こんにちは。
残念ですが今作をSteamのストアから削除しようと思います。
改善しなければならない点が多々あり、まだまだ作品の品質が販売のレベルに到達していないように感じています。
ご購入いただいた方にはとても申し訳なく感じます。
また折角苦労して作った作品を削除するのは制作者としても非常に悔しく、自分の無力さを痛感しています。
この経験を次の制作に活かし、次こそは必ずもっと水準の高い作品を作りたいと考えています。
Hello everyone,
I regret to inform you that I have decided to remove this game from the Steam Store.
There are many aspects that need improvement, and I feel that the overall quality of the work has not yet reached a level suitable for commercial release.
I sincerely apologize to everyone who purchased the game.
As a creator, it is very painful to delete something I worked so hard on, and I deeply feel my own shortcomings.
However, I will use this experience to improve and strive to create a much higher-quality game next time.
Greetings travelers! Dustin here, I am the designer on Vintergard. This is the first Dev Log for Vintergard. Lets start with some background. I am a solo game developer working part time. Vintergard will be my first commercial game release. I have no formal game development training outside of some video tutorials and game design books. So I am learning as I go. So far I have made a few simple games which I have posted on Itch.io. I am very passionate about games and game development and hope to transition to doing this full time in the near future.
I first started prototyping Vintergard in 2018 under the working title Castlegate (The game is heavily inspired by the original Shadowgate). I initially envisioned Vintergard as a 2D game. This created a challenge as I wanted to use a hand painted art style for the game. I did not realize at the time how expensive this would be to do. I even went so far as to create an entire alpha demo of the game using placeholder art. The demo somewhat represents the opening 30 min - 1 hour of the game and is still up on Itch.io at the time of this writing (In case you want to check it out). The development was blocked for several years while I tried to figure out how to fund the art production. I am a designer and coder but not an artist. At some point I came to the reality that the only viable way to ship the game was to use pre-made 3D assets. When I looked into it, I realized that there were a lot of high quality assets available for affordable prices. After prototyping the first scene, I knew it was possible to realize my vision and I now had a path forward to ship the game.
I then set out towards the first major milestone which is to re-create the demo I had already made. This time using 3D assets, and to a much higher level of polish worthy of a Steam release. Even though the game will function mostly the same as the 2D build gameplay wise, 3D development creates new opportunities and challenges. For example, I can now move and pan the camera through the environment, but all of my experience in the Unity editor to this point has been making 2D games, so it's been quite an adjustment as I learn the 3D side of the engine.
With that background info out of the way, I wanted to share an update on how the production is going. I just completed all of the major tasks for the castle exterior! This is by far the largest scene in the game and sort of acts as the "hub world" which connects the various structures together as well as gating progression. In order to make it navigable, I had to implement a new movement system which allows the player to move between predetermined points and turn in different directions. Normally in other locations the camera is fixed, and moving through a doorway simply loads a new scene. See the GIFs below to see this in action:




That's all I have to share for now. Until next time!
Cheers,
Dustin

INTRODUCING DR. PITTSWORTH! A new NPC has arrived — find out what he’s up to!
UI POLISH for a cleaner, smoother experience across menus.
MINOR BUG FIXES to improve overall stability and performance.
KNOWN ISSUES:
Shop may not open on first launch (restart fixes this).
First Banana Slice remains blacked out even when unlocked.
NEXT UPDATE:
Coming November 1st — prepare for COSMIC BANANAS and new ways to earn them! 🍌✨
1. Fix Lightning on first lunch New Game Or Press Continue
2. add New Game On GGamble App Called Kino
3. General Fixes
4. add hover sound to main menu
Signups for the first public beta are now live! Here's everything you need to know:
January 9th - 11th 2026
Click the "Request Access" button on the main store page. You will receive an acceptance email either the day before or on the first day of the playtest.
Currently English language only
Currently no gamepad / controller support (feel free to try it out and let me know how it goes! But no dedicated work has been done to support gamepad yet)
Windows (PC) only
This beta test is essentially an "Early Access Demo". I'm looking forward to hearing your feedback as I continue to work towards a polished demo :)
One playable level
Two traders to buy, sell, and barter with (capped at level 2)
~20 Missions
~8 upgradeable base modules (modules capped at level 2)
Plenty of armor, backpacks, guns, and attachments
And much more to discover!
Gather feedback on the feel of the game as a whole
Find / report bugs
Find opportunities to polish existing features, add new ones, and give the community a chance to help shape the future of the game
Please be sure to "Follow" the game as well to be notified of any changes or updates. You won't want to miss any upcoming news!

See the pinned post on the Steam Discussions page and I'll be happy to chat :)
https://steamcommunity.com/app/3321290/discussions/0/592912124322257441/

I had time to upgrade the speech to text software to Deepgram instead of Amazon Transcribe. It's faster, more accurate and has a much nicer API.
In repsonse to feedback I added support for older hardware, but you can still change all the graphics settings to Ultra if you have a powerful machine. Included with this were dozens of bugs fixed that were reported by the community. Special shout out to Baezil for reporting the bugs he found.
Also a huge price drop that will be the new price until release.
Reduced the base difficulty of the AI, but players can now increase it beyond what it was before, fine-tuning the challenge and pacing to match their preferred playstyle.
Added Gameplay Customization on Game Options.
Added AI Health multiplier, 0.5x to 2x.
Added AI Damage multiplier, 0.5x to 1.5x
Added AI Fire Rate customization, 0.75x to 2x (higher multiplier means an slower AI fire rate, lower multiplier means faster AI fire rate).
Added Enemy spawn chance settings, 50% to 100%.
Added Boss spawn chance settings, 40% to 100%.
Added Crate spawn chance settings, 10% to 100%.
Added Loot spawn chance settings, 0.3x to 5x.
Fixed jump input remaining on space after changing it on controls.
Fixed wrong text on tutorial.
If you want to play on the difficulty of the previous patch you just have to change the enemy, health, Damage and Fire Rate Cooldown to 1x.
Hey everyone!
Thanks for the great Next Fest, and for all the wonderful feedback and discussions. We gathered a lot of thoughts, and are working hard on a number of items to make the game even better!
Unfortunately, this increased scope means that we had to push back the release date a bit. However, we still plan to release before the holidays, and we'll announce the specific date in the upcoming weeks.
Thanks for all of your support!
These are all WIP and subject to change, but we're working hard to crafting something great!
