Thank you for the overwhelming support since the release of ABYSSAL BLADE! This game began as a passion project by two brothers who love high-level MMO raiding and wanted to recreate that experience in a bite-size yet challenging single-player format. Something anyone could pick up at an affordable price and still enjoy the thrill of blind-progging a raid tier.
I want to thank everyone who has shared our title across the indie, boss-rush, and FFXIV raiding communities. With no publisher and no ties to major journalists or large creators, we’re thrilled to have reached our personal milestone of 1,000 copies sold in just over a week. So far, we’ve been fortunate to see some notable names in the FFXIV scene stream our game, and we’re deeply grateful to those creators and their communities for spreading the word about ABYSSAL BLADE.
My brother and I have watched nearly every stream or VOD on Twitch and YouTube, read every Steam review, and loved seeing every player tackle the mechanics at their own pace. We are so thankful for all the support you’ve shown over the past week. As our first project published on a major platform like Steam, your positive energy motivates us to keep creating for this wonderful gaming community.
— Vifer
Shoutout to @vennobi for drawing this epic illustration for us!
Hey guys. Just a little patch here to fix a handful of bugs and issues we missed for the update. Enjoy!
Fixed:
Scythe levels corrected
Crafting a scythe results in the newly updated staves, not the old ones
Fixed issues with Machinist dialog
Logging out during a special moon phase now correctly saves and loads the moon on log
Failing the spirit event no longer results in an automatic success
Crimson Moon merchant now shuffles items better
Companion snacks now work as expected
Fixed an issue with some staves and fishing rods acting like melee weapons
Passive NPC’s no longer affected by rain (including invisible ones)
Armor totem no longer labeled as Fire Totem
Fixed a bug with trinkets removing all stats when unequipped
Machinist’s hammer fixed - no longer looks like Drune hammer
Fixed Crimson Moon weapon icons
Fixed incorrect Nightglass weapon levels
Ravari shop properly refreshes now
Removed a mysterious dot
Fixed a few level design issues that let players get out of bounds
Fixed an issue with the camera offset not properly saving and resetting after mounting
Fixed Crimson Moon spear sheathing location
Reduced the size of spears a bit due to their comically large size
Fixed an issue with spirit event sounds being heard through all of Tirawyn
Crimson Moon weapons now appear in the correct crafting table (Astral forge) and removed from the incorrect oens
Can no longer use wind whirlers inside the Machinist's cave
New weapons are all now added to the collections tab
Improved:
Crimson weapons bumped from level 25 to 32 for better longevity
Added a daily durability decay on wind whirlers to prevent naughty people from maliciously spamming thousands of them to ruin the experience for others... not cool, man.
Hey everyone! I’ve been working on a bunch of smaller things here and there this week. Primarily, I’ve sketched out some CGs that will be added in the next update, and I’ve also started tinkering with ideas for a future update. That’s right, I planning ahead for the future! The reason being that I wanted to start brainstorming ideas for it, but I wanted to get two specific designs done and on paper before I continued. Also, I just really was in the mood to draw them. Anyway. I did work on a few sketches that I can share this week. Both a bit different and you can see a snippet of them here:
Tier 3+ patrons on the Crimson Veil Discord have already seen the full images early in the Shardforge Sanctum channel, where I post multiple works-in-progress regularly. If you haven’t joined yet, here’s the invite link:
I also wanted to share a preview of the dancer sketch I showed before, now with flat colors!
Pretty, right?
She is going to take a bit longer to finish since she will have several alternate versions, including different poses once she's done.
In addition, I have an update that actually affects the Hunter Route for a change! This week, I went back and updated the battle backgrounds in the final dungeon. Check out the improvements:
The originals were made with a primitive image generator and always felt a bit lackluster to me. While these new backgrounds are also generated, they look far closer to what I originally intended, instead of a blurry mess. There are a few other new backgrounds coming for certain scenes as well, but this should give you a solid idea of what to expect.
Overall, I’ve been in a pretty calm headspace this week. My day job has been slow with summer rolling in, which has given me more time to brainstorm and focus creatively. Honestly, I’ve just really enjoyed drawing more lately. Working on commissions recently seems to have sparked my art motivation, and it feels good. I am considering a couple of other illustrations in the background, but I’ll keep quiet on those for now so I don’t get anyone’s hopes up too early.
It’s been a good week, and I hope yours has been too. That’s all for this week. Until next time, everyone!