Greetings players! The newest patch (0.19.22) is now live on all platforms. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes
Fixed several crash occurrences.
Known issues:
Some text keys are missing.
Player-triggered events don't have sound effects
Settlers will not refuel torches if there is no floor/ground beneath them.
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.
We are now working on cheek pinching as a punishment for bad behavior, it is up to you to punish bad behavior, you can just spoil your fairy with only headpats if you don't mind a bit of misbehaving.
The cheerful fairy personality already has over 70 animations (half is still not implemented) and I am almost done making all planned animations, just a few more and I will start working on the other Fairy personalities (each fairy personality has a different face structure, eye shape as well as animations and behaviors)
I am just missing a few tool use animations and other animations the fairy will play when the colony feature is implemented.
By next week the punishment action should be done and headpatting/punishing the fairy will start affecting the frequency of the last fairy behavior, then we will finish adding all planned behaviors.
My name's Robin, I've been working on this game since the start of 2023 and it's really starting to come together.
For this second development update we'll be looking at the progress being made on the units for the game.
Update 2: Units
Squads
In Realms of Madness, units are organized into squads, a feature that distinguishes it from the previous game, Open The Gates!. Each squad can develop veterancy, gaining experience and becoming more effective in battle over time. When soldiers within a squad die during combat, they can be replenished at the barracks. This system emphasizes strategic management and long-term unit development. You do not want to lose all units in a squad as that would cause a loss in veterancy. Veteran units are much more powerful!
Five Layers of Combat
The game world is divided into five distinct layers. The sky layer is home to flying beasts. Here you will fight massive aerial battles. The two ground layers allow for double-layered castle construction, offering tactical advantages such as high ground for archers. The water layer is where ships navigate and engage in naval combat, while the underwater layer hosts enigmatic creatures that can attack from below the surface. Each of these layers can be contested individually, requiring players to adapt their strategies and manage multiple fronts simultaneously.
Animation
There will be a ton of animations in this game and a large amount of interesting interactions. For example, if trolls get hit by rocks, they will be temporarily stunned. This level of detail makes battles more dynamic and engaging, as each unit reacts differently to attacks.
Unit Variety
Realms of Madness will have a vast array of units, greatly expanding on the variety seen in the previous game. You'll be able to command knights, archers, ships, dragons, trolls, wizards, harpies, underwater squids, siege weapons, and many more different unit types. Even regular old citizens can pick up their pitchforks and axes and march to war for you! (They'll likely not make it though!)
Shipwrecks
Sunken ships will form shipwrecks that slowly decay over time. Underwater creatures will be able to use these shipwrecks to fight more effectively. This means losing a ship weakens your fleet but strengthens your underwater beasts.
That's all for this time! I'll try to post updates more frequently, but development comes first. I am fully committed to making this game the best it can possibly be and I am confident it will be awesome come release.
The first night is behind us and all that we can say is: WOW. Thank you SO MUCH for your interest in the game, for the time you spend in it, and for all the feedback and reviews that we get. It's simply awesome to have such engaged players, and the amount of positivity that we get motivates us a lot.
Yesterday we promised you that around this time we'd let you know what's the progress with the patch.
However, we ARE motivated - by YOU! So, instead of updating you on the progress, we have something better. The first patch!
It will drop later today and address some frequently reported problems while introducing certain improvements. You'll see the details in the patch notes. :) Obviously, more will be coming after that, but we'll share new info after the weekend. We'll keep you posted!
Once again, thank you for all the positive reviews. They are important to every indie dev, and we hope that we'll earn that Very Positive score from you eventually.
Time for another small demo update! This one brings a number of tweaks and bombs!
(I will be periodically updating this demo further, as I continue to build out the engine for the main game. So expect about one or two more versions before the end of the year)
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Changes in demo 2.4 (compared to v2.3):
Added bombs (=found in a dungeon chest)
Stunned enemies now have a visual indicator
Small items from containers will now respawn after enough exploration (=this will require demo rebalancing down the line - feedback is welcome)
Tweaked the end credits screen + expanded the list of backer names
Fixed keys in chests in the demo dungeon not being displayed in the correct color
Replaced placeholder impact sprites with new custom assets
Reordered a few item menu items + updated a few descriptions slightly
Added proper water visuals while interacting with the water in the demo cave
Sword charging sparkles now better alignment with the sword while walking
Updated the darkness engine to account for more hero/enemy attacks (and Murray's flame)
Some of the elementals now also provide light in the dark
Updated the titlepage, splashscreen and file icon
Tweaked visuals small keys
Tweaked music volume levels
Fixed hit reflection sound potentially stacking
Fixed small visual oversight when doing a special sword attack in shallow water
Music volume is lowered during collection jingles
Made the regular shields a little more effective when facing up
Faster credits scroll speed has been increased
Fixed bug preventing accessing to one of the demo dungeon's secret chests
Fixed credits misalignment if displayed in fullscreen without screen stretching on
Lowered sound effect volume when using healing sprites while at full health/magic
Tune in with Skratch on June 21 at 13:00 UTC for a comprehensive overview of Season 4. From new features to gameplay tweaks, everything will be covered. Be sure to join the discussion and get the inside scoop! 👉 https://www.youtube.com/@SkratchG