Three new H-CG sets and 4 H-scenes are now in although some might receive some alterations and polish prior to the RC patch. We've also got the new Boiled Crab maps and a couple new jobs.
I've also experimented with some visual dialogue changes like color changes and the like. I plan to fully implement them in a future patch. I think it'd be neat to have names match either hair color or eye color since those colors are all actually unique.
Now onto the RC proper! And the finishing up the implementation of the main point of this patch, setting out to the Bandit Hideout! Plus 2 more H-CGs!
Stay tuned for the next MetaDEV(log) for more info and the planned release date!
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Changelog 0.2.24s-2 Snapshot
added THREE new H-CG sets
John 1
Hilda 2
Kazuma 2
added new variations to a H-CG set
Merchant 5
added 4 h-scenes
one is only available in the gallery for now (will be present in main content in the RC)
added Blacksmith week 2 job continuation with a small post-job follow up
added a consequence to drinking too much during the barmaid job
it just ends early for now.
added 3 replacement maps for the old Onsen maps
They'll be further polished up.
added new event to barmaid job.
triggers once when working during Week 2
made some alterations to some barmaid mini-events
updated corescript and plugins
fixed a bug when lily appears on the right side of the screen
fixed some calls to old NPC sprites
fixed a few bugs with Emma's pixel/bust system
fixed fps regression from s-1
fixed merchant 4 blackscreen
fixed more volume "nul" errors.
Save.zip contains saves for the starts of days 1-9.
REFER HERE for the s-1 changelog if you didn't play that or read it.
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And as always, snapshots are WIPs but still feel free to drop your feedback in the discord.
Finally, we have our first snapshot for 0.2.24. Thanks for baring with me during this transition period.
I'm going to get straight to work on s-2 which should be out later this month and contain a 3-4 new h-scenes with new full H-CGs and our long awaited progression.
Stay tuned for the next MetaDEV(log) for more info.
And as always, snapshots are WIPs but still feel free to drop your feedback in the discord.
Changelog 0.2.24s-1 Snapshot
added new H-CG and variations
added new h-scene
added 2 new CGs
added 3 new Mini-CGs (All are H and H-adjacent)
added new content and balancing to Barmaid Job
added psuedo-random triggered delivery events
certain stats will affect chances of certain events happening
added new expression to barmaid ! mini-cg
minor rebalance on corruption gains
certain variations can only happen at specific corruption levels
added 3 new Emma Expressions
added 4 new walking pixel art sprites
Kazuma
Lily
Caleb
Sophie
added new scene when entering cursed realm after completing requirements for at least one curse
Cursed Realm changes
added new curses
added ability to re-enter cursed realm at will after a single curse has been lifted
added new scene to General Store 1 event
not completed - s-2 will have it completed along with General store 2 event
added repeatable Cassandra workout event
can be done in the afternoon after triggering the second workout event
added rebindable controls (HELL YEAH!)
located at the bottom of the General options screen
Note: only letter keys are available for rebinding currently
added 60fps lock toggle
default is on
Note: previously this was forced on with no easy way to toggle it off.
updated plugins
performance should improve however I have noticed regression in same cases.
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
Ability to support your Creator by pledging – one-time or recurring.
Means to reaching out to the Creator directly via Instant Messenger.
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