Hello, This is CREBABOS. It seems there has been some misunderstanding regarding the previous announcement, so I am posting a new one. Crimson Quest is entirely the same game as Crimson Souls, and it is simply a continuation of its development. I believe the misunderstanding arose due to the use of the term "remake." When we mentioned "remake," we didn’t mean starting the game from scratch. Instead, we meant that we are renaming Crimson Souls to Crimson Quest, upgrading some of the graphics, and re-releasing it. In conclusion, it’s the same game being continued, and we plan to distribute Crimson Quest for free to everyone who has purchased Crimson Souls. Let me explain why this has happened.
I am a solo developer working on this game alone. I’ve been developing this game for 9 years, and from the time I first started selling it on May 16, 2019, up until September 13, 2024, the total revenue has been $269. I was essentially in a position where I could no longer continue development. I was on the verge of giving up development and looking for a job. I’ve applied countless times to game developer support programs run by the government or companies in Korea, but because the game was already released as Early Access, all of my applications were rejected. I had planned to promote the game once it was somewhat complete, but by the time I was ready for promotion, it had already been too long since its release. I should have made a big debut, saying, "Here’s Crimson Souls!!" from the start, but I just uploaded the game and that was it... I didn’t know any better. I only knew how to make a game. I had no idea how to promote or sell a game.
I realized that I needed to reintroduce and promote this game, and the only solution I could come up with was to re-release it. So, I pushed myself back into development, and since the last update notice for Crimson Souls, I have not taken a single day off from working on the game. Later, I introduced the game anonymously on a Korean community site, and while no one recognized it, it received relatively good feedback. I then changed the game's title, created a new store page, checked out game developer support announcements again, and registered on a crowdfunding platform. https://tumblbug.com/crimsonquest In conclusion, this situation is entirely my fault due to my lack of knowledge. But the game itself should be pretty decent!
If we gather enough support, I plan to release the game by next year. However, it will be released as Crimson Quest. I would really appreciate it if you could add Crimson Quest to your wishlist.
I just hope that I can dedicate myself fully to development again. I wish I could tell my younger self that the dream of becoming a game developer wasn’t a futile one.
I will be distributing Crimson Quest for free to everyone who purchased Crimson Souls, and I want to sincerely apologize for any confusion caused. I would be grateful for your interest and support as we move forward with the new phase of Crimson Quest. Thank you.
2000 players have already tried the Temtem: Swarm Beta and we're inviting 2000 more to try it this Friday!
If you want to be part of the new 2000 players, here's how!
Make sure you have requested access to the playtest and wishlisted Temtem: Swarm here!
Those (randomly) selected will get an e-mail from Steam. Make sure you check your inbox that day!
Beta ends on October 1st, and you can enjoy it endlessly until then!
This is the last wave of entries, and the biggest one so far! We're very excited to welcome 2000 new players to the Swarm universe! Remember you can join our Discord server to report any bugs, find people to play co-op with, and share your thoughts.
This patch includes a significant change to Sponsor abilities allowing you to use them more quickly. Getting your flash, drone, or smoke should feel much snappier so you can get back to shooting faster. Also, Mill, Skyway, and Metro should now sound a little more lively. Drop in, have a listen, and tell us what you think.
SPONSOR UPDATES
We wanted to enhance the responsiveness of equipping and using Sponsor utility, so now all thrown projectile Sponsor abilities are changing to improve their “snappiness.” These changes should let you use abilities earlier, without needing to time your button press exactly when the activation window opens. Combined with sped up animations, deploying utility should now feel much smoother.
Equip animations for all thrown abilities can now be canceled 0.2s earlier by activating the ability (beginning the throw)
Throw animations have been sped up by 20%
The full list is below:
Ghostlink: Deadzone
Pinnacle: Splinter Grenade, Flash Grenade
Bloom: Swarm Grenade
Umbra: Recon Wing
Vector: Nano Sphere
Morrgen: Smoke Shift, Meltdown
Ryker: Wave Scan, Hull Mine
Muu: Patches, Dazzler, Hyper Dome
In addition to the thrown projectile changes, these Sponsors are getting some additional updates.
