Game update content: The workbench UI has increased, and during the production process, the required material icons can be more clearly seen. The portal device in the map has added directional signs, and merchants have added screwdrivers and knife props to sell items.
Fixed multiplayer bug where lobby settings were resetting after returning to lobby.
Fixed multiplayer bug where returning to lobby wouldn't always work, so you had to repeatedly return to lobby.
Fixed multiplayer ghost option "first only" where all players apart from first would see all ghosts instead of just seeing the ghost of the person in first.
Added multiplayer level complete background blur to be consistent with game style.
Fixed mouse visibility bug when pausing where mouse wasn't visible outside borders of the pause image.
Here is the second part about our vision for Pax Dei. The first part talks about the high-level vision and the genre of Pax Dei—a social sandbox MMO, if you have any doubts.
Now, let’s look at the road ahead! As indicated, Early Access will last at least until June 2025. The game will change heavily in this timeframe as we keep building towards our vision.
We know where we want to go and how, but we also know that our plans will have to stay dynamic and will change to adjust to reality and the feedback our Founders will provide. All that to say - while this document aims to give you a good idea of our priorities in the next few months, please don’t consider it carved in marble.
Homestead
As you’ve maybe seen in the playtests we’ve run so far, the village building, crafting, and resource loops are starting to work and feel nice. There’s something magical about wandering around in nature in Pax Dei and collecting the herbs and mushrooms in the forest, watching a sunset from a cliff, or discovering a little house hidden in the woods. Our system already supports many types of buildings, from little huts to gigantic castles through mansions or factories.
So, what’s the future of this part of the game? We have plans for advanced features, but right now, we are focusing on improving balancing and skill progression, polishing the first hours (yes, ‘pin a recipe’ is on the list), and adding more depth to the crafting system. The first content update after the Early Access launch will bring additional building pieces to complete some of the current sets (among them, new walls adorned with grapevines - a great way to add some cachet to your buildings!). We’re also happy to confirm that prop signs are coming to label storage or specific areas in your village - this has consistently been one of the most requested features for that part of the game.
Adventure
Yes, the combat system needs work. Following player feedback in Alpha 2, we’ve spent the last few weeks focusing on improving the characters’ responsiveness in combat. We don’t think we’re there yet. Currently, our PvE is at a minimum functional baseline, and PVP is kind of fun but definitely not where it needs to be for the game vision to come together. The current PvP system is a test implementation and will be radically different moving forward. Overall, this part of the game will remain an ongoing priority for the foreseeable future.
Our mission here is challenging. We’ve taken an action-oriented approach to combat and want the skill ceiling to be relatively high. As an RPG, we also want gear and skill progression to offer depth and feel meaningful. Finally, we’re also an MMO, so the game needs to work for group combat in dungeons all the way down to a solo player hunting in the woods.
We’re assuming getting each of these aspects right and finding a good balance between them will take time, as the work related to fine-tuning responsiveness, animations, and NPC behaviors… is inherently slow. Our plan here is to keep improving things with every patch and engage with all of you in our Discord so that we can figure this out together.
In addition to tuning the combat feel, we’ll be adding more content—more weapons, armor, enemies, and spells. On the mechanics side, we are also focusing on combat flow from a tactical level, such as improvements for crowd control, role specialization, along with balancing special maneuvers and spells so they work both for PvE and PvP.
Finally, we will also start unveiling the game’s lore. It will be a progressive and iterative process, adding depth to the world through indirect storytelling. Who knows, mythical creatures might even start being sighted in remote corners of the world at some point…
Civilization
This pillar is the part of the game where an active player community is critical to continue development meaningfully.
Our goal is to eventually offer a choice of roles and systems, allowing a rich social fabric to emerge in all the shards. All of it will be player-controlled and structured so that you can participate in the political intrigue or warfare as much (or as little) as you want. Ultimately, players will be able to create social structures above and or across the clans and go to war… or have eternal peace if they choose so.
Getting to that vision will happen one step at a time. In this area, we currently have the baseline player clans but almost no other features. This part of the game will be one of our main focuses in the coming months.
In Pax Dei, (almost) everything is player-made, whether creating coal for the blacksmith, baking a cake, or crafting a piece of magic armor using the rarest of Relics found in the bottom of the deepest dungeon. We’re convinced that trade will completely shift the game's dynamics, making it easier for players to specialize and collaborate at scale. No matter what part of the game you want to focus on, there will always be things you can produce that are useful to others.
