Thank you again for the great reception our game has been getting. We have been working on some requested updates - including a fix for DLSS, options for turn speed and more haptics - and are happy to let you know that the following has now been implemented:
DLSS: Fixed an issue where DLSS could not be activated.,
Added options for turn speeds in standard mode and VR.,
Added additional haptics,
Changed standard VR brightness to 60%,
VR vignette settings fixes.,
Fixed a bug where the player was unable to progress past finding the singing clay head.,
Fixed a bug where the cutscene showing Housy getting kidnapped was not playing.,
General collision fixes.,
Audio improvements were made.,
Made performance improvements when ShadowQuality is set to low.
Welcome to the twelfth update of the game! Another portion of game improvements, bug fixing and general QoL improvement.
EDIT2: We again had to rebuild the game as there was a null reference exception thrown when player was on repair scene
Hotfix Changelog 1.0.12.2
Fixed:
Sound and shooting bugs with character weapons
Shooting sfx still playing while reloading
wrong animations with retreating/surrendering and suppresion fire
Achievement for TextBook victory has been reset and correctly assigned a condition that checks if the battle was a combat mission (not proving grounds for example)
Game will no longer save the game when launching proving grounds scene
EDIT1: We had to immidiately rebuild the game as PzIIIM could not be spawned, adding it here
Hotfix Changelog 1.0.12.1
Fixed:
Pz III M ability to spawn
Panther driver being able to peek
Issues related to MP40 and Luger
Changelog 1.0.12
Below is the list of changes being made:
Added:
Angle of attack information about damage in kill-cam and in wreck damage browser
Fixed:
Panzer IV H frontal armor mesh/shape to correctly cover a 20mm slope for 80mm frontal armor (the 20mm was in front of 80mm and caused troubles)
Panther A frontal gearbox/inset armor split from side armor - it was only 62mm and upon penetration it caused the tank to be knocked out when in reality it didnt really do much
Aim prediction should now be better at predicting shots that actually deal damage to target
Vehicle parts pushing entire vehicle after fell off
Game won't create 2 save files every time it needs to save
Game now saves when battle ends in a win, immidiately when the battle summary menu appears (it doesnt wait for returning to repair section)
HE explosions now correctly treat armors
Enforce difficulty option now changes the interactability of other difficulty buttons in session creation menu
Choosing custom difficulty settings copies current difficulty preset options
Achievements to kill enemy units no longer work if you kill allied units
When battle finishes and the animation of battle summary starts the killcam UI will no longer be visible (happened when you died after battle has been won)
Session Creation UI now correctly copies all difficulty settings
Buy Wreck button interactable state is now correctly reset upon starting new battle or opening the menu again (it sometimes just did not reappear)
Not being able to Refill/Rearm while peeking out of vehicle
Being able to peek out from commander slot in KV1
Ribbentropp platoon battle area fix
StuG III G had painted balkenkreuz on textures that couldn't be changed in customization
T-34/76 on arcade vehicle drive data had wrong values
Modified:
PzBfWg VI E unit decal moved to rear of the tank (front track was covering visibility)
Battle Summary mission voting time moved up to not cover a voting counter
Spalling from penetration, APHE explosions and HEAT jet generation are now postponed untill the game checks that projectile has hit an interior compartment of the tank. Without this the game ballistics system caused issues of destroying tanks without penetrating the main armor
Energy from explosions required to detach non-essential parts is now lower
Game should now make a better choice when displaying the armor that was the main reason of penetration or damage in a tank (both in kill-cam and in wreck damage browser)
Known issues:
Chinese localization is under heavy improvements currently
missing tutorial - bigger subject
Currently, everything is sitting on one processor core, which means that the rest of the resources, e.g. the GPU is waiting and only for example 20% of the graphics card can be in use. So there is a lot of potential to free up, which will result in an increase in FPS, better textures because more can be allocated, etc. So in basic words - no matter what GPU you have, the better CPU the better game will have performance - This is huge thing that we need to address in upcoming updates
of course there is more...
