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 Daughter of Essence RPG Maker Game [New Content Update!] 
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New Release: The Test ZONE (v0.157)

Hi everyone, excited to report that I'm doing a final super thorough start-to-finish run through now to polish things up before the official release.

Consequently, there are a LOT of small tweaks and changes and revisions and bug-fixes in the list this week, but don't be daunted. Many of them are relatively minor changes, and there shouldn't be any issues with save compatibility.

The majority of these changes are to phrasing, line-breaks for clearer readability, minor battle positioning, things like that. Some of the "larger" changes come in the form of changed scene dialogue and a fancy new battle cursor.

I'm only about halfway done the sweep now, so expect a similarly long list of changes next week. Then it mostly comes down to waiting for art, maybe adding a few little bonus features here and there!

If you have any bugs or issues to report, please don't hesitate to pop into the public Discord and drop us a line!

Enjoy,
Nym

Become a patron or try the public build at https://www.patreon.com/indoorminotaur

Version 0.157 - 12-11-2020

Added some new dialogue and cutscene visuals to create more foreshadowing about Mercy’s fate
Added battle selection cursors to more clearly indicate targets
Updated some maps for better quality and tile diversity
Fixed a portrait-related crash in Mar’Liore
Fixed some typos
Fixed an issue where Fishmaster Luca incorrectly reports the Goofer record as 0 cm.
Fixed an issue where there was some incontinuity between the base Marlan stats and the Rematched Marlan stats
Fixed an issue where losing the Marlan fight and being transported home leaves the window tinted for the outside
Adjusted lots of dialogue for quality, continuity and improved line-breaks
Adjusted various screen transitions and choice menus for better quality and continuity
Made various lighting adjustments for better performance and continuity
Adjusted minimum ATB rubberband speed to 0.4, down from 0.5. This allows for a broader range of variable ATB speeds and also better matches the maximum speed of 2.5.
More images are now preloaded to help limit delayed parallax pop-in on larger maps
Fixed an issue where interacting with the statue in the cove extension before the timer expired would disable the timer without disabling the switch, leaving all the gates open on the way out
The Health Rune’s item description has been corrected to reflect a gain of 90 HP
The Mana Rune has been buffed from +15 to +24 MP, and the Staff Rune has been buffed from +12 to +20 MP
Target Rate bonus has been increased from 3% to 5% when spending Skill Points
Fixed an issue where the ship lighting persisted into Carvannah, resulting in exterior lighting appearing indoors
Fixed an issue where Ralph’s tent plays the wrong music after fading back in on the first cutscene
Defeating Hallie now yields 275 XP, up from 125
Adjusted the Disarm animation
Fixed some repeating animation issues
Mercy can now rest in the Crows’ hideout after defeating Silas
Madame Remora now correctly takes her 15 gold as payment for the fortune reading
Fixed an issue where a few items couldn’t be looted as they incorrectly required the player to be facing upwards (including a Silver Card)
Fixed some wall-crevice events which required talking to the wall twice to climb inside
Fixed some bedroll events
Fixed an issue where entering a building while riding Orus, then attempting to ride Orus while in the building, would fadeout the screen for a moment
Re-fixed an old issue where Mercy could mention fishing on the Carvannah execution platform while absent
Fixed an issue where Moon could skip a phase of dialogue after chapter 2
Fixed an issue where a number of enemy animated sprites were affected by the “breathing” plugin, causing pixel issues
Mercy now fishes up unrefined essence of the sea instead of refined, ranging from 1-4
Fixed an issue where cooking fires were no longer extinguishing after 3 uses since the cooking system update
When lit, cooking fires now also provide illumination in dark areas
Fixed an issue where cooking fires were no longer providing the Warm status since the cooking system update
Replaced some outdated cooking fires
Adjusted the cooking fire sprite slightly to avoid pixel shifting when going from unlit to lit
Fixed some passability issues
Fixed an issue where Mercy could ride Orus into several Danforth Crook homes
Fixed an issue where Mercy could ride Orus into the Nestmother’s home during a cutscene
Fixed an issue with encounters not properly updating in Witchdale
Adjusted some item descriptions to contain more information


Sat Dec 12, 2020 11:29 pm
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New Release: The TEST ZONE, Pt. 2


Hi everyone, back tonight with another huge list of tweaks and improvements as I continue my full start-to-finish sweep.

