Update 7 has arrived, packed with some fierce new foes and a great new way to track your encounters with enemies.
:books: HexWind Codex: Get to know each enemy type intimately
Enemies are now unlocked and tracked through the Codex. Study their weaknesses, learn their patterns, and keep tabs on which adversaries you’ve bested. Now, every defeat becomes part of your growing legacy.
:fire: New Enemies: Charred Knight and Arcane Assassin
The Charred Knight is an undead warrior wreathed in smoldering flames, its blazing skull that burns with unholy fire. Specializing in devastating area-of-effect attacks, it conjures and lobs explosive fireballs, scorching the area around them.
The Arcane Assassin is an undead skeleton warrior skilled in both melee and ranged combat, wielding a deadly sword at close range, and from a distance, it conjures a volley of magical arcane arrows that rain down death on its enemies.
Say Hello to our new Tarot Card System
Chance, the Merchant of Fates, has now stocked up on these mysterious cards—powerful passive upgrades and abilities that can tip the scales of battle in your favor and shake up your combat strategy.
As always, your feedback fuels our journey! Thank you to everyone continuing this Early Access journey with us! If you haven't yet, check out our latest trailer, and go grab the demo - we can't wait to hear what you think.
The Early Access train is steadily chugging along and as we’re working hard on new updates for Railroad Corporation 2, we’d like to take this opportunity to wish you Happy Holidays from the team at Corbie Games!
During the holiday season there will be a limited-time discount on Railroad Corporation 2. The game will be 20% off until January 2nd! If you haven’t embarked on the journey to expand your railroad yet, or want to convince a friend to play our multiplayer mode with you, now is the perfect opportunity to do so.
Before we wrap this year up, we have one final surprise for you: A big update!
The green hues of the Autumn Biome are set to arrive in Railroad Corporation 2 just before the holidays, with a fresh update rolling out today! Read all about the new update in our patch notes.
Players will explore three new maps:
Autumn Journey, our biggest single-player sandbox map offering endless adventures to players already familiar with our wintery sandbox,
Nature of Competition, a competitive 2–4 player multiplayer map with new commodity-based objectives,
Mutual Fund, a cooperative multiplayer map that illustrates a collaborative plan to fund and develop a railroad network.
Born from community requests for a change from winter’s chill, the Autumn Biome offers a vibrant new setting while paving the way for future main campaign chapters.
Though autumn might seem unexpected during a winter sale, its release marks a warm and colorful step forward in Railroad Corporation 2 its evolving world.
With our Early Access Roadmap in mind, we know that 2025 is going to be a promising year for Railroad Corporation 2. We can’t wait to show you what we have in tow and we can’t wait to hear your feedback.
It’s been a crazy month for Quorum Games and Call of Elyndra. We’ve seen a lot of support, joy, and hope. We also received a lot of valuable feedback that needs to be introduced to our game.
This post is about our plans for the future. We’ll also talk about Elyndra itself.
Lore behind Elyndra, the village (light spoilers ahead)
Elyndra may look like a regular village at first glance… Second, third, fourth, and so on probably wouldn’t change much. For you, an inhabitant of The Empire, it’s a frontier village like many others. However, there’s a deep history in this place.
Elyndra hasn’t always been known as Elyndra. It used to be something grander - a municipality called Argentia. It was one of the grandest cities in the whole world. Unfortunately, it fell due to a disaster that obliterated the city and left very few survivors. Even though their home was wiped off the face of the planet, their life had to go on. They wanted to reestablish the city on the ruins of Argentia. It became Elyndra. One could say that the unbreakable will to survive and thrive of these people has become immortalized in the stubborn and resourceful inhabitants of the village.
Unfortunately, life there wasn’t what it used to be. Waves of emigration thinned out the population and from an almost city, it devolved into a town and then a mere village. With the people, the knowledge and memories also went. Gone were the great technological advancements and high culture. The descendants of those who stayed switched their focus to agriculture. Working the land became the main activity of Elyndrans. They were nowhere as sophisticated as their ancestors, but they could survive in this community.
Now, with the histories of old relegated to the status of mere myths and folk knowledge, Elyndrans live their simple lives. They are also aware of the old and mysterious ruins that lay nearby. Nobody knows what hides there.
Will you venture there and uncover mysteries thought to be lost to time?
Hopefully, you enjoyed that little bit about the lore. Now, let’s move on to the other part of the devlog.
Our plans regarding the game's development
We’re more or less a month past the game’s announcement and a week after the demo release.
We’ve learned a lot about how people perceive our game. It’s been mostly positive and it makes us quite happy. Our hard work wasn’t in vain and we’re looking with our heads held up high into the future. Still, there are some things we need to work on.
Three areas that universally demanded improvement were:
The game’s performance.
Movement and responsiveness of controls.
Melee combat.
Our focus will definitely be on them. In order to see how our changes are perceived, we expect to update the demo build every few weeks and see what sort of feedback we collect. The reason why we opt for treating our demo a bit like a test build is that it contains most if not all inner workings that the game will have. Code, mechanics, and so on. This effectively means that while we still edit stuff in the engine and write code, we expect to focus on adding content to the game. New areas, monsters, graphics, so on.
In order to do that, we are about to modify some of our internal processes and switch our focus to adding content. We want to expand our team to make more content. The area that demands the most work to be done is animation. All of it is hand-drawn, pixel by pixel. The quality is great, but it takes time and loads of effort. Realistically speaking, we will be able to speed the whole process up and we feel quite good about that aspect.
