Greetings, Doctors! We've been hard at work improving the Do No Harm demo based on player feedback. This update brings major improvements to lighting, sound, UI, localization, and several bug fixes. Read on for all the details!
Major Features & Improvements
New Allergy System: Overhauled how allergies are handled in-game, including new tutorial content and updates to the Book of Medicine.
Opening Cutscene Changed: Removed the filters, and changed the presentation.
Newspaper & Day Conclusion Updates: Conditions and text adjustments for a more polished experience.
Several font issues resolved.
New Character Portraits & Anomalies: More variety in patients and unsettling occurrences.
Visual & UI Improvements
Lighting Overhaul: Improved lighting effects for a more atmospheric experience.
Paper UI Updates: Enhanced readability and usability of in-game documents.
Added a new page after diagnosing a digestive medicine symptom.
Updated medical restrictions and allergy pages.
Character Info Updates: Expanded details on patient allergies.
Totem Animation Adjustments: Slowed down animation for better readability.
Subtitle color and style updated for better visibility.
Added a skip button for subtitle text.
Adjustments to dialogue text scrolling for smoother interactions.
Audio & Sound Enhancements
“Lights off” lamp oil sound.
New sounds for Spider and other Insect creatures.
Totem activation sound.
Character Voice Changes: Dialogue voices removed, and replaced with a dialogue bubble sound.
Gameplay & Bug Fixes
Skips Now Work from Text: Improved skip functionality for dialogue sequences.
Patients now correctly leave after finishing a conversation.
Warning text added before anomaly days.
Long totem texts now cut in half for better readability.
Totem skippable event added.
Single medicine cost added: 25 pounds.
Laudanum: Purchase limit set to max 3 (10 pounds each).
Splash medicine: Now functions as a main medicine but does not take a slot in the medical card.
Second dose medicine effect visibility adjusted (0.5 effect displayed in the medical card).
Selection of main medicines improved—if medicine is at 100%, no selection button appears.
Miscellaneous Fixes & Adjustments
Monster Girl, Manipulator, and Cult Woman Event Updates: Adjustments to event timings and text.
Book of Medicine Adjustments: Anomalies in the medical book removed.
Additional Balancing Tweaks and general stability improvements.
🩺 Coming Soon
Further refinements to patient interactions and medical treatments.
More anomalies and supernatural events.
Additional language support and localization improvements.
Thank you for all your feedback and support! Your insights help make Do No Harm even better. Let us know if you experience any issues, and don’t forget to Wishlist on Steam to stay updated!
Additional stability for video playback to ensure that videos always play for their full duration.
Computer
Fixed the texture of the bottom dial so that it no longer looks smudged or cut off on some monitors.
Improved the style of both dials' labels so that they look more natural. Now they are part of the old, worn out dials, rather than simply looking like bright white decals.
Workbench
Improved the active cell (greenish box) behavior so that its movement is now always restricted to the current drag restriction region (blueish box), better indicating to the player how drag restriction regions work.
Players can now drag objects out of the drag restricted region (blueish box) onto the workbench, even while a drag restriction hot key is down, but only if they move the cursor entirely outside of the puzzle grid; otherwise, drag movement remains restricted to the blueish box.
Players can now drag objects from the workbench into the puzzle grid, targeting the closest cell under the mouse, and causing the current drag restriction region (blueish box) to move to the new target cell, if required. This new feature has the following restrictions and behavior:
After an object is dragged from the workbench into the puzzle grid in this way, all of the standard drag restrictions and behaviors apply again; i.e., the object cannot be dragged outside of the current restriction region (blueish box), except to drag it back onto the workbench (see previous feature).
The cell closest to the mouse pointer that is also closest to the camera is always the implicit target. Therefore, ambiguous scenarios in which cells are behind the cell in which the mouse is currently over, with respect to the current camera orientation, are not reachable with this feature. The player must use the drag restriction hot keys or reorient the camera to reach them.
If the player is holding down any axis restriction hot key, then this feature is disabled. While a hot key is down, the assumption is that the player's intention is to drag the object into the current drag restriction region, not to change it. Also, this gives the player the choice of which behavior they want to use while dragging an object into the puzzle grid from the workbench; i.e., to respect the restriction or to change it.
Selecting an object that's already in a puzzle grid cell will now move the current drag restriction region to encompass it, if required.
Only if the player isn't currently holding down any drag restriction hot key, due to the standard assumption that the player's intention is to keep the current drag restriction when they're holding a hot key down.
Increased the opacity of the drag restriction vignette so it's more obvious, especially with realistic lighting enabled.
Moved the mouse and drag restriction HUD elements to the bottom center of the screen, spaced apart based on a percentage of the screen's width, so that they are now much more visible and useful to the player.