I expect by next week, the revision phase will be completely finished and the game will be all polished up and ready to launch apart from unfinished art assets.

Once those are all wrapped up... off to Steam, I guess!

Become a patron or try the public build at https://www.patreon.com/indoorminotaur


Version 0.158 - 12-18-2020

Added new scene art for Vincent & Gertrude
Delilah has new lines if encountering Mercy before & after she is captured
Mercy can now present Claudia’s letter to Beatrix in her office for a while
Adjusted a lot of dialogue for better quality, continuity and readability
Adjusted some tile layer issues
Adjusted some choice menus for better continuity
Adjusted some lighting for better performance
Mercy can no longer skip through the caverns in Witchdale after watching Molly enter
Fixed some repeating animations
The celebration noise & heart now appear when fishing any amount of essence
Esterholt Seekers now use the correct “Wrath” ability
Radiant Light now lasts 4 rounds, but only increases pharmacology by 25%
Fixed an issue where weather effects could sometimes stop when transferring to within the same map
Fixed a couple of accessories that weren’t equippable
Faded out some of the background music and sound effects to make the voice lines more easily audible
Fixed an issue where Mercy wouldn’t talk about Vincent’s room if she went into Gertrude’s prior
Fixed an issue where Hobart could appear in the cove even when not recruited
Made it impossible for NPCs to walk on the Mar’Liore bridge to prevent traffic jams
Fixed an issue where Mercy could have dialogue while not in the party
Fixed a movement-related soft-lock on the Isle of Deer
Fixed a font size issue
Yielding to Belka no longer disables Orus from following
Fixed some portrait issues for Leite and Beatrix
Adjusted some awkward Orus positioning during cutscenes
Fixed the walking animation for some guards during a cutscene
Beatrix now unequips any added gear and re-equips her default equipment once she leaves the party
Added a place for Beatrix to rest outside the nunnery
Adjusted the cove defense spike positions to not block the cannons
Fixed an issue where having insufficient funds to target Minerva could result in shifted choice results when hiring the Sisters
Fixed some walk animations during a cutscene with Holden
Added a few extra Bruiseweeds to Witchdale to make it slightly easier to catch the cove bruiseweed potion scenes
Fixed some passability issues
Fixed some dead lights
Fixed a ship pathing issue when escaping Mubarek
Fixed some portrait flickering
Fixed a font size issue after Mercy’s Carvannah threesome
Fixed an issue where Silas could walk around during a conversation
Fixed an issue where Giantslayer was dealing damage twice in a row
Changed Giantslayer icon so it doesn’t get confused with Corrosion
Beatrix now has an additional base 25% Pharmacology and Recovery Effect for being a Doctor
Glass Powder no longer afflicts Giantslayer, instead deals direct damage. It also now counts as a weapon skill instead of a spell, and is based on physical accuracy
Absolution of the Sea now correctly removes Corrosion
Claudia now knows Sense Essence
Fixed an issue where Moon’s shop didn’t check for bruiseweed at certain portions of the game


Sat Dec 19, 2020 9:57 pm
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Happy Holidays! (Special Release)

Hi everyone, I'm releasing the latest build early this year on account of tomorrow being Christmas, and because I wanted alpha patrons to be able to experience all the latest revisions before I take the next week to relax.

I finished my 95 hour playthrough today and worked solidly over the weekend so I'd be able to deliver the most polished and perfected build to date for this strange and unprecedented holiday season, particularly while most of us are stuck at home away from friends and family.

The patch notes are perhaps the longest I've had yet. Read them if you like, or don't. Whatever suits your fancy.

Happy Holidays and much love to everyone, from Nym and Audrey.