Something else that demands a lot of work is the inherent stuff caused by RPG Maker, our engine of choice. The engine has a lot of great solutions in its vanilla form. Its big downside is that it is quite limited without customization. We knew that well, as plenty of our team members had worked in RPG Maker before. One of our goals is to create one of if not the most impressive RPG Maker game ever made. And we’ll need to navigate some uncharted waters to do that. Still, we’re quite confident in our ability to make the game as responsive, fluid, and pleasant to play as possible. These things are attainable.
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We’re about to finish this devlog. As this was only our second, we wanted to talk a huge part about the technical stuff. The future ones will likely be more about the lore and the art. Here’s a quick collage of some of the gifs that our gifted artists have made recently. Some of them are NPCs, some are monsters. All look cool! Thank you for reading. Make sure to follow us on social media and join our Discord! Twitter/X Discord Facebook
Merry Christmas and a Happy New Year. 2025 is going to be great!
The thirty-third weekly update for 'Shell of a King' is here. As always, if you find any bugs, especially game-breaking ones please let me know via the official discord! I can always revert to an earlier update if something breaks! 1.1r Change List:
Add Sthena Final Form visuals for the True Ending phase
Revamp True Ending cutscene to accommodate new visuals
Fishing up enemies into a wall will now cause them to die and drop 0 coins
Add sounds to Rat Warrior and Rat Ranger boss fights
Clean up and improve shadows during the Sthena intro cutscene
Clean up and improve shadows during the Sthena grave cutscene
Clean up and improve shadows during the Sthena chapel cutscene
Clean up and improve Split's shadows at all locations
Fix player hitbox visuals clipping the Nightwing Cloak at certain angles
Fix being able to die during the Queen's Garden quake cutscene
Fix being able to die during the Boulder quake cutscene
From now through December 31st you will also be able to find some festive decorations and other surprises in game (we've also included an option in settings to turn this off if you want to play without them):
Last but not least, we put together a fun cinematic video of some friends playing through the 0.15 Chapter 1 overhaul together for the first time, while we simultaneously followed them around using our built-in spectator cam tools:
Now is a great time to hop into the game with a team of friends—we hope everyone enjoys!
We heard your feedback on the achievements, and we fully removed them to overhaul them in terms of if it's achievable for the normal player, rather than just people who have a lot of bananas.
Christmas Event
We hear you, we'll change this type of event, to something that will not be "pay to have" with paid tokens. We'll also allow ANY type of banana to be used!
Welcome to a new series of logs where I highlight some details of Lost Eidolons: Veil of the Witch. These might not be game-changing features, but I hope they add to your experience—especially since many of them are rooted in your feedback.
In this first log, I’d like to talk about character creation options. For those of you who played the original Lost Eidolons, you’ll remember the protagonist was Eden. The game followed his story, and he was designed to fit my vision for the character. This meant Eden wasn’t customizable. However, many of you shared feedback that you wanted the ability to change his name, gender, and appearance. Thinking about games like Elden Ring and Fire Emblem, I’ve always found the ability to customize the protagonist’s name, gender, and appearance to be very appealing as well. That’s why, from the very early planning stages of Veil of the Witch, I wanted to include these customization options. Of course, I wanted to offer even more, but with limited resources and budget, some of the more extensive features had to be set aside for a future game.
Even so, I thought it would be great to let players change the names of other playable characters, not just the main character. This idea came from my experience streaming XCOM 2. While playing, I renamed characters after friends who were watching, and it made the experience so much more immersive and personal.
In Veil of the Witch, you can change a character’s name by opening the character information screen and either pressing the T key or clicking the T key icon below the character illustration!
I can’t help but imagine how exciting it would be if, in the next game, we could let players fully customize everything about the main character—from their face to their appearance and more!
The first snow is sparkling on the prairie, and warm light is shining through the windows of the houses.
We would like to take this contemplative moment to thank you once again for the past year. Thank you for your feedback and support! We wish you a peaceful Holiday season and a happy new year. May you never run out of whiskey and may our journey together hold many more good things in store for us! We look forward to the coming year with you!
Happy Holidays!
Changelog
Fixed an issue where pigs were not eating.
Fixed an issue where cows were not eating.
Fixed an issue where horses in slot 1&2 in the stable were neither eating or drinking.
Fixed an issue where small animal cages show wrong food/water values
Changed the systematic for small animals - now they are working the same as big animals. This means each small animal has their own food/water value, instead of a health value.
Changed an option in controls - now the Hotbar should be visible as the first option on the list in order to rebind in the category Player Actions.
Added a new category - outdoor elements to place. 26 new elements are waiting to be placed around the world. Outdoor elements can be also placed in player's houses. The player can change the position of every place outdoor decoration.
If a player cancels moving outdoor objects, the corresponding resources required to place it will return to the player's inventory.
Adjustments in collision detection to improve placing outdoor objects.
Added a Christmas tree as a temporary object to locales.
Added the option to place furniture on the floor in Grandma's Lucy house.
Added a new building - Hunting Hut.
Updated technology tree to support the new building
Updated management UI - added the hunting hut.
The Hunting hut allows two types of meat (rabbit and deer) and two types of skin (rabbit fur and deer skin).
Fixed an issue where the achievement Transport Good should be triggered properly now.
Fixed an issue where settler encampments became inactive after a certain amount of time.