WE DID IT!!! Tales of Frah’Akin is 100% funded!!! 🤩 YAY!
A heartfelt thank you to all for your incredible support! Whether you pledged on day one or in the final stretch, we’ve reached our goal of €10,000, and I honestly couldn't be more grateful 😊 Seeing this dream come to life with your support has been incredible! It moved me to tears!
But the journey’s not quite over - we’ve still got 21 hours left, so if you'd like to help unlock stretch goals or share with friends who might love a whimsical, story-rich RPG, now’s the time! Every little bit helps to get those Retro Animated cutscenes in the style of 90s anime!
You reincarnated into the game world and fucked the NPCs!-Animation- - Peperon
A critical issue has been found where important items can be sold. Some items are necessary for game progression and selling them will make further progress impossible. We sincerely apologize for the inconvenience. Please be careful not to sell these items. This issue has been fixed in the latest version, making these items unsellable.
Updates: Added 35 New Souls Exclusive to Tracking. Improved the Beastiary to update singular like the item compendium. Buffed Tracking Success chance per level up. Added Sell value percentage to Auto Manager in the Souldex. Added More information to the Soul Power tab to make it easier, to know your current xp percentage and soul power cap. Added Two Achievements. Uncapped All Skill Experience you can now go beyond 2 Billion Experience.
Bug Fixes: Fixed an Issue with auto bm where if you got a boss task ( example Mumma Sheep and you previously had sheep it would stop). Fixed Dexterity XP text displaying to many decimal places. Fixed an issue with Soulbinding experience bonus displaying incorrectly.
An adventure spanning 10 in-game days awaits you (you can continue beyond that, but the main story is currently designed for 10 days).
What will you see in the full game that wasn’t in the demo?
- New healing, environmental, and creature effects and sounds. - New healing mechanics: the second tier of healing power unlocks even more possibilities for you! - The ability to rent a new healing space and unleash your full potential in a large city (the Capital). - A mysterious, mystical forest and journeys with unique characters! - An arena showcasing the best warriors and mages who have visited the Capital. Place your bets and either profit or lose it all (the choice is yours!). - Incredible events that may (or may not) happen in the Capital!
If you haven’t played the demo, even more thrills await you from the very first glance!
Want to know what’s coming next? Follow us on social media.
This will be the last patch before version 1.0, marking the end of Early Access and the beginning of a new chapter with a rebranding, a new title, and the final polish!
It’s been many months since the last update. A lot has happened, both professionally and personally, but throughout it all I’ve kept working — quietly but steadily — on this new patch.
The game has been reworked in many areas, and it took time, but it’s finally shaping up into the vision I’ve always had in mind: an arcade football game with simulation elements, completely free of rails or scripts.
What's new in this version?
In short: almost everything!
🧠 Two new game modes- Coach Mode: watch your team play and give tactical instructions- Simulation Mode: directly simulate match results⚽ Overhauled gameplay: balanced, smoother, and more responsive🧠 AI largely rewritten: CPU teams behave more convincingly🧤 Improved goalkeepers: more reliable and proactive in 1v1 situations🏃 New stamina system: monitor player fitness and make meaningful substitutions💥 Physical collisions implemented: tackles feel solid; strong players make a difference🏆 Two new competitions added🌍 Three new leagues added: Colombia, Uruguay, and Czech Republic🔄 All rosters updated to the current season🚀 General performance improvements
We’re finally heading into the home stretch, and I can’t wait to finish this game — it’s been a journey of passion, hard work, and determination.
Thank you for your continued support! Let’s get ready for version 1.0! 🙌
Thank you for playing Toward Dawn! It has been an incredible week, and I am so grateful for everyone taking their time to play the game and share their feedback. My main aim with this game was to explore and share a culture and mythology I love, as well as pay homage to games of my childhood, and seeing the response has been truly lovely.
Patch Notes:
Steam Cloud Saving implementation. You can back up your saves from the following locations: Windows: %USERPROFILE%/AppData/Roaming/Godot/app_userdata/Toward Dawn/ Linux: ~/Library/Application Support/Godot/app_userdata/Toward Dawn/
New Game + After completing the game, there will be a new option in the main menu. You can load a previous save to then start the game again, keeping all your equipment, items and levels.
Fixed a bug where opening the Load Game could potentially not set focus on a button.