Become a patron or get the public build at https://www.patreon.com/indoorminotaur

Version 0.159 - 12-24-2020

Overhauled SP system; reduced amount of SP from defeating enemies and removed all SP from leveling; increased amount of SP earned from actions in combat
Made substantial balance adjustments to Defense & Resistance formulae;
30 Def = Approx 15% Mitigation, up from 5%
50 Def = Approx 25% Mitigation, up from 15%
100 Def = Approx 45% Mitigation, up from 35%
200 Def = Approx 63% Mitigation, up from 60%
Adjusted some enemy balance
Adjusted some item balance (will not affect existing saves)
Adjusted some dialogue to reflect the possibility of having access to Qel in places like Hawk’s Keep, Grey Clarion, Danforth Crook and Fogsborough
Fixed an issue where Roald’s dialogue flag could be bypassed by exiting the dorms directly from Mercy’s room and re-entering from the front door
Adjusted some steal rates
Adjusted a lot of dialogue for better quality, continuity and readability
Adjusted some lighting for better performance
Replaced all instances of the name “Volda” with Vonda for continuity
Mercy can check out a room at New Light Restaurant after getting information from Sodrek about Benn Wilkes
Added lights to the wall switches in Fort Wilkes to make them more obvious
Reduced “yield” requirement by 1 for Awaken ending, increased “resist” threshold by 1 for “Reject” ending
Fixed some passability issues
Seth now has the boss collapse effect
Fixed some dialogue on Annouck
Fixed a tile layering error at Fort Wilkes
Sodrek now correctly gives Mercy 5 hogfish ramens instead of 1
Claudia no longer appears in the residential area after returning from Esterholt
Adjusted the Carlisse/strangers battle to take less time
Mercy can now ride Orus on a couple of maps she was previously unable to
Fixed an issue where Mercy could ask about Moon’s upgrades with the wrong portrait
Fixed an issue where upgrading Moon’s shop 1 tier at a certain point could prevent certain important dialogue from occurring
Added a missing transfer point for leaving Hawk’s Keep
Visual HP gauge dimensions modified to match the ATB bar better
Fixed an issue where Mercy could ride Orus into a house in Danforth Crook
Added the Warm status to more cooking fires
Brienne in Danforth no longer has fixed movement after speaking to her once
Added more lootable items to various maps
Fixed some passability issues
Fixed some reference issues during a cutscene if Mercy gets Qel before purchasing supplies for Danforth in Mar’Liore
Fixed an issue where leaving Mar’Liore at a certain point while riding Orus incorrectly reapplies her blindfold
Fixed an issue where Weston’s walk animation was disabled in the cove during a cutscene
Fixed an issue where the Wulfhilde/Belka scene was previously incorrectly difficult to access, and also broadened the window to unlock the Wulfhilde/Mercy scene
Mercy can no longer enter the strategy meeting while riding Orus
Entering the siege planning map while mounted no longer increases Mercy’s speed after leaving the map unmounted
Fixed some portrait issues
Fixed an issue where Carlisse’s door was missing after the first siege
Fixed some issues where trying to ride Orus indoors could fadeout the screen
Some instances of Leondra, the Fourth Calamity, mistakenly referred to her as Alice. This has been changed for continuity, and to avoid confusion with a different historically significant Alice
Fixed an issue where Mercy could enter the Emerald Flats barracks while riding Orus during a cutscene
Mercy no longer asks the bartender in Emerald Flats about Mikhail after fighting Bartholomew
Mercy can now enter the room where the hunters are staying after recruiting them, and before the reinforcements arrive
Fixed a portrait flicker issue on the fishing boat
Fixed an issue where preparing for the final cove meeting before talking to Marlan about the Sisters would instead trigger the Sisters dialogue during the meeting
Fixed an issue where Bart & Quinn could fail to appear during the final cove meeting
When Leite meets Mercy after the final cove meeting, the dialogue now slightly differs if they went to Isle of Deer
Fixed an issue where Leland’s dialogue didn’t change after speaking with him
Holden and Wally now appear in the cove after they arrive before the final siege
Interacting with Leite’s bed after the Leite/Gorps scene now differs slightly if they went to the Isle of Deer
Delilah can no longer block the door to her room in the dorms
Fixed an issue where entering the second siege planning area from the planning table while riding Orus could result in fast movement speed when leaving the area
Fixed an issue where a harp could clip through the ship bow during the attack
Fixed a tile error
Fixed an issue where Bartleby skipped a page of text in the event of Quinn’s death
Fixed an issue where initially choosing to depart for the valley after the siege with Qel could result in a “coming soon” message instead of a direct departure
Mercy now recovers after resting in bed post-siege
“Awaken” and “Reject the Cycle” are now highlighted gold in the final choice menus


