Alpha Net 7.5.6
1 Adjust the start interface to a button
2 Adjust the multiplayer mode selection interface to a button
3 Adjust the language selection interface to a button
4 Add controller control for the steam room page
5 Add controller reset status after clicking
6 Add tab reset status after clicking
7 Exit game interface
8 Fix the bug that the button bar cannot be clicked
9 Controller search and place torch items
10 Controller search and place wall items
11 Controller search and place platform items
12 Controller search and place rope items
13 Controller search and place building items
14 Controller search and place land items
15 Controller places all building items
16 Fix the bug that the controller places land CD too short
17 Controller places all planting items
18 Controller search and place wire items
19 Controller places wire items
Alpha Net 7.5.5
1 Controller support for the start interface
2 Controller support for the language setting interface
3 Controller support for exiting the game
4 Controller support for the multiplayer mode selection screen
5 Controller support for the warning panel
6 Controller support for the settings panel
7 Controller support for the video panel
8 Controller support for the resolution panel
9 Controller support for character renaming
10 Controller support for world renaming
11 Controller support for the character selection screen
12 Controller support for the new world screen
13 Controller support for the tabs of the new character screen
14 Controller support for the tabs of the settings screen
In this update, we have once again implemented fixes and optimizations for some of the issues that players care about most. The details are as follows:
Bug Fixes
Fixed an issue where the white noise loop playback would occasionally fail.
Fixed an issue that broke the weather feature.
Fixed an issue where the actual duration of "Storm Day" did not match the displayed duration.
Fixed an issue where, in certain circumstances, a downstairs room would show "Room Full" even if no pets were present.
Fixed an issue where the scroll page button in some UI elements would not respond to clicks.
Fixed an issue where, in certain circumstances, pets would get "stuck in place and turn around repeatedly."
Optimizations
Adjusted the positions of some UI elements on displays with non-standard resolutions.
Now, the fridge will no longer move along with the house and can be freely dragged.
Now, Do Not Disturb mode no longer affects the white noise volume.
New Content
Two weeks have passed since the game's release! Have you purchased many luxury homes? If so, then settle into those luxury homes and search together for ✨shooting stars✨!
*Added a special event and a special reward.
We’re back with another monthly update! This time, our focus has primarily been on backend improvements, preparing for upcoming content, and laying the groundwork that will enable us to move faster in the next few months. While there haven’t been a lot of flashy visual additions to share just yet, here’s a look at what we’ve been working on behind the scenes.
A significant portion of June was dedicated to refactoring core systems and improving the codebase’s stability. This included reorganizing several parts of the combat and UI architecture to make future expansions easier to integrate.
We also started laying the foundation for a localization system that will allow Arcane Revolt to support multiple languages more seamlessly when the time comes. While these changes aren’t visible in-game for now, they’re critical steps toward a smoother player experience and faster iteration.
Another big focus this month has been preparing a refreshed and enhanced version of our demo, which we’re planning to release for free in the coming months.
This updated demo will offer a better look into the world of Arcane Revolt, with improved visuals, refined combat mechanics, and a deeper introduction to the story. It’s your chance to experience how far the game has come. We can’t wait to share more details (and a playable build!) as we get closer to launch.
We’d like to share early looks at a couple of characters who will play important roles in Arcane Revolt’s story.
Kautzelrod – Once a trusted ally, Kautzelrod will ultimately become one of Eldoragius’ fiercest enemies. Here’s a glimpse at how his appearance evolves from friend to foe.
Uliana – Introducing Eldoragius’ mother. Uliana’s story is closely tied to the origins of the Dominion’s corruption and will be central to the main narrative.
Nadia – A new figure whose identity connects to someone players have already met. For now, we’ll leave the rest a mystery…
We’ve also been expanding the environmental interaction options available in combat. Starting with the next builds, you’ll encounter two new types of barrels in the levels:
Ignition Barrel: Explodes on impact and creates a burning area that damages anything inside it—enemies and the player.
Toxic Barrel: Releases a poisonous gas cloud that lingers for a short time, adding a layer of risk and strategy to engagements.
These hazards are designed to reward creative thinking, but they’ll also punish carelessness—so watch your positioning!