Players didn't seem to be noticing or using them when they were in the top left and bottom left corners of the screen.
Improved the drag restriction HUD so that the X and Z axes dynamically rotate along with the current camera's yaw.
Renamed the drag restriction HUD label from "Drag Restriction" to "Drag/Flip Restrictions", to be more accurate, because it also restricts flipping objects while the hot keys are down.
Added a blueish glow (matching the drag restriction vignette) to the drag axis HUD whenever an axis becomes enabled, to catch the player's attention when a puzzle is loaded.
The glow also fades in, per drag axis, when its corresponding hot key is pressed, and it fades out slowly when it's released. This should indicate to the player that they must hold the key down to retain its effect.
Fixed deflector flip behavior so that it always changes in 90° increments around its restricted axis, rather than what seemed like arbitrary rotations to the player.
Improved deflector stripes that show flip axis restrictions so they are more obvious. The white color was too close to the texture, so now it's blue and it has additional arrows at the edges indicating the rotation axis.
Renamed the Move, Rotate and MoveAndRotate side effects to Drag, Flip and DragAndFlip respectively, to match the same operations that the player can do with the mouse, so that players can anticipate what a side effect may do before actually running the code.
Fixed a bug in tablet puzzles so that when failure scenarios that aren't syntax related execute their side effects, then if the player chooses (I)nspect or (R)etry, all side effects are reset.
Also added a small delay after transitioning from the tablet camera to the workbench camera, so that the camera stops moving for a bit before the side effects are animated, giving the player more of an opportunity to not miss it.
Fixed a bug that allowed a short rod to be placed in a motor socket in which a battery is already connected, if the short rod is first added to the motor cell and then flipped to the battery's side.
Fixed the unpacking animation of puzzle boxes so that the machine parts and laser switch always unpack before the container, so that they no longer appear to be clipping through the container.
Fixed a bug that sometimes would cause 3D objects laid out on the workbench to clip into the puzzle's container. It was just a visual glitch, but it looks much better now that the objects are properly laid out.
I also improved the layout algorithm in general. Objects are more tightly packed to the right now, ensuring that more of them are in view to the player by default.
Reduced the size of inter-cellular (a.k.a. "short") rods in gear puzzles so that it's much more obvious to the player that a flat gear fully takes up the space on the end of the rod that it's on.
Players were often confused why they couldn't place a bevel gear on the end of a short rod that already contained a flat gear. It should be much more obvious now.
General
Improved the "Dave Sexton Presents" logo so that if the player's system meets the minimum recommended integrated GPU specs, then realistic lighting is at least enabled for the logo animation, even if the player's system won't support realistic lighting in general during actual gameplay.
I've tested this on a lower-end laptop, with an integrated GPU, and despite realistic lighting not being an option during gameplay because my laptop definitely cannot handle it, it works perfectly fine on just this one real-time 3D logo scene, since it's extremely simple compared to the actual game. And it looks much better with realistic lighting enabled.
When the player opens a padlock by clicking on an unlocked puzzle box, that state is now saved as part of their progress file rather than the application assuming that the player had already opened the padlock and simply loading the game in that state.
This fixes an issue whereby a player progresses past the unlocking of a padlock, while over at the computer terminal solving computer puzzles, but they do not return to the workbench and open the padlock themselves before closing the game. When the player restarted the game later on, there was no known state of whether the player had already opened the padlock themselves, and since their saved progress indicated that they were already past that point, the game simply opened the padlock for them. With this update, when a player restarts the game without having opened an unlocked padlock themselves, the padlock now remains closed (yet still unlocked). The player must manually open each padlock themselves, once per padlock, after the game unlocks it based on their progress, whether the player restarts the game or not. So now players are guaranteed to hear the pleasant success sound of the padlock unlocking and they'll have the satisfaction of opening it themselves, whereas before they would often miss both.
Added a "Thanks for playing!" message and a small message about new puzzles and storylines to come at the end of the Credits.
We're back with another status update—short and sweet this time. The flu is gone, and we're feeling much better. We've finished a few more scenes and started working on the animations. Two animations have been rendered so far.
Let's have a look at the scenes.
