To celebrate the October 2024 edition of Steam Next Fest, we're excited to announce a special event where you can have your name eternalized at the city's museum! This is our way of showing our appreciation to the community, and it's super easy to participate.
How to Join:
Post a comment in this thread to let us know you're joining the event.
(Optional) Set your Steam profile to public at the end of the fest.
That's it! Once you've posted here, all you need to do is spend some playtime in the Sentou Gakuen demo before Steam Next Fest ends.
After the event ends, we'll be checking each participant's total demo playtime in Sentou Gakuen as shown on your Steam profile.
The more hours you have accumulated in the demo, the higher up on the list your name will appear!
If your Steam profile is set to private, you'll still be included, but you'll be placed lower on the list.
The list of attendees will be featured in the city's museum during both the early access and the release version. The name that will be immortalized is your Steam display name.
Our Disciplinary Committee has been given full rights and authorization to accept or reject applications for any reason.
The event will end along with Steam Next Fest on October 21, so be sure to rack up those hours in the demo before then to secure a high spot!
Reward:
Your name here.
FAQ:
Q: How do I secure a high rank on the list? Simply play the Sentou Gakuen demo as much as you can before Steam Next Fest ends. The more hours you have accumulated overall in the demo, the better your ranking!
Q: How will my playtime be tracked? Once the event ends, our dedicated Student Council will be on the lookout, checking your total demo playtime on Steam through your profile. To ensure they can accurately tally your hours, make sure your profile is set to public during the data collection days!
Q: Do I need to keep my Steam profile public during the entire event? No, you only need to set your profile to public when we pull the data on October 22-25. After that, feel free to switch it back to private!
Q: What happens if my profile is private? We will still include your name, but you'll be placed lower on the list, regardless of your total playtime.
Thank you for being part of the Sentou Gakuen community! Let’s make this Next Fest unforgettable, and may your names forever be remembered in the halls of our city museum when the early access version arrives.
Now you can proudly say, "I belong in the museum!"
Changes: Card Upgrade+ will trigger the additional +1 Mana of Powerful Charging Pile. The related description of Frostworm Nest has been adjusted to avoid being misunderstood as having to kill.
Bug Fix: A marked card loses its mark after being downgraded during an encounter event.
Hello, and nice to meet you. I'm Sayuri from PLAYISM, the publisher of The Use of Life. I'm pretty sure this is my first time talking directly to you all like this.
The recent update is one that brings back a lot of memories. Usually I just stand back and listen to what Daraneko has to say in that quirky style of his, but this time I wanted to talk a bit about the past, so I got special permission to post this. The Use of Life is an "adventure game book-style RPG" with multiple endings, which means it was a perfect game for me, someone who read every single adventure game book in my elementary school library as a kid, and then poured 20 hours a day into the free game Ruina: Fairy Tale of the Forgotten Ruins as an adult. There's just something special about adventure game books and TRPGs.
But then I realized the battles were really difficult. At first I was like, "Wait, what do you mean the battles are QTE? You mean like the prompts that show up in cutscenes sometimes?" but I tried it out anyway. As someone who needs 10 seconds to run 50 meters, my reflexes are obviously abyssmal, and so I kept dying over and over again.
But PLAYISM was already on board to be the publisher of the game, so I told myself I had to win somehow... And so I tried again and again in order to beat the boss of the demo. As I kept trying, I gradually got the hang of it, and began to understand enemy weaknesses. It was really satisfying to dodge well and then hit back with my own huge damage, and when I finally won, the sheer sense of accomplishment that flooded my brain was incredible. I want everyone to experience it. And so I learned that this game was built on trying many times to learn the enemy's characteristics in order to come up with strategies to beat them with.
"I had a great time then. But once I left the demo and entered the second chapter, I started running into enemies that attacked WAY too many times each turn, and I started struggling to survive no matter what I tried. In case you're wondering, I'm on Easy difficulty. Duh. Why wouldn't I be on Easy?
Anyway, I got beaten up by the boss many, many times, and eventually I couldn't take it anymore and threw down my controller. I wasn't gonna touch this crappy game ever again! (I did.)"
And since I did still want to play the game, I timidly asked Daraenko for some tips on how to fight properly. He gave me some pointers, my first reaction was "well why didn't you tell me that sooner?!" but they did also make me feel much more confident that I could actually beat it. (Boss battles especially are really intense, and the exhilaration after defeating one is insane. PLEASE experience it for yourself.)
