It has been two weeks since we released the demo and we are thrilled with the numbers and positive comments.
We are planning to update this demo every two weeks with new features and content. Some updates will be bigger than others. We're also planning smaller Hotfixes in between these regular two weeks updates, especially if there are any game breaking issues.
Let me try to sum up the biggest concerns we collected from the demo and try to answer them as much as I can:
- The inventory / Chest Bug [FIXED]: This was a game breaking bug after a chest is built and interacted in certain ways. Previous Hotfixes have solved the gamebreaking part of this bug. There are still some glitches that cause some items to disappear from the item bar, but they are not lost. You just need to reassign them from the inventory to the item bar. We're not going to spend more time on this bug as there will be a bigger rework to inventory soon.
- Lack of a Save System [ONGOING WORK]: This was a bit more complicated than we first assumed. I totally understand it's a bit frustrating not to have any save system even for a short demo, especially if you run into a bug somewhere along the way. We had to prioritize game breaking bugs first and I really want to ensure the next regular update will include the save system. This is also related to the multiplayer infrastructure and the optimization of multiplayer experience therefore it's normal it's taking a bit more than usual.
- UI Communication issues, mostly around Blue Essences [NEEDS DESIGN REWORK]: This wasn't a very common issue, but multiple players reported they didn't understand what is a blue essence and how does it work. We're going to try to collect more feedbacks on this but changing the location they are displayed on the main HUD and adding a tooltip can be an improvement. Maybe along with a bigger tweening animation when you collect essences.
We gained lots of new wishlists, surpassing 10K Wishlists.
Demo has been downloaded around 5000 times.
Demo was played 46 minutes on average, which seems to be quite good with a median play time of 25 minutes. We believe fixing the bugs and adding new content will increase this number further.
NEW FEATURES AND CONTENT
Shaders
We already had a space and water shader before the demo but as we just migrated to a new world generation system just before the demo, we didn't have time to implement the space tiles. Also it was also a good time to rework the older water shader.
We also worked a new wind shader that would make the branches of the tree shake a little bit.
Starting Area Objects:
We felt the need to connect the intro cinematic to the actual game. With these new starting area objects the transition is a bit more seamless. Also it will remind players where they were born when they find the area once again during the game.
Quests:
Our goal is to give the player lots of quest options to follow. Some of them will be combat oriented some of them will exploration or crafting quests so players can choose the suitable quest for their playstyle.
We've added new Quests to Level 3 Cities NPCs
We are also reworking Steam capsule images
SFX:
There has been a bunch of new SFX added from monsters to animals and UI.
Multiplayer Groundwork:
As Good Heavens! is our first multiplayer game, we're learning a lot of things from scratch. There were some snippets of multiplayer code left from the early prototype days of Good Heavens! but we didn't improve any of those. Therefore right now, we're back on the topic as if nothing has been done before. As we're not going to offer any PVP, we don't need any authoritative server. We just need to assign a host and client architecture and try to decide how often to send packages to the clients and what should each of these packages hold as info. Also, some of the existing systems should be iterated to comply with this new architecture including animators, behavior, detection and aggro systems, quest system and others. So thousands of decisions and optimizations. Easy fun work (!)
FULL PATCH NOTES
Added space and water "biomes" to world and minimap
Fixed UI scaling issues
Fixed Quest Tracker resizing after changing quests
Fixed Trees giving additional loot if hit during fall animation
Updated minimap to stop refreshing while indoors
Updated Chunk size to handle Chunk loading on wider screens better
Added Biome ambient sounds and many other new sound effects
Fixed Branch pickup sounds
Fixed heart shaped smoke layers
Removed heart shaped smoke from Drylands Settlement
Fixed Farmer vendor items
Added Sprite Mask to Tent and Shack
Fixed Critical Health Overlay blocking UI input
Fixed various visual and functional bugs in Inventory and Quickslots
Updated NPCs to inherit quests from previous Settlement stages
Fixed Vendors not updating content and UI layout properly
Fixed some NPCs Quest dialogue markers
Fixed some buildings not enabling and disabling their renderers
Fixed incorrect Vendor entry for Broccoli Seed
Updated Quest Dialogue Box buttons to be clickable only on last dialogue index
Updated Quest Descriptions in Journal to be clearer
Updated multiple Quests for balance and typos
Added multiple Quests to Evergreen and Drylands Biomes
Added Wind Shader effect to Trees
Updated Sprite Masking components in multiple objects
Vehicles in major updates typically take the limelight, so today we wanted to go through some of the interesting additions, improvements and refinements that you may not have seen that are coming in the Seek & Destroy major update!
Updated Models
In the Seek & Destroy major update, we’ll be introducing new ground crew models for German open-top vehicles from WWII and Soviet open-top post-war vehicles! When the update is released, take a look at some of the self-propelled and SPAA vehicles of these nations to see them in all their glory.
We’ve also paid attention to modern pilots as well. You can see these new pilot models on the A-10, F-14, F-16, F-15, J-11, MiG-29, Su-27 and Yak-141 aircraft!
