We've already told you how to get 14 days of Premium Status and 20 Purple Philosopher's Stones. Today, it's even cooler!
Have you ever had one of those legendary pieces of equipment? That one, bright orange color.... We'll give one to everyone!
Visit the game page, open the tags, confirm the 10 tags you think are most appropriate for Royal Quest.
Write a comment below this post, what other tag, you would add.
For confirming tags and commenting, we'll give everyone a Tor Toise’s Sealing Wax!
Tor Toise’s Sealing Wax is a unique in-game item that is guaranteed (!) to turn your sealed equipment into legendary gear. The gift will be given in September when the game is released on Steam.
Greetings friends!!! I have some great news to share with you today.
Skelethrone: The Chronicles of Ericona is now available on Steam! We are offering a special 15% discount during the launch period The game is also available on PlayStation, Xbox, Nintendo Switch.
All of this would not have been possible without the support of the community. So, I would like to thank all the people who played the demos, shared their thoughts, and left feedback. My special thanks goes out to all the wonderful people who helped with localization, porting to other platforms, testing, and other stages of development that would have been impossible to handle on my own.
Let's celebrate the game's launch!
In honor of the release, please watch the trailer and immerse yourself in the world of Mach Abyss before fully exploring the story and finding out what actually happened after the death of Lord Derek Ericona.
And this is not goodbye at all.
I have prepared a FAQ with explanations of some gameplay mechanics just for you. The information I've provided will surely be useful, and if you will still have questions left, please feel free to ask them directly in the comments section within the thread.
Furthermore, if you encounter problems and bugs, or experience any kind of issue with launching the game, please share them here in a dedicated thread. Bug Report! Please be assured that I will reply with a solution to your problem.
Good luck on your adventure, if you can't wait to get started already! If you have a moment, please consider leaving a Steam review for the game. It is incredibly helpful and motivating to receive reviews for the game, and in the future it is possible that more content will be added thanks to that.
Your suggestions and queries
Don't forget to join the official Discord community and chat directly with me!
There are now 9 items left for me to do before the "Stockpile" update goes live. The to-do item "FX-Eliminate dynamic alloc" has been completed, leading to a 10-15% performance gain for any visual effects.
Here's the remaining to-do items as they appear on my list:
Clean up local object collector
-``GetNearestObject``
Unified object structure
-Master type ptr to specifics
FX objects (Fix missing ones)
Fixed timestemp rendering
``LoadModels`` -> use shared cache
Multisampled render to texture AA
Add toggle RMB look lock
Stockpile update
One major change in the upcoming update is that stockpiles will provide a number of "slots" that can be reserved for specific resources, providing stockpile space for those resources. For example, a Granary may provide 4 slots, each slot providing +250 stockpile capacity for the resource placed in that slot. So setting two slots to "Meat" will grant +500 stockpile space for Meat, and only Meat. There are still planet-wide global +Stockpile modifiers for certain buildings, such as the Citadel.
As always the current work-in-progress upcoming patch notes can be viewed ingame, via one of the buttons in the top right, or directly on the main menu.
We have confirmed that there is currently a problem with the English version. We are urgently investigating the cause, and plan to distribute a patch as soon as the investigation is complete. We deeply apologize for any inconvenience and concern caused despite being just after the release.
The Japanese DEMO version was updated around midnight on August 8th, Japan time. This brings the version to [2.1.0].
If you downloaded the game prior to this, please upload it from the store page.
Also, backup saves that were autosaved prior to this may not function properly. In that case, we apologize for the inconvenience, but we ask that you start a new game.
In this update, we made some balance adjustments to improve the previously mentioned issues of [total wipeout on the first floor] and [unfriendliness of combat].
Although it is a roguelike game, the developer did not want to create a so-called death game, but rather made adjustments to provide a game that even light users could enjoy.
I would like to announce the changes.
- Elite monsters have been removed from the first floor of the dungeon and the number of regular monsters has been increased.
This will reduce the chance of being wiped out on the first floor, and we've adjusted the monster balance to make it easier to get used to the battle.
-Increased the encounter rate of the shop on the 1st floor.
We had set the encounter rate of the shop on the 1st floor high, but even so, there were patterns in which it did not appear, and in these cases,
[the difficulty level would increase significantly]
There was a possibility that there would be an oversupply, so we made adjustments so that you can encounter at least one as much as possible.
- The gatekeeper on the second floor has been changed to a new monster.
As a result, the gatekeepers on the first, second, and third floors will all be different monsters, and we've adjusted the difficulty to gradually increase.
-Because the elite monsters on the first floor have been removed, it has become harder to obtain [Level Up Gems], but the 50 points you could obtain by defeating an elite have been increased to 100 points.
From the second floor onwards, elite monsters will appear, just like in the previous version. We've made adjustments so that the total amount of expected level-up points you can gain will not change.