Thank you for your support, we are working. See you next time! DeGenerals
Over the past month, I've focused on improving the writing in the main storyāparticularly the conflict between the orcs and elves, which now has a much stronger narrative foundation. While there haven't been any changes to gameplay or maps, the lore behind many of the main characters involved in the Stone quest has been updated. Most notably, the final boss now has a richer backstory, and the preceding bosses in the third act are more meaningfully connected to the overarching plot.
I also had the chance to watch Peaches stream the game on Twitch, which was incredibly valuable for identifying areas that still need balancing. One standout issue was how powerful parrying and backstabbing bosses can be. To address this, bosses are now more likely to counterattack when a backstab is attempted.
The Quest UI has been overhauled as well. It now provides much more visual information about objectives, their locations, and related characters. Players can now track multiple objectives at once, making questing smoother and more intuitive.
The game's intro has also changedāCacildes now receives the kingās letter right from the start, making the chicken quest optional. This really opens up the game early on, allowing players to explore more freely without feeling locked into the first main quest area.
Hereās the full changelog:
Rewrote the Stone and Molok storyline with stronger dialogue and deeper character motivations. Redesigned aspects of the main quest and the Forest Wanderers faction.
Added a poison barrel minigame to the Lenny boss fight.
Improved enemy sight behavior and gave some enemies the ability to jump.
Revamped the following boss fights: Duo Orcs, Balbino, and Drogo ā they now feature new attacks and increased difficulty.
Bosses now counter backstabs more often ā thanks to Peaches for pointing out this exploit!
Made KƤyroās fight in the Elven Village more challenging by switching his weapons to shields. The Tombstone Shield now drops here, and his original spell can be found in a nearby chest.
Increased the difficulty of the Celes and Molok boss fights; added a VaelāNoor statue puzzle to assist with the Celes fight.
Added two new main story endings and expanded the epilogue.
Overhauled the Quest Journal with detailed objectives, character bios, and trivia. You can now track multiple quests simultaneously.
Added a cutscene with a camera pan when first entering Snailcliff, to guide players toward Altaire (the key NPC for forging boss weapons).
Fixed the floating bees bug.
Added a note in the main menu informing players that a staff must be equipped to cast spells.
Added collision to the castle area to prevent players from falling off the map (shoutout to Peaches for the inspiration).
Fixed weapon buffs so they now properly apply status effects (e.g., fire resins now cause burn, frost resins cause frostbite, etc.).
With each update, I can feel the game getting closer and closer to a full experience overhaul. š Thereās always a ton of work to be done, but Iāve got some exciting ideas on the backlogāand hopefully, Iāll be able to start drafting new adventures to expand the game even further very soon. So stay tuned!
Hello everyone! So far we didn't get around to actually post anything on this Steam Page... so it's about time for our first....
Alabaster Dawn Update
We're still working towards a proper open demo version. We initially expected this one to release earlier this year but decided to take bit of extra time to polish certain aspect a bit more (more on that later below).
For now: here's what's new!
The biggest new feature is the Cinematics system which helps us deliver visually dynamic cutscenes outside of the usual ingame-perspective.
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Of course new content also requires new enemies to fight. And, as old wisdom goes, giving someone a fish might feed them for a day but implementing a fish enemy will allow them to punch fish for a lifetime! ⦠Anyway, look at these flying fish⦠They fly and shoot lightning, is that cool or what?!
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Another new interesting enemy is a turtle. Wait, we already introduced it? Well, but now itās angry! Which means higher stats and new attack patterns! Expect to see variations like that to truly test your skills in special battles now and then.
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On the quality-of-life side, we realized that the swapping between weapons to match enemy weaknesses has been pretty annoying early on, when only one element is available. Our solution was a Loadout option that allows players to simply swap weapon combinations with a single button-press!
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To improve the atmosphere and immersion of our world, travelling NPCs have been added, like these restless caravans that are diligently delivering crucial cargo between predefined stations.
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And, on the visual side, our weather effect system has been further improved and can dynamically change the vibe of your journey with flying leafs, rain and clouds.
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Other work, not shown yet still essential, includes more sidequests and further progress with the second and third areas of the game! Ā
Our current Focus on Alabaster Dawn + Introducing...
On a more general note, we decided to implement a proper prologue introducing the setting of the game - and plan to make this one part of the demo version.
And on the topic of the story, we think it is about time we finally properly introduced another team member who has actually already been supporting our writing process since an early stage: Enter Luke āLun Calsariā Wacholtz!
Some of you old-timey fans of the RPG Maker 2k scene (like many of our teamā¦) might know him as the creator behind the cult classic The Way, while others might have experienced his newer work, as a writer in Shadows of Adam or his recent own project, Learn Japanese RPG: Hiragana Forbidden Speech!
In Alabaster Dawn he has already played an essential role in further fleshing out the scenario and characters and is also a great help in polishing up our dialogues to make them more snappy and incorporate diverse yet internally consistent styles of speech!
But lets give Luke the stage to introduce himself: "Hello! Iām a wanderer, game developer, and writer with a passion for cool tech and storytelling. Iāve spent tens of thousands of hours crafting RPGs, including The Way and Learn Japanese RPG: Hiragana Forbidden Speech. I also contributed to Shadows of Adam, and nowāmost exciting of allāIām thrilled to join the team behind Alabaster Dawn!" Ā
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//Begin Transmission Operators! Your journey the surface awaits.
Weāve just released a brand new video that shows off everything you can do in the ITER demo! (now live and free to https://fluckymachine.itch.io/iter)
If youāre looking for a full breakdown of whatās packed into the demo - from tech upgrades to weather events, enemy types to replayability - weāve got you covered.
Soldier, itās time to man the trenchesāand the gun positions!
Weāre excited to announce that the Demo for Beach Invasion 1915 is now LIVE on Steam! Step into the boots of a coastal defense gunner during the Great War and hold the line against relentless enemy amphibious assaults.
What to Expect in the Demo: š« Hands-on with historical WWI weaponry š£ Waves of enemies including infantry that will occasionally charge you with bayonets, motorbikes, armoured cars, battletship that test your aim, reflexes, and strategy šļø A taste of the gritty WWI-inspired atmosphere that defines Beach Invasion series
Whether you're a history buff or just love mowing down invaders with period-accurate firepower, this demo is your first step into the chaos and glory of trench-era warfare.
š Download now and defend the coast like it's 1915! And donāt forget to wishlist the full game to stay updated on the release and future content drops.
Hail, Adventurers! Itās been some time since we were last in touch and itās been clear that a good number of you have been working to advance the Earthglass ever closer to the Infernal Rift. Well, itās time to boot up your eldritch thinking machines once more, as we have a new trailer, and a new demo for you to jump into.
The Mages at UnfinishedPixel have been scribing away to get things in a great place, and we hope you notice some changes here in the world of Blightstone!
An All-New Interface ā The Mages have been working with local bards and artisans in order to bring a new, cinematic feel to Blightstone. Gone are (some of) the old text boxes of yore, replaced with more scripted and immersive storytelling.
This also includes new UI in a variety of areas, as well as substantial polish for our art. With all art in Blightstone drawn by human hand, this has been a significant effort, but one which we feel really helps to pull you (kicking and screaming if required) into the world of Blightstone.
Skills Balancing and Tweaking ā Weāve been working to ensure that the skills you pick up work fairly and (importantly) as expected. This includes the effect that skills have on enemies as well as the world around you.
Things That Adventurers Wonāt See ā While itās not something you may notice (think of it as a passive skill, rather than an active one), the Mages have been spending a lot of time ensuring that the new demo is more stable, and providing a great foundation for future development (thereās nothing worse than when a silly Mage gets all your arcane scrolls mixed up).
We hope that you have a great time with Blightstone and any other titles you delve into during the Turn Based fest.
If youāre left wanting more (why wouldnāt you be) you can keep up with Blightstone by wishlisting on Steam , following on X (Twitter) , Bluesky , Insta or Tik Tok , or joining our Discord where you can chat with other adventurers!
1. [Plugin Archive Saving] Helmet plugin, lens plugin, clothes plugin, backpack plugin, pants plugin, gloves plugin, shoes plugin - all the contents of these plugins, will be saved in the archive. After entering the game copy, there is no need to re-click the BD again, saving time from redundant BD clicks. Sweat~ Sweat~ Sweat~