem. We won't be able to address it unless we earn enough money to hire a sound engineer. -Screenreader support: We're really bummed about this one, but this is another Godot compatibility issue. We're looking into alternate ways to make the game screenreader-accessible but it's turning out to be a way bigger task than we anticipated. -Art updates: We are planning to replace some of the difficult-to-read fonts with more legible ones, but that requires rerendering all the art, and we just didn't have time. We'll do this in the next update. -We may simplify the spell puzzle in Room 2, but this also requires redrawing all the art in the grimoire, so we'll look into it for the next update. -The last page of the grimoire transcript not matching the text in the book: Gonna be dead honest, we didn't see the message about this until we'd already compiled the new build. It'll be fixed in the next build.
P.S. One additional tip: The background of a puzzle turns darker green the closer you are to the solution.
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