Quest Master - Juice
Hey Quest Masters!

Jeron Moore here—Executive Producer at Apogee and Game Director for Quest Master. Today, I’m thrilled to share an exciting update that will take your dungeon-making and adventuring experience to the next level: a major overhaul to Quest Master’s music!

As you know, Quest Master is still in Early Access, and we’ve been listening to your feedback as we continue building the game toward its 1.0 release. Before we unveil the final dungeon theme update in the coming weeks, we’re excited to introduce a big change to how the music sounds as you create and play through dungeons.

Musical Journey from Retro to Orchestral

Since Early Access launched, Quest Master has featured two soundscapes:
  • Maker Mode: Lush, detailed orchestral renditions of dungeon themes.
  • Play Mode: Nostalgic 16-bit, SNES-inspired renditions of the same music.
This dual-layered approach, where the music seamlessly transforms between modes, has been one of Quest Master’s standout features. Unfortunately, certain tracks were impossible to listen to, as Play Mode featured exclusively chiptune music.

When starting the game for the first time now, you are given the option to choose between a preferred style of music. Choose Chiptune to get the same experience a it has been so far. Choose Orchestral however, and the game will prioritize playing the orchestral versions of the soundtrack in places like the title screen, play mode, and even swap out fanfares like acquiring an item for the orchestral version.



For more fine-grain control, you can configure the music selection in a lot more detail in the audio settings if you change your mind later!



Orchestral Title Theme Showcase



Meet the Minds Behind the Music

We’re incredibly proud of the composers who’ve brought Quest Master’s soundtrack to life. Here’s a quick look at the talent behind the tunes:
  • Chipper Hammond (Los Angeles, CA): The creator of Quest Master’s iconic main theme, Chipper has composed the music for Dewdrop Roots, Gustwind Palace, and more. Inspired by legends like Koji Kondo, Nobuo Uematsu, and John Williams, Chipper’s melodies are unforgettable. Learn more about Chipper and his work here.

  • Wayne Strange (New Jersey): Known for his work on Emberstone Quarry, the ambush battle music, and the regal themes of Castle Town and Castle Aetheria (currently under renovation)! Wayne’s compositions are rich with dynamic energy, drawing inspiration from the classics (The Legend of Zelda and Final Fantasy). You can explore Wayne’s music on Spotify here.

  • Tomas Palazzi (Venezuela): Composer for Bread & Fred and Littlelands, Tomas’s music brings Quest Master’s Sandswept Ruins to life with cinematic flair. Drawing from the spirit of traditional Egyptian music, his work blends exotic melodies with sweeping orchestral themes. Tomas has also crafted the charming themes for Lucky’s Locks and Gemini’s Shop (debuting soon!), adding depth and variety to Castle Town's soundscape. Discover more about Tomas and his work here.

  • Tim Stoney (London, England): The brilliant mind behind Deepcoral Cove’s haunting theme, Tim also composed the music for the Early Access trailer, and is leading the charge on the music for the Single Player Campaign, promising a rich and dynamic score. Tim is part of Fractal Edge Music, and you can explore more of their work here.

  • Brent Houston (Vav) (Mesa, AZ): Brent has created Quest Master’s chiptune adaptations and SNES-inspired sound effects, bringing retro magic to every note. Check out more of Brent’s work here.

Honoring the Past, Building the Future

Quest Master aspires to be more than just a Dungeon Maker. It’s a Zelda-like dungeon builder set in a living, breathing, entirely original world. Every dungeon you create, every story you explore, and every note you hear is part of Aetheria’s history.

Through the music, you’ll feel the pull of the ancient Aetherial Network, the threads of power that connect the land. You’ll hear the echoes of Castle Aetheria, the seat of the kingdom’s secrets. You’ll sense the presence of the ancient Aetherium and uncover clues to the past that ripple through the present.

When the Single Player Campaign launches with 1.0, you’ll join Lanze, Javelyn, and Shiv as they face a journey shaped by courage, sacrifice, and discovery. They’ll brave the depths of long-forgotten dungeons, unravel mysteries buried in time, and stand against a villain cloaked in shadow and deceit whose ambitions could shatter the balance of Aetheria itself.

This update marks a major step in making the world of Aetheria richer and more immersive than ever. Whether you’re creating your next masterpiece or diving into someone else’s dungeon, the music of Quest Master will inspire every moment.

Thank you for being part of Quest Master’s journey. The legacy of Aetheria—and this game—belongs to you.

