The Rue Valley alpha has finally come to an end. It was so inspiring to see how many of you played the game and shared your impressions with each other and with us. We’ve gathered a lot of feedback from Steam, our social media, and our Discord!
And without further ado, we have some statistics from our alpha survey that we want to share with you.
The most commonly mentioned highlights for players were the game’s visual style, story, and the impact of Mr. Harrow’s personality.
83% of you enjoyed the story so far and look forward to exploring more of Rue Valley in the future. 31% of you liked everything about the alpha. 30% thought the UI was the least enjoyable aspect of the game, and 24% didn’t enjoy the Mind Map. Don’t worry, though; we are already working on improving these aspects of Rue Valley!
The average rating of the Rue Valley alpha in this survey is 8/10. Our team is incredibly grateful and motivated by this reception. We’ll do our best to make the game even more enjoyable on release! The average rating for all localizations was over 4/5, and we are glad we managed to add localizations to the Rue Valley alpha.
As we are writing this, our team is wrapping up work on the next part of the game, that follows the content of the alpha. This is an important milestone for us, and we are immensely excited to see how the first half of Rue Valley is coming together and turning into something we can play from start to finish.
A lot of people asked us about the release date, but, unfortunately, it has yet to be decided. We need to finish most of the Rue Valley content first before we can commit to any specific date. Rest assured, though, you will be the first to know when we are ready to announce its future release. Meanwhile, you can subscribe to our social media and join our Discord. Also, if you liked what you saw in the alpha, don’t forget to wishlist Rue Valley on Steam.
Our deepest gratitude to all the players, Love, Emotion Spark Studio
Step into a world of gangsters, secret deals, and unexpected twists in this classic point-and-click adventure. With a sharp mind and a bit of luck, you might just uncover the truth.
Watch the official trailer now! 🎥👇
🔎 Add it to your wishlist and get ready for the unexpected.
We're excited to bring you a small but important update to the Ways of Alchemy demo. This patch addresses a few key issues and makes some quality-of-life improvements based on your valuable feedback.
Here's what's changed:
Critical Bug Fix: We've resolved an issue that could cause the game to freeze when exiting to the main menu, which sometimes resulted in the loss of save files. Your progress is now safer than ever!
Improved Card Attachment: We've refined the way cards attach to one another, making it easier and more intuitive to connect them without missing. This should make your alchemical experiments smoother and more enjoyable.
Minor Text Corrections: A few typos and text inconsistencies have been fixed to improve clarity and immersion.
Minor UX Fixes: We've made small adjustments to the user interface to enhance the overall experience, ensuring that navigating the game feels more seamless.
Known Issue
We're currently investigating an issue where some cards may appear face down on the field and fail to flip over. If you encounter this, you can temporarily resolve it by saving your game, exiting to the main menu, and then reloading your save—this should flip the cards correctly. Rest assured, our team is working diligently to concoct a permanent solution for this in an upcoming update.
Thank you for your continued support and feedback as we work to make Ways of Alchemy the best it can be. We hope you enjoy these improvements and look forward to hearing your thoughts!
Due to many requests, we have started selling the soundtrack “MGCM katteni Chara-song Existence!” for download on Steam, which was distributed at the Magi Magicami Alumni Reunion held on February 8, 2025. https://store.steampowered.com/app/3384470/Existence/?beta=0 Please enjoy it together with the offline version of the Magicami original.
And also, we are planning to add 6 additional characters to MGCMCE in the future. The first character is scheduled to be presented at EVO JAPAN 2025, which will be held from May 9, 2025. We appreciate your continued support and patronage.
In this update we bring various miscellaneous fixes and improvements, as well as some updates to the final boss fights.
Ever since launch we’ve been a bit unsatisfied with the final bosses, as we weren’t able to spend as much time on them as we wanted to. We finally took the time and gave them the polish they needed. They should now be more challenging and less chaotic, and hopefully generally more enjoyable.
We also took the time to go through the list of bugs and small improvement ideas that has accumulated over time.
Here’s the full list of changes:
Updated the final bosses
Reduced clutter and chaos.
Adjusted balance.
Added a lot of sound effects.
Improved lighting.
Made Mato more challenging
Doubled the health.
Made the speed boost more dangerous.
Slightly adjusted the level layout.
Fixes and other improvements
Changed the electric elite projectiles to be smaller and last for a shorter time and slowly move towards the target.
Changed the poison elite’s poison cloud to last for a shorter time.
Changed the explosive elite corpse to explode slightly faster.
Changed the ice elite slow effect to last a bit longer.
Added more platforms to soul arenas.
Fixed some typos.
Fixed Ritual Dagger not working on cable plugs.
Improved aim assists for weapons that shoot projectiles in an arc.
Fixed explosive weapons not critting properly.
Fixed Orbital Spinner keeping on spinning even when the game is paused.
Fixed a bug where a gadget item wouldn't be thrown if the gadget activation button was tapped very quickly.
Fixed pathfinding issues where Mato would either get stuck in place or move back into itself.
Fixed Mato being able to move through walls while Burning or Blazing.
