* Fixed bug which made the camera tracking become a bit offset if the sausage was far outside the view. * Fixed bug with "No support required" achievement. * Camera now focuses on the object that goes outside of the play area if the player looses. * Fixed soft-lock where plank in "passionate precision" could fall down, without the game ending. * Various other minor fixes.
New update. I have improved the visuals: Adding better graphics for the command bridges of all ships, changing multiple cards, artifacts and enemies, adjusting contrast and saturation levels in general and changing some weapon effects, background graphics and map effects. Additionally I've fixed multiple bugs. The Order Brother (small, shieleded enemy) no longer becomes invincible. Hero selection now works properly.
After a bit over 2 weeks, we're about to close the Alpha Playtest. The results have exceeded our wildest expectations. Almost 2,000 people took part in the playtest, with an average playtime of over 1.5 hours, well over what's typical for a demo in Steam!
A heartfelt thank you to everyone who played.
Show me the data
We collect some anonymous data to better understand the balance of the game. Here are some of the results we got, which we thought were really helpful.
Mission Results
First, let's look at how easy or difficult the game is. This is a very popular topic, on both sides. Excluding the tutorial mission with Korin, which you're expected to lose, here is the data for mission success rates:
Only about 5.7% of players had to repeat the mission with Ophelia and Grampth, which is a reasonable result. We weren't sure about requiring success in that mission, but we felt it helped keep the story more cohesive. The first real mission, Monoliths has a completion rate of 39% - again, pretty good as this is the first real test of skill.
The rest of the missions tend to be in the "maybe it's too easy" category, except for the Rescue Reeza mission, which is unquestionably too hard. Results for some of the later missions (anything after opening the bridges) will be skewed toward players who have played longer and have more skills and possibly upgrades, so that also needs to be considered.
The Wildkeepers
We were surprised that many more people preferred playing with Ophelia over Korin:
I'm sure part of that is due to Ophelia being generally more successful (powerful), with a win rate of 78% compared with 67%. Anecdotally, we've heard of some players who have done really well beating the boss with just Ophelia and no Guardians. While we don't directly recommend it, we're glad the game provides this option.
The Guardians
We were very curious to find out who your favorite Guardians are. According to the data, this is who you picked:
And sorted by pick rate %:
Now, obviously the Guardians who are available at the start of the campaign will be seen by more players, so that's why you see the drop in the first chart after Grampth. Out of those, Grampth seems to be the most popular, with a pick rate of 40%, followed by Smack at 31%. Interestingly, if everything was balanced perfectly you'd expect to see a pick rate of 33%, so that chart looks reasonably good. And I don't blame you for choosing Reeza a whopping 65% of the time - she's awesome!
Besides the data, we also had a survey, where we asked you to choose your favorite Guardians directly. Out of the few people who replied, the most popular was Nipper, followed closely by Coal and Murkle. Interestingly, Grampth and Smack weren't as popular, so maybe people picked them because they're very effective? Definitely food for thought.
We have lots more data, things like Sigil pick rates, currency spending, Guardian win rates, etc, but we felt this was the most relevant information, and we didn't want to fill this page with charts 📈
Content Creators enjoy it too
A number of content creators were also kind enough to stream the playtest. We learn a lot both watching the footage as well as listening to the comments, often very insightful. Here are a few of our favorites (heavily edited for lack of space, please go to YouTube to find many more wonderful playthroughs of the playtest):
An unusual thumbnail 😅
And if you speak German or Japanese (we'll localize to many languages, including those, before full release):
Feedback and changes
Lastly for today, I want to go over some of the most common feedback we've heard, either through the form (thank you if you filled it out) or through our Discord.
Overall, we're really pleased with how the game has been received. It seems you really connected with our vision to take the Bullet Heaven genre further by adding the Guardians and some ingredients from RPGs. Thank you all for your kind words, it really means the world to us.
Of course, there are many things that we're already hard at work improving. Let's talk about a few of them.
Level Up: Some of you mentioned that stat upgrades are not very interesting and we agree. We're reworking the Level Up system a bit to make it more varied, and incorporating Sigils in the mix to add more build possibilities and synergies.
Story: Our goal is to create an immersive world, and we felt that having a bit of story helped make it seem more alive. We do agree that the cutscenes in the playtest didn't reach the quality that we wanted - part of that is they were missing lots of animations, which is why Ophelia is always pointing her bow at everyone! Moving forward we're going to re-evaluate what we can realistically deliver and we'll likely delay most of the story cutscenes until full release, as we don't think story is a good fit for iteration during Early Access.
Dash: Yeah, the dash in this build doesn't feel great, and you don't really need it. We already knew that, and we're fixing it.
Lots of other little things, like balance issues, missing polish, UI confusion and quality of life suggestions. This feedback is gold for us, we have a long list and we're checking it twice.
I think that's it for today - this is already long enough.
We couldn't be more excited to continue to work on this game as we get closer to our spring release date. In the meantime, Happy Holidays to everyone and thanks again for helping us make Wildkeepers Rising the best it can be.
Hi ! I hope you are all doing well ! Smaller update with quality of life fixes.
Most important fix, you can now remove axis and button mapping. Previously you could only change binding to another input, which could lead to bigger problems if either you didn't use wheel or custom controller or the used controller didn't have enough free bindings to replace the old ones.
Remember, this menu is only for binding wheel, or other custom controller. Don't bind your gamepad there, it won't work.
