With the development of "The Garden of Forking Paths," this year, it should finally be unveiled to everyone. Wishing you all a Happy New Year and good fortune in the Year of the Snake.
"The Garden of Forking Paths" is a puzzle game with strong meta elements, blending rich storytelling and immersive experiences. We hope you'll enjoy it.
Finally, once again, wishing you all a Happy New Year and great fortune in the Year of the Snake!
UI Overhaul Added a new map - Ruins Level Added a new Boss monster and variety of mob monsters Redesigned scaling of skill area of effect Added Korean language localization Added a free reroll ability when spending 3 banish skills on a quest run Added stat upgrade counter on stat upgrader NPC Reduced Lycan class unlock requirements Rescaled buffs monsters receive when on Subaru difficulty Rescaled Subaru quest rewards to reflect changes Added new quests Added new enemy spawning mechanic
A big thanks to everyone who wishlisted Puzzle Spy in the first month! We're going to use these regular new updates to let you know about what we're working on.
First off, who's "we"? We're Mike and Talia, a husband-and-wife team from Oakland, California, USA. We're collaborating on all of the writing and puzzle design and Mike does all of the visuals. (He's been an industry game artist for several decades.) We get outside help for coding, music, and some puzzle design.
The game is currently ~60% complete, both in terms of story and puzzles. We have 5 of the planned 8 big puzzles coded and are in the process of playtesting them now, Play-testing has included folks playing them over the internet and in live local game showcases. It's exciting to have people give us feedback on what is and isn't working, and for us to be able to look at the latter and come up with new ideas to make the puzzles easier to understand and play.
(For instance, in one puzzle about punny names, two names were falling flat as they riffed on somewhat uncommon expressions. We replaced those with some much more "gettable" puns and have received appreciation for the new updates.)
We got a ton of writing done over the New Year's break and have since added all the art and implemented the entire branching conversation for one entire new location. (Sorry, but which country this conversation takes place in is classified information.) We've got full sketches for another major character and plan to work on finished art for them soon.
We'll also be doing some more live playtests of puzzles early next month... Look for a new update in February!
Currently, I'm working on a overhaul of the first episode, so nice stuff is coming! It will feature some locations changes, some tweaks to the lore and story of the game, so stay tuned for that!
1.After the goddess statue reaches level 3, it will automatically capture all the falling stars every night when it gets dark. 2.Fixed the bug that caused the game to turn black when re - entering after giving the riding command to the animal "deer". 3.Fixed the bug where the skill experience value was displayed abnormally. 4.Added prompts when approaching the treasure location and also when moving away from it. 5.Fixed the bug in Su An'an's task that required a cooking stove.
The 3rd update for Hush Hush High is finally out! This includes a bunch of improvements to the tutorial and the overall game to improve player experience.
Gameplay Improvements:
Minimap updated with more room names and symbols to make it easier find your way across the high school.
Added telegraphs at the start of boss encounters making it easier to understand the minigame.
Objective markers are now animated so they are easier to find.
Added additional cooldown to the annoying kid.
Tutorial Improvements:
Shorter tutorial!
Added additional information to further clarify the game mechanics to the player.
Tutorial button is now shown to the player in case they want to play/replay it later.
Added feedback on completing the tutorial.
Bug Fixes:
PS4/Steamdeck Controller bugs in several menus have been fixed.
We just released the version 1.0.3, a small update containing mostly bug fixes and balance adjustments. Thank you for sharing your feedbacks and issues with us.
Patch notes: 1.0.3
Adjustments:
Enemies parameter adjustments
Reinforced Lab Rat: lower attack, stamina and resistance to status effects
Experimental Manufacturer (Rat generator): lower HP
Combat Puppet: No. 20, 14, 56 ("Arena Tower" mini bosses): lower HP to increase tempo of the battle sequence
Combat Puppet: No. 7 ("Arena Tower" boss): lower the power of some attacks
Other small adjustments on various enemies
Add platforms in the "Crimson Forest" area to allow for better shortcuts
Add visual representation of the general teleportation direction on warp points for easier navigation
Lower the effectiveness of some skills of "Lorna"
Brush up of some background visuals
Bug fixes:
Fix the map completion that was not rendered properly on some GPU*
In the area "Land of origin", concerning a specific growth:
Fix the visibility state that would sometimes stay invisible
change the geometry of the level to make the growth easier to break, especially on low FPS machines
Fix the BGM of the boss in the "Magicite Mine" area
Parry actions:
Fix player collision size after parry actions that could stay bigger than normal for a few frames
Fix parry actions that were not resetting airborne action count correctly
Translations and texts fixes
Various small behaviour, visual and animation fixes
We will continue to make fixes and improvements to make ENDER MAGNOLIA an enjoyable experience. Thank you for your support!
* While we believe the bug is fixed, we couldn't test many GPU yet. If the bug is still present in the latest version, please try to launch the game using either "-dx11" or "-vulkan" as a launch option through Steam while we work on fixing it.