BLOOM TECHNOLOGIES Twin Mend (E) Holding Primary or Alt Fire once the activation window is open will execute the ability if you have a valid target
VECTOR DYNAMICS Vector Wall (E) Holding Primary or Alt Fire once the activation window is open will execute the ability
GHOSTLINK COLLECTIVE Partition (Q) Holding Primary or Alt Fire once the activation window is open will execute the ability if you have a valid target
PINNACLE INTERNATIONAL Splinter Grenade (Q) Disabled friendly-fire damage
MORRGEN UNITED Meltdown (E) Disabled friendly-fire damage
MAP UPDATES
Mill, Skyway, Metro Improved ambient audio
QUALITY OF LIFE
Improved the performance of weapon muzzle flashes
Improved the performance of the Cyberlord weapon set VFX
Improved first-person equip animations to make them a little smoother
Added hype music to the Victory Scene at match end
Added hype music to Flawless Round
BUG FIXES
Fixed an issue that could cause client performance to drop unexpectedly when using equipment right at elimination or round end
Fixed a bug that made teammate legs look like they were sometimes jittering when strafing back and forth
Fixed a bug with Umbra’s Glare Burst would sometimes fly away, then briefly reappear at its original location
Fixed a bug that prevented sound effect from playing when a new Endorsement level is unlocked
Minor improvements to translations
Fixed the Helion melee popping into view when equipping while using Adrenalink
Fixed an issue where BattlEye would fail to load files when launching the game, causing in-game audio issues
Fixed an issue that could cause client performance to drop unexpectedly when using equipment right at elimination or round end
September 19 Hotfixes
Fixed an issue where Ultra Wide Mode was broken when aiming down sights with sniper rifles (this removed stretched resolution)
Fixed a bug where the visual effects for Duality would persist on teammates
Fixed a bug that prevented preview videos from playing in the Store
In 3 days, the demo and with it a first look at CONFINED: Leaving OKB-134 will be ready to take you into the beginnings of this horror-survival adventure.
Whether it's in the comfort of your PC, on SteamDeck, or in VR for full immersion - it's entirely up to you how you try to escape the iron prison deep underground!
Mark September 27th in red on your calendar and be among the first to sneak through the (almost) abandoned rooms of an old Soviet bunker!
In other words, it is now much easier to play multiplayer thanks to the Steam lobby system which now replaces the old system. It is still possible to play with UPNP to open ports but the servers will not appear in the server list and will have to be connected to via IP.
VFX
Rework and addition of visual effects !
I'll let you discover in game :)
Note: Work on single player content is still in progress, the first thing available will probably be an arena mode with infinite wave of enemies and a leaderboard. JMP leaderboards will be available with the next JMP maps.
Level Editor: - Introducing Events and Actions - Improved support for sector capturing (see new level sp_sector_capture in the default campaign)
Actions, and the events that fire them, will be a key building block for making levels dynamic and scriptable. This build only contains a single action to assign score to a team, but many more action types, and events that execute the actions, will be introduced in future builds.
Build Status:
This build is simply a reference point when discussing new features, or for prioritizing critical bug fixes (only critical bugs that are blocking the creation of interesting content will be addressed at this stage).
This build is not suitable for you unless you see yourself potentially interested in creating your own single player or multiplayer space RTS campaigns. It is not meant to be a preview of any sort of the final game. The build will be unstable, with obvious usability issues, bugs and missing features.
Major known issues:
- On the Play Campaign screen, only single player levels in the campaign are available (access them from the leftmost tab). To make a level single player, mark all Battleship Entry points as Force AI, except one (the one that will be assigned to the human player)
- Deleting any type of asset (level, battleship, fighter etc) that have been used before in a Campaign is very unstable and can lead to all types of problems. For now, prefer to replace assets instead of deleting them. If you need a clean start, download and clone the Minimal Campaign from Steam Workshop.
- After uploading an update for a Campaign to Steam Workshop, you will need to unsubscribe and re-subscribe to the Item (from the Steam UI) for the update to apply in the game.