"Umm, Mr. Daraneko? Isn't this a bit too hard to get? For people with horrible reflexes (me), this game plays more like torture!" I said indignantly, to which Daraneko replied, "Uh, it's actually all written in the game. Most people don't read it, though." And so I re-read all the in-game text and realized... he was right! Huh! One problem, though, was that the text was really wordy... which is a very Daraneko problem, isn't it? "Mr. Daraneko, players like me would never read this! We should make it easier to read and understand!" I plead, to which Daraneko replied, "That kind of person should just not play my game then!" Fair. What lovely memories.
2 and a half years have passed since this game entered Early Access, but at long last, we've reworked the Hints for the Road feature and turned it into an easy-to-digest conversation! Yay! Everyone sign up for Elmaise's class right now! Even if you get a Game Over, just visit the Hints for the Road and try again! There's no reason to be afraid to die!
I'd like to especially recommend this update to players like this:
- QTE battles are way too hard! Stop adding RNG and action elements to my turn-based RPG! That's the worst kind of game!- It's impossible to dodge every single enemy attack perfectly, but you gotta!- Weight? What's weight?- All of the enemy attacks show up as ??? though!- The "Are You Ready?" when you start each turn is so annoying! Why is it even necessary?! Get out of my face!
And so on.
The hints will surely give you a pointer or two for things you don't even know you're stuck on. I hope you'll listen closely to Elmaise's useful advice! Then you'll be able to defeat strong enemies and feel that incredible rush! Once you've gotten those pointers in your head, ideally you'll start thinking, "maybe The Use of Life isn't just a good adventure game book kinda game, but also has a really good battle system?!"
And after 2 years, one of 2 major routes, where you choose to travel with Misha, has been concluded, so you can play to the very end. And the end? I cry every time. I'd love to see more players beat the game and read the ending! It's on sale too right now, so why not?
As an indie publisher, we know how much of a miracle it is to see an indie game finally reach completion. Daraneko works on this game almost entirely on his own every day, and though I'm always itching to play the next unreleased part of the game, we simply watch from afar without meddling with his work. We know it's not as easy as it sounds to deliver something of a quality that'll satisfy everyone.
On top of that, Daraneko always tries to come up with better ways to do things, such as changing up the order of certain development aspects so that he can work on the second half of the other route more smoothly. The hint overhaul was also implemented because Daraneko wanted more people to be able to enjoy the game after all.
Your comments and feedback are like nutrients that sustain Daraneko and the development of this game. There's still a long while before the game is finally completed, but we'll use that time to make the game as unforgettable as possible, so we hope you'll continue to support us!
Firstly, thank you to everyone who has helped me test this update. Much appreciated as always. Thank you to everyone for the continued support and kind words.
NEW:
Herbal Broth as been added. Cures violent illness, like Herbal Tea. Uses vegetables.
Land tax - each plot that you own now has a tax. Tax is paid at 1am. If you cannot pay tax you will eventually be visited by Stan The Tax Man who will give you some options for paying off the tax. Tax values are controlled by the ini file. Reeve and Abbot do not pay tax.
New conversations.
Screen calibration scene that allows you to tweak colours and brightness.
Two new achievements.
Rebuilt the input method in the game. Keys should now be more reliable when the game is paused. Now has native controller support.
You can now transfer carts between buildings.
If you build your own campfire you can now use that as a place to butcher animals. Great for those homeless hunters.
Automation - Added the option to send goods to a specific building.
Pet dogs can be purchased from the horse breeder. They can be used to guard carts and buildings from thugs and foxes.
Arrange marriages for your children.
Thegn position added which is a title given by the King when you build up standing with him. Thegns and family members of Thegns will have the Thegncynn social class. This is now the highest class. Geneat now is capped at 18 properties by default, to get more you need to become a Thegn. Thegns don’t pay land tax and are immune to laws. However if you get caught committing crimes then your standing with the King will decrease. If it is decreased too much you will lose the title. If you have more than 18 properties in your existing games, you will not lose them. However you won't be able to buy additional until you get to the rank of Thegn.
New production events.
Trade routes can now be setup using the pony and ox carts at Sheds and Trading Posts once you have the Cart Logistics upgrade. This allows you to fully automate the transportation of your goods around the map.
TWEAKS:
Working together now can increase relationships to 65, instead of just 50.
UI Tweaks.
Increased the chances of people having conversations with others, which helps build relationships that end in marriage.