Detailed Internal Ground Vehicle Modules
Since new internal modules were voted for by the community, we’ve been at work implementing some for a number of ground vehicles. Damaging or destroying these new modules will disrupt the operation of them in the vehicle while you’re in battle.
These new modules are able to be repaired so that their functionality is restored, however rest assured you won’t need the Improved Parts modification to do this! They can be repaired by using the default repair kit that is available to ground vehicles.
Here’s the full list of modules and what happens when they’re damaged or destroyed:
Autoloader: a damaged autoloader will not feed new shells into the breech of a tank gun, but a shell already loaded into the barrel can be fired.
Fire Control System (FCS): damage to the FCS will block systems that are associated with it. For example, the gun stabilizer, LWS/LR, and NVD. A complete list of systems that are associated with the FCS can be seen in the hangar tooltip that pops up when hovering over the FCS module in x-ray mode.
Power system: a power failure can lead to a fire of this module and failure of the associated systems, such as the FCS, gun stabilizer and radar.
Driver controls: damage to this module prevents movement and turning.
Electronic equipment: damage to this module causes IRSTs, LWRs and radars to stop working.
Wheel Separation
After the dust settled on the deserted road of fury from our April Fools event, we decided to add wheels physically being torn off all wheeled vehicles when they’re hit. A direct hit from shells or a near explosion of a bomb can now lead to damage to the chassis of wheeled vehicles with an animation of one or more wheels being torn off.
Naval Battles Improvements
We’ll be adding additional alarms about fires in gun magazines. You’ll hear a special siren and voice command, and in order to put out the fire in time, the fire extinguisher icon that’s assigned to your key will be highlighted in the interface.
We’ve also improved the damage camera in naval battles. It’s now more detailed, with the outline of destroyed modules highlighted and the damage itself becoming more visible, due to changes in layers in the damage camera window so that elements that interfere with the view are now moved to the background. Fuel tanks, coal bunkers and anti-torpedo boules will no longer show up in the damage camera. When an enemy ship is damaged, fires caused by hits will now be clearly visible, as fire locations are marked with icons that depict flames.
There’s now an option in the Protection Analysis mode for naval that shows the distribution of the crew in your vessel. Take a look at it in the hangar, click the Protection Analysis button and then “Show crew distribution”. This will show you different areas that are highlighted in green, yellow, orange and red. Where there’s green, there’s less crew, and where there’s red, there’s more crew in your ship or boat.
Updated Helicopter Cockpits
Our artists have been busy and have done a lot of work to improve the cockpits and models for aircraft. We’ll now be introducing detailed cockpits for dozens of helicopters, you’ll be able to see the full list in the Seek & Destroy major update changelog once it’s released.
Radar Indicators
We’re improving radar indicators for higher ranked aircraft! Now, you’re able to see the current position of missiles on the indicator that have an active radar seeker and Inertial Observer Guidance (IOG). A target attack indication is now displayed on a line connecting the missile and a target: solid line indicates the allowed target acquisition range by the missile seeker, and a dotted line indicates a flight according to inertial navigation system. While a missile is under IOG control its target appears as circle, and when a missile acquires its target and starts tracking this circle disappears.
That’s all for this one. We hope you’ve enjoyed some of the smaller things. Until next time!
The game will be part of Steam's Early Access. King of Snatchers is a game worth developing with constant feedback from the gaming community. As the storyline progresses, AI wishes to learn more from the human participants who joined the quests. The AI would love to know more ideas about the game to make it more fun, resulting in more data-snatching operations. We believe Early Access gives us the ability to provide a solid game for this generation.
What is the current state of the Early Access version? The current state of the Early Access is that four players may experience an early feeling of being a data snatcher initiated by an AI. Players will also be able to experience a mini-party game that will boost human interaction between human participants.
Will the game be priced differently during and after Early Access? The game will be priced during and after Early Access.
How are we planning on involving the Community in our development process? We are currently using our Discord channel as our primary communication with the gaming community. Players would be welcome to suggest new features and modifications in the feedback section of the discord channel. We will also ask a close group to playtest new features and newer versions of the game. We will continue to develop this process based on the needs and feedback of the community.
On the occasion of the Steam Next Fest, the folks at Anomalie Studio are playing the demo to give you a first (musical) taste of what you can expect from the whimsical musical adventure that is A Last Song!
[Additions] - Added a new enemy: Another Spiral. - Unlocked the reward for the final Theory. - Added 3 Spiral Equations. - Added several Battle Upgrades. - Removed all existing Offline Bonuses and introduced Memory of Formula. More details will be provided later. - Added the Frenzy Challenge. - Added the Logarithmic Challenge. - Introduced Mega Critical. - Introduced Logarithmic Combo. - Added a new QoL Theory Upgrade. - Added the ability to disable the Renderer, allowing for a significant reduction in game load even when not in idle mode. - Added new DLC "Window Glass Spiral"!
