Holidays are close, which means an end of another non-system unit of time that Earth calls a ‘year’. It's time to recall what happened in the Star Conflict universe in 4624 and sum things up.
Thank you for being a part of this community and happy holidays to you, pilots. Star Conflict out... see you in space!
The event where you have to kill 2000/800/400 mutants of certain types in batches of 500/200/100, is now weekly and repeats every weekend with no additional announcement. If we launch it during some holidays, we will announce it separately. We also expanded the list of mutants.
Every weekend, from beginning of day on Saturday (12.01 am) till end of day on Sunday (11.59 pm) Moscow time, kill the following mutants:
Pups/Dogs - 2000 total, in batches of 500 Brownies/Hobgoblins - 2000 total, in batches of 500 Spiders/small spiders - 2000 total, in batches of 500 Rats - 2000 total, in batches of 500 Fiends - 800 total, in batches of 200 Verliokas - 800 total, in batches of 200 Jellies - 800 total, in batches of 200 Brutors - 800 total, in batches of 200 Blyaks - 400 total, in batches of 100 Basilisks - 400 total, in batches of 100 Sorcerers - 400 total, in batches of 100 Worms - 400 total, in batches of 100
You will get rewards for each batch (rations, injectors, grenades, ammo), and for the total required amount - 10 lottery tickets.
After each 10 mutants killed, you will get notifications in the game chat (In rare cases, the notifications may be missed, but this will not affect your rewards). If you kill the first batch of mutants A, and then the first batch of mutants B (for example, 500 pups and 100 blyaks) - you get two identical rewards for both batches.
If you are done killing all the mutants, the quest will restart. If you did not manage to kill all the mutants, just wait for the next similar event and pick up where you left off.
We are planning to expand this activity mechanics to other things, like artifacts. Stay tuned for more news! We are also planning to add new rating tables to our site, so you can conveniently watch your progress and compare it to your friends'.
- Improved upgrade descriptions to display both icons and names for all currencies simultaneously. - Enhanced the UI to make the current effects and final results of upgrades more intuitive and easier to understand.
I’ve accomplished quite a lot this month. Before diving in, I want to share some sad news. As I’m writing this, I’m in the hospital. Thankfully, I managed to upload everything I needed for this devlog beforehand. I didn’t think I’d be able to post anything this month, but I was so excited to share my progress with you. Unfortunately, I had to visit the emergency room due to unexpected high blood pressure. Luckily, I didn’t suffer a stroke, and the doctors have everything under control. I’m still being monitored while they evaluate my condition.
No more sad news—let’s move on to this month’s devlog!
Ranching Update
Animals have always been my favorite part of working on farming sim games. This month, I’ve implemented all the animals into the game, including exotic ones like herons and storks.
Storks and herons can both catch fish if you let them outside the day before, which is super convenient! Some of you may already have your own stork in the current build.
I’ve added a flute that boosts your animals’ affection toward you!
The bee system has been upgraded. In the current build, you can only build hives in predefined slots. Now, you can place them anywhere, even in the greenhouse.
I’ve also upgraded the fish pond. You can now use it to increase the quality of your fish. Fish can produce eggs, which can be sold for more profit. Plus, you can raise clams to harvest pearls!
Farm Buildings
I’ve implemented nearly every buildable structure for the farm. The greenhouse is one of the highlights. I’ll let you discover the rest on your own later!
Each greenhouse comes with a built-in sprinkler system, which is extremely useful as it doesn’t take up valuable space like regular sprinklers.
Others
These features deserve their own categories, but I’m short on time, so I’ll leave them here.
I’ve improved the wallpaper and flooring system! You can now customize each room with your favorite combinations. There are 20+ unique options for both, and I plan to add more during the polishing phase.
Introducing the Sticky Label, an item you can buy from the local grocery store to mark your chests. This will be helpful when you have multiple chests, so you don’t have to rely on memory. I might extend this feature in the future to mark other objects—suggestions are welcome!
I’ve overhauled the How to Play section. It’s now easier to use and navigate!
I also added a new secret location.
That’s pretty much everything worth sharing this month. There’s definitely more, but I don’t want this post to get too lengthy. I’m enjoying every moment of my game development journey, though I’m unsure when I’ll be able to return to it. I’ll keep you updated about my health on my X account.
Thank you for your continued support—it’s been a great source of strength for me. I’m going to take some rest now, and I wish you all a wonderful New Year!
December 28th version update content: 1.The bug in the arena match has been fixed, and you can now participate in the arena normally. 2.New customer service options have been added, including manual support and self-service, which allows you to forcefully disband your own abnormal team in self-service. 3.In the DEMO version, in-game purchases are not available. 4.Self-service has been added to disband abnormal teams. 5.The bug related to the Yellow Turban Army occupying cities has been fixed.
The testing version of Supporting the Han Dynasty is now available~! We welcome you to follow our social media accounts to communicate and get more game information in a timely manner~!
QQ Group 1: 345365742 QQ Group 2: 546361236 Bilibili: Liudao Wuyu Game Studio Xiaohongshu: Liudao Wuyu Game Studio Discord: discord.gg/ckmSrmcxgv If you encounter any issues, please join the QQ group or Discord to provide feedback.
"Undead Realm:Ego" has finally passed the review and will meet you all on January 10th, 2025. First of all, I'm really grateful to all the buddies who have been following my FMV. And a big welcome to the new friends who just started to follow. Thank you so much. It's because of your attention and the many emails from friends who encouraged me that I've got the confidence to make more. Just like what I said in the game introduction before, the previous FMV had a lot of flaws. "Undead Realm:Ego" still has quite a few shortcomings too, but I hope you can see more of my new attempts in this FMV. Many problems are just like humen life. You can't make everything perfect. All you can do is do your best and leave the rest to fate. As a small team, especially for FMV, what's different from traditional indie game developers is that for traditional indie games, many of our peers (including myself) can work on an indie game's planning, programming, and art with passion over a long period of time. But for FMV, it's a bit different. The film crew and actors can't work just out of passion. They need to be paid by the day. And I can't act by myself either. Even if I did, you guys probably wouldn't like to watch it. After all, acting and filming are very professional fields. In 2024, there were over 80 FMV, and most of them were made by relatively big companies. You can tell that just by looking at the scale of filming, the length of the game, the costumes, makeup, and props and so on. So my FMV are all made with small investments, and there's nothing to be ashamed of. You get what you pay for. Secondly, the reason why I'm making horror FMV is simply that I love this genre. But precisely because it's the horror genre, for reasons we all know in my country, when it comes to previous products, there might be quite a few people who can write horror novels, but very few can film them well or even act them out well. Especially acting well, combined with the reason of small-budget production, there are even fewer good ones. All I can say is that I'll try to improve bit by bit in the subsequent FMV. Finally, I'm still working on the scripts and gameplay designs for the future horror FMV. I believe there's still a lot of room for improvement, whether it's in the game process, game functions, or the filming and acting of the game scripts. These improvements will only be achieved little by little with your encouragement, suggestions, and criticism. All in all, this is the first announcement for "Undead Realm:Ego" . I hope to receive your criticism after its release. (To be honest, I myself feel that there are quite a lot of problems like awkward acting and poor script logic. Haha. And these can't be redone. Unlike traditional games where you can fix bugs, but I guess that's the specialty of FMV.)