Hello,
Larimar is doing better, with this release of Update3 it is a great step closer to a functional beta for further testings and advancements.
There is still much to look forward to!
The Vision behind Larimar is clear and we hope to give you this view on Larimar in its current state.
We wish you all the best fun with this new Update!
Right so in an effort to communicate my intent better I have made some changes on the beta branch and they're starting to feel really good. Thus it is time to alert you all to some changes that are coming soon.
This buff has always felt wrong, it makes task speed buffs irrelivant and overall I never really had a solution until now.
Slipstream is now a game speed modifier, it still only lasts to a certain distance but that distance isn't affected by cauldron cards anymore. Instead they affect the amount speed increases.
It was never the intention that you could get vastium super early game within an hour. As such we have decided to remove the chance for cores to roll gear above the rarity of the core you are using.
This change makes gear feel far more rewarding for far longer and as a result I have been able to increase the caps on Damage, Armor, Health, Movespeed, and Regen
Originally I tried changing tasks to be unlocked via milestones. This change felt good to me but would have required a rather big overhaul to the quest system. And ultimately it felt very overwhelming and had a huge chance of letting down people who love the existing questlines.
I reverted this change and instead I have added the weights and some toggles to the tasks tab in the statistics tab.
The way this works is that when you toggle the task to an on state its weight (A kind of chance mechanic) is adjusted to be double what it was. Along with this almost every task in the game has received new weightings as they used to all be 1.
A major impact of this is that later tier resources will now feel a lot more rare.
Along with the doubler I have added rewards to certain threhsolds of task completion
10% bonus base weight when the toggle is on per tier. starting at 10 completions and again at 100, 1,000, 10,000 and 100,000. For a total of 50%
Example
A task with 1000 weight and 0 completions would have 1,000 weight with the toggle off and 2,000 with it on.
That same task with 100k completions would have 1,000 weight with the toggle off and 3,000 with it on. 1000+50% bonus = 1,500 then doubled for the 3,000.
Finally I am considering changing leaderboards to submit your time when completing the final quest in the game which I feel would be a far more accurate representation of someones skill. And actually represent a competitive edge to the game. Realistically the current rank system is a glorified stat tracker and I feel this could be a lot more fun for everyone involved.
I need a bit more time to test this so we're looking at at least another week before I release this update. I would love any feedback if you're willing to try out the beta branch. Beta has completely separate save files to live and your progress will not be at risk. It is also now available on all 3 platforms!
Thank you for taking the time to read this, and a huge thank you to everyone who has and will support this project by purchasing it. You've made it possible for me to keep doing what I love. Making games!
Hello dear players,
We’re back with the second content update after Early Access! This update also includes several bug fixes. Don’t forget — your feedback is very important to us. Have fun! ⚽
Optimization Update:
This update doesn’t include any major optimization changes, only some data synchronization and code optimizations.
Work on a large optimization package is still in progress ⌛⌛
New Mechanics:
Added a hand truck for players to carry items. (You can purchase it from the computer.)
Added a worker who handles game consoles.
Added a 6-player mode 🔥 — you can now play with up to 6 friends.
Improved Mechanics:
The frequency of customer arrivals has been improved.
Credit cards now work much faster.
Bug Fixes:
Fixed an issue where worker salaries were overpaid or underpaid.
Fixed the credit card freezing issue.
Adjusted market customer movement issues. (Another update on this is coming soon.)
In addition, dozens of other bugs reported on Discord and in the community have been fixed.
Players who still experience these issues can contact us through Discord. We’ll continue improving the game constantly.
Your feedback means a lot to us — thank you, and enjoy the game!
Released the game I am still looking for bugs and things like that but I've done a few complete playthroughs and seems ok for now.
There is this one bug if you load in level 6 and then exit and load it in again the game might crash. haven't figured out how to fix that yet
Optimized performance in the Dark Elf Boss scene.
Fixed an issue where the screen could turn completely black when hit by the Dark Elf Boss’s phase-2 teleport attack.
Fixed an issue where the shop signpost could occasionally display a health potion incorrectly after refresh.
Fixed an issue where Telescope-selected Spell Cards were not taking effect.
Fixed an issue where in controller mode, the option to convert cards into upgrade points could still appear even when no cards were available.
Fixed a visual bug where some Spell Card / Ember frames in the shop were missing.
Fixed an issue where damage number colors displayed incorrectly when triggering Ambush Strike effects.
Fixed an issue where rewards were sometimes not granted correctly in the Candy House event.
Fixed an issue where Green’s summons could block holes during the Whack-a-Mole event.
Fixed an issue where Medusa’s Eye affected enemies that were in an invulnerable state.
Fixed an issue where in some cases, Goatmen could be left floating in the air by Whip Cultists.
Fixed an issue where the Paranoia Curse would not activate properly in certain conditions.
Fixed an issue where Icefall Impact could not remain suspended above certain breakable objects.
Fixed an issue where the explosion radius of Goatman Pillars did not match their visual effects.
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.
General
Fixed hidden games showing in All and Library tabs. They now appear in their own tab if applicable.
Fixed an issue where controls could lock up for several seconds after resume or on regaining a connection to Steam servers
Remote Play
Don't switch to Big Picture when streaming to Steam Deck
Smoother online gameplay
Reduced the amount of data being sent over network – ability to host servers with lower internet speeds
Fingers now animate for connected players
Wheels rotate for connected players
Resolved issue causing players to disconnect after repeatedly reconnecting to the same host
Build version checking - lobbies for players on older or newer versions no longer show in lobby list
Added auto pumping on/off switch in the game options
Turning ramp assist off now also removes pocket airing assist
Trick animation speed slightly increased

Today's the day that Splintered officially leaves Early Access and enters v1.0! To celebrate, Splintered is 30% off for the next two weeks! Here's a quick rundown of what's included in v1.0:
Chapters 4 & 5
The conclusion of Splintered's story! These chapters also further enhance the game's randomizer, taking it into its final form!
Equipment in Chapter 4 can be obtained from ANY era, allowing for unusual and powerful combinations of abilities.
Equipment in Chapter 5 randomizes equipment abilities! Further increasing the potential combinations.
Trial of the Rogue
Aedma's 4th Trial that brings a new and challenging way to engage in the randomizer!
Aedma has blessed you with the ability to choose your fate! When you gain stats, spells, and abilities you'll be given three choices to choose from!
However, such power must come with an equally fitting challenge: Permadeath!
Completing the Trial of the Rogue will unlock both of these features for the randomizer!
Enemy Codex
Head to the Enemy Codex (in the Bestiary menu) to view the stats of any enemy you've slain in game!
...And more!
With Splintered's Early Access coming to an end, I'd like to give a heartfelt thank you to everyone that helped shape Splintered into the game that it is today!
To everyone that followed along, participated in the Early Access, discord community, Steam forums, and beyond... Thank you! It's been an exciting 7 months and I greatly appreciate your feedback, support, and enthusiasm and for taking part in joining me on this incredible journey.
I hope you enjoy the new content and I can't wait to hear what you think!