- Fixed an issue on showing tutorial - Add minimal level 12 restriction for Demoniacs Catacomb - Fixed an issue on druid available to use Panther on low level map - Fixed restriction penalization of Tier 2 maps
Thanks to some very helpful bug reports from you all, I think I've sorted out the issues where the game was freezing when going to the messages screen and visiting asteroids.
The issue was to do with Windows scaling factors and pixel densities wrecking havoc on some internal graphics objects (boring technical stuff). I've made some changes and from my testing this should now be resolved! Please let me know if you're still having any issues with it and I'll try to get it sorted ASAP!
First things first—Crimson Veil version 5.6.3 is now live on itch.io and Steam! This update addresses a few minor bugs reported from the last release and also introduces a small but handy addition: an NPC who can take your Serenity item off your hands, since there previously wasn’t a way to remove it from your inventory.
I’m still making my way through the commission queue, but this week I also took some time to further outline the story for the next major update, which will return to the vampire route. The script still needs some refining, but I’ve made enough progress to start sketching out some characters and locking in the scenes I want to include.
All I’ll say for now is that a large portion of the upcoming content will take place in Fenrir Glade... make of that what you will.
That’s all for this week—until next time, everyone!
The Hoops Ahead Demo is now available! Along with that, the game is participating in the June 2025 Steam Next Fest (June 9th - June 16th). If you haven't already, make sure to wishlist Hoops Ahead and check out the trailer below!
Demo Note: The demo will limit each save file to one season but you can create as many save files as you want.
Let's go straight to the new content for this week:
Patch Highlights:
Copper Smelting:
When clearing the rapids in the bear area you will now sometimes find "greenstones". These rare stones can be smelted in a new specialised structure called the Furnace, producing both copper nuggets and slag. The furnace can reach higher temperatures than the kiln, but will only smelt copper if built in a windy location or if you are actively using bellows on it. Slag has no use at the moment, but in a future update you will be able to use some techniques to squeeze some extra copper out of it.
Copper Forging:
At this tech level we are not casting metals into molds yet but instead heating up copper nuggets and lumps on campfires and striking them into shape. This is more time consuming and requires some skill but is more than enough to craft simple tools and shapes.
The objects you will be able to craft at this point are: - Copper Knives - Copper Axes - Copper Spears - Copper Arrows
What's Next?
For next week we are planning a textile update that will include some improvements and additions to this area of the game, including a new crop: Flax.
Other than that, over the next few weeks we will be implementing additional ways to get copper, more metal tools, parts of the swamp area and cooking and construction improvements.
Version EA_0.42 and Hotfixes since our last patch:
- Added Furnace, Greenstone, Slag, Copper and smelting systems. - Added smithing skill. - Added Basic Smithing quest for quest mode. - Fixed putting salt and powder into jars having a "Transfer Liquid" tooltip. - Paths now allow you to travel in the dark too. - You can now drag a whole stack of salt/powders into a container by holding the cards before dropping them. - Fixed Jars inside chests or shelves not stacking/unstacking properly. - Fixed some text overflow on some buttons. - Fixed a bug which prevented Tanning pit to store the tanning liquor and leather at the same time. - Fixed a bug which prevented enchanted items such as knife sheaths to hold items inside them. - Fixed a bug which caused the enchants on items such as knife sheaths which had items inside them to fail. - Fixed a bug which caused bound spirits to leave right away after being summoned. - Fixed a bug which would use up all the powder in the pouch or clay jar when creating or interacting with a firebrew or fairybrew made inside a cauldron. - Fixed a bug which would cause a travois left on the ground to sometimes take durability damage. - Seasons now affect the spoilage rates of powders stored inside clay jars and pouches. - Powders stored inside clay jars and pouches now get a proper spoilage reduction. - Travelling actions now indicate if you have built a path. - Using the "Empty" action on things like salt and powders in a jar will now give you the right amount of cards back instead of destroying the powder. - Removed the alternate mudhut exists as the feature is not fully ready yet. - Removed the North Path improvement from the Deer Grove. - Rye fields are now properly increasing soil structure. - Extinguished Oven no longer increases the ambient perceived temperature. - Fixed a bug where the turnroot field blueprint would be stuck and never complete its second step. - Fixed a bug which prevented the Sacred Spring from Generating Water. - Fixed a bug which hid the Kill action for partridges when there was not enough light instead of informing you of the reason. - Fixed a bug which would sometimes prevent the player from taking the last powder out of a clay jar. - Temporarily disabled the player low muscle mass penalties until some issues with the system can be solved. - Snow piles should now more consistently melt when player is away. - Removed the North Path improvement from the Mysterious Grove. - Fixed a bug which hid away the expansion options for an Enclosure. - Updated Icons for the Rye Dough and Rye Sour Dough yeast durability. - Fixed a bug which prevented enchanted tools from being used in blueprints.
