Guardians! We has joined the Steam Spring Sale, with a limited-time 40% discount!
Please invite a few of your friends to join us for a new adventure in the Sanctree! We are still progressively optimizing the game, so please be patient and stay tuned for our next update!
If you're interested in the Sanctree, follow us on social media for more content! Please join our Discord and report any issues you encounter in the bug report section. We will do our best to assist you and optimize your gaming experience! 🐤Join our Discord 🦜Follow our X 🕊️Follow my personal Reddit
Did I say this update would be out in January? I meant March, of course. A slight slip of the tongue we’ll call it. Also something important to note:
*SAVE GAME WARNING FOR RETURNING PLAYERS* One hiccup during the development of this update has resulted in the fact that saves from previous versions of Stormwater will be incompatible with the updated version. If you’re a player returning to the Stormwater, be advised, old saves won’t work with this update. The previous build of the game 2.0.1 will be maintained in the beta depots. I hope to avoid this in the future, needless to say.
Now with that out of the way, Stormwater 2.1 is now out at long last, and it comes with a panoply of upgrades, including:
- Thirty Five New Side Quests
Including new cutscenes for Petrus Henry, Faith, Caleb, and a certain curse.
- Added Music Player to the Parish
Located in the kitchen of the parish, the music player is now functional, and will allow you to listen to the wonderful themes of the game as you unlock them.
- Fixed the Shooting Range
The shooting range in the parish is at last functional, and resets upon reentry.
- Additional Content for the Endings
Additional pieces have been added to flesh out the various endings.
- The Stormwater Original Soundtrack is now on Steam
The Stormwater soundtrack is available for purchase here!
- And on top of that, I rebalanced a few areas especially in the early game, made easy difficulty slightly easier, and fixed some bugs.
- Lastly, I also recorded a video with a friend of mine who was kind enough to help me put together an overview on the update, check that out if you want to see the game in action.
Now, with all that said, I may do one more update of about this size a little later on this year, however I’m also working on a new project, more to come on that, well, eventually.
If you run into any bugs or issues with update 2.1, please post them in the bug thread on the main page, or shoot me an email at thelibraryupstairs@gmail.com.
Hello everyone, With the first Steam release of the game behind us and the next update in the oven for a while now, it is time for some belated news and general information regarding the game.
Information about the upcoming update
First things first, let's start with what I assume people are more interested in. Update 0.18. We have been hard at work on the new update for the past months, laying out the content we wanted to include and how it will set up future content.
As far as the new update goes, it is going to include a multitude of smaller things: - The MC is going to go on a stroll through the market with Ain, peruse the goods all the while taking about her and her future. And I'm fairly sure a Zetan market has little to do with simply oranges or cabbages. - Emilia is also getting a couple of small events to continue her quest, and we're also going to pay a brief night visit to Krait. - The Queen is making a comeback in this update as we visit her and tie up a few loose threads that have been left dangling. - Finally, some smaller fun additions that we won't spoil... yet. These are the things that we are focusing on, but maybe we'll manage to squeeze in something else in the meantime, we'll see how it goes.
And since people say a picture is worth a thousand words, so here's a few thousand more words about it.
As for the most important part, when, 0.18 will come in April. We are not yet certain of the date exactly as it depends on a multitude of things (e.g. beta testing and translations), but as we approach the release we'll be able to share a more definite date.
Post-release recap
This first release cycle on Steam was quite the ride for us. Lots of little things to take care that we didn't know in advance (it was and still is a learning process), but also a really big, positive and, honestly, unexpected reception from you. A big thank you to each and everyone of you who took the time to post bugs and issues, review and discuss about the game, or otherwise interact with us and the community and get the word out. It really helped us!
Expanding the team
For some time now we have been looking into expanding the team in order to be able to deliver bigger and better content, which would allow us to explore more of the potential story lines Desert Stalker can offer. We were in contact with a few individuals, and things are looking bright on that front. Currently, we in talks with a very talented person that could help out with the rendering. If everything goes well, you can expect more news soon. We are very excited about this prospect and what this means for the game and our ability to deliver what we have in mind for the future. Fingers crossed.
Also, we are thinking about posting some articles of the process of making the game every now and then. Would people be interesting in that? What would you like to read about if so? Let us know in the comments!
- Two new colors- 10 different egg hats- A hat that shows all egg hats you have- Colosseum hat- Big head- Two new emotes- Yellow trail
Bugfixes
- Fixed a bug where triggers does not wait for "Spawn" event to finish before triggering- Fixed a bug where health did not correctly behave- Fixed a bug where the first platform to be spawned by "Spawn" event did not get initial events on it
Hey everyone! Thanks for all of your feedback around Chapter 4 and the recent patches on social, Steam, and Discord! We have another patch here for you today, focusing mostly on bug fixes and optimization.
Fixed an issue with missing textures for the Gas Mask in inventory.
Fixed an issue where you could accidently kill Simon Smoke by firing the blue hand at the plug receiver in Doctor's Domain.
Fixed an issue where players were getting killed in the room above Simon Smoke in Doctor's Domain.
Fixed issues with VHS audio being able to play over cutscenes audio.
Fixed an issue where critters were knocking the player outside of the barricade during the critter attack sequence in the Prison Cell Blocks.
Fixed an issue where Doey wouldn’t play audio during his jump scare.
Adjusted lighting for areas in the game that were too dark.
Optimization pass to improve overall game performance.
After some feedback we have reduced the countdown for the hint timer from 2 minutes down to 60 seconds. This means you can now use a hint once every 60 seconds when you get stuck.