V1.3.8
1、取消了1个较难达成得战力成就
2、修复当玩家一次性使用超过21亿的御灵宝典时,会获得922京的满值御灵师经验的bug。
3、杨戬的一技能增加效果“闪避时还会额外提升5%命中”,以解决试炼战斗2个杨戬互相闪避无限战斗的问题。
4、修复玩家炼器等级达千万级时,炼器升级所需经验值会是负数的bug。
5、现在冥商出售的特殊道具,除了恢复寻宝体力外,其他可使用ctrl+点击一键使用了。
6、现在冥商刷新可以使用【R】快速刷新(不会弹出确定面板)
7、冥商的指引增加了快捷键相关说明。
This update is long overdue! I'm working on Tea for Sana solo — with the external support of a super talented composer and capsule artist — and this stretch of quiet time has all been spent working on the game. Ongoing updates take time away from design, pixel art, writing, and programming, and I wanted to focus on making as much progress as possible.
With that, I'm happy to say the game will launch in mid-November! I'll set a proper release date soon, but I just wanted to let anyone who's wondering know that I'm still alive and things are progressing smoothly. The composer and sound designer, Laura Herceg, has finished the original soundtrack and sound effects for the game, including a special vocal track for the credits. The capsule artist, Luka Rudan, has created a more colourful, visually poppy set of assets for the Steam page — he also made all the cross-stitch-style cutscene art that appears in the game's introduction and ending scenes.
Meanwhile, playtesters have been hard at work catching bugs and making suggestions that are helping me polish up the game for release. This is my first solo game, and while it's the most fun I've ever had working on a project, it's also a constant learning experience. Feedback really helps me in the process.
As I get ready to make more frequent updates, I'd like to know if anyone has questions about the game that I can answer in the weeks leading up to release. Curious about the story inspiration? How the game is made? What it's like to play? Feel free to let me know here or on Instagram or Discord.
That's all for now. Thanks to everyone who's expressed interest in the game, left feedback on the demo, wishlisted — everything helps and I sincerely appreciate it.
Time for a cup of tea and a sweet snack. Cheers!


A selection of less complicated levels,
Easier progression so as not to put players off straight away :)
These significant changes mean that players who have played the previous version will have to start all over again (save files will be overwritten/are not compatible). It was a difficult decision, but I felt it was better to do it now, even if it meant frustrating some people.
🌿 Build your Stone Age business!
Hunt, trade, and follow the voice of your ancestors.
Grow crops, expand your settlement, and complete the Shaman’s tasks.
💖 Win Violet’s heart and prove that even in the Stone Age, business can thrive!
📅 Launches November 10!
Add to your wishlist now!
Just a small update. Things got a bit lighter, FPS went up, optimization is moving in the right direction.
But yes, the forest is still a technical monster with billions of polygons.
We’re not done yet — but we’ll definitely tame this beast and make it beautiful and smooth to play.
If you find bugs or weird stuff — write in Discord.
Work continues. Step by step. 🍄🌲
Thanks for staying with me.
Quality of Life:
Added a button in settings to toggle game being behind or in front of active windows.
Added new steam achievements for new rooms.
Added a check that checks your current unlocked rooms to verify if you have that rooms achievement or not.
Lowered the max total of upgrades to make upgrading more convenient and easier.
- The Nova Crew
Game Quest теперь полностью переведен на русский язык!
Considering over 70% of the game's wishlists are from Russian speaking countries, I think it's best to support my user base. Game Quest is now fully translated, with text and narration, Big thanks to @Overbess in the discord channel (join here to thank him, or correct his translations ;) --> https://discord.gg/a5jpD4WF3j)

If the game doesn't auto-detect the language on-load (which it might not if you don't live in Russia) you can change the language in the Settings, by pressing the \[Esc] key:

PC development is tricky, I have to expect a portion of you to not be able to launch the game. But I have a clear schedule all week just for this, so just reach out if the game does not work.
In 2008, a friend convinced me that XNA was the future of games. I had five hours of commuting every day to my job, so I got myself a laptop to learn C# and start building my own game engine.
I do not play many games, but I love the power fantasy of epic warfare and in 2013 I fell for the hype of Total War: Rome 2. The game was released in a very poor state and was a huge disappointment.
But it wasn't the bugs that gnawed on me. I just felt there was so much more potential to expand the Total War genre, and it wasn’t the big change I had hoped for.
In 2014 I released Plunder Party on Xbox 360, it was a complete flop and I sold maybe 50 copies.

But something interesting happened, I kept getting emails from the players, telling me that they were hooked and wanted more. I also had fun playing it in split-screen with my friends, so I kept improving it over time..
In 2018 I wanted to do my own take on the casual RTS genre, popular on mobile, and released Lootfest Wars on Steam. Based on my popular adventure game from Xbox called "Lootfest".
https://store.steampowered.com/app/622510/Lootfest_Wars/
After Lootfest Wars, I got the idea to merge it with Plunder Party, which just had big chess pieces that moved on the map. For a couple of years it was just something I had as a fun challenge to see how far I could push the tech. By this time I had given up on the game developer dream and worked as an IT consultant.
Two years ago I lost my job in the first wave of layoffs. Sweden had joined the cold war against Russia, cutting a large part of our budget towards development. I loved my job, but I still thought it would be nice to have a break for a couple of months and release DSS.
https://store.steampowered.com/app/1223150/DSS_war_party/A year later I was still hopelessly unemployed, and started to work on DSS 2, which hopefully can become my new job.
I plan to run the long game and keep updating DSS 2 for another 20 years, while increasing the price and widening the audience. I have studied the sales on Steam, and long running games seem to have better numbers at big updates than on launch. I think too many developers are too focused on just the release. The most recent update of Rimworld put them as the number one top-selling game on Steam.
If I look at my vast plans for the game; the game is only 2% complete. So there is plenty to work on. And I have the ultimate superpower of being a really cheap bastard, which should help get me through.
I have already started on the December update, you can join the beta test here: Discord Server
You can explore the development roadmap here: Goolge Docs
Happy gaming!