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Balancing:
Multiple balance modifications to nightmare difficulty

Performances:
Fixed some popping issues on NPCs
Fixed a bug with the framerate limiter where it was not working properly, the game will now start with a 60 FPS limiter (that can be uncapped increased or decreased)

Polish and improvements:
Improved Daryon model and rigging to reduce his hands sizes and improve his hands shape
Fixed a blendshipe issue on Daryon that was exaggerating some wrinkles and creating lighting issues sometimes on his face
Improved some battle camera reaction in edge cases
Made the skip delay for victory ui smaller so the end of combat ui can be skipped more quickly
Added weapons to multiple NPCs
Polished multiple sidequests and events
Improved some characters clothes
Added the possibility to skip special attacks
Added animations to multiple NPCs overworld
Added an option to select button prompt type for controllers (Xbox / Playstation) instead of the auto mode
Added prompt confirmation when trying to change difficulty to prevent unintended difficulty change that would invalidate the achievement

Bugfixes:
Fixed a rare softlock case on Oboros backstab tutorial
Fix Rejuvenescence spell not healing
Fix Stone Flesh FX not displayed
Savepoints are now visible on minimap
Dodilus hunt boss now respawn over time after being defeated
Fixed multiple collision issues
Fixed a bug that was causing blurriness in depth of field when using FXAA or disabled AA
Fixed a bug that was causing artifacts with the inel road (overlaped with everything) when using FXAA or disabled AA
Fixed FOV slider not working when using FXAA or disabled AA
Fixed save slot listing not displaying correctly some portraits
Fixed multiple UI superposition cases
Fixed Dododilus not attacking after a few turns
Fixed a bug with the battle camera when it had a weird static plan at the beginning in scripted battles
Fixed some combat camera collisions edge case, it no longer takes a wide angle to avoid collisions with walls
Fixed a bug on shopkeepers where the money sum was not bound checked properly and was able to make the amount of money negative in some rare case
Minor localization cleanups
Multiple environment fixes and improvements (objects not reachable, collisions, pathing)
Nice to see the dev's polishing the game up :)
While the game has a lot of room for improvements, I still find it quite remarkable what you manage to achieve with such a small team and budget. I'm only a few hours into the game, and so far I'm enjoying it. I really hope releasing just a couple of days before the huge Summer Sales won't hurt your sales too much, I sincerely wish for you to succeed.

And since you are planning to improve the game in the coming months, I would like you to consider the following aspects:

– JRPGs should have victory animations. As of now, we have to watch our characters standing still, it doesn't make me feel like I've accomplished anything by defeating my opponents.

– Transition between gameplay and cut scenes are too abrupt, especially the music (I don't remember well but I think it's also the case between different scenes of a cinematic). You should add some fading in/out or something to smooth those transitions.

– A quick pickup option would be great because it's just annoying to see the same item description over and over again. When this mode is enabled, it could for example display the name of the resource briefly before disappearing without us having to click on a button.

– When displaying the map, it would be great to be able to zoom in and out, to get and idea of huge the world is, how the different places are linked together...

This might not be the most important things to work on, but I think it's the kind of polishing the game needs to go from OK to good.

Thanks for making the game and keep up the good work!
Post edited June 13, 2021 by Lhun Duum