You can now scroll through lists by holding input when using a gamepad. (this is actually a problem with Godot Engine, so I have had to implement my own work around. My initial testing seemed fine, but of course a global solution can have unintended consequences)
Fixed dialogue during Liru's sidequest in Ch3 showing the wrong name tag and repeating a dialogue line.
Fixed bug where Idwal's Durge of Storms (Air-Harp skill) would target the party if the Lingering Lightning activated after a counter attack.
Fixed some typos (opening crawl, card game tutorial, unlocalised string in Load Game).
The autosave file now shows "Auto Save" instead of the chapter name watermark (trying to make it clearer what this save file is to people!).
Fixed bug where Idwal's tutorial could popup if you re-enter the Bentref Trail map.
When loading a save, the game will now check and reward any Steam achievements.
Fixed collision for the forest manor outside.
Fixed bug where Bleed Rupture did not remove the bleed stacks afterwards.
Boss enemies will now take reduced damage from poison.
Lingering Lightning no longer triggers other Lingering Lightning.
We're introducing another update to the game in the form of version 0.8.1.
This update focuses on delivering a few of the new things we've promised to add, as well as adding a new gameplay event to the game to shake things up a bit before the main course arrives (in terms of a major version update).
New Gameplay Event: Research Pod
To enable this event, you will need to spend points on the new General Skill Tree node, available at rank 3.
At certain intervals, depending on the game mode, you'll receive an SOS-like signal telling you that the Research Pod has appeared somewhere in the current area. By following the new purple virus notification icon, you'll find the pod, which you can interact with by standing near it to start the event.
You'll have one minute to find and collect the research samples scattered throughout the playable area, which contain valuable data about the zombie virus mutations. The more you collect within the time limit, the greater your reward, but don't stress yourself too much as you'll be rewarded anyway.
When you return to the original location of the capsule, you'll be able to choose from a random pool of damage type tags, which will give you bonus points based on the number of samples you've collected. We hope you'll enjoy this side quest, and we look forward to adding or improving other events in future updates.
Save Slots (Player Profiles) & Per-Device Settings
You'll now be able to have several different save profiles, which you can switch through at will from the main menu screen. You can now try a fun challenge on a separate slot, or share one or two with your siblings!
You can have up to 5 profiles, either by creating new ones or by copying your current ones to new slots. Speaking of copies and backups, each save slot creates up to 10 backup files in case you want or need to revert to an older save (file recovery still requires manual intervention).
Gone are the days of having to constantly toggle graphics options when swapping your desktop for a laptop or Steam Deck. These settings are now stored locally, so each device you play on will have its own configuration without overwriting each other.
Other Quality of Life & Balance Improvements
We've also added other tweaks and fixes along the way. For example, the new accessibility setting - Daylight Mode - switches the game's night setting to a cloudy afternoon, improving the experience for those of you who found the game a little too dark.
We're also replacing the "Quit to Main Menu" option with the "Conclude Run" option, so you can always "gracefully" end your current run and reap your rewards. Quitting (and dying) will now collect all cash pickups that are currently on the level, so you don't have to worry about missing any of them when you take a break from the game!
We've also taken another look at the most overused and underused options in terms of the game balance. While we're happy to report that the overall situation is now much better after the changes introduced in recent updates, we're continuing our work to improve the underdogs and reduce the overpowered "only right choices" with a few quick tweaks.
Patch notes / Changelog
GAMEPLAY & QUALITY OF LIFE CHANGES
New gameplay event: Field Research:
Unlocked by a rank 3 node in the general skill-tree.
Activate the event by standing near the Research Pod area when it spawns at random location in approximate time intervals.
Find and collect Research Samples before the time runs out, the more you get, the higher the reward!
After the collection phase ends, deposit the Samples into the Pod to receive bonus tag points from randomized pool (rerollable).
New accessibility option: Daylight Mode:
Forces the game to take place during the day instead of at night.
Can improve the experience for players who find the game too dark.
All runs now conclude with Cash pickups being collected from the level, instead of only when the run ended on victory state.
Explosive damage type Tag: Gains a new effect - Implosion: Has 1% chance per Tag to refresh and reapply all other active status effects.
“Conclude Run” now substitutes the deprecated “Quit to Main Menu” function. When concluding, Survivors no longer play their defeat animations.
Reduced the chance of same options appearing again when using the Reroll function on power-up select screen.