Stay inspired,

Jeron Moore
Executive Producer / Game Director, Quest Master
Apogee Entertainment


Final Major Update Launching December 12th, Next Thursday

Hey guys, Julian here - just wanted to confirm to everyone that the final major update will launch next Thursday on December 12th! I hope everyone is excited! It will be quite the chilling experience, but there's a lot of cool new dungeon parts and mechanics, and of course an entirely new theme, to try out!

See you next week!
Snacko - enralis
NEW Settings Menu
  • You can now rebind your controls
  • These will be saved and applied across all your save files
  • Visual effects to change shadow and effects quality have been readded into the "videos" tab
  • Resolution dropdown now properly scrolls instead of being cut off at the bottom



📬 Fixes & Changes
  • Buying cows or chickens from Nobu Jr. now debit the money from you
  • Second action prompt for auto-deposit now respects dark mode UI
  • Fixed issue where sometimes item drops were not being picked up
  • Fixed Seed Maker being placed facing the opposite way
  • Redwood trees are now more visually distinct from Pine trees with their darker bark
  • Small Redwood trees HP 14 → 16 to better reflect their fuel value compared to Pine
  • You can now move livestock between barns; the journal currently needs to be reopened to visually see the change


  • Snacko City, The More the Messier, and Growing Variety were re-parented to different quests to make them appear on the quest board when it makes more sense; please get them again from the quest board
  • Intro to Capital City now also requires Fixing It Up! to appear on the quest board; this serves to make it more clear in the Quest Tree what requirements are needed to unlock
  • Added button to view Quest Tree directly in the quest tab
  • Mines have been expanded to generate bigger rooms
  • All enemy damage has been reduced by 4x
Dec 7, 2024
Idol Showdown - retro
Online:
- Reduced frame resyncing to prevent hard lag spikes
- Adjust frame delay at certain ping ranges

Discord/Steam:
- Added rich presence on steam/discord, now in game statuses are viewable on the respective platforms
- Added the ability to join games on discord, launching a lobby will show an option on discord to create a room
Dec 7, 2024
Outside the Blocks - Michał
Hello to all the fans of building, modeling, and creating!

I need to update you on the current situation because, even though not much time has passed since the last post, a lot has happened. Really, a lot!

Let me start by saying that last month I wrapped up the first version of the demo. I was very pleased with the result and sent it to a professional tester.

However, my enthusiasm didn’t last very long. A few days later, I received a gameplay recording. That video turned out to be the most emotional footage I’ve ever seen in my life, and trust me, I’ve seen a lot of movies. The death of Mufasa, the opening of Finding Nemo, or Up were all incredibly impactful on me, but none of them could compare to the video showing someone’s first interaction with Outside the Blocks. I’ll admit it openly: during the scene where the tester spent 30 minutes struggling to place a simple window, more than one tear rolled down my cheeks.



The tester’s final review was rather lukewarm. While the visuals were appreciated, many aspects seemed unclear, and several features were never discovered at all.
That was the moment I realized there was still quite a bit of work ahead of me. I made a detailed list of all the problems and minor bugs, which totaled slightly over 30 items. Naturally, I addressed and fixed every single one of them, but the biggest upgrade was yet to come.

I needed to add a tutorial.


Wow! The game needs a tutorial — what a surprise?!
Well, no, it wasn’t a huge surprise. But honestly, I’d been holding out hope for a long time that the game would stand on its own. I always wanted Outside the Blocks to be so intuitive and simple that it wouldn’t require any explanation. I wanted every player to look at the icons and say, “Got it, let’s build some dioramas.”
And surely, there will be players like that! But I didn’t want my reluctance to stop players who prefer to understand something before they start playing.


I worked on the tutorial nonstop for over a week.

A few days ago, I sent it to a small group of people to see how it fared this time. And… it’s hard to describe what happened as anything other than a success! The general feedback seems much more positive:

The game is more complex than I thought it would be based on the video, but that’s because it offers so many possibilities.

There were 2-3 points where the instructions were less clear than they should have been, and a few minor bugs were found. It looks like no major overhauls are needed anymore. I’m moving forward, analyzing, learning, and improving. Hopefully, I’ll be able to release the demo to the public soon.