- When selecting a character at the beginning of reincarnation, [Party Type] is now displayed.
Up until now, you could only judge a character's appearance and gameplay, but now we have made changes to make it easier to determine their
[Combat Type] by displaying three types: [Strength Type], [Defense Type], [Unique Type].
- Subdivision of volume adjustment options
Until now, volume adjustments could only be made in increments of 20%, but we've now adjusted it so that it can be changed in increments of 5% for finer adjustments.
We've also set a Master Volume so that the overall volume can be adjusted in-game.
As a result, we've removed the BGS (ambient sound) adjustment, which is no longer used.
-Full-screen mode implementation
Until now, the basic resolution was only 816 pixels wide x 612 pixels high and the only way to change the screen size was by clicking on the window.
We have added [Full-screen mode] to the options
so that the game will start in full screen mode from the next time you start it. (You will need to quit the game once after setting this up)
- Monsters on each floor used to follow the character, but now they can move freely around the room.
Until now, they would not leave the room, but they would follow the character loosely, so it was possible for them to block the entrance or end up surrounded.
To prevent this as much as possible, we have trained them to move freely.
These are the changes to the specifications of the Japanese DEMO version [2.1.0].
We will continue to make adjustments based on feedback and strive to improve the quality of the final version.
Also, regarding the [freeze bug] that was previously announced, we are compiling reports in the [Freeze?] thread of the [Journey of Reincarnation ] community to find reproducibility.
If you experience freezing, please read this or let us know the situation so that we can improve the game.
Also, the game may be compatible with background tasks, so if you can close other tasks as much as possible while playing, this will help improve the game environment. (This does not occur on the PC where the game is being tested.)
This has become a long message, but I am extremely grateful to those who have reviewed the game, played it, and shared the game through streaming videos.
I believe this response is to improve the quality of the final version and create an environment in which you can play the game in better conditions.
▫️▫️▫️▫️▫️▫️▫️▫️▫️▫️▫️ Please let us know if you have any issues or concerns, suggestions or feedback. You can leave a message over at the official Discord Server 👉 https://discord.gg/PPCnc5AUhP
Valiant Elinorians! It’s time to put aside all your tasks and embark on a quest to find ancient mechanisms! For completing assignments, you will receive ancient tokens and Grimbold coins, which you can use to purchase various items to unlock desired medals and achievements for your character!
Visiting Hilgor and Virkly, all technomages of level 5 and above will receive one of five random quests. Only one quest can be completed daily, but for a certain fee you can reset the quest timer and take a random assignment again for an unlimited number of times. The cost of resetting the timer increases each time and resets at midnight. If you don’t like the assigned quest, you can replace it with one of the remaining four using the “Note on the Ancients.”
You can spend the received ancient tokens and Grimbold coins in the Supply Center on items that add points to various medals, as well as the 16th Anniversary Cup, necessary to unlock the achievement of the same name!
The Elinor Bank remembers its depositors! For every 300 crystals from the amount of a single payment, you will receive one Ancient Chest, the contents of which will make it easier to complete the “Mechanisms of the Ancients” quests!
You can receive assignments and Ancient Chests until the end of August 25th, and you must complete the taken quest, spend the tokens and coins by August 27th!
Until August 11th inclusive, by defeating valiant opponents and experienced monsters, you can obtain Grobft's safes. To open a safe, you need to pay a few crystals and you will receive one of the rare gifts, including a certificate for an individual seal!
In just under 24 hours, Dream Warrior will go live. It's definitely been an interesting process! I'm very excited to bring this game to a larger audience. It's always going to be something niche, but being able to put it in front of those in that niche has been quite rewarding.
If you'd like to see some preview content for Dream Warrior, a number of awesome creators have covered it! In no particular order:
Based on feedback and watching some of the early streams, this morning I uploaded a patch. If you watched some of the above videos, or perhaps were yourself one of those players, there are some notable changes:
Expanded Tutorial Content: the game now gives clues about how to use some of the abilities. This can be disabled in the options menu if you're a pro and already know.
Reversible Transactions: you can now revert a transaction at a vendor, should you misclick
Endings: Dream Warrior has 4 endings; now, if you get one, that fact is made more clear
Better Robes: robe-class armor now has a little MP on it, making more attractive for those classes that can wear both robes and heavy armor.
Defensive Clarity: when you can't damage an enemy because your weapon is far weaker than its armor, this is made more clear. Also, there's a chance to deal 1 damage anyway, which can prevent a soft lock.
Node Map: the drunk is now shown on this map, by request
Stun Cooldown: A lot of people had a hard time with getting stun locked. Dream Warrior does provide tools to get around that, which are more clearly communicated in the tutorial content. However, there was one specific fight where it was possible to get stun locked for a few turns regardless. Anyway, there is now a slightly longer cooldown on enemies using stun. This does however result in the endgame being a bit easier (and Reflexes being a worse skill pick).