As we enter a new month and we get closer to Beta it's time for another Shrine's Chronicle!
Mapping and Enemies Placed
Many more maps are complete, with almost all maps for the game being at a base level in appearance now. Some collision work still needs done but some progress was made for that too. The main exception to appearance being complete is the optional dungeon which still needs to have the rooms tiled.
Additionally, all the enemy placements are now done for almost all of the maps!
Let's take a look at a couple new treasure spots:
Cutscene Progress
Every remaining cutscene in the game is now planned out in the code but a number still need to be scripted. However, they are closer to complete now than ever! We should be pretty close to having the cutscenes finished by the next Steam Chronicle.
Closing
Thanks for joining us for another Steam Chronicle!
-------------------------------------------------------- [Bugs Fixed] -------------------------------------------------------- - When an adventurer dies after being struck by a Minotaur's 'Cleave', they cannot be Reawakened and progress becomes impossible.
- Performing certain operations in the dungeon can allow a player to avoid contact or combat with enemies.
As an apology for this issue, we have sent 200 Gems of Org.
We hope you continue to enjoy Wizardry Variants Daphne.
Alright, one last patch before the weekend, fixed a couple of small visual bugs and snuck in a minor content update (realistic jersey numbers). Changes below:
Features Added: - Realistic jersey numbers by position (based on real-world roster data for the 24-25 season).
Bug Fixes & Tweaks: - Conference name spacing has been adjusted to properly fit long conference names in the watch/sim game popup. - Resolved an issue where custom logos in the conference standings section would temporarily disappear after returning from a watch game. - Fixed a bug where team info was incorrectly flipped during some tournament watch games.
Last month, we had an incredible time at TGX in Melbourne—marking the first time we let players dive into the full game! The feedback was overwhelmingly positive, and we’re thrilled with how it went.
One of our key goals was to test whether players could intuitively understand the puzzles without any guidance. The best part? 99% of players not only figured them out but also had a blast solving them!
We also wanted to see how players connected with the story—something our demo doesn’t fully showcase yet. Seeing people emotionally invested in the world of Lighthaze was incredibly rewarding and confirmed that the narrative resonates just as strongly as the gameplay.
All in all, this alpha testing session was a huge success, and we’re so grateful to everyone who came out to play, share feedback, and support us. Thank you all—we can’t wait to show you more!
Greetings players, I am happy to announce a new soundtrack releasing on Steam. It will be containing all of the tracks so far in the game, both in MP3 and WAV. Expect it to release on April 22nd. If you feel like you've enjoyed the game and wish to support me in any way, buying the soundtrack would go a long way. I love to work on this game, and I hope you all enjoy the updates I have released.
Update 1.7 is still in the works, and I am not to sure when it will be releasing. I want this update to be another big one. So far I am planning on a late April to early May release. Expect a few new weapons, contracts and strongholds.