That's all for now. See you all for next week!
Reminder: All fixes and new content are added to the public beta branch first. If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :) https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/
Hello everyone, this is Maeve Kaori, the director of Project: Oxalis, formerly, OneShot: Aftermath.
With the past 7-ish years of development of Project: Oxalis, we have to unfortunately announce the game’s development has been put on an indefinite hiatus. We’ve put this game off time and time again for a multitude of reasons that were never disclosed transparently before, and in this document, I plan to let everyone know how things have been going, with the change of direction from Vixia to Me, Maeve; all the way to why we are deciding to stop development for the game indefinitely.
How development was going...
Up from sometime in the past, Vixia (A.K.A. VK; Vix), the old head of the team, has left Eternabyte for a variety of personal reasons, most of which was related to her and us as people and team. VK left the team in a very silent way, without letting many of us know what was going behind the curtains, so some of our team members’ own fears got the best of them and we ended up not respecting her space in trying to recover, which cemented her decision in leaving the team and the friend group. This time frame has happened for a good portion of 2-ish years, into our 4th to 5th year in dev.
After her leave has been confirmed, we worked hard on ourselves to improve and make sure a situation like that would’ve never happened again. We did not want a repeat of that on any scale again. On top of that, the game that was left to us was in scraps and in a very poor state to be worked on. Due to this, a lot of the game’s vision was vague to us and a lot of it was also not done and very inconclusive, and programming was left in a very strange spot to be worked with, so, in light of the situation, of not having a stable game and losing the original vision of Vix’s work, we decided to let the game simmer for a while and not work on it for a bit.
Soon, Undertale: Yellow had released, and it gave me a surge of inspiration to take the game under my own wing. As someone who has worked on this game since its early days, I figured I was the right option for the position, everyone agreed and we found our footing to work in the game again, we’d have to start the game over from the beginning since a lot of systems and artwork were outdated and our visions grew different and our scope changed. This has had a hit on the team’s morale, but mutual agreement concluded that restarting the game was the best option, we’d have a clean slate to work with and the programmers would have clean code to work with too and it’d be a better experience.
From then on, we’d work on the game for a year and a bit into the second (the 6th and 7th year of development) while hitting several roadblocks that made development really hard, such as the morale of the team who were of severe burnout and a lack of belief in the game’s success. Shortly after, it was my time to consider the viability of the game’s development to our team, taking into consideration the mental state of every member. This led to a decisive meeting, which concluded that taking on the development was no longer being both an enjoyable experience and that mostly everyone wanted to move on from the game altogether. This left a lot of us fairly disappointed, but also on the flip-side relieved to be able to do something different, and finally make something they want to do, rather than something that has to be done out of obligation which was the main thing draining morale in the team.
What does this mean for Project: Oxalis?
Project: Oxalis was our baby project. It was the game that started Eternabyte in the first place, and it’s the game that we wanted to be able to deliver since it had so many unique ideas and so many memories prior to its falling off that were fond and sweet. But overtime, many issues with our team and with us as people, began to overshadow the game; making it a nightmare to allow people to focus on the game and not the friends we had lost because of said issues.
We have worked on this game for 7 years one year more than OMORI spent in development, but unlike OMORI, our leadership was bad, our circumstances were bad, the team’s mentality took time to mature, and many of us had entered and left for many reasons, leaving the rest always with scraps to work with, let alone a good majority of us were teenagers (ranging between 15 to 17) with ambitions too big for our capabilities, and that excessive ambition had begun to show at the later stages of development, as we found ourselves more and more dissatisfied with the game and it’s overinflated scope.
Our desire to make other games was also taking a hit, because we had to settle for this game instead, because “we have to”, this situation spiralled so far out of control, to the point the majority of our members were only here because of everything else but the game.
The game we made for Pirate Software’s jam a while ago, which brought to you Hexahetronic, was a sign we could make a game as a team, but due to illness, the game couldn’t be completed in the allotted time and it ended up unfinished since we had to pick up the pace with Project: Oxalis again, this made the people who were finally working on a fresh project frustrated and stressed to have to go back to a game with seemingly no future.
Even with my direction, the game to others was just not worth working on anymore. The vision was clearer than ever, and the effort to make it real was finally visible. And through the last two years, we gave it our all, to deliver a game, even through setback after setback. But upon reaching yet another roadblock, we discussed for one last time, the viability of working on Project: Oxalis. The reception was, in its majority, in favor of putting the game to rest.
What comes next?