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Fri Dec 25, 2020 12:53 am
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New Weekly Release: v0.160!

Hi everyone, hope you had a nice holiday. I took a much-needed break from releasing a new build last week and just focused on adding content, fixing bugs and trying to finish up the polish for our upcoming Steam release.

I've also been working on the store page and a new trailer, as well as talking with artists, voice actors and reading up on best practices for publication. It's so close to being finished that I'm starting to go full stress mode over every last tiny little detail.

Anyway, another long set of patch notes with a lot of nice new features. Happy New Year, and I hope you enjoy.

- Nym

Become a patron to try this build or access the public version at https://www.patreon.com/indoorminotaur

Version 0.160 - 1-8-2021
A fishing guide has been added to the fishing journal, and the basics are displayed when the Fishing Rod is first acquired
The Quest Journal is now bound to the “J” key (old saves must reset controls to default before the change will take effect)
The shortcut to call the Skill Point allocation screen is now “K”
The keyboard controls overlay that appears on startup can now be accessed in-game, and is also updated to reflect the journal and advancement shortcuts
Fishing has received some bug-fixes, improvements, and tweaks to Lures
-Mercy’s fishing sprite now differs slightly based on rod type
-A special new fishing rod can be crafted by upgrading Gertrude’s forge
-Declining to fish while riding Orus no longer dismounts
-Dismounting Orus to fish now properly flags the “dismounted” variable so the screen will no longer fade out while trying to re-mount in an unacceptable area
-Lures and Bait now have colored options in the choice menu, and can also be used simultaneously
-Lures have been changed; now instead of being a flat Luck multiplier, Luck is multiplied based on the initial fishing check. This is to prevent high-luck characters from over-fishing essence while still ensuring Luck applies to fishing success rate
-Some of the wait commands have been removed from fishing, reducing the down time
-The fishing success sound effect has been changed from a bell to a gentler chime
-Items were made easier to fish, down to 10 inputs from 13
Added an additional short sequence to the “keep fighting” ending route
“Trance” has been removed. It never worked correctly to begin with, and never quite lived up to the ideas for implementation that I had for it, so I’ve cut it in preparation for 1.0
Added missing glasses to a couple of Agatha’s portraits
Added new pieces of Mercy’s backstory hidden around Shiveworth
Added a little more evidence of something hidden at the Carvannah aqueducts entrance
Added a new recruitable character & bathhouse suite
The 2nd floor of the bath house is now accessible after a certain point even if Liis was not recruited--it is merely empty
The empty “Advancement” menu has been removed from the skills category, a carry-over from the old Skill Point distribution system that no longer did anything
The “Equip Skills” command has been changed to “Prepare,” since skills is its own command and spells can also be equipped
The “Skills” command in the main menu has been changed to “Abilities,” since skills and spells are separate. The Skills submenu has been changed to “Weapon Skills” for clarity
The “Item” menu option has been changed to “inventory”
The timed attack cursor has been modified from a plain white line to a colored diamond
Full-length busts are now shown in combat for characters who have them instead of only the small face portraits
Fixed a tile overlay issue
Fixed some pixel errors and flickering on Mercy & Orus’s injured battler sprites
The timed attack result is now all caps for better spacing, and the result parameters have been adjusted slightly to allow for “perfect” results
The timed attack target points have been adjusted slightly to to better match the visuals
Fixed an issue preventing dialogue from appearing during the fight with Corrine
Fixed some typos
Fixed an issue where a colon appeared after Mercy’s name in a couple of encounters
Encountering 2 vox silvae at once now correctly counts both enemies’ deaths towards the full tally
The minimum ATB and HP bar lengths have been reduced to mitigate instances where a bar could overlap another enemy’s sprite
Fixed an issue where Fukuro wasn’t properly loading into the fight against the Grey Lions
Interacting with the bird in the Aster Canyon while riding Orus now properly dismounts so she isn’t speed-walking after the scene
Added some additional effects to the final canyon sequence
The background sound effect now properly fades during the scene transfer from the canyon
Fixed some text runoff
Adjusted some lighting for better performance
Fixed a lighting issue in the cove throne room
Adjusted some parallel processes for better performance
Adjusted some of the ending narratives for better quality and continuity
Attempted to fix possible crashes caused by some systems being slower to reference images that are flickering on and off
Fixed a broken color code in a journal entry
Fixed the formatting on the scene when inspecting the looted crab hide
Fixed an issue where Fishmaster Luca could reference being in Witchdale when in Mar’Liore or Emerald Flats
Changed the contents of a couple of different chests
Swagger is now correctly removed at the end of a battle


