I'm very happy to announce that Tragala will be released next September 3rd on Steam!
The adventure game, in which I try to bring my “anti-Tragala” narrative universe to the art of videogame, will be released at a reduced price of 5,99$.
Darkest Dungeon II’s initial PC modding release is almost ready! We’ve been hard at work getting this into testers hands and navigating the initial kinks. Testing for this update has been underway for the past few weeks and we have been making excellent progress with the pool of mod creators who have volunteered to help us shakedown this new era.
To recap, this first update will tackle the initial mod loading/overwriting logic and Steam workshop integration. These core capabilities will enable modders to edit any of the exposed .csv files (which contain the vast majority of numerical gameplay values) and then structure those changes as Steam workshop packages. Content-wise, it will be possible to create custom items from scratch (trinkets, combat items, inn items, stagecoach equipment) and also new hero palettes. It will also be possible to create mods that change/alter any existing skills or data in the game that is currently contained in exposed csvs.
The test pool has been incredibly valuable in helping prove out the workflow for modding in Darkest Dungeon II. It is no surprise that some things require a bit more support to fully open up, but we are already blown away by what the modding test pool has been able to achieve. (We’ve included some examples at the bottom of this post so you can get a taste!) We’ve accomplished a lot to get where we are today, but we are not ready to release in June like we had originally hoped. As mentioned, we are very close, but need just a little more time for further refinement.
In order to help hasten this process, we would like bring in more testers, both those who wish to get a preview of what it takes to make mods in Darkest Dungeon II, and those who want to assist in testing out mods and working with their makers to provide feedback to them!
If you are interested in helping, please fill out this survey. We will keep this sign up form open until July 8th and will only contact those who have made it through the selection process. Those selected can expect to hear from our team in the second week of July.
A few more weeks of testing with some additional modders will help get this initial mod update over the finish line and put us on target for a late July release. Finally, if modding is not something that excites you, we’re happy to report that there are other additions coming that may be of interest. We will also be updating both the Man-at-Arms and the Jester alongside this release!
While you wait, we wanted to take this opportunity to share some of the inventive mods that have been created so far. Read on to see examples of pets, trinkets, combat items and quirks our testers have cooked up!
Pet Mod Example
Mod Creator: Tranquil
Tester Tranquil has created some inventive pets for modders to bring on their journey, including the Portable Jester.
Bringing the Jester along will give your allies a chance to stress heal when you land a Crit. You’ll also gain +2% chance to Crit when moving, at the cost of a 33% chance of gaining 2 Bleed Tokens.
Combat Item Mod Example 1
Mod Creator: Wobberjacky
Create unique combat items like the Arachne Weave. When used in battle, this item will transform its target into a Webber!
Combat Item Mod Example 2
Mod Creator: Egthoridon
Gain power at a terrible price with Glimpse of Madness.
Trinket Mod Example 1
Mod Creator: Lux Bring your own barricade to the battle with the Portable Barricade Trinket.
Trinket Mod Example 2:
Mod Creator: buhCat:3d8
Power up your Occultist with the Dream Relic.
Quirk Mod Example
Mod Creator: Lux
Use mods to add new quirks to the game, such as this Marksman quick!
Inn Item Example:
Mod Creator: scruffc
Scruffc has created an Inn item that will increase your changes of running into the Collector.
It’s time to talk more about itemization (a.k.a. crafting) and what players can expect.
We’ve been reading your comments, your posts, your threads and your topics.
One of the challenges for tackling Itemization was to propose a new experience to the players which felt authentic and natural within the actual live system. We did not want to rush this, as it was important to consider all the progress and time put in by current players of the game, too.
Our goal is to improve player agency. We are putting the focus on giving players a clear path to get the weapons and gameplay they want.
Part of this agency will be achieved by removing the locks on Blessings and Perks.
The rest of the player agency will be achieved through the introduction of two new major systems for itemization: Mastery and Expertise (final names pending). These systems will make the players journey in the game more rewarding and customizable.
Mastery
This is the core progression system that is tied to the weapon type / weapon family itself. As players use a specific weapon, they’ll gain more experience. This unlocks new blessings, perks, marks and a special weapon cosmetic along the way via the reward tracks. As players progress, the potential quality and stats of the weapon also increase.
This system will merge all weapon types/families, meaning players will be able to freely switch between different marks of the same weapon type. For example, once you own an Infantry Lasgun, you have the potential to unlock all the possible marks for this weapon and switch from one mark to another.
