It is night. Candelia Harbor is brightly lit, neon lights streaming like liquid between the streets and rooftops. The people have grown accustomed to this vibrant cityscape, seldom lifting their gaze to ponder what lies hidden within the towering clouds at the city's northern edge.
Beyond the clouds lies Dr. Sunil's new Institution, a place where his life's work and dreams converge. In this place, there is no distinction between day and night—only endless contemplation and the constant hum of machinery. Sunil stands alone in the testing area, intently adjusting the "Orb" over and over again. This "Orb," built with his own hands, appears unremarkable on the outside. Yet, it is a treasure unique in the solar system, holding infinite power and potential, embodying countless sleepless nights endured by thousands of scientists over many years.
Sunil's fingers gently brush across the surface of the Orb. A faint pulse echoes, as if it might awaken at any moment.
"This sphere will change everything…" His voice resonates with unwavering determination.
Memories surge like a tide, vivid images of past setbacks and breakthroughs flooding his mind. Through "reverse gigantification" technology, Sunil unlocked the interaction between ether energy and material space, while the nanoscale "implosive fabrication" process pushed his research to new heights. This "Orb" has already surpassed the conventional boundaries of human science. It is the key to the future, a key that could reshape the fate of the universe.
However, Sunil seemed unaware of the pair of eyes fixated on the "Orb." Lurking in the shadows, the devious artificial intelligence Freddie secretly observed this extraordinary research, scheming to acquire a spectacular new gadget for himself.
In the dead of night, taking advantage of Sunil's brief absence, Freddie slipped quietly into the lab. The cold, sterile lights reflected off the "reverse gigantification" machine, casting sharp, angular shadows, a metallic chill hanging in the air. Freddie's footsteps were as light as a breeze moving through the shadows, his movements skilled and nimble, making no sound. For Freddie, the security system was a trivial challenge. His fingers moved deftly across the control panel, expertly dismantling one firewall after another. At last, the "Orb" lay still in its container, just within his reach.
Freddie's heartbeat quickened, eyes blazing with ambition. Lady Luck seemed to smile upon him at last. But just as he reached out to pick up the "Orb," a shrill alarm blared. Freddie quickly regained his composure, successfully stealing part of the design data and escaping before the security team arrived.
Although he didn't obtain the complete Orb, the massive amount of information within the small portion of data was enough to change his destiny.
After several grueling weeks of study, Freddie merged a sliver of the research data with his own ingenious ideas, barely managing to piece together a green "lock Orb." Although its performance falls far short of Sunil's original version, Freddie is more than satisfied. This Lock Orb is enough to make him stand out in the upcoming Farlight Cup competition.
Armed with the Lock Orb, Freddie put on an impressive display at the Farlight Cup: the green orb sliced through the air, tracing razor-sharp paths. The E-Net swiftly locked onto every opponent with unerring accuracy, leaving no enemy a chance to escape. The audience gasped in awe at the novel weapon, while Freddie stood proudly amidst the applause, savoring the glory as if he had anticipated this victory all along. In that moment, he knew his gamble had paid off.
"No one can escape my Lock Orb... No one at all..."
His voice brimmed with pride and confidence, yet deep inside, he was dissatisfied and puzzled by the unfinished "Orb." A vague sense of unease lingered—though the Lock Orb's power far exceeded his expectations, it was still a crude imitation of Sunil's research.
"If the prototype alone is this powerful, what would happen if I had the complete 'Orb' in my hands?" he wondered.
Freddie was unaware that Sunil was watching his every move from the Farlight Cup control room. On the screen, the green Lock Orb struck with the speed and ferocity of a cheetah's claws, relentlessly taking down opponents. However, there wasn't a hint of concern on Sunil's face. Instead, he broke into a subtle, scornful smile.
Sunil's gaze went beyond the screen, as if he could see straight into Freddie's heart: a young "man" driven by desire, yet utterly ignorant of what true power is.
"What a pity. This kid doesn't understand the true power of the 'Orb' at all..." Sunil murmured to himself, a cold gleam flashing in his eyes.