Increased the allowed age gap for marriage.
Initial medicine increased when starting a new game.
Some initial resources increased when starting a new game.
Changed it so that for some resources the amount that spawn in the market at the start of the game is influenced by days per season setting.
Honey removed as food so the AI doesn’t buy it all to eat.
More skill gained from your parents backstory during character creation.
Added a note when developing a civic building.
Building civic buildings will now increase relationship with elders.
Increased severity of extreme raids.
Added a control to un-rent a home.
Storage optimisation with large stacks.
Tweaks to moonlight.
Tweak to logic for AI building mines.
Ultra-wide biggest UI tweaks.
Overhaul in building pricing structure. Building value lowered, but price of land is now factored into a building. So when you buy a building you’re paying for the building + the land. Upgrades will also be applied with an extra few % value so to allow for buying, upgrading, and flipping houses for profit.
Gender specific randomised names for character creator.
Buttons to enter various rooms of the building are now shown on minimised UI.
Map will now update right away if you have it open and you buy a building.
Tutorial prompts will now dynamically display control bindings based on your input method and your assigned keys.
Game will remain paused after checking the wiki.
Tweaks to some selector popup positions and layouts.
Genders of babies are no longer a simple 50/50.
Corrals and fields are no longer limited to a single priority production in automation.
More potent poison.
BUG FIXES:
You can no longer flirt with family members.
You can no longer fall in love with family members.
Fixed an issue for someone where after loading their save they would not be able to interact with anything.
Fixed a bug that would break production when there is no market.
Positions of Power vote fix when only person in town.
Fixed “too many watchmen” when loading - note that this will still be broken on your first load, it is fixed on your second.
Fixed some automation issues with corrals.
Fixed a bug where if you murder your heir, your heir would not be cleared and the character info window would break.
Fixed people doing backwards fishing
Fixed a bug where town-reeve was not elected at the start of a new game.
Fixed a bug where you could dupe chest armours.
Fixed combat issue when loading the game.
Fixed outfit bugs.
Navigation Fixes.
Portrait double-ups have been fixed.
Fixed field crop selector not working when no market.
Fixed favourites not loading in animals.
Fixed various non-automation production issues.
Fixed lots of teeny tiny bugs.
Tweaks to church donations so that your unemployed spouse won’t burn through all your cash.
Your spouse will no longer eat hundreds of bits of food from your home.
Fixed navigation in wilderness bunkhouses.
Because of all the changes your existing config file will be overwritten and you will lose your custom settings. However these can be reapplied to the new config file.
As always, if you have any trouble with this update - please do get in touch - email@atorcoppe.com
We are excited to announce that the free update "0.9.0" for 'Omega Crafter' has been released on October 4th. Today’s update expands the journey with a new biome, Fallen Samurai Isle!
Check out the latest trailer!
Overview: New 4th biome: Fallen Samurai Isle
Island-hop across Fallen Samurai Isle, a scenic archipelago where samurai once lived. Now, it has been taken over by enemies unique to the islands. Explore ancient castles and abandoned households and earn items from defeating monsters, all while heading toward the main boss.
New Travel Methods
Boats and gliders have been added as new travel methods. Boats will be necessary to go to Fallen Samurai Isle. Use a glider to get an aerial view of the new scenery.
New Dungeon & Main Boss
This update is our biggest to date, and adds a Japanese-style dungeon and new main boss waiting for you. Get ready for one of the most challenging battles in the game!
Japanese-Style Architecture and Food
Experiment with several new building materials that are characteristic of traditional Japanese aesthetics. Prepare traditional Japanese food like sushi and rice balls with the new Itamae Kitchen.
Fallen Samurai Isle also adds many new pieces of equipment and increases the world’s level cap!
▼"Samurai Update" Details
New Features
Vehicles
You can now travel quickly across seas and rivers using the "Boat." In multiplayer, up to six people can board the same boat. You can perform emotes by inputting the guard action while riding.
The "Glider" allows you to glide swiftly through the air. Craft a glider at the "Workbench," equip it, and use the jump input mid-air to glide.
World Level
The world level cap has been raised.
The method for leveling up the world level has been significantly changed. The concept of "Bits" previously used has been abolished, and various materials and processed items are now required to unlock new world levels.
While it's possible to continue playing with existing data, starting from the beginning will provide a different play experience than before. Please enjoy the more refined level design.
Quick Stack
Say goodbye to tedious work! You can now store items in your inventory with one click. Items are automatically stored in stackable containers placed in the city.