Keep your fingers crossed, and see you in the next Steam post!
Sir Galgano - A Medieval Tale - La Fucina del Granducato
Hi there!
Some info & update about early access.
We are sorry and we ask wait a little longer but we decide to move release date for the early access in march 2025 because we want to add more levels of the game in early access compared to what we planned.
All this will contribute to try and play more aspect of the game with greater depth while development go on until the complete version.
Needless to say that your feedback, suggestions and criticism are valuable, we do read it and helped us to correct and improve the game.
We hope and count on you in the upcoming release! Again a big thank you to everyone!
Stay tuned! If as we hope we succeed to release before march we will write here!
Jesus Christ Simulator - marcus
A lot of people are unfortunately unable to play the game because of the hardware requirements.

So I have removed over 700,000 additional polygons from the rendering process, and made all NPCs low-poly characters.

I have also created an optimized, smaller map for less powerful PCs, so that people can enjoy the game without owning a full gaming rig.

Thanks for all the amazing feedback, bros.

Hope y'all enjoy!

-Luke
oath - vai5000
Changelog
The third major update to oath, including a new expansion, ending and more.




Dive!
This update introduces a new mechanic, which opens up a vast new area to explore - diving! By talking to someone in the city, you might be able to get your hands on some diving equipment.... With that, you'll be able to dive down into the new deep blue patches in the ocean!
  • Collect diving equipment by completing a mini quest in the Coast map!
  • Once you can dive, you'll soon find out there's some secrets underwater... including a way to get into a whole new underwater city?!
  • Making your way into the city, there's a multitude of quests available to you, building towards... something....
  • Experience the true ending to the game by completing all of the new quests... collect all 10 new achievements too in the process!
  • Diving includes brand new music by guest composers catstem and imyzuli! WIth 4 different catstem tracks playing while you explore different diving spots, and a track by imyzuli in the main city!



  • Being underwater changes how everything looks and feels too - you'll move a bit slower while you swim around, but all your textboxes and even the entire screen will have a water-y feel!
  • Explore the new city, with quests taking you all around, and even back up and down from the surface too!
  • Look out for a new unlockable interior for your house as well! Give it a fitting underwater theme.



Graphical Overhaul
With this major update and the combined release of the physical edition, a bunch of previous areas have been given some touchups!
  • The most obvious, the main menu has a new effect - instead of just the star and character moving when you move your mouse, the entire scene will move in a 3d effect!
  • Along with that, once you complete the true ending, your main menu will gain a little star in the corner denoting completion!
  • All of the RPG areas from the story mode have a fresh coat of paint - giving them all slightly more detail to bring them more in line with the graphics from later in the game.
  • The original Town map has also had some slight changes - added shadows in areas to make depth more apparent, especially on buildings, as well as slight building details and new zebra crossings that previously only appeared in the Coast map
  • Some textures have also been fixed - with slight errors in previous builds now gone. An example of this is the zebra crossing texture now being a pure white, while before it was slightly tinted purple by accident.



Quality of Life
A major part of this update was improving the general feel and quality of the game! There's been a lot of changes made specifically to cater towards nitpicks, small annoyances or other details which should make the game both run and feel better!
  • The bottom of screen quick menu has been removed completely. Prior builds only included a few shortcuts that can be accessed with the main menu anyway, and the quick menu was causing issues when using a controller due to it being auto selected in the RPG sections. After some deliberation, the menu was removed completely due to being redundant.
  • NPCs that walk around have had their hitboxes reworked! In prior builds, they would have abnormally large hitboxes that would both stop them from being able to walk into tight areas, as well as stop the player from walking past or around them. Their new hitbox allows the player to walk basically right through them, making sure they never get in your way - they will still stop if you're infront of them though so you can talk to them! (the only exception to this is a singular NPC at the coast, due to their massive hitbox being apart of their personality.)
  • Places in the story mode where you would walk over a certain point and dialogue would repeat again and again, including walking left and right, now only display once, showing again if you restart the story completely. This speeds up walking around in story mode as you are no longer stopped by text you've already seen when backtracking.
  • An option has been added to the menu below the controls and info - a reset button! Clicking reset will not only delete all your save files, but also all data saved by the game as well, completely wiping the game clean. This will not delete your steam achievements - however, if connected to the internet, it will also reset your data on any other devices due to cloud sync. In a similar fashion, due to oath syncing with other versions (i.e. downloaded elsewhere other than steam), resetting the game will reset any version of the game you have on hand, not just the Steam edition. Be careful!
  • Game size has been reduced! The new update will reduce the games size on your PC - from ~ 2.2GB down to ~1.9GB! While a 300MB-ish reduction might not seem like too much, a reminder that this is after adding all the brand new content from this update! (As a direct comparison, removing all the new content from this update, the game would be around 1.5GB in size - that's 800MB in optimization + now another 500MB of brand new content in this update!)