As the tournament drew to its final moments, Sunil knew it was time to bring this farce to an end. He retrieved the black Orb from his pocket. Unlike the brash and overpowering green Lock Orb, this one exuded a calm, enigmatic presence, dark patterns swirling on its surface like liquid shadows.
"Behold the true power of the 'Orb'..." He pressed the button, and the ether energy within the sphere surged violently, emitting a deep hum like a giant beast awakening from slumber. The energy, suppressed by the "implosive fabrication" process, erupted with a resonant "BUDDY" that momentarily drowned out all noise in the arena. Every gaze was drawn to the black Orb in Sunil's hand. Sunil stood still, his demeanor calm, yet his eyes shone with undeniable confidence. He knew that this "Orb" was not just a masterpiece of ether technology but also the embodiment of his years of hard work and steadfast belief.
Freddie was stunned. In his relatively short life, it felt like he had once again been driven to the edge: his prized Lock Orb seemed utterly powerless before the true "Orb." A fear he hadn't felt in a long time began to spread...
The story ends here, with Sunil's smile hinting at an awakening yet to come. He knew the wheels of fate had begun to turn. The future of the Farlight Cup would be drastically changed—and this was only the beginning.
We are thrilled to announce the conclusion of our Dungeon Tournament! It has been an intense competition where you all demonstrated exceptional strategic prowess, mastery, and resilience. Each participant fought valiantly, facing formidable opponents and overcoming numerous obstacles.
And now, let's reveal our champions and applaud them for their well-deserved rewards
IMPORTANT INFORMATION: To claim your rewards, winners must enter the code TOURNAMENT070824 on the leaderboard page.
Winners in 1st-3rd place should contact our developer Tornament2007 to discuss the specifics of their unique awards!
A new tournament begins!
But the adventure is far from over! We're excited to kick off the next Dungeon Tournament, starting tomorrow and lasting for a full two months. The rules stay the same, and the prizes are as enticing as ever.
Prizes for the top places:
1st place:
Season Champion Keychain — a fantastic way to showcase your victory. 700 shards and 50 medals. Choice of one of the following rewards:
A copy of the game — become one of the first to conquer the dungeons! 2 unique customizations — stand out from the crowd with a distinctive look. Create a new item or alter an existing one — leave your mark on the game world.
2nd and 3rd places:
An opportunity to add a unique customization to the game for all players to see. 2nd place: 644 shards and 44 medals. 3rd place: 588 shards and 38 medals.
4th to 10th places:
Shards and medals, with greater rewards for higher ranks: 4th place: 532 shards and 32 medals. 5th place: 476 shards and 26 medals. 6th place: 420 shards and 22 medals. 7th place: 364 shards and 20 medals. 8th place: 308 shards and 18 medals. 9th place: 252 shards and 14 medals. 10th place: 200 shards and 12 medals.
How to participate: To join the tournament, ensure that your profile is public. This will be necessary if you win, so our developer can add you as a friend and arrange the delivery of your prizes.
This tournament provides a unique opportunity not only to compete for special prizes but also to test your skills against other top players. Enter the fight for the Dungeon Champion title and prove you're the best of the best!
Don't miss out — the journey begins in one, two, three... GO!!!
We have been busy working with this update! Due to several previous builds having bad bugs the public update has been postponed until now, making this update a bit bigger than usual.
UI
- Moved unit buttons to center of screen - Treaties now have icons. - Improvement categories have icons - Decreased time for zone food info window to display from 2 seconds to 1 second. - Several new tutorials added for Prospector and Trader scenarios. - Updated and animated highlighting of buttons in tutorials - Tooltips descriptions added to icons to several tutorials. - Icons added to several tutorials which did not feature any icons previously. - Victory conditions now have icons. - Moved victory conditions to top left (previously right side, was getting overlapped by settlement UI if selected) - Population amount is now visible in the HUD settlement buttons. - Tooltips for EXP and Level of units now display relevant numbers. - Several new icons updated to reduce text in the UI - Top left UI now adjusted to be a top single bar instead (date, nation stats, game speed). - Table of improvements now added also to the New Improvement screen
Settings
- Master volume slider added to Audio settings.