When viewing any weapon, it will show the weapon’s maximum potential stats. These stats will be randomly determined. It’s up to the players to decide if the weapon profile is interesting enough for them to commit and increase the stats until reaching this potential (which are then applied to the weapon through the Expertise system).
Expertise
While the Mastery system is where a player unlocks the potential for a weapon, the Expertise system is where the players apply those changes via crafting. This is when the players create an actual relationship with the weapon. Players will be able to configure the weapon, change the Blessings or Perks, and increase the stats. Players will no longer be locked after making two changes on Perks or Blessings.
This is also when the player uses resources to make these changes happen.
What About Resources?
While we were planning this itemization rework, there were a lot of discussions around this topic. Creating an entirely new resource is a bit easier for balancing, but we don’t want to start a new grind for players. We wanted to have a system which respects players’ time. As such, we decided to keep plasteel and diamantine steel as the resources for changing weapons, but we worked on balancing.
We wanted to give a new life to diamantine. As diamantine is a resource introduced at a higher level of game play, it is also the required resource for achieving higher levels of Expertise on a weapon.
What Happens to My Existing Inventory?
When designing itemization, we wanted to commit to ensuring fairness for all players, new and old. As such, we’re implementing a migration system to convert players' current weapons and blessings into the new system.
Here’s how it works: The blessing library of the weapon family will be converted into mastery progression. This means players will start the new systems with a head start in mastery, giving them the chance to unlock previously owned blessings (as well as the chance to unlock some blessings players never had before the update).
Our aim is to preserve players hard-earned progress and make this shift as smooth as possible.
What about Curios? Curios will have their locks removed but they will remain unaffected beyond this change.
We are continuing to optimize this system in the coming weeks and we look forward to reading your feedback on the process outlined. We’ll collect any questions below so that we can release further communications on the topic as we make progress.
Update System Card and Bond Token Encyclopedia System Save System Save System Description: The game will auto-save at the base and during each exploration, saving in sequential order. After returning to the main title, clicking "Continue Game" will allow players to find the latest save in the "Latest" slot. The auto-win button display will also be recorded based on the data in the "Latest" slot. Players who have already played the game will have their past relevant saves and the latest save available.
Optimization Base interface heroine sprite applies dynamics
Bug Fixes Fixed some AVG dialogue issues Optimized playback smoothness of HCG climax stages Corrected some English card descriptions Fixed the issue where the game would freeze if ending the turn with selectable targets for special moves Attempted to fix the issue where battles would freeze in certain situations Attempted to fix the issue where exploration would not start after receiving rewards at the end of a battle in certain situations
Now up, a pass at tuning some of the early exploration Grey Planet levels and a few changes to how teleporters appear. We hope with some of these exploration changes the game will feel a little more rewarding for casual play. BUT, you still will have to eat some of your crops or foraged items sometimes to make it to checkpoints. We know... it's so hard to choose which ones!!!
Some of the QoL suggestions also made it in this round too, including.... the crew locator is now also available in the missions menu, a wardrobe in the salon to customize your captain after purchases, and recipes in the kitchen have a 'New Recipe' tag to show you which ones you have not prepared yet to make the "Culinary Genius" achievement easier to accomplish. Even more details on the update are list below per Space Alliance guidelines. (Bonus... the demo was updated, too!)
Huge thanks to all of you who are working on the wiki, helping new players with questions, and sharing your adventures with us. It means everything!
LKG-v1.0.5 - Early-Game Adjustments, Exploration Tuning, and More.
Steam Production Build ID: 14836442 Steam Demo Build ID: 14837359
Windows Version Number: 1.0.5 MacOS Version Number: 1.0.5
Improvements
Grey Planet Exploration: Adjusted early levels to make finding exploration teleporters a bit easier.
Grey Planet Exploration: Reduced enemy spawn amount in early Grey Planet exploration.
Grey Planet Exploration: Adjusted a few Grey Planet explorations levels to not be as large.
Exploration Teleporters: Adjusted logic for all planet exploration teleporters to increase chances of appearing after threshold has passed and increases as level is explored. This reduces chances of bad luck runs.
Enemy HP: Buzz Creeps reduced hp.
Creep Item Drops: Slight increased chance of item drops from enemies.
Backpack Upgrade: Adjusted cost of initial backpack upgrade.
Salon Wardrobe: Added a Wardrobe to the Salon, for customizing your character on the spot.
Uncooked Recipe: Added "New Recipe" indicator on each recipe that you have not actually cooked yet. This makes the "Culinary Genius" achievement clearer to accomplish.
Crew Location Tracker: Added the crew location tracker next to the crew portrait in the Mission details menu.
