We're excited to share a glimpse into the unique visual style of Sword of Convallaria, a new classic SRPG that merges the charm of retro pixel art with modern advancements.
Embracing the Past, Innovating for the Future
Pixel art, a beloved hallmark of the 8-bit and 16-bit eras, holds a special place in our hearts. Inspired by games like Octopath Traveler, our developers have crafted a visual style that blends nostalgic pixel art with dynamic 3D rendering, creating a unique enhanced pixel art style.
Introducing Next-Gen Pixel Art
Our team, with experience from titles like Super Robot Wars and Arc the Lad, is passionate about pixel art. They've created a visual style that honors the golden age of pixel art while pushing its boundaries with modern technology. In Sword of Convallaria, every character is meticulously hand-drawn to ensure perfect pixel alignment and expressive animations. This enhanced pixel art combines traditional pixel art with 3D enhancements, allowing for greater artistic freedom and dynamic visuals.
Crafting a World of Perfect Pixels
Characters in Sword of Convallaria are categorized into different factions with unique visual elements. Our process involves creating units in a normal style, transforming them into chibi versions, and then meticulously recreating them in pixel art. Idle animations and action sketches are crafted with precision to ensure proportions, movements, and rhythm are spot on before final refinement.
Each pixel in Sword of Convallaria is a labor of love, aiming for perfection in every frame. This dedication ensures characters are vibrant, dynamic, and true to the essence of classic pixel art, enhanced by modern technology.
Remember to add Sword of Convallaria to your wishlist to stay updated with our future developments. Join the excitement on Twitter and Discord to stay in the loop with the latest buzz!
Special Notice
The demo on our store page will no longer be available when the official release version is live on July 31 PDT.
On December 31, 2010, Umineko: Golden Fantasia's original Japanese release was at Comiket 79. Today, nearly 15 years later it's returning to the hands of independent artists and fans on Steam via a new Community Beta Patch with support from MangaGamer!
We have selected:
Sky Leite to be the maintainer of the Community Beta Patch. MangaGamer will provide development checks and support on Steam publishing, while Sky will be the Lead Developer of the content on the Community Beta Patch.
We have a long road map for the Community Beta Patch we are planning on elaborating on in future updates, but the initial release has the following long-awaited changes and fixes to Golden Fantasia to help bring it up to date with modern fighting game standards:
Fix incorrect game speed on high refresh rate display monitors.
Add feature to bind controllers from the main menu.
Fix previous inability to bind triggers (R2/L2 and RT/LT) on XInput controllers.
Fix training mode BGM restarting when resetting training mode.
Fix dummy recording being erased when resetting training mode.
Add quick-actions to the in-game menu in Training Mode:
*Select screen position when resetting.
*Swap positions with opponent.
*Save states / snapshots (Experimental).
*Enable / disable training stun.
Add ability to use D-Pad and Analog Sticks simultaneously on capable controllers.
This Community Beta Patch is in experimental beta and will not be activated by default during public beta. There is not yet a definite schedule or time set for this Community Beta Patch and the beta state may be indefinite while patches are being released. Current or future changes are not guaranteed and the default patch will remain the official game release.
To activate the Community Beta Patch, you will have to do so by following the instructions below:
Open your Steam Library
From a game's library page, select Manage > Properties
Goto Betas and on the top right select "Community Edition" (if this does not show up in the Beta Participation drop down box, please try restarting your Steam Client to clear the cache)
For requests and reports, please see the appropriate threads on the Steam Forums for Umineko: Golden Fantasia.
Additional License Notes This mod patch introduces several new assets, contained in the `/assets` directory. This is a listing of their names, authors and licenses.
This is a major release that adds food and hunger to the game, that has rewritten explorer priorities to be more flexible and intelligent, and also includes lots of small improvements and quality of life fixes. The full patch notes are listed below.
Alpha 10 is being released exclusively as part of TactiCon 2024 and we are thrilled to be a part of this incredible event. TactiCon is a celebration of strategy games on Steam with demos, discounts, exclusive announcements, and developer panels, and is running 18-22 July this year.
Jevon is also one of the speakers on the panel Inclusion and Diversity in Strategy Games, along with some of her new best friends at Balancing Monkey Games. We had a fantastic chat and yarn about diversity, accessibility, parenting, and all sorts of important topics. You can catch our talk at 8pm CEST, Saturday 20 July (RSVP here).
We’ve added the new hunger mechanic that you’ll need to manage to look after your crew. Your explorers will get hungry over time, and you’ll need to discover, farm, or otherwise create food in order to keep them happy and working at peak efficiency.
Explorers now seek out food when they get hungry. Om nom nom nom
Luckily your ship had a healthy supply of emergency ration packs before it crash landed, but many of them got scattered across the world on impact.
Plants
We’ve added wild plants to the game as a long-term source of food for your explorers, and in the demo, we’ve added the brown bernie as the first wild plant.
Each plant type has specific growth requirements (temperature, atmosphere, pressure, light etc.), and they will only grow if all of their growth requirements are being met. Fully grown plants can then be harvested by your explorers with the new “harvest” errand.
Different types of plants have different growth requirements
Goals and priorities
In this release, we’ve completely rewritten explorer priorities, based on your feedback. Explorers now have more flexibility in choosing which task or errand they’ll choose to do and when, and are a bit more intelligent too – they’ll prioritise doing urgent, high-priority, and nearby errands. (They’ll also stop trying to write diary entries while underwater or in the vacuum of space.)
We’ve also added a new screen to manage your explorers and optimise your base. Do you have an explorer that hates digging? Now you can control how often, if at all, they’re subjected to doing the one job they dislike more than anything.