Eternabyte currently has no plans for any game coming next, but we’re likely going to develop Hexahetronic afterwards. It should be worth noting that the Eternabyte Patreon has been closed today, to avoid taking the money from some supporters if they aren’t aware the project has been put into an indefinite hiatus. If you’re still interested in checking out where Hexahetronic or any other of our future projects go, or if you just want to support us during this time, you can do so by checking out our Ko-Fi, but do keep in mind that there won’t be any updates or posts for a good while as we’ll likely be working to find our next project. Additionally the Steam page will be closing in the following week. So if you’re wondering where the steam page has gone after a week from this announcement, this is why.
As for Project: Oxalis, we’re going to give out a lot of things to everyone who has patiently awaited for this game, even if nothing has come from it. This was one of our most memorable projects to date, and it pains all of us to have to let it go, so we’ll let all of you free to check the game’s assets to your hearts’ content, see everything that you never saw, see everything that was planned, and just generally what the game had planned. This will include several drawing canvases, many unfinished pieces. A lot of the soundtrack will be able to be heard through RPG Maker XP or by digging into the game’s soon to be public files and taking a look at them. If you are worried about certain tracks missing, you can likely still find them through unofficial reuploads on YouTube.
Consider the release of everything we’ve ever worked on, as a “send off” for Project: Oxalis and everyone who has patiently awaited for something, your support meant a lot, and it’s what made us, even if for just a year or so, try to endure that hardship. Really, it couldn’t have been done without you.
Another month went by and we reached another great milestone: The Last General has hit 45,000 wishlists! It was a pretty busy month with a ton of nice progress, and rounding up some stuff for the new official video that will be coming out in about two weeks!
Here are some of the new features and improvements:
FIGHTER JETS
Fighter jets have much better trails and jet engine plumes, with heat distorsion and nicer looking effects. They are also shooting guided missiles now and hitting "Bomb target" strategic actions better than ever.
GUIDED MISSILES
Artillery can also shoot guided missiles now and hit targets with great accuracy and also use different rocket flight patterns to get those valuable top hits on armored vehicles.
UNIT PRODUCTION
Newly created units now come out from inside the factories and drive away to join the companies that need them or head to the reserves deployment areas you determine.
UNIT PATHS VISUALIZATIONS
Selected units will now display their paths, and you can select groups of units at any level in the hierarchy by clicking on their indicators.
DESTRUCTION
While working on the construction system I started building an initial version of the modular construction system that all buildings in the game will be using. That already enables much nicer destruction (which will get much better later with recursive fracturing, but this is the current status)
CRATERS
Remember those ugly flat craters decals from old pictures and videos? Now craters look way better and properly destroy any grass in the affected area. I will also be testing realtime terrain deformation later to make the craters be actually dips in the terrain (and to enable real trenches).
PROJECTILE IMPACTS
Projectiles hitting any surface have much better effects and sounds now, with sparks, dust, debris, and holes/burns at the impact points on any object.
LARGER COMPANIES
Now TLG has even larger companies than before, with several platoons, which are also larger!
This is all for now! In a couple weeks I will release a new official video showing everything I've been working on during the last 8 months (since the previous trailer video), so stay tuned!
We’re Ready to Welcome a New Generation of Polylylyrhythmic Humans — Now with Korean Language Support!
Korean Language Support That’s right — Polylylyrhythm is now fully available in Korean! An incredibly dedicated volunteer translator suddenly appeared out of nowhere and took it upon themselves to translate every single one of the game’s absurdly numerous lines of text — all so that Korean players could enjoy the game more easily. Massive thanks to Maris — a translater.
Correction to Chinese Translation The phrase “Move to Offset / Judgment Adjustment Screen” was previously mistranslated in Chinese. It has now been corrected to “偏移调整.”
Achievement Description Fix The achievement Polylylyrhythmic Offbeat was incorrectly displayed as poweeweeweezmic offbeat. This has now been fixed.
Polylylyrimshot Terminology Adjustment The phrase “Wait, 16 bars!?” didn’t quite make sense in context — it should’ve been “16 beats” instead. This has been corrected.
Translation of Tuplets The translation of “There are tuplets too!” had mistakenly been “There are rests too!” It has now been corrected to properly reference tuplets.
All of these errors were also spotted by the same volunteer translator. Is it even fair to be blessed with someone this talented???
Korean Promo Video & Press Release While not directly part of the game, all Korean-facing promotional texts — including the upcoming trailer and press materials — have been fully translated by Maris. Seriously, who lets a volunteer do this much?
Color Fix for “Memorhythm” Success Judgment The success color in the Memorhythm mode has been changed from gray to blue. The gray was actually unintentional. We suspect that literally no one besides the dev ever realized this was a bug.