Through sickness, crashes, a dead computer (RIP), interviews and platform shakeups we bring you a new snapshot.
This snapshot itself is focused on Day 1. There was a lot of work to do on cleaning up the dialogue and adjusting it to the new system. Some scenes are altered to give them better context or improve conversational flow. In some cases, there is even some new content.
A few scenes even had to be recreated as well due to the updated maps and being some of the first scenes added to the game.
You should also notice a smaller file size. That's intended as we are optimizing the game's assets.
We've also locked the game to 60fps which is what the game engine internally updates at anyways. Let me know if this has positively or negatively affected your experience. In my testing so far, it has been a small net positive. Particularly on high refresh rate displays.
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There is a LOT to finish implementing for 0.1.23 which should hopefully ship this weekend. Such as A SPICY new H-CG starring everyone's favorite ???, ???! (Catch the WIPs for that and more on discord) Plus tons of polish (specifically quests, corruption and tutorials) and I'd like to extend the polish to day 2 if there is time. Hoping we are able to squeeze in the next set of sprites as well!
Time to pop some more antibiotics and get back to work!
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Changelog 0.1.23s-1 RC
added new church interior map
added new healing room interior map
added a 60 fps cap -Feedback requested!
added optimized Priest VN bust
added optimized Hermit VN bust
added optimized Lily VN bust
added optimized Hilda VN bust
added optimized Cassandra VN bust
updated scene: "Waking Up in the Church"
updated scene: "Kazuma Mountain Trail"
updated scene: "Onsen Entry"
updated scene: "The Hermit"
updated scene: "Hermit at the Church."
updated scene: "The Curse."
updated scene: "Cursed Realm 1st Visit."
updated scene: "Everything Has A Price."
updated scene: "The Golden Barrel"
updated scene: "The White Wolf"
added small flavor text if you re-enter the church when finding the hermit.
changed a few pronouns to just be the proper noun to reduce confusion.
fixed an error with Garland not showing up after talk to Hilda on Day 1.
fixed some dialogue that displays twice when sleeping the first night.
fixed A LOT of typos
The public build for 0.1.22 RC will also go live later tonight.
First, if you aren't on the discord you might be wondering about that video. The trailer is sent and honestly I think it came out really good all things considered. Worth it for sure. During it's production I also went ahead a worked on some stuff I had on the back burner. Namely updates to our game information/synopsis/etc since some of that was needed for this project. They'll go live at some point in the future.
OK, now let's get into what is in this snapshot.
The major focus for this snapshot was polish. Basically every line in the prologue was combed through and I also took the liberty to copy it all to new word documents. This is great as a reference and will make things like official translations in the future much easier. Related: I've actually been experimenting with a way to make the game more easily translated via unofficial means too. The idea being someone can just drop a language "mod" into a specific folder and a new language option will appear in the main menu.
The latest set of new pixel art is also in for the Duke, Hermit, Hilda, and Cross. Plus one more!
After some requests for it, I've also added in a way to turn off combat completely as well. For this snapshot combat will be defaulted "off" to test the feature. All future versions of the game will have combat defaulted "on". You can also change this in the menu.
Additionally, we now have the Kazuma prologue quest in. I may make modifications to it for the RC release though based on feedback.
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In the full release of 0.1.22 you can expect the new CG that should finish up in the next couple of days or so. Coinciding with that will be a repeatable training event that will raise stats. You should also see the Cross Prologue Quest and the next iteration of the corruption system and cursed realm.
Worked as much as I could through to uh... incident and I'm recovering.
First off, we've got Seras in the game along with our most recently designed Grimnr. You can meet them both in the revised opening. There is still more work to do here, as you'll probably see if you play the current snapshot. But you will get the gist of what we are doing to improve the opening sequences this patch cycle.
Our second major addition is the first iteration of the blacksmith mini-game. I ended up figuring out a way to do something similar to what I had designed on paper. It awards silver based on how well you do and is fully playable.
There is no tutorial for it yet but it should be pretty straight forward. You'll be able to play 6 rounds total. 3 as a practice run on the old swords and 3 with silver on the line!
We are open to some feedback here but we'll probably replace it with our originally envisioned mini-game in a future patch.
We've also begun the larger lore/dialogue/bust update. We've talked a little about this before as far as the busts go and reducing the game's overall filesize. However, since every scene needs to be manually updated we are also going to be revising every line of dialogue in the game to make it all flow better and patch any existing holes.
Full patch notes below!
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For the next snapshot we'll continue revising the opening sequence of the game as well as giving every line in the game a once over to ensure there are no mishaps with the lore. And we'll finally get the prologue side-quests in for Kazuma and Cross.
Work is also proceeding on the next CG set, the winning sprites from the recent poll, and some more updated maps.
The 0.1.21 snapshot has finally docked. Thanks all for being patient!
Most notably with this snapshot we finally have the basics for Emma's first playable job. The jist of it is Emma is tasked with taking orders from the seven lower tables in the Golden Barrel and then deliver their drinks. Of course as Emma passes by the patrons there is a chance they may want to interact with Emma. For now, these interactions will be limited to 8 different variations of being touched. Drinks ordered, what tables are filled, whose at the bar, dialogue rendered and how Emma is touched are all randomized. Future patches will contain even more "interactions", an expanded dialogue pool, balancing and even the fabled EIGHTH table!
For now there are two "rounds" with each round having four tables filled. The job is playable most evenings past Day 3 and is a great way to earn some silver! (Especially since you can cheese it currently.) Feel free to leave feedback in the discord server!