Other fix is that in both options menu and garage menu, you can now switch between categories with gamepad shoulder buttons (LB, RB). Hope this will make navigation easier. Also B button not working on map/trail selection menu is now fixed.
Enjoy the more festive garage :) Cheers and have fun !
changed up the main menu - arranged the buttons in a line, near the bottom of the screen, play game is now the largest button, moved the game title to top/middle and added in the background layer of text, music volume now actually works and dynamically adjusts the volume based on the slider, should move this to the settings at some point
campfire overlay text - now has an overlay to ask if you want to "add 3 sticks" just to make it more obvious that you can interact with it
added tree damage sound + log thud sounds when logs hit the floor
sped up the time of day, and set the time of day on begin game to be morning - time of day not saving at the moment though
fishing - added some variations of fish, also made fishing a little bit JUICIER, fish now show up on screen to the scale that you caught them at and come with a plop sound
Trees now make a sound when hit, so decreased the player damage now that there's feedback to the trees being hit. Trees now take 4 hits to destroy, logs take 3 each, eventually this will be dependant based on the tool being used but for that I need to get a hotbar/inventory system sorted
building menu now shows the required resources to build the item, i'll give this a full graphical overhaul soon but at the moment it functions as needed so it's not too high on my list in terms of priority
Pact with a Witch (PWAW) - in STEAM - I paused PWAW development because I needed a kit kat and to focus my attention to another game (The other two, Secret Glory Hole is a small one that is already finished and the other is more like an experiment). (Although right now I'm back working on PWAW again, I just needed to make a pause after 4 years working on it, I learned a lot and now at least I know how to finish a game properly).
Trapped in a Fantasy Femdom Brothel - Free in Itchio - - In a world of demanding women, you need to be at the top of your game. - ---- Sinopsis: After you apparently disobeyed your Mistress by saving a young-woman, she's so badly injured that she requires a few days of rest and a potion that leaves her in debt. You'll have to find a way to recover her investment while hiding from the "justice".
Pact with a Witch: REDEMPTION. - Available in Patreon - This is the experimental one. It's an spin-off of Pact with a Witch where you're the one who is transformed into a woman, called Pact with a Witch: REDEMPTION. It has few images and is mostly text based. This one will have more sense once PWAW is 100% finished.
My idea was to gain enough popularity-money to be able to speed up the process and finish PWAW. Sadly I had no luck, I had the "luck" to have a passionate reviewer in itchio who gived me a 1 star review every 2 days, his claim is that the main protagonist skin is not white enough for his "taste". I had support from internet and my own community adding few new good reviews of the game overpowering the bad ones for around one month, itchio also removed those that gived the reason of that 1 star shinning review; but after he saw that those were the ones removed (Character has too dark skin), he started to give empty 1 star reviews, without a comment, was hard for moderators to judge why those were reviewed 1 star at all (but taking in mind in some, he was using the same name users for those ones, was not hard for the modertors to guess the reason why. Although after that he started creating new profiles and just repeating the same drill). Problem is, the good reviews lasted long enough, probably 1 or 2 months, but the 1 star reviewer was relentless. Every 2 days, one new 1 star review. After a year I just had to remove the possibility to review the game (I was tired and ashamed to ask every month to itchio cast to remove such reviews, and I want to make games, not to fight against a kkk ghost, mod, or whatever it was) With that the game just fell into oblivion. Without reviews the game had no chance to survive, I still had hope somebody noticed me, but I guess the game was not succesful or I was not lucky enough... Or... I don't know.
In any case, I finished Secret Glory Hole, the Prequel of Pact with a Witch with 26K words that will have a price tag around the 10$. (Pact with a Witch so far has more than 500k words and so far is Free).
There are few things yet to finish like Japanese, French and Russian translations (The game is already available -not in STEAM yet- in English, Spanish, Simplified Chinese and Portuguese-Brazilian). I would also like to add voice acting, at least for the two women involved in the game.
I'm still working on polishing the art, so it looks better and fixing few things. I wanted to announce the game this December, but first I want to have the art more polished and have a demo to show to be sure when the release date will definetely be. (I calculate it will be around Halloween 2025, I hope).
FUTURE: Right now I'm working again with Pact with a Witch, I plan to finish it before 2026 begins (at least on the writing part). So I hope I will have a properly update for Christmas 2025, (Although there's the chance that I make an early update in mid 2025 to help promote Secret GloryHole, Don't know, I don't like to think that afar in the future).
If you really like my work and you want me to continue I would really appreciate if you could Wishlist Secret GloryHole, Right now seats on 600 wishlists, and I would like to reach at least 3k before releasing it to the public.
Sinopsis: -SHORT, NAUGHTY, DARK VISUAL NOVEL with several endings-A friend confesses to you that he knows a place where there is a hole, at the solitude of the night, from which a female hungry mouth appears. Will you be brave -or foolish- enough to find out about his glorious secret?
Ghostbusters: Spirits Unleashed Ecto Edition - Albert
Starting Today, December 18th at 10:00AM PT and running through Tuesday, January 7th at 10:00AM PT, watch any participating channel streaming Ghostbusters: Spirits Unleashed to begin unlocking the rare Holiday Sweater tints!
Watch 2 hours to unlock 1 Holiday Sweater tint. Unlock up to a total of 5 Holiday Sweater tints for every 2 hours watched (total of 10 hours).
There are a total of FIVE tints for the Holiday Sweater available in this drop: