You may have already seen, but we’re delighted to be taking part in this year’s #TurnBasedThursday Fest, and to celebrate, we’re super excited to be releasing a significant overhaul of the An Elaborate History of Chess demo experience!
We don’t want to spoil all the fun changes, but a few headliners include:
Updated Demo Flow
We’ve significantly re-worked the demo flow, so that the gameplay is more evenly paced and so that you can see more of what the game has to offer more quickly.
New Piece Controls
We’ve moved some unlockable upgrades that were originally planned for later in the game to earlier so that they’re now part of the demo. These new controls are aimed at making moving pieces en masse easier.
Widescreen Support
We’ve added support for widescreen displays, and also now allow window resizing if you want to play at a custom resolution.
Piece Balancing
We’ve revisited a wide range of piece attack values, health values, abilities, etc. to make pieces more varied and interesting, more appropriate for their place in the demo, and more interesting (particularly when promoting into the Royal Family).
There’s also a whole host of little QOL changes, bug fixes, and other improvements. Unfortunately, because of the significant reworking of the game flow, any previous game saves won’t work with the new version of the demo. We promise that even if you’ve played the demo before, there’s a few new things for you to see - so it’s well worth playing it through again!
As always, if you enjoy the demo, please wishlist and follow for further updates as we move towards our targeted release window. If you want to leave us a review, it really helps with our visibility, and if you have thoughts or feedback you can share it over on our Steam Forums.
In this update, the following issues have been fixed and new features have been added:
Farm expansion bugs have been fixed.
You now need to unlock Farm Level 2 before you can upgrade to Level 3.
The car in your farm now needs to be purchased before use.
New decoration items have been added to the market.
A new tool has been added to the tab panel: Move Tool. You can now rearrange the café, your field, and other decorations.
The issue where the fridge turned red has been resolved.
The bug where customers' trash would fall endlessly has been fixed.
When customers queue at the café, all their requests are now visible above them—not just the one in front—and you can serve them in any order.
Donuts appeared to be floating slightly; their positions have been adjusted and grounded properly.
Other missing features and bugs will continue to be fixed gradually through regular updates. I'm working to make the game the best it can be. Feel free to share your feedback with me.
In many games, research is a button. You click it, wait, and something unlocks. MoteMancer's research captures the essence of alchemical tinkering through a garden of reagents ready to bloom.
🌟 The Promise of Research
To an alchemist, knowledge isn’t bought with time. It’s coaxed out of the world — one reaction at a time. In MoteMancer, you don’t pick a tech from a menu. You fuse a myriad of reagents together to understand their deeper nature and potential.
Every advancement comes from combining elemental ingredients at an Infusion Altar, an homage to fusion crafting traditions seen in many beloved Minecraft Mods like Botania, Ars Nouveau, or Thaumcraft. But instead of scripted rituals, you’re free to place reagents on linked Pedestals in whatever way suits your imagination, channeling elemental energy through aesthetical inspiration, and creative planning.
🧪 A System that Grows With You
Most early discoveries only require a few components. But as your needs grow, so does your setup. Every Infusion Altar supports up to 18 Pedestals, which can be shared across multiple Altars—and vice versa.
This creates a modular puzzle playground:
Align Altars in a triangle and share a core component across all three
Tile out a modular research garden and share your efficiency masterpiece with the community
Build anywhere — not just a central hub
It’s research that bends to your style, not the other way around.
💡 Speed, Scale, and Serendipity
Because every research is item-based, you’re never locked to just one advancement at a time. Want to push harder on Life tech? Automate Leaves and Life Prisms and flood your Altar with discoveries. Want to prep for future projects? No need to stop your previous research, you can build out the infrastructure to uncover Earth research in tandem.
And when you’ve unlocked the secrets of a given reagent, your automation setup will continue to provide the vital structures that keeps fueling your progress. You’ve earned it.
🌱 Discovery Will Take Root with Time
We know the learning curve for research is a little steeper than most, we know it’s different. That’s okay. The joy of MoteMancer is in the personal journey of discovery and knowledge, and the research system itself is no exception.
Once it clicks, you'll find yourself dreaming up altar blueprints and crafting layouts in your sleep.
Thanks for reading! We'll see you next Monday for another MoteMancer Musing. Until then, keep those Altars fusing. ✨
Fixed bug where "Error: Cache does not exist for [cardAtlas]" was preventing sessions from loading correctly on the Native Linux version of Abalon on SteamDeck for players with an APAC language set as their Steam/game default for Abalon. This could result in an infinite loading screen or an unresponsive game title screen. (Thanks 52588024)
Added change to load the SWF embedded APAC fonts for the Windows version of Steam as well. This will cover us for both installation types on SteamDeck (Native Linux and Proton) (Thanks duke6578)
Fixed bug where players playing adventures in Descent or Custom Mode were having their adventure progress reset if ending their session (such as quitting the game and returning to finish the adventure later) after having completed multi-battle events (such as the Sandpit Arena or Demon Dance) at some point during their run. (Thanks to many!)
Fixed bug where "Error: Cache does not exist for p72." could occurs if the parentDefId attribute doesn't get assigned to the debris of status effect placed on tile and we attempt to load the atlas for the base placable class (which doesn't have an atlas). (Thanks Guest_236622)
Fixed bug where failing to free a captured hero from a net during fate encounters like Skeletal Siphon could trigger a backworker error. (Thanks ThoughtfulToffee, Guest_254699 and BigOlD20s)
Balance: Additional enemies rushing to the battlefield after failing to free a hero captured in the net will no longer run onto revealed trap tiles.
Balance: Psychic Screamer will no longer injure neutral units when using its Warcry ability. (Thanks Wesley)
Fixed bug where the "XP Bonus" field in battle summary wasn't being localized. (Thanks Excolion)
We've heard feedback that the chart unlock prices in Core Append are too high--we've been keeping an eye on everyone's Kelvin totals and we agree! Balancing stuff is part of what Early Access is about, so bear with us.
You can now get a big discount on a song's charts by increasing its song level! You'll need to pick up at least one of its charts to do this. You can opt to pick up the Kindled chart (it's always the cheapest) to soften up the other unlock prices, or maybe you want to grind out the Maximum right away and then pick up the lower difficulties once they've become much cheaper? It's up to you!
We'll be keeping an eye on feedback and play data as we go for future development, of course. For now, we hope this will help you enjoy the new content introduced in 0.20 more!
- Add guide line to game to help player find their way back to the SUB - Guide line section added to tutorial - More weapon spawn in Rockman crisis - lower door lip in newest shiprweck - Outpost flood fixes - Cave slug anim fix - Rockmun anim fix - Piranahs larger - Abom animation fix - Outpost spider anim fix - Ocean door extended - Spliced crab attack fix - Fixed collision on research v7 - Fixed bug with hitting sub and it losing all Hull - Half amount of sharks in coral - All loot no player and enemy collision - Remove glowing texture on decipher - Tutorial improvements
Lucky Lord: The Coin Pusher of Fate - Star Seeker Studio
Optimizations: 1. Reduced frame rate drops when returning to main menu after game over caused by Gallery unlocks 2. Mitigated instantaneous power consumption surges during coin value displays on Slot Machine panels
Added Endless Gamemode: A new gamemode where you can take on exorcisms back-to-back with increasing rewards and randomized rogue-lite mechanics! (Change the gamemode from the lobby creation window)
Vote for unique team perks with your teammates
Customize your skill tree build each round by choosing from randomized perks, with some new gamemode exclusive ones.
Adapt to different game altering curses each round
Exorcise different ghosts and experience different maps each round as the difficulty ramps up
Exfil to leave and bank your rewards or continue at the risk of dying and getting reduced rewards (Exfil is available every 5 rounds)
Survive as long as you can and share your highscore!
Drowned ghost balance
Changed Drowned to be slightly more visible in the dark