Gameplay
- Fortifying a zone will now clear the zone type, coverting it to Barren if it was any other type before. - Game now pauses when scriptable event messages are displayed. - Each level up of a fortification grants 5 exp to the unit constructing it.
Graphics
- Added 3d visuals for improvements to the map (Granary, Bakery, Mill, Hunters lodge, Apothecary, Docks) - Fishing boats, Hunters cottages and Mills now appear if zones are selected for food gathering and if relevant improvements have been built. - Added sparkle animations for when ores are discovered by prospecting - Added pollution animations for when cities get poor sanitation-related events. - 3d visuals for mines now appear when constructing mines in settlements.
Input
- Mouse pan speed now varies with zoom/camera height - Camera position is now clamped so one cannot wander too far out of the map accidentally.
Bug
- Fixed issues where player would click settlement buttons for unowned settlements. - Fixed several crash issues. - Fixed text overlap issues in a few tutorials (would appear on low resolutions) - Fixed issue where settlement would de-select when clicked twice. - Fixed food supply consumption, cold damage and hp regeneration for units in armies. - Fixed issues where armies tried to engage self/friendlies when entering settlements - Fixed several issues with outposts and interaction with units and armies.
Localization
- Japanese localization updated (e.g. Roman settlement names now written in katakana) - Nation names in scenarios now localized - Fixed localization of army and unit names and numbering
Editor
- Scenarios can now have traits, such as disabling Settling
Technical
- Unit exp/level now persisted in game saves. - OSX/Mac build updated - Several UI system fixes in Evergreen game engine - Some thread/crash handling improved for audio control
Known issues
- Several issues on Mac/OSX build which will be prioritized for next patch.
Hi all! Just a quick update on plans for Retrowave '84, as development continues to progress nicely, I was able to drop a patch to add launch options for those having trouble opening the demo to get it running. For those still having issues I have one more planned patch but that will be nearer launch of Retrowave '84, which is getting ever closer!
Also Retrowave '84 will be part of the Fulqrum Boomstock Steam event, so keep an eye out for that this month! As always, this game continues to go from strength to strength and will be something special upon release! Till then, take care!
Hello everyone, Reissad Studio was at Gamescom 2024 (Léo, zoox (Our manager) and Luca from left to right)!
We had the chance to meet tons of amazing people who will help us continue to push Bodycam in multiple ways for the direction we want Bodycam to go in. This is really promising, and we are really excited to see where it'll lead us all!
We cannot announce anything officially any of our projects at the moment as we are still in the early-talks stage but the future seems brightfor Bodycam gamers.
We are also back from vacation, which means that updates are slowly going to be back, and we have more motivation than ever! More information about that in the near future, so stay tuned... 👀
-Possible to cancel the sale of magic gems for 6 seconds after selling them. After selling, a cancel button will appear under the column. -The resale value of magic gems has been set to 100%.
The kinky fun is still going hard and your favorite Aeons are back with some juicy surprises! They’ve prepared free goodies, exclusive skins, and other lewd rewards just for you. Make sure you don’t miss out!
First things first, use this special code 77C1727E7B to unlock:
Corona Stone x200
Star Key x3
Random Gift Box x1
This code is only valid from September 4th to 8th, so be quick!
And now, here’s a sneak peek at the dirty surprises that’ll be waiting for you this week: Aeon Destiny event period: September 1st ~ October 1st. Interstellar Trajectory event period: September 1st ~ 8th. Sabik’s Skin Summon period: September 3rd ~ 10th. Astral Elf Summon Gleipnir period: September 5th ~ 28th Daily Login period: September 7th ~ 12th. StepUp Summon New Aeon Hermes period: September 6th ~ 20th.