Extra
There's also a couple miscellaneous features added into this update as well:
  • 2 brand new NPCs in the original town! These two are both moving NPCs, adding a bit more life into the original town that it was lacking compared to the Coast. Both NPCs also give you an indication of the Coasts existence, and how to get there!
  • New main menu music! Getting sick of hearing the same track every time you open the game? Now, whenever you reboot the game, there will be new music depending on what you've accomplished! Each act in the story mode will change the music if you quit during said act, as well as each ending also having unique main menu music. Basically, whenever you change the look of the main menu, whether from a code or unlocking an ending or achievement, upon reboot you'll be greeted with a new menu track!
  • 20+ new cameo rooms and artists! Like previous updates, another batch of new cameos have been added, all with 3 songs and a room! All characters added in the raid update that did not have their own cameo room specifically also now have one too. The artist hallway has been updated to include all the new cameos for you to check in game! You can also see a list of all cameos in the guide section here on Steam.

Bugfixes
There's been various bugfixes this update, including a major accidental oversight from the last update.
  • If playing on a prior build, do NOT buy and customize your house before doing the raid update battle content. Due to a single line of development code being left on, customizing your house before playing the raid battles would automatically unlock the raid battle reward - the raid house interior. This would then be able to lock players out of getting the achievement for beating all the machines, due to the game thinking you had already due to having the reward unlocked. This update fixes this issue! Do note that if you have done this in a prior update, you might need to reset your game in order to get the achievement.
  • Along with the graphic overhaul, the main menu has been fixed when using codes to change its appearance - due to the ordering of assets, after a certain point in game you would be unable to change the appearance of the main menu using certain codes. This fixes that, allowing swapping no matter how far into the game you are.
  • Some NPCs had incorrect textboxes - using the players instead! This has been fixed.
  • Some music would not play even though there was a screen notification stating a new song is playing - this is due to the song having an incorrect filename. This has now been fixed, and all ingame music should play correctly.

IMPORTANT! Please note - due to how save files and data works within the game, loading saves from prior versions of the game have the potential to not work or crash the game. Please be careful when using old save files. Savefiles made on this version of the game, as well as autosaves, will work without issue!



Thank you for your continued support! A short sale will be running along with this updates launch as a thank you. Plus, the game is now available physically on disc! The physical edition comes with 2 CDs - the EP and game soundtrack - along with the game itself on a separate disc. You can get a copy here! The physical edition will also sync to your Steam copy - booting up the game on Steam will cause any achievements you got on the physical to auto unlock! Your progress will also carry through.
The reason behind releasing the game on disc now is because I believe with this update, the inclusion of the true ending, and all the polish and QoL changes, the game is now fully completed. I know I said similar last update, but this time I really mean it! Once again though, that doesn't mean minor updates/bugfixes or even something like a prequel or standalone expansion is out of the picture - maybe someday! Thank you again for supporting my game <3
Feel free to use the discussion tab on Steam for any questions / queries / help / bug reports, and they'll be gotten to ASAP!

As of this post, version 4.17 (internally v17.5) is the latest update.
  • Version 17.4 fixes a bug within the talking section underwater, where one question has the chance of not loading correctly
  • Version 17.5 fixes a bug in the artist hall where some signs would act incorrectly, including crashing the game
Dec 7, 2024
Mash Box - Mash Games
-Xups always allow landing holds
-Tuck Ups always allow landing holds
-Work done to values for rollout activation
-Whips and Whopper speeds increased
-User Settings on the pause menu will save
-Camera relative Sidehop direction
-Changes to bike inertia. Make it more snappy on impacts and firecrackers ect
-Manny center of mass lowered a smidge.. Please don't hurt me...
-Jhop sequence adjusted. Slower pull-up animation
-Angular resistances are reduced during moments like mannies
-Tire friction behavior was adjusted to not have 100% friction when impacting the impact frame. This makes snagging on rails less jarring.
Dec 7, 2024
The Elf Maiden - Baked Cans
- Fixed issue with chestbands not properly culling when equipping chest armor
- Fixed an issue with hit boxes from enemies not properly triggering
- Made some small optimization changes when despawning enemies that are too far away
Dec 7, 2024
Shadow Prisoner - あいーう
Changed so that ranked match points do not decrease until C rank. Changed so that casual match results are not recorded.
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