It’s been a while since I updated the trailer on my page. When we first launched it, our game was still taking shape. However, we've spent an additional 5 months on development and added many new features and updates that I want to showcase in the new trailer.
I believe this updated trailer will better represent our game. If you enjoy it, please add it to your wishlist! We’ll be releasing a demo in a week, so don’t miss out!
I'm glad you visited "Towers & Goblins", and I look forward to seeing you again soon!
Hello everyone! Just continuing on from last week with another straight forward update focused around cleanup. Got a couple of long standing and extremely tricky bugs fixed thanks in large part to all the feedback and detailed reports from you guys in the community so thank you!
Besides the usual house keeping I've continued to expand on all the exiting generators and even added a bunch of new ones! I'm really starting to get into a good flow on level-gen and vault creation so expect to see a lot more content coming in the next few months in this area while I continue to debug, polish and balance the rest of the game.
STREAMING:
Having been recently reminded that we can stream right in Discord, I've begun doing occasional streams of some of my level design process while hanging out and chatting. Quite a few of the more interesting vaults have resulted from suggestions and collaborations during these streams.
While I'll be popping on to do these just sort of randomly throughout the week I'd like to commit to doing a regular one at 5:00PM PST every Monday so feel free to come join us, chat about the game, give feedback and suggestions or just check out how the world is created behind the scenes!
UPDATE 1.16:
LEVEL GENERATION AND CONTENT:
Orc-Template-Arena: completed the vault-set
Swamp-Template-Fungus-Grove: completed the vault-set
Desert-Template-Round: completed the vault-set
Goblin-Rooms-Storage: a brand new generator with unique vault-set
Orc-Rooms-Prison: a brand new generator with unique vault-set
Orc-Rooms-Training: a brand new generator with unique vault-set
Palace-Rooms-Library: a brand new generator with unique vault-set
Palace-Rooms-Garden: a brand new generator with unique vault-set
Temporarily removed some of the older generators and vault-sets from Orc-Fortress that were really showing their age. Will be reintroducing some of the content from these at a later date once I've gotten it reworked and modernized.
Orc-Fortress cave type levels will now be properly dressed with rocks, stalagmites, grass, water etc.
USER INTERFACE:
Instead of hiding Ogre Encumbrance it now shows as 'No Limit' to help reinforce the unique mechanic. VanquishFX, a professional UI designer, has a bunch more suggestions along these lines that I intend to implement in the next few weeks.
Same 'No Limit' shown for ogres on the merchant screen.
Holding [Z] will let you charge through dangerous terrain and beneficial shrooms.
Cursor will turn from green to light blue when holding shift for sprinting to give a little bit better visual feedback.
Lava, Toxic-Waste and Blood all now note that they are unstable in their description. At some point I need to do a whole block of work devoted to getting all the descriptions on objects and terrain updated and consistent.
BALANCE:
All Vampires will now start with Aura-of-Death giving them the option to raise their natural life-tap. This came out of a discussion during streaming and is simply a quick way of testing out a 'racial talent'. The idea discussed was that each race would get one of these with quite wildly divergent upgrades that would let you upgrade to 1/3 really strong and game changing upgrades unique to the race.
Vampire blood healing reduced by another 10%.
Boots-of-Sprinting and Frog-Boots now use cool-downs instead of recharging on sprinting as this just forces the player to do busy work, sprinting between fights.
BUGS AND CRASHES:
Fixed Burst-of-Flame destroying objects when used on a Flaming-Cloud that was on top of an object. This is how it was possible to actually destroy the Goblet altar and hence the goblet itself.
Range-Mastery upgrade now correctly gives +2 range damage
Clouds will NEVER be cast atop the player even when they are targeting his nearby ally.
Fixed: an invis enemy killed by a trap would have its sprite and UI persist (Fixed by Rethlit)
Fixed: player could not cast an ability (ex. through a sleep bomb) on top of an ally that had an activated ability (ex. Cyclong-Strike). Fixed by Rethlit.
A bunch of enemies shooting slow-projectiles had no cool-down. This has now been set to 2CD.
Fixed the NaN skeleton HP/Level bug that occurred in a number of different ways when quitting and reloading the game.
Following a common player request, I've configured cloud saves for Gobs and Gods. I have to admit, it was easier than I expected—Steam has really done a great job with this! If you run into any issues with the saves, here are the details:
- The saves are located in this folder: C:\Users\USERNAME\AppData\Roaming\Godot\app_userdata\Gobdot\saves - Each subdirectory represents a saved game. - This directory is now synchronized with Steam Auto Cloud. - The game also creates a backup of the saves in: C:\Users\USERNAME\AppData\Roaming\Godot\app_userdata\Gobdot\savesbackup This directory is *not* synchronized by Steam, so if any data is mistakenly erased by Auto Cloud, you can manually copy and replace the files from /savesbackup to /saves
As always, if you encounter any issues, please let me know on the community forum or on my Discord! Alexandre
Hey, we have had many patches since full release but I'll be honest, it's hard work to update all the points of information. I will try to make a list soon but I'm still here responding to the players!
First of all, a huge thank you for all the support so far! It has been truly incredible, and I appreciate it immensely! The best way I can return the favor is by making the game even better, especially for the full release, and I promise that will happen. The demo build will receive a few updates in the coming days, and after that, I’ll be shifting my focus to the full release, which will include many exciting new features, jump scares, locations, and story elements.
If you want to stay up to date, I recommend joining the Discord community, which is already growing. I will also post regular updates here whenever new content is added to the game.
Additionally, I want to let you know that I pushed a small update to the demo. If you haven’t adjusted any graphic options, you’ve been playing the game with Screen Space Global Illumination, which is a bit unfortunate because the game looks its best with Lumen. This has now been fixed, and the default option is set to Lumen. I highly recommend replaying the demo with Lumen enabled for the best experience. On top of that, I’ve fixed a few lighting, audio, and writing issues.
What an incredible four days it’s been! Since launch, we’ve been thrilled to see so many of you dive into the world of Ara: History Untold. Your feedback and excitement are what drive us, and we’re overwhelmed with gratitude for your support, reviews, and comments. Seeing the many different strategies and paths you’re taking through history has been truly inspiring.
With so many of you playing, we’ve been closely monitoring your reports and bug submissions, and the team has been hard at work. We’ve already pushed two patches to address some early issues, and we have another one in the pipeline that will be going live early next week. We’re committed to keeping the game running smoothly and addressing any concerns that arise as quickly as possible.
One issue we know some of you have encountered is a rare flickering texture bug on certain machine configurations. We want you to know that we’re actively investigating the cause and will have a fix for this out as soon as we can. Thank you for your patience while we work through this.
The patch planned for early next week will include a number of performance optimizations based on live player data, alongside a variety of other bug fixes based on your reports. It’s a bigger one than our first two hot fixes, and we’re excited for you to see it.
This is just the beginning. We’re listening closely and are dedicated to making Ara: History Untold the best it can be. Your feedback has been invaluable, and we really appreciate your patience and continued support as we push forward.
Thank you for being a part of this journey with us. Keep exploring, keep conquering, and most importantly, keep enjoying the game!
Changelog: - Fixed the tips in the pause menu not generating properly - Fixed not being able to scroll backwards to a weapon with no normal ammo but with attachment ammo - Fixed rockets going in the wrong direction when aiming at the sky - Mutated Rats and Dogs now traverse edges slower
The Demo has also been updated to reflect these changes.