This was a very busy week for Jeistar. Aside from the surprise sales and receptions, we have a growing list of bugs. Thankfully with the implementation of Unity Analytics, we’ll get more out of it. Most efforts are now going towards Patch 1.1, where some parts of Patch 1.05 will be able to cover. This is the first Jeistar release, but not the last. Super grateful to all the OG’s who bought it early. The game will only age gracefully as the months pass.
Many of the Day 1 Bugs were unanticipated because of the release schedule. The reality situation is there is a voluntary embargo until patch 1.1. Please reach out to the developer for anything. There is also a likely chance the updates can only be implemented with a manual reinstall.
The sales of the game exceeded my expectations! Thank you again! I also noticed that the wishlist is VERY high but people are rightfully holding off until some of the game's bugs are fixed! So here’s a roadmap!
Patch 1.01 - 08/31 TODAY
Screen Resolution Fix - Liminal Void was initially released with 1920 x 1080p in mind. Now it should work with various screen resolutions and ratios automatically. However, there are still some sizing adjustments we’re experimenting with. More updates on any screen/resolution issues on 1.05.
Introduction Cutscene Crash - Attempting to skip the cutscene could crash the game in the initial release. We fixed the code and added fall throughs to ensure the game doesn’t crash on start.
Analytics - Most of Liminal Void’s initial feedback came directly from active users in the community. We’re integrating Unity Analytics for more feedback regarding optimization and performance issues.
Updated UI - More info was added to the UI that pertains to stats and spell casting system.
Sigil Calculation - The culprit is Frenzy Mode. Some unnecessary calculations were removed but if they persist please let the dev know!
Stats Transparency - Pause panel shows your stats. The stats system is being overhauled for future updates
Soul Snatch Upgrades - simple, but you can now soul Snatch the same type of enemy again but instead get buffed
Updated Enemy - The trigger collider issue is fixed and enemies behave slightly differently now. They are more crafty…
Patch 1.05 - 09/14
Save System Overhaul: Once again, due to the nature of the current save system, your saves will likely be gone after this patch. I am trying to integrate Steam Achievements
Basic Graphics/Sound Settings Functionality - Make graphics and sound editable
Codex System Overhaul
Death Countdown Lottery System: Instead of just dying every time your countdown reaches 0, I want to spice things up to make your final moments in the layer more agonizing
Lore Files: Basically a secondary objective to encourage more exploration in dungeons
More Spell FX
Patch 1.1 - 09/27
Steamdeck and Controller Support, as well as Keybind Settings
Steam Achievements
Graphics Optimization Overhaul: Basically works better with regular pc's
Sound Design Overhaul: Upgraded Sound System for better debt and adjustability.
Refined Soundtrack: Rerecorded/Remastered Versions of Existing Songs and calibration with Layer Progression
Refined Difficulty Adjustment, including "SAFE" and "Chaos": SAFE mode is basically no flashing lights or anything that could make your head dizzy. We will continue to make updates to SAFE Mode to address any issues regarding discomfort. Liminal Void is still not recommended for users who have sensory issues that pertain to flashing lights/sounds/etc
16 Additional Ending Animation Sequences: I just think they're cool :)
Refined UI - More transparent Spell/Stats system
OST Release - Follow the YouTube or my X for more info
Japanese Localization? (日本のファンの皆さん、こんにちは!頑張ってます!ローカライズまでしばらくお待ちください。)
Screamfest: 10/26 - THIS IS ALL EXTRA
There will be pumpkins - requested by discord
Level Redesigns and additional horror elements - gotta make the players SCREAM
Updated Enemy AI - can’t be scary when it’s something you don’t expect?
Expansion of Special Skills - TBA
Expanded Graphics Settings - Always room for improvement/optimization
Updated Soundtrack - TBA
New Cutscenes - TBA
LOCALIZATIONS (This is a more realistic deadline for localization beyond Japanese) - Really what I’m trying to look more into
Small Updates
Update 1.2 and onward : 11/16: Soundtrack Update, basically some additional collection of songs that didn’t get enough time to be worked on. Additional bug fixes and OST V2 release.