You can now configure task priorities for individual explorers
And a lot more
Along with the usual batch of bug and balance fixes, we’ve also added in some frequently-requested quality of life changes to the demo – such as being able to build wires and pipes around corners with a single drag, regenerating individual explorers when starting a new game, and automatically disconnecting neighbouring connections when deconstructing wires and pipes.
The full patch notes are listed below.
----
Release notes for Adaptory 0.12 (Alpha 10)
New features
Explorer goal selection has been rewritten
Explorers no longer prefer tile errands over supply errands; they will always start whatever errand is closest to them
When explorers arrive at a tile errand, they now immediately start the errand, rather than turning forward and then back to the side
Added experimental "errands" tab to the selected explorer panel, showing all errands that they can do, in priority order
Explorer priorities!
You can now manually change the priorities of different categories of explorer actions!
Explorers will prioritise the errands that are highest priority and closest to them first
You can prevent an explorer from doing an entire category of actions, if needed
The list of actions will be expanded as we get closer to Early Access
You can now force explorers to drop what they're carrying in one of their inventory slots
Added buttons in the new game panel to regenerate individual explorers before starting out
Explorers now get hungry!
When explorers' hunger hits 0%, they will work a lot slower
Explorers will automatically eat food when they're idle and hungry
Some ration packs are available when you crash land, and are also scattered throughout the world
Added ration pack and brown bernie foods
World generation now generates some brown bernie plants as a slow-growing wild food source
Wild plants can be harvested with the new "harvest" errand
New building overlay icons
Overlay icons have tooltips when moused over
Added "no foundation" overlay icon to buildings that require foundations
Added "no ceiling" overlay icon to buildings that require a ceiling
Added "no connection" overlay icons to buildings that require a connection to a power network
Added conversation log to explorers, so you can see what they've been chatting about
Internal
The gas layer is now rendered behind "foreground" buildings and characters, but in front of "background" buildings
Added gas texture to gas layer
Tweaked breathability layer to better represent lower levels of oxygen
Personal explorer errands such as diary-writing now show progress in pink, not yellow, so it's clearer they're not interacting with a tile errand
Explorer oxygen level bars now render above all other progress bars
Explorers will try to give each other a bit more space, by sometimes moving when there is another explorer in the same tile
Explorers will no longer try to write diary entries in water or the vacuum of space, or on ladders
When an explorer deconstructs a wire or liquid pipe, neighbouring connected wires/pipes will now also be disconnected
Wire and liquid pipe corners can now be built with a single drag, rather than needing to drag two straight lines
Changed debug info keyboard shortcut from F8 to shift+F8
Added keyboard shortcut Alt+Enter to change fullscreen/windowed mode
The game can now change fullscreen/windowed mode with F5 or Alt+Enter while it is still starting up
Rewrote the liquid network flow resolver, so that networks split with multiple sinks (e.g. vents or oxygen generators) should now be equally split across the network, rather than all packets preferring the nearest sink
Tweaked the packet renderer to render moving packets more smoothly in-between world ticks
Explorer conversation replies have been moved down so they're easier to read
Updated liquid network overlay icons to be a bit clearer
Updated in-game database text for all buildings
The in-game database list of buildings for each building category is now sorted in alphabetical order
Added more conversation texts between explorers
Added an open source licenses dialog in the Credits panel
Balance
Made battery charge/discharge units consistent with power generation units – all are now measured in W (watts), allowing batteries to charge and discharge faster
Batteries now require a foundation to charge and discharge
Liquid pumps now require a foundation to consume electricity and operate
The transmitter now requires a foundation to transmit the distress signal
Lights now require a ceiling to consume electricity and operate
If explorers have an assigned bed, they will no longer work until they pass out
Fixes
Explorers no longer obsess supplying a coal generator over other errands
Explorers will no longer take dirt or oxycans to bed when sleepy
Fixed a crash that could occur when a liquid network loop was connected to a vent with no liquid pump
Fixed a crash if "none" was selected for any dropdown in the sandbox tools
Fixed UntranslatedString in resource counter tooltips for items
Fixed a crash if a build errand was cancelled while an explorer was supplying it with a resource
Explorers can no longer build buildings behind dirt or other solid tiles
Fixed 3D sound spatialization imbalance
Fixed a number of issues with windowed fullscreen mode not being captured correctly by Windows, OBS, or other capture tools
Fixed build panel layout issue at 80% UI scale
Fixed a slight text alignment bug in the credits panel
The fourth update on the development of Security Control.
Hopefully in the next update I can provide more screenshots on the cruise ship level that is being worked on. Until then here are the changes from the past two weeks.
Additional Content
Added the ability to purchase skins for unlocked characters
Added another objective to the demo
Gameplay Changes
Added tooltips to see what objects are
Added the ability to drink some drinks which allow the player to move faster for a short period of time
Made Easy level easier
Made it easier for first time players to understand the game
Made Player Security sprint slower, drain stamina faster, increased base walk speed
Decreased worker "Speed App' max speed
Bug Fixes
Fixed some networking issues causing players to desync
Fixed an issue where sometimes the game would not end
Fixed some objective bugs
Positional fixes for some objects to match on each players game
Fixed a bug that may cause language settings won't save when you exit.
Fixed some bugs that may cause monsters to freeze on the battleground.
Fixed some bugs that may cause skills can not take effect properly.
If you encounter any bugs or troubles or just want to share your opinions, use the Steam forums or join 2P Game’s Discord server. (On Strategy Games Group)