Introducing my new project - Solus Ascending! Please comment below if you would like me to create a short playable demo that will be taken from the full game. It's early days but I want to get feedback before committing to this ambitious title.
Solus Ascending is a traditional point and click adventure game using an inventory system and logical puzzles. You play as Sandeep Patel, a man who is good with electronics, and makes a living from repairing people's equipment. Recently there have been tremors, and the government claims they are earthquakes. But Sandeep isn't convinced, and suspects other goings on are also suspicious. Sandeep sets on a mission to find out what's really going on, and will set off a chain of events that will shock the general population to the core.
Farlands has been announced at the Future Games Show during the Summer Games Fest week. And in that announcement we have taken the opportunity to announce EVERYTHING:
On one hand, you already have the DEMO available, it will be playable during the whole Steam demo fest, and even after the event is over.
In the demo you will have 10 days of gameplay where you can do anything you want. It's hard to see what a farm game experience is like in a demo, but we hope you enjoy the experience.
And on the other hand, the Early Access release date for Farlands is:
July 24, 2024
As of this writing we have 6 weeks to go. Time that we will devote to bug fixing, polishing and doing everything we can to make the Farlands experience as smooth as possible, even from the beginning of the Early Access.
Thank you all for your support, and we'll keep working!
Learn more about Death of a Wish's development and inspirations in this interview series with GameRant's Hank Whitson! In these conversations, we go into detail about the game's themes, language, and message.
This update brings another set of bug fixes and small improvements!
Bug fixes:
* Fixed technologies and progress not loading correctly * Fixed tech tree being locked again after loading a save * Fixed a bug that caused savegames to not be loadable directly after saving them without restarting the game * Fixed bots being overly aggressive for no reason * Fixed an issue that caused items to be offset * Fixed an issue that caused the chat message sound to play inconsistently * Fixed bots ignoring some research conditions * Fixed broken tile cutouts for mine ruins (DirectX 12 only) * Fixed a potential crash that could occure after a player left a multiplayer game * Fixed several DX12 crashes * Fixed a Vulkan related crash when using older hardware * Fixed several modding API related issues and crashes * Fixed planet limit not being enforced during world gen which could cause game instability * Fixed resources not being generated if a planet has only a single biome * Fixed technology effects stacking incorrectly
- Gunmancer now supports controllers - support is specifically for Xbox controllers and steam deck - generic gamepads and PS controllers should work too, they just won't have gamepad-specific glyphs
This Thursday saw the official beginning of work on the Cyclopean full release version.
I started by getting a save/load system going and today (Saturday) it is basically functional. You can see the save and load menus here:
After a few hiccups, I managed to get the procedural dungeons, enemies and items to load correctly. The game will have an autosave feature, but it will not overwrite any of your manually saved games. It is currently limited to 15 save slots.
Here you can see I was able to reload a game, in which I had just defeated an enemy. The enemy reloaded correctly, as a lump of mush on the floor (just to the lower right of the mouse cursor)...
Next I plan to make sure the screen resolution is working in window and full screen modes properly. A lot of new game engines handle this kind of thing automatically, but in 3D Gamestudio (which I use) this is manually programmed, which is why my games have weird issues with setting resolution. I think I have a much better idea of how to approach this now, so hopefully I will finish it quickly and make it user friendly too.
After that I plan to start adding more content to the game, and tweaking the gameplay. I am not fully settled on how thing are going to work just yet, but I am hoping to add some more complexity to the game, allowing players to approach conflicts in a variety of ways (i.e. stealth, combat, negotiations etc...) so it will be more RPG like and less like a simple combat based dungeon crawl.
Hello, folks! In this update we're deploying a whole rainbow of changes, primarily focusing on startup crashes due to other apps interfering with Tiny Glade's rendering. See here for some background. There's also a few fixes of our own bugs, and a handful of improvements too ✨
A gentle cleanse of "implicit Vulkan layers"
* Automatically prevent graphical overlays, FPS counters, ReShade-likes, etc. from injecting themselves into Tiny Glade. This should fix a bunch of startup crashes. * Added a "Vulkan extension settings" launch option in Steam, so you can re-enable anything you need. OBS and Valve stuff are allowlisted by default. * Added a "Graphics card selector" launch option in Steam, which causes the graphics card/driver screen to pop up.
Please let us know if you encounter any new graphical issues, or whether this fixed the startup crashes for you 💕 Just in case, the previous version is available under the "1_3_1" beta in Steam.
Misc
* We'd heard reports that ivy was still levitating inside arches, so we've done some additional gardening 👩🌾👨🌾 * Added a time of day speed setting 🌞🌙 You can now have very long or short day cycles! (You can find it in Settings -> Game) * Doubled firefly count at night because who doesn't want more fireflies! * Making a new glade will now load the starting glade instantly (instead of showing a super quick creation process which can look noisy) * (Windows) Enanced our crash reporter to also catch heap corruption errors
Fixes
* (Windows) Fixed the game window not showing on old graphics cards/drivers. Tiny Glade still won't work on those, but at least now you'll get an information screen. * (Windows) Fixed a crash when a monitor's ICC profile path contained invalid Unicode characters. * Fixed a crash when loading odd font files from the system. We now bundle our own fonts, and only use those. * (Linux) Fixed a bug where the graphics card selection screen would be black until you moved your mouse.
Thank you for sending us crash reports! 💚 They've been very helpful in identifying these issues.
PS: aaaand we're also preparing a small feature update for the upcoming Steam Next Fest 👀👣 Stay tuned!
During the event, total silver consumption in enhancing equips and upgrading buildings will be calculated and top players who spent the most silver will be rewarded. Your efforts will not go unnoticed, keep the prizes and win!