Why you shouldn't wait to buy:
Most mechanics are set by Update 1.1 and anything after is optimization and bug reporting
Developer is in survival mode
The studios owned by conglomerates will continue to enable the destruction that their overlords cause
You get to like something before it was cool
Your crush LOOOOOVES IT when when you nerd out about obscure horror games :3
Lore might face censorship in the future. Hopefully not, but it’s bittersweet to experience something ephemeral…
Watching things grow is nice :)
Stuff I will do between working on Updates:
YouTube Videos Explaining the Game in greater detail
Stream game with FAQ
Be active on the discord(bugs, questions, etc)
Probably other social media stuff that pertain to Jeistar business(X mostly, maybe TikTok)
“Live Life” as Hayao Miyazaki said
Writing for the next game when I can’t sleep(this happens a lot ;-;)
REAL TALK
There is bound to be stuff I missed, so forgive me if it was not mentioned. This next month will be very busy for me. There’s basically a lot of stuff I worry about. It could get boring so I’ll be revising certain mechanics to make you play over and over again. I got a lot of compliments regarding the soundtrack. I did not spend enough time refining but I know there are a lot more bangers that can really make this game feel better. However, that’s not a priority, as there are some fundamental stuff in the options menu that gotta be fixed. I am truly sorry! I never was an options/settings guy! But the current graphics options lets you change the resolution including one with a retro effect!
…
The development of Liminal Void was definitely a learning experience. Very grateful for all the feedback. I read all the reviews, and I take time going through what they have to say. Many of the issues of the game are deep within the code and require extra time, so certain things had to be held off for the next update. Two weeks in between updates is a healthy way to approach this. As a developer, there are certain things I don’t think players are actually able to “get” about the way Liminal Void is meant to be played, but I owe it to them and myself to fix the code before expecting players to play a certain way. I have been mostly fixated on criticism and negative feedback to improve the game, but I hope to eventually start focusing on all the positive stuff I missed out on. I got featured on PC Gamer on my first game HOLY COW. I am not gonna screw this up. Also, the developer of the very game that influenced Liminal Void followed me! Exciting times! I’d love to talk more about it on The YouTube, but I have a list of things to do before I could get on that. Bugs, marketing, reaching out to people, and handling some other stuff. It’s a tumultuous but exciting time.
Once again, thank you to everyone who bought the game and also to those who have given feedback. It’s only been a week but I have already learned so much. I already feel like I entered a new life and I owe a lot of it to all the fans! I hope Update 1.01 makes this game more fun(and stable) than on release. As always, the discord is open for anyone interested in the game or reaching out to the developer.
One last thing. I am an artist first, everything else second. I feel, I need to express, I create. In game development most people are programmers or skilled specialists. Some are even great designers and puzzle makers. It’s the same in the wonderful world of reviews and journalism, with great writers or connoisseurs of literature, etc…I get it. I’m happy for them, but there are some differences that really show in solo development. I make stories then set the scene. It’s my thing. For the peoples hearts I have touched, I am happy you got to enjoy Liminal Void.
Screen Resolution Fix - Liminal Void was initially released with 1920 x 1080p in mind. Now it should work with various screen resolutions and ratios automatically. However, there are still some sizing adjustments we’re experimenting with. More updates on any screen/resolution issues on 1.05.
Introduction Cutscene Crash - Attempting to skip the cutscene could crash the game in the initial release. We fixed the code and added fall throughs to ensure the game doesn’t crash on start.
Analytics - Most of Liminal Void’s initial feedback came directly from active users in the community. We’re integrating Unity Analytics for more feedback regarding optimization and performance issues.
Updated UI - More info was added to the UI that pertains to stats and spell casting system.
Sigil Calculation - The culprit is Frenzy Mode. Some unnecessary calculations were removed but if they persist please let the dev know!
Stats Transparency - Pause panel shows your stats. The stats system is being overhauled for future updates
Soul Snatch Upgrades - simple, but you can now soul Snatch the same type of enemy again but instead get buffed
Updated Enemy - The trigger collider issue is fixed and enemies behave slightly differently now. They are more crafty…