Updated Phantom Barrel’s description to match its behavior more accurately, as it only works with direct projectile hits.
Fixed minor issues with the Hideout Renovations UI.
Fixed Helmet Worm sometimes not deflecting projectiles with its helmet as it’s supposed to.
Fixed a rare crash that would happen when a Hard Beetle was killed.
Fixed player being able to prevent Fly Twins from getting to their weapons at the beginning of the fight.
Fixed projectile deflection fields sometimes not deflecting projectiles.
Fixed homing projectiles sometimes homing towards unintuitive and inaccessible targets.
Fixed carried items jumping around and looking all silly sometimes.
EXCLUSIVE player profile icon! “Next Fest 2025 DEMO” This icon will be granted to all players who launch the game after this patch. Access to the icon will be removed once the demo ends, so don’t miss out!
Input Rebind Settings (WORK IN PROGRESS) Dev note:We've added a very early BETA version of the input rebind page. It has several issues and may break, but we want as many players as possible to enjoy the final weekend of the demo. If you encounter any problems, press [RESET TO DEFAULTS] on the input rebind page!
Added Easy Anti-Cheat to improve security and prevent unfair play.
Adjusted round timer reduction on player death: 20s → 10s Dev note:We read your feedback and agree that sudden death is being triggered too quickly, especially in full 6-player matches. This change should help rounds last a bit longer before sudden death kicks in.
Improved in-game clarity about match structure:
Displaying "Round X" at the start of each round before the timer begins.
Added round progress indicators under the timer at the top of the screen. Dev note:This is still a work-in-progress, and we’ll be refining it in future updates!
Added an extra confirmation pop-up when attempting to exit back to the main menu.
Introduced a "Waiting for Players" stage during the loading screen when entering a server.
Bug Fixes
Fixed an issue where bots and players could escape Rumble Rafts Arena and go under the water.
Fixed an issue where the four center rafts in Rumble Rafts wouldn't appear correctly for clients after a round started on high-latency servers.
Fixed an issue where the cat head would remain stuck on players after being hacked.
Fixed an issue where the ball would incorrectly lock onto a player during the sudden death timer if they used the yo-yo just before sudden death began.
Let us know what you think of these changes, and as always, thanks for playing!
Hello everyone! Card Survival: Fantasy Forest is finally here. We want to give a very big thanks to all our returning players from Tropical Island, and to all the new ones that are willing to give Fantasy Forest a try!
As you know, this is an Early Access title, and is going to be so for some time. Probably 2 years or more. This game is much bigger and complex than Tropical Island so it's going to take more time.
As was the case with our previous game, we hope you will enjoy the process and help us shape its content and experiences! Any feedback you have on things you like or not like is welcome, as well as any suggestions for the content you'd like to see next!
We will be releasing regular updates with new content as often as we can, as well as 3 major updates introducing 3 new large areas to the forest (mountains, swamp and forest expanse) and new important content (like Metallurgy and the NPCs).
We hope Fantasy Forest can turn into a super deep and complete survival/life simulation. Let's make it the best possible survival experience together!
Hello everyone! Card Survival: Fantasy Forest is finally here. We want to give a very big thanks to all our returning players from Tropical Island, and to all the new ones that are willing to give Fantasy Forest a try!
As you know, this is an Early Access title, and is going to be so for some time. Probably 2 years or more. This game is much bigger and complex than Tropical Island so it's going to take more time.
As was the case with our previous game, we hope you will enjoy the process and help us shape its content and experiences! Any feedback you have on things you like or not like is welcome, as well as any suggestions for the content you'd like to see next!
We will be releasing regular updates with new content as often as we can, as well as 3 major updates introducing 3 new large areas to the forest (mountains, swamp and forest expanse) and new important content (like Metallurgy and the NPCs).
We hope Fantasy Forest can turn into a super deep and complete survival/life simulation. Let's make it the best possible survival experience together!
Today is officially the day of finnish culture here in Finland, named after the epic that jumpstarted a good bit of people's interest into it a few centuries back. Coincidentally, said epic is also what most of Versebound is based on!
While Versebound started out with a different scope in mind (originally planned to be a mobile game!), two things were set from the start; we wanted to see how we could iterate and evolve the "survivors" genre with our own little ideas, and I wanted a good excuse to finally educate myself and read this imposing national classic.
End result, I feel we've definitely got a unique and attention-demanding take on the genre near completion here! I haven't seen quite this mix of elements in any other game yet. As for my education, what I found in Kalevala was both compelling stories told in a unique poetry metre, and an inspiring fantasy setting fit to go against the modern greats! I have a feeling the influence of Kalevala will show in all my future fantasy work to come.
-Jyri, Conifer's resident lorebeard
In addition to celebrating Kalevala Day, we’re also taking part in:
The Days of Ramadan – a festival celebrating Ramadan!
-Fixed an issue where the non-controlled protagonist's waiting position was set to the Ent King’s battlefield after the battle event ended. -Fixed an issue where Nami and Reika would disappear after returning from the underground battle with the Ent King (can be resolved by saving & loading). -Fixed an issue where Jonah and the Giant could not be interacted with properly after the Queen event ended.