Fourth scene: Completely planned and rendered. 50 renders. Fifth scene: Completely planned and rendered. 90 renders. The Greys
■ Update Details 1. Boosting World Server Closure - The Boosting World Server, which was introduced to invigorate the MIR continent, will be closed after 12 weeks of operation. - All Boosting World Server exclusive events and Yiun’s Boosting World Mission Scroll will end. - Characters transferred from the Boosting World Server will now have full access to all content, just like characters on regular servers. - Upon the closure of the Boosting World Server, all Boosting World Server characters will be transferred to a random server within their respective assigned regions. Please refer to the table below for details: [Boosting World Server Assigned Regions]
Boosting World Server
Assigned Region
BASIA001
ASIA2
BASIA002
ASIA4
BINMENA041
INMENA1
BEU031
EU1
BSA021
SA2
BNA011
NA2
2. Private Warehouse Expansion 1) The maximum expandable slots for the Private Warehouse have increased. - Maximum Expandable Slots: 500 -> 999 2) Private Warehouse Expansion Tickets have been added. - You can expand your Private Warehouse slots using Gold or the Private Warehouse Expansion Ticket. *Even if you use the Private Warehouse Expansion Ticket items, you cannot expand your Private Warehouse beyond the maximum expandable slots. - Private Warehouse Expansion Tickets can be purchased from the Shop.
3. New Auto-Promote System - A new system has been added that allows Special Magical Soul Orbs and Ancient Treasures to be promoted automatically. - You can set a Promotion Goal level, and the system will continuously attempt Promotion until the goal is reached. * Special Magical Soul Orbs can be auto-promoted up to Lv.8, and Ancient Treasures up to Rare Tier 4. - Promotion will continue until the Promotion Goal level is reached or the required materials run out. - Materials used for Auto-Promote are the same as those used for regular Promotion, and all consumed materials will be destroyed regardless of the result.
4. Mystic Meow Haeryeong Special Summon - Legendary Party Leader Spirit ‘Mystic Meow Haeryeong’ Special Summon has begun! - Special Summon Period: After the February 18th, 2025 Update ~ Before the March 18th, 2025 Update
5. New Legendary Spirits Added to the Legendary Spirit Stone Restoration Box, Legendary Divine Dragon's Spirit Mystery Box, and Combine Spirit Stones - Newly Added Legendary Spirits: Thunder Divine Dragon Toril, Diviner Octy, Soothing Healer Haeryu *Mystic Meow Haeryeong, Lookout Luna, and Celestial Guardian Eldra will not be obtainable from the Legendary Spirit Stone Restoration Box, Legendary Divine Dragon's Spirit Mystery Box, or Combine Spirit Stones.
Bug Fixes & Gameplay Improvements 1. Fixed an issue where the Taoist’s Moonlight Wave and Moonlight Orb skills hit more times than intended during Story Mode. 2. Improved the Request list to display Requests that cannot be progressed due to unmet prerequisites. - If the prerequisite conditions are not met, the quest cannot be accepted, and a message stating "Requirements unknown." will be displayed. 3. Fixed an issue where some objects in [Elite] Underground Jail in the Sabuk Area spawned in locations that made them impossible to collect. 4. Improved certain Enhancement Stones by adding a [Use] button, allowing players to go directly to the corresponding Enhance screen. - Affected Items: Transference Equipment Enhancement Stones, Divine Dragon's Dragon Artifact Enhancement Stone/Ancient Treasure Enhancement Stone 5. Fixed various in-game typos.
Head out to the game's Steam page and download it!
Short demo description:
Experience the whole first act! Unveil dark secrets as you traverse through Leo's biggest dreams. Face various creatures with unique behavior sets, unlock new skills, and time your jumps well! Deep dive into the world of Infinium. Leo is waiting for you!
Demo features:
whole first act of the game
3 unique creatures
jump, run and dash through 4 exciting levels
gamepad support
After playing the demo, fill out the in-game quick survey and leave some feedback in the Steam discussion. Every suggestion and criticism will be appreciated!
Hope you enjoy it! Have fun during Steam Next Fest! Matt Glad
Arderico's Journey - Marc Dane | Digital Masquerade
We are very excited to announce that Arderico’s Journey has been chosen as a featured title in this year’s Storyteller’s Festival! Since inspired storytelling lies at the heart of our work and all that we aspire to, it is a true honor to find ourselves among so many other imaginative titles.
To celebrate the occasion, we offer you a discount of 40% off Arderico’s Journey during the week of the festival - with more exciting surprises to be revealed in the coming days. Stay tuned and enjoy your journey!
This is the last content update before the games release! In this update you can expect the following:
Updates
You can now change the color of your pawn to be any color including black by going to the Customize menu option and moving the slider to the left of the pawn.
You can now adjust the colors of your boards by going to the Gameplay menu option and moving the sliders for each board. These color changes also allow you to change
the color of the 'available moves' highlighting,
the 'AI move' highlighting
the 'bad move' highlighting
Changes to menu UI sounds
Changes to player jump sounds
Fixes
Fixed a bug where 5 fold repetition causes game to be unplayable.
Fixed a bug where restarting while in the middle of a super jump would spawn you under the level
Fixed a bug where restarting with a super jump active cause the blue trail to follow the player