That wraps up our June update! We know this one is a bit lighter on visual content, but we wanted to keep you all in the loop about the progress we’re making behind the scenes.
Thanks for reading, and stay tuned—next month we’ll have more to show as we push closer to the Prologue Demo release. As always, we’d love to hear your thoughts and feedback!
Thank you so much for your support and for reading this devlog! If you enjoyed it, please leave a comment and a like. And if you haven’t already, don’t forget to add Arcane Revolt to your wishlist and stay tuned for more updates. Your support means everything to us—thank you for being part of this adventure!
https://store.steampowered.com/app/3768760/007_First_Light/
The mission is simple: rally together and unlock the Wishlist milestones for 007 First Light. With every milestone reached, new in-game and community rewards are unlocked, adding style, sophistication, and a secret reward.
Each milestone is more than a number: it’s a gateway to obtain gear, slick visual upgrades, and insider access. Here’s your dossier of what’s at stake:
Milestone 1: Equip Bond with a unique skin and enhance your desktop with animated 007-themed wallpapers.
Milestone 2: Add flair to your fieldwork with a custom gadget skin, and stream like an agent with a bespoke overlay.
Milestone 3: Go in style with a Deluxe agent skin, plus unlock a developer AMA.
Milestone 4: Confidential. The contents of this final reward are top secret, for now…
Wishlist 007 First Light today, and obtain exclusive rewards tied to the game!
Make item description color-coded and the number dynamic
Show next item preview countdown
Add item Lucky cat
After several months of development, alongside working on the lategame content, we've also tweaked the earlygame content to improve everyone's experience with the demo!
As we don't have any publisher to help us advertise, if you enjoyed our game, please consider recommending it to your friends! It helps a lot!
Demo Update Patch Notes below:
Game Contents:
- Tweaked the danmaku in Stage 1 and Stage 2
- Tweaked the in-game UI and added a UI display for Tactical Skills
- Tweaked the Tutorial Stage and fine-tuned parts of the explanations
Game System Adjustments:
- Increased rate of innate resource gain in Loop 1
- Loop 2 - Reality Side: Greatly increased rate of gaining extra lives, decreased rate of gaining Spell Cards
- Loop 2 - Dream Side: Greatly increased rate of gaining Spell Cards, decreased rate of gaining extra lives
- Greatly decreased the resource gain from capturing Spell Cards in different difficulties
- Adjusted the impact of using Spell Cards or Tactical Skills on Spell Card Bonuses, as broadly follows:
- When in Reality Side, Spell Card Bonuses start with 200% initial value and don't decrease over time
- When in Dream Side, Spell Card Bonuses start with 50% initial value and decreases by up to 50% over time
- Activating Spell Card Declarations will still immediately fail the Spell Card, releasing a Spell Card Attack or Tactical Skill will cause the current Spell Card Bonus to be divided by 1.5, and Spell Card Bonus reaching 0 will also be considered as failing the Spell Card
Shottype Adjustments:
- Reimu (Tactical Skill): Decreased damage by 50%, increased rate of conversion of enemy bullets to firepower from 80% to 120%, invincibility frames after using Tactical Skill increased from 180 frames to 210 frames
- Marisa (Tactical Skill): Increased damage by 15%
- ReimuB (Shot): Increased damage of unfocused shot by 80% and focused shot by 13%
- MarisaB (Shot): Increased damage of unfocused shot by 20%, unfocused/focused shots now share equal damage
Other Details:
- Optimized the resource gain display from capturing Spell Cards
- Optimized the damage display from damage caused by Tactical Skills
- Optimized the text when loading stages and adjusted behavior to continue the game when pressing Shoot/Enter
- Optimized the BGM looping when pausing/unpausing in Spell Practice
- Optimized much of the codebase, improved performance when amount of danmaku is higher, and improved game stability
- Decreased delay time when skipping dialogue to 45 frames
- Fixed initial resource settings not working in Stage Practice
We plan to update the danmaku in Stage 3 over the next few months. We welcome everyone's valuable advice, and we'll take them into consideration and make adjustments! Please recommend our game to your friends! Thank you!!