How will that materialize in-game? Our team is working on bringing (back) gold into the game and introducing the first system allowing trading between players via a new type of item: the market stall. You will be able to build a market stall on your plot in the same way as any other prop. The market stall will unlock asynchronous transactions with other players, using gold as the currency. Gold, in turn, can be earned either by selling items and resources to other players or as loot from PvE.
This continues further. More features will be added to this corner of the game during Early Access, including altars and miracles - the regretted teleport feature may make a comeback. And also some ‘roles’ that will sit outside of clans. The first such roles we want to introduce are the knight and the soldier. But this is a story for another time; we’ll tell you more about them as we get closer.
Just the beginning
For us, Pax Dei is the game of a lifetime. We’re fully committed to developing it for years to come and invite you, the players, to be part of this journey. If you believe in the game's vision and want to support a team making something fresh in the MMO space, please join our Early Access and help us build the virtual world you can inhabit for years to come.
I've made a ton of progress on Midnight Mayhem, Watch the new trailer on the steam page!
The biggest changes:
💀 Monster redesign🎉 New amusement park map🎉 2 new weapons🎉 New monster ability🎉 3 new masks🔧 Lobby environment🔧 Proper menus🔧 Many bug fixes
And a lot more!
What's next?
With all of this new content it's time to work on some important but less flashy stuff!
Here are some of the things I will be focusing on now:
🎮 Full controller support🎮 Steam Deck support (hopefully)🔧 Quality of life improvements🔧 Fixing bugs🔧 Balancing the game🔧 And a lot more boring technical stuff
Doing all of this will take a lot of time, so if I don't post about any fancy new features for a while, I'm just working on the more boring but necessary stuff :)
Fixes - Recommendation menu fixed - Shop menu fixes. - Politica menu fixe
Fixes include a bug that preventing the shop ui to be functional. Buttons seemed not responsive. I recommend that you update so you get the experience as intended.
Quick update, I’ve decided to postpone the release to July 12th, first this gives me more time to tackle feedback received during pre-release play testing. And secondly it was recommended by Valve because of the upcoming Steam sale, as visibility will be prioritized to games that are participating in the sale event. I’m currently waiting on Steam support to update the release date.
"You've been kidnapped and tied to a chair by a girl with a split personality, and... it's kinda fucking hot! Too bad your girlfriends are killing the vibe by trying to rescue you!
Decreased the Sondra level requirement on Supreme Stones to 37, but also increased the Fusion time as it was quite short.
Bug Fixes
Fixed the sudden reduction in Hero stats and power. During this intense de-spaghettification process, a number of other minor bugs were found and fixed, which may affect stats and power. More on that below.
Fixed the Master Smith title transforming into the Pirate King/Queen title. That one is a secret tool that will help us later.
Fixed an artifact bug where Monks could get blinged up with multiple Torcs of Peace. Keep it austere, monks.
Fixed Elemental and Spirit affinities reducing an enchantment’s value to 10% instead of increasing it by 10%.
Fixed the Best of the Best talent not generating Spirits on items
Fixed level 20+ Counters not properly showing the Energy % upgrade. It was a purely visual issue.
Fixed Champions not being able to equip some Familiars and Aurasongs.
Tier 10+ enchantments no longer use the Tier 4 success rates when using mismatched qualities. They are lower now.
Fixed some effects increasing the value of “secondary stats” (crit, evasion) on items.
Fixed the market UI breaking down when accessed through enchanting.
Fixed Artifact Components not being requestable on the market.
Fixed an exploit where Break Chance Reduction effects could render all items indestructible.
Fixed fresh Food items not appearing on the market.
Fixed customers and Champions occasionally asking for the unenchanted version of an item that has a built-in enchanted (e.g. Mundra items).
Fixed a rare bug involving the counter and shop backyards.
Fixed the 6th offer in the selection of Anniversary offers and retroactively granted the keys to players who had purchased it.
Hero Bug Fixes
Ninja and Sensei’s Power rating would assume that the Critical Hit Chance bonus was always active, and that the Evasion bonus was much greater than it actually was. This results in a lower Power rating, but actual stats do not change.
Berserker Power did not properly take into account its innate skill’s evasion. This results in a slight increase to Power rating, but actual stats do not change
Pathfinder’s Power rating did not take into account evasion scores above 75. This can result in a slight power increase, but actual stats do not change.
Spellknight’s innate skill bonuses (50% + 30%) now stack additively instead of multiplicatively, resulting in slightly reduced stats.
Ashley’s power has increased slightly, as it did not take into account her Samurai guaranteed critical.