Damage type colors revised and unified in gameplay, interface and tooltips (Slashing is red, Explosive is yellow, Kinetic is ecru, etc.).
BALANCE CHANGES
Burn: Base damage is now 30 per damage tick (from 25).
Pyro: Molotov Cocktail: Ice: The Ice portion of this ability now guarantees Freeze status.
Mechanic: Chainsaw: Now has wider range and better character rotation.
Mechanic: Remote Control Car: RC cars have longer pause between uses & targetting AI improved.
Items: Devil’s Deal: Now deals 10% damage every 5s, and activates most on-hit effects.
Items: Scented Candle: Status effect duration debuff reduced to -20% (from -25%).
Items: Zugzwang Hypergaster XD: Now adds +4 points to tags (from +3).
Items: Pills: Damage boost duration increased to 30s (from 20s).
Military Training: Luck bonuses increased to 2/5/10/20 (from 2/5/10/15).
Military Training: Ability Area bonuses increased to 2,5/10/20/30 (from 2,5/5/10/20).
Badges: All damage type badges had their damage and tag amount increased to max +6 & 40% (from +5 & 25%).
Badges: Tough Badge: Stat bonuses decreased to max 400 & 25 (from 500 & 50).
Badges: Speed Badge: Stat bonuses decreased to max 25% & 40% (from 30% & 50%).
Damage Against Elites & Bosses skill tree nodes and badge nerfed (25% → 20%).
Achievements: “Explosion!” range requirements lowered.
BUGFIXES:
Potential fixes for game crashes, especially ones related to the Extermination mode on Green Hell.
F8 Feedback Form should no longer allow the game to be unpaused in the background when it’s in use.
Items: “Zugzwang Hypergaster XD” should once again work correctly.
Items: Improved the synergy between “Ultra Instinct” and “Omnigeode”.
SWAT: Ricochet: Slashing variant now counts to total Slashing damage done.
TANK: Bombing Strike: Electric variant fixed to deal electric damage when it’s under 10 tags.
Medic: Syringer: Description now correctly displays “Magazine Size” stat instead of “Projectiles fired”.
Engineer: Energy Shield: Particle effects position corrected.
Huntress: Arrow Rain: Visuals now better coincide with its actual range. Indicators removed for clarity.
Other minor fixes (e.g. localization).
What's next?
We'll be sure to post hotfixes as needed, but we'll be switching gears to work on the remaining content for version 1.0, specifically the new Survivor and two remaining maps. We haven't decided yet if the next version will be 0.9 or if we'll go straight to the full release, but we'll be sure to let you know as soon as we do (be sure to "follow" the game on Steam to see the latest news!)
For the near future, we plan to work on the things listed below:
Ninth Survivor & two missing maps (new map is a priority).
Team leader's passives and/or perks for even more run customization.
At least one main boss encounter (one main boss for each map planned).
More synergies between Survivors, possible item upgrades and/or combinations.
Additional column (fifth rank) for the general & Survivors' skill trees (more meta-progression).
New endless-like game mode (non-ranked) focused on fun, instead of the fight for survival.
Full release on Steam, Nintendo Switch, Xbox One/Series & PlayStation 4/5.
Steam Deck support improvements / verification.
Support for more languages (translations).
PS Don't worry about the missing features, as we plan to support the game after its full release, so we can add more fun content and improvements along the way!
In case you missed it, we've also created an Official Troubleshooting Guide that we hope will help any of you who encounter any kind of problem with the game (we hope you don't, of course), so take a quick look at it if you have a moment.
Thanks again for sticking with us! We hope you have a great time with the game, and we ask for your patience as we work on the final stretch before the full release - it'll be worth it!
Spring STING is back, and this time, it’s un-bee-lievably wild! The shielded Waspiders are back to stir up trouble, and Sir Dapper Duckington needs your help to save the bees!
Suit up with your Spring Flingers, explore buzzing biomes like the Fae Forest and Neon City, and team up with helpful bees to bring down those creepy crawlers. Toss your way through dungeons, discover beehives, and face off against powerful Waspider Alphas in sweet new “bee” dungeons.
Complete the questline to earn new rewards, and keep your eyes peeled for rare goodies hidden in the chaos! 🎁
Spring STING into action, from May 13, 2025, until May 27, 2025, at 11 AM UTC!
The buzz is real. The rewards are sweet. And the chaos? Bee-yond fun.