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Get ready – The Plucky Squire is now out on GOG with a -25% launch discount until January 30th, 2 PM UTC!

Storybook characters discover a three-dimensional world outside the pages of their book and must jump between 2D & 3D realms to save their friends in this charming action-adventure.

You can now also get:
The Plucky Squire - Digital Art Book
The Plucky Squire - Soundtrack
The Plucky Squire - Deluxe Edition (-25%)

Now on GOG!
What? You can just download it. I've got games that still run on DX9.
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Dark_art_: Looks interesting and very good. And as a bonus, this time the monitors were actually calibrated, no over saturation just because.

Mechanics wise, it kinda remembers me the game Perspective.

Edit: too bad being DX12.
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frosty_shake: What's wrong with DX12?
Only my main system doesn't support it.
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frosty_shake: What's wrong with DX12?
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Dark_art_: Only my main system doesn't support it.
Well, you'll have to upgrade. The newest games are going to use DX12. Which is the latest version of DX.
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TheGrimLord: Which is the latest version of DX.
And it's only been out like... 9.5 years! ;) I remember when people balked at DX11 as they were hanging on to DX9 - the less said about DX10, the better. =P
Post edited January 24, 2025 by P-E-S
It looks super fun! ^_^
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TheGrimLord: Well, you'll have to upgrade. The newest games are going to use DX12. Which is the latest version of DX.
Not necessarily. The architectural foundations to DirectX 12/Vulkan changed considerably. Yes, both allow you to do things faster/better but it also adds significant additional duties developer-side. Unless you are doing games at the edge of graphics programming, it is hard to justify the extra effort.
Especially for small in-house engines retrofitting DX12/Vulkan support is almost certainly not viable either.

Going for DirectX 12/Vulkan is an easy decision if your target market are the bleeding edge gamers, like most mainstream FPS. For other genres, the decision making looks decidedly different.
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TheGrimLord: Well, you'll have to DOWNgrade.
I'm fine, thank you :P
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BitMaster_1980: Not necessarily. The architectural foundations to DirectX 12/Vulkan changed considerably. Yes, both allow you to do things faster/better but it also adds significant additional duties developer-side. Unless you are doing games at the edge of graphics programming, it is hard to justify the extra effort.
Especially for small in-house engines retrofitting DX12/Vulkan support is almost certainly not viable either.

Going for DirectX 12/Vulkan is an easy decision if your target market are the bleeding edge gamers, like most mainstream FPS. For other genres, the decision making looks decidedly different.
Pretty sure this game is using the Unreal engine (shouldn't be Unity as the images are too clear and no purple-ish haze), so most likely the dev team didn't "bother" with lower level stuff.


Edit: PCGW confirms it's Unreal Engine
https://www.pcgamingwiki.com/wiki/The_Plucky_Squire
Post edited January 24, 2025 by Dark_art_
Right, the large majority of games use an engine that handles the low-level stuff for you. Hardly anyone uses a "small in-house engine". Even big developers are giving up their custom engines and using something else, usually Unreal (sadly).
Post edited January 24, 2025 by eric5h5
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eric5h5: Right, the large majority of games use an engine that handles the low-level stuff for you. Hardly anyone uses a "small in-house engine". Even big developers are giving up their custom engines and using something else, usually Unreal (sadly).
Because why reinvent the wheel. It saves a lot of time (and therby money) to license an engine rather then making one yourself. Especially if what you are more interested in is making games and game design rather than coding.
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amok: Because why reinvent the wheel. It saves a lot of time (and therby money) to license an engine rather then making one yourself. Especially if what you are more interested in is making games and game design rather than coding.
True but I think the main reason is to be able to publish on several platforms with the least amount of effort.

Not related but also not tottaly unrelated: sometimes I wonder if this ever increase of software layers (bloat) is gonna stop or hardware will be able to brute force it. Vulkan and Dx12 did it to increase efficiency pretty successfully.

Edit: After posting the message, I wonder if dealing with the more complex lower level API's is a big factor in choosing a engine and maybe part of the reason why Unreal seems ever increase in popularity.
Post edited January 24, 2025 by Dark_art_
Oh this looks fun, wishlisted.