Open the inventory and press the Quick Stack button next to the sort button to activate.
By default, hotbar items are excluded from Quick Stack, but you can change this in the "Misc" settings to include them.
New Enemies
Dual-Sword Ninja
Haunted Sandal
Umbrella Ghost
Fury Monkey
Lizard
Oni Samurai
Giant Frog
Thunder God
Iron Fist Frog
Dominator of Rolling Thunder
New Items
21 new equipment items
10 new food ingredients
58 new building structures
32 new material items
2 new enchantment materials
3 new Grammi decorations
1 new potion
1 new arrow type
5 new fireworks
New Music
New music has been added for "Fallen Samurai Isle."
New music has been added for "Cave of Shattered Pixels" and "Haunted Process Mansion."
Balance Adjustments
New upgrade stages have been added to player skills and buddy skills, and overall balance has been adjusted. In particular, it's now easier to strengthen the HP and defense of buddy Grammis.
Spears with status effects now apply those effects on the first hit of a jump attack.
Overall equipment parameters have been adjusted.
Drop items for some enemies have been adjusted.
Required materials for some crafting items have been adjusted.
Required materials for some buildings have been adjusted.
The maximum stack number has been unified to 100 for many items, with some exceptions. For bow and arrow items, the maximum stack number has been unified to 1000.
The time limit when a fish is caught on a fishing rod has been adjusted.
The drop amount and HP of ore nodes have been adjusted.
The cooldown time for the Rapid HP Recovery Potion has been reduced.
Actions
When running out of stamina while dashing, you can now recover stamina without needing to release the dash input. Either wait until your stamina is fully recovered or input the dash action again to resume dashing.
Jump attacks can now be canceled using mid-air jumps or glider glides.
The player's guard animation has been adjusted.
Grammi
When attempting to summon a buddy Grammi who is incapacitated, a failure message will now be displayed.
Coding blocks specific to the Data Analyzer are now hidden in the list. They will still be visible in Grammi codes created before the update, but executing them will only display an error message above the Grammi's head without any other effect.
The forestry template has been expanded to accommodate newly added wood-type items.
The attack power of city Grammis has been strengthened.
QoL
When stacking items into a single container in town, hotbar items are excluded by default. You can change this in the "Misc" settings to include them.
UI
Added a button to reset the "Misc" tab in settings.
The sorting order of recipes within the construction menu has been partially changed.
The enchantment UI has been adjusted.
The tablet UI has been adjusted.
Changed the icon display to make it easier to see at a glance which items can be crafted or built.
Some icons have been changed.
Tutorial
The number of tutorials skipped when skipping the tutorial has been adjusted.
Text
Text related to "Bits" has been changed.
Audio
The volume of the SE when opening and closing iron doors has been adjusted.
Graphics
Changed the rendering method to Forward+.
Updated the rendering target for Reflection Probes.
Adjusted shadow rendering parameters.
The appearance of some items has been adjusted.
The effect when crops in fields are completed has been hidden.
Optimizations
Improved the performance of the sparkling effect displayed on collectible items.
Changed the size of some textures.
Bug Fixes
Fixed a bug where food-dropping plants could reset to a state where they would drop food again immediately after teleporting.
Fixed a bug where continuously pressing the down key on a controller in the town symbol dialog would cause directional inputs to stop working.
"0.0.51 - Ice Fortress, Keybinding, other NPC camps, and Bug Fixes
- Finished a very immature version of the ice fortress. Needs polish. Requires a new world in order for them to spawn. - Finished a relatively untested version of the Ice Wizard in the fortress. Completely unbalanced, rewards are wack. Some visual issues - Added ice worms to the tundra that leave behind slippery ice - Reflavored the recall wormlings, and added recall potions - Added some creatures that, once enough forest pollution has been cleaned, allow you to fast travel to them. These will eventually be not just in the forest. Requires a new world in order for them to spawn. - Made it so the smelter no longer takes time, and operates a bit like a crafting table. I originally wanted you to wait for ore to smelt, but I don't see a good reason to keep it that way. Especially when furnaces are so easy to craft once you've spent some time digging. - Added a small camp in the desert with 3 friendly NPCs. They don't do anything yet. Requires a new world in order for them to spawn. - Added a keybinding system to the settings. This menu hasn't had any visual polishing yet and doesn't match the rest of the game visually - Hopefully fixed some mulitplayer lag issues."