There is now a simple Day/Time UI alongside our planned Time of Day system. This is not and will not be a real time clock. Instead it plays more like the Persona series in that time progresses as you do various events and activities.
We've also got new sprites from Garland, Demon Lord and Uzul. And the General Store, Magic Shop, Blacksmith and Potion Shop maps were all remade.
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Up next we've got the full patch which is planned to launch next week. This will bring in a new repeatable afternoon event, expanded feature-set for the Barmaid Job, some more QoL additions, file size reduction and more!
Added Barmaid Job -can be done Day 4+ in the evenings
Added Garland Sprite
Added Demon Lord Sprite
Added Uzul Sprite
Added new Potion Shop map
Added new General Store map
Added new Blacksmith map
Added new Magic Shop map
Added Time of Day -ToD will progress based on user input rather than being real time.
Added basic Day/Time UI element
Added ability to pass the time from afternoon to evening. -located on the right side of the bar in the Golden Barrel -can only be done on days where there is no afternoon event
Improved sleeping mechanic -can be done either in the evening or night.
Improved indoor/outdoor transitions
Improved Save slot information -it will now state the save's current Day and the patch the save was originally started on. note: this is not retroactive.
Various other small improvements/optimizations
Save . zip Included Save 1= Day 1 Morning Save 2= Day 2 Evening Save 3= Day 4 Morning Save 4= Day 6 Morning
Took me some extra time due to miscalculating how much extra work redoing some of the underlying systems would take. Most notably how the standing art/VN Busts are shown as well as the CGs. The system we ended up running with won't take up too much extra time and should reduce the file size significantly. Using the older method the game would probably balloon very quickly due to sheer magnitude of unique art assets we already have. This update won't see the filesize reductions yet but the work is being doing and it should hopefully be done in the near future.
As for work actually shipping with this specific build we have three more sprites for Emma, a new H-CG set/H-Scene and some Day 6 Aftermath dialogue. Oh and those outfits should be reflected in the main menu just like last time.
We also have some content for Day 7 implemented.
Next up is the RC release. This will be the last major release of the year and our "0.1" update. We are hoping to get it done on the 15th but that'll probably get pushed in order to squeeze in the 3rd new H-CG set this cycle and as much extra content/polish as possible.
Changelog 0.1.20s-2 Snapshot
added another new H-CG set
added a new h-scene - The Bad Batch -viewable in the gallery and on day 8
added some Day 7 playable MSQ content.
added Day 8 playable job Quest
added new outfit sprites for Emma -barmaid -night -nude
added outfit relevant menu images for the barmaid, night outfit and nude "outfit".
implemented the basics for the new standing art system for Emma -barmaid and night outfit standing art are a part of this system.
updated gallery map with the new content
fixed being able to leave during the quest "Double or Nothing"
fixed Cassandra h-cg not activating on player touch
fixed timing of dialogue on Day 5 start.
Fixed an issue with Lyra on Day 6
Changelog 0.1.20s-1 Snapshot (For convenience)
added one new H-CG set
added a new h-scene - Emma Helping Sophie -viewable in the gallery for now
added new outfit sprites for Emma -casual -dress -towel
added outfit relevant menu images based on her current outfit -applies to battle attire, casual, dress, towel
added support for changing outfits as demanded by the story
added omnimancer class
added magicless class
Emma now changes to magicless and omnimancer when story relevant
added the Demon Lord's standing image as a placeholder sv_battler
The first s-2! If you are confused by this release then check out the most recent public announcement here.
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The focus for this snapshot was combat, new mini-cgs and various polish improvements such as a much less annoying footstep noise and updated UI. The mini-CGs are spread around at various points in the game. The changelog will contain their exact locations.
For combat there are also some basic tutorials and a mandatory fight on the "Fight Cross" map.
Also a quick reminder of our approach to combat: No grind, no random encounters, and combat itself should be fun not a chore to unlock more content or CGs.
Now on to the final 0.0.19 release. We'll have a decent amount of new content there alongside some more combat depth with the playable Demon Lord fight!
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You can read up on 0.0.19s-1's changes here as well.
Changelog 0.0.19s-2 Snapshot
Content
added three new mini-CGs -one is shown at various points when Emma changes herself such as on day 1. -another happens during the throne room DL confrontation. -the final one is shown if Emma chooses to drink
added a slime enemy to the Find Cross map alongside two new basic combat tutorials -one quickly explains the BP system -the other explains the basics of barriers -we'll improve these later with visuals and better text.
added a new bath scene that can be triggered on day 4
added a day 4 bathing scene -reminder that these are the same CGs as the day 1 just with different text
added a new interaction in the innroom - changing into night clothes -sprite doesn't update in the snapshot but it will in the RC build -it is also not required to "change" back into Emma's casual clothes as she automatically do this when the player attempts to leave the innroom without changing.
Bugfixes and Other
updated the UI -Thinned the entire UI but kept the top a bit thicker -mini-CG UI is also a bit thinner and no longer white -widened the message box which fixed text getting cut off
updated combat draft -stats have all been modified -new barrier system -while a barrier is up a percentage of damage is absorbed by MP -"brave" and "guard" works the same as before. -enemies now instantly trigger combat when they touch the player -combat test map has also been updated
updated gallery map to include the new CGs
updated the footstep sound
lowered the volume of some effects
fixed Uzul saying "Friday" when it should be "another day"
fixed a crash that triggered with the skirt flip mini-event
Save . zip Included Save 1= Boiled Crab 1st Visit Save 2= First Night at the Inn Save 3= During "Introductions" Quest Save 4= During Golden Barrel Quest Save 5= Start of Day 3
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