[Fixes and Changes] - We fixed the currency production to ensure that the calculation time is not dependent on the frame rate. This change ensures that the currency is produced using the precisely elapsed time, even when the frame rate is low. - In Tornado Prestige, the next tier at which rewards can be obtained is now displayed. For players currently at T100 or above, T9999 is displayed as a placeholder. - Fixed the Square Root Challenge so that the attack speed is always 5 seconds. - Fixed a display bug where the Loot Progress Multiplier was not reflecting various multipliers. - Swapped the order of Complete Bonus and Reward in the Challenge descriptions. - Fixed an issue where k and a were showing the same value. - Improved the UI for idle mode. - Made it possible to close Idle Mode with the Esc button. - Slightly moved the x5 button horizontally. - Adjusted the Omega Speed Adjuster to be always available once unlocked. - Adjusted the Loot window to prevent it from being cut off. - Fixed a bug where the delta r value would sometimes fail to update.
[About the New Offline Bonus] In this update, there are important changes to the offline bonus. With the traditional offline bonus, it was difficult to calculate precise values, and a phenomenon occurred where online players became extremely advantaged. Therefore, in this update, we have abolished all traditional offline bonuses and instead introduced a currency called Memory of Formula. Memory of Formula can be used in idle mode, and consuming it allows you to dramatically increase the game speed for a certain period. Additionally, as an important note, there is no upper limit to the acquisition of Memory of Formula. For example, a player who has been offline for 3 months can obtain 3 months' worth of Memory of Formula. We hope that this opportunity will encourage players who have been offline for a while to come back!
[About the DLC] The DLC being added this time is themed around "window glass". As time passes, it alternates between day and night, drawing a fantastical and beautiful spiral. We look forward to your purchase.
The main effect of this spiral is about Mega Critical Chance.
Active : Enables the generation of experience over time that increases the Mega Critical Chance of this passive effect. Passive : 1. Mega Critical Chance +1% 2. Legendary Loot Chance +25% 3. Rare Loot Chance +50%
The music of Elsie, quite frankly, absolutely slaps. A fast-paced, colourful, action-packed game like Elsie needs a soundtrack to match and that challenge was taken on by Eric Benaim, music composer and sound designer at Knight Shift Games.
We sat down with Eric to discuss his life as a composer and inspiration for the banging beats that back Elsie's bot butt kicking! Take a read below:
How did you get into making music for video games? I first experimented with game music back when I was in high school. I remember having projects for computer class where I’d create my own games in Macromedia Flash (later bought by Adobe). I’d create the art, animations, music, sound effects and program the game’s logic in ActionScript. This was the first time I was able to compose music for video games.
After this, I quit making games and dedicated myself to playing the electric guitar as well as the piano. After going to music school in Venezuela and eventually moving to the United States, I decided to return to the world of composing.
Dedicating my life to writing music for video games felt like a very natural decision, as it allowed me to combine two of my greatest passions.
What drew you to want to work on Elsie? After connecting and becoming good friends with Alendro (lead programmer for Elsie), we began working together on a slew of indie games.
What drew me to Elsie is that it represented a project that involved a couple friends wanting to have fun and create a game they’d themselves love to play. It's a passion project inspired by the games that shaped our childhood, as well as other influential games that have been released in the last couple years.
What inspires you when composing the soundtrack for Elsie? My main inspiration is drawn from the colorful artstyle, particle effects, and other visual elements. However, the gameplay, pacing, and story have helped conjure additional imagery when sketching music.
Within Elsie there are a variety of worlds, how did you hone the vibe of each of them? Initially, we had discussions regarding each world’s sound world. This helped add some separation between the music of the different biomes.
The main elements helping contribute to this separation are the instruments and rhythms chosen for each piece. However, a lot of cohesiveness is gained by introducing level-specific thematic material (during the exploration phase of the levels) that is later developed during the boss music tracks.
Can you let us into your secrets of how you make sounds (e.g. lasers, blasts etc)? The technique I used to design most of Elsie’s sound effects involves layering multiple sources (synthesizers and recordings) and processing each layer to add character, or help the parts feel cohesive.
For example, the vocal portion of the robotic animal enemy sound effects all originated from animal sound recordings that were processed and transformed. These were often times layered with recordings of small motors and other machinery
What has been your biggest challenge when creating the music so far? The biggest challenge so far has been to maintain a similar music style to the one we had when I first joined the project nine years ago. I’ve grown a lot as a composer and my creative decisions take me in different directions at times!
Do you have a favourite track (if you can talk about it)? My favorite track so far is probably the boss theme from Trishula’s Tundra. It gave me an opportunity to incorporate the themes and other musical material from the level’s exploration music into a more active and intense composition. I was also able to include a bit of traditional folkloric Venezuelan music for the final section of the track, which was a lot of fun!
Who’s your favourite character in Elsie? Tera! She has been modeled after the older ladies that work at Cuban coffee shops. They are lightning fast, strong, colorful and often packed with a wealth of wisdom.
Thanks for sharing, Eric!
If you're ready to go out into the world of Ekis and find the missing Guardians, Wishlist Elsie now for more very soon!