Explorers Club: Updated dialogue, and Sprout now gives you some space radishes to take with you when exploring.
Explorers Club: Sprout now gives you reward credits for completing his mission.
Healthy Living Email: Frances's email now gives an additional energy tonic.
Bug Fixes
Steven's Exit Door: This doorway trigger was off center. Fixed.
Date Invitations: Reduced store cost of date invitations. (This was actually a bug.)
Saving Icon: Found a way to make saving anim shorter! And fixed a small visual glitch with icon.
Inaccessible Microbes: Found and fixed a specific issue on the Recreation Deck where they would keep occurring previously. Fixed a few other random spots on ship as well.
Grammar: Fixing typos, grammar, and dialogue preferences. Thank you again!
I'm happy to announce that Gynocracy Chapter 8: Consequences is now finished and available.
If you finished Chapter 7 before, you can continue from an auto-save. Go to Load in the main menu, click "A" at the bottom, and you should see an auto-save.
Thank you and have fun!
P.S. And as with every new release, your feedback is much appreciated. Also, if you like the game, please, please, please consider leaving a Steam review, so that more people can find it. Thank you. ːsteamthumbsupː
We are happy to announce that we are releasing a new patch BETA 9.0.2.
Here are all the changes made:
Fixed setting defaults in controls settings.
Fixed setting default values in video settings for Shader Quality and Reflection.
Enlarged player's hit box (due to not being able to see through walls)
Fixed cracking volume adjustment
Fixed generator collisions
Temporarily disabled one of the 11 tasks. Current number of tasks: 10
Monster can hear at 0.75 times less distance.
Wait time for the next task has been increased from 10 to 15
Added new door system (doors only open or close with interact)
Added "You Died" message when player died
Thank you for still supporting us! We are trying to improve the game as much as we can. If anyone has any ideas on what to fix, add or remove, please contact us: https://galacticgames.site/contact
This update enhances character movement, ensuring a more fluid and enjoyable gameplay experience. I have taken your feedback to heart and have been working diligently to improve the game. Despite the critiques and challenges, I remain committed to my vision and will not give up. While some have suggested that I abandon this dream and want lines for my family, I am determined to prove them wrong.
This project is still a work in progress, and I am committed to making this game the best it can be.
I have also updated the Steam page with new headers for the game. Although we initially rushed the game's release on Steam, I am dedicated to ensuring the visual quality of our Steam page matches the vision we have for the game.
I recommend you uninstall the older version and do a fresh install of this version before jumping in. Additionally, consider removing your save files to start fresh. This step is optional.
Climbing and Vaulting:
Added new climbing and vaulting mechanics.
Players can now climb over fences and higher obstacles, enhancing movement flexibility.
Parachute System:
Introduced a new parachute system for more dynamic and tactical gameplay.
Swimming System:
Added the ability for players to swim, expanding the range of environments you can explore and interact with.
Visual Enhancements:
Removed blur and bloom effects to improve visual clarity.
Added a new hit effect for bullet flybys for a more immersive experience.
Underbody System:
Upgraded to a smoother and more responsive underbody system.
The underbody now follows the direction you are moving, providing a more realistic experience.
Third-Person View:
Added a third-person view option. Note that this feature is still a work in progress.
Quest/Mission System:
Implemented a comprehensive quest/mission system, allowing for endless mission creation and variety.
Chad Map:
Introduced the new Chad map, located in Africa, for a fresh environment to explore and conquer.
Small Fixes and Updates:
Various small fixes and quality-of-life improvements.
Updated some of the graphics on the Steam page for a more appealing presentation.
We hope these updates improve your experience with Direct Contact and we look forward to your feedback. Thank you for your continued support!
1. Update System (1)Card and Bond Token Encyclopedia System (2)Save System Save System Description: The game will auto-save at the base and during each exploration, saving in sequential order. After returning to the main title, clicking "Continue Game" will allow players to find the latest save in the "Latest" slot. The auto-win button display will also be recorded based on the data in the "Latest" slot. Players who have already played the game will have their past relevant saves and the latest save available.
2. Optimization Base interface heroine sprite applies dynamics
3. Bug Fixes (1)Fixed some AVG dialogue issues (2)Optimized playback smoothness of HCG climax stages (3)Corrected some English card descriptions (4)Fixed the issue where the game would freeze if ending the turn with selectable targets for special moves (5)Attempted to fix the issue where battles would freeze in certain situations (6)Attempted to fix the issue where exploration would not start after receiving rewards at the end of a battle in certain situations