Sat Jan 09, 2021 10:57 pm
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Huddle Up, Gang (+ New Release)

Hi everyone!

New release tonight with some finishing touches, bug-fixes and added dialogue.

I'm just about done with the game, and now I have to wait for a couple of artists and a couple of voice actors to wrap up some new pieces for me.

By next week, we should be working on the upcoming Steam release! So please keep your eyes out for that.

We're really not sure what our next project will be. We've got some ideas but we're waiting to see how it all pans out.

Thanks for taking the journey with us (and tolerating this really long thread!)

Nym

Version 0.161 - 1-15-2021
New scene art added
Added new dialogue lines to some of the cove residents after the final siege
Added a new Rondo segment to the Monastery chapter, in which the player can learn new things about the church and some of the supporting characters there
Added a book in Aster Village with historical details about the crater
Recruitable NPC Bandon is now useable during the siege & has new dialogue
Adjusted a number of lines through the game for added context and better continuity
Fixed a couple of lingering small portraits during combat
Fixed an issue where Moon doesn’t correctly check for clovers to craft potion of plenty
Fixed some typos
Myerte will now correctly appear on the monument if she falls during the siege
Adjusted some lighting for better performance
Fixed some poorly-converted dialogue from smart text to plain-text & resized one of the Vincent and Gertrude scenes
Fixed a tile and passability error in the post-siege residential area
Made it impossible for NPCs to enter the doorframes of certain rooms to avoid them getting stuck for long periods


Sun Jan 17, 2021 5:36 am
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New Release: v0.162!

Hey folks, got another new release fresh out of the oven with some cool new content and a couple of important bug fixes.

As you might have seen last week, we're coming up on total completion, and at this stage, besides addressing bug reports, I'm just adding fun bonus content and making little improvements while I wait for the artists and voice actors to wrap up.

I'm shooting for a March release, so fingers-crossed all my assets are wrapped up in time. I won't set an official date until I have it all, but it shouldn't be much longer.

Until then, I'll keep adding and improving and fixing!

- Nym

https://www.patreon.com/indoorminotaur

Version 0.162 - 1-22-2021

Added a new hidden area in the Isle of Deer with a special reward
Gertrude can fix the reward for Mercy’s personal use, or
Belka can optionally use the reward, which increases her stats in the final siege
Added a new Leite scene for the [Keep Struggling] ending route
Dietrich can be found later in the game if he was not recruited early on, which makes the Aklas quest completable for a reward
Added a variety of new stat-requirement hidden treasures to the game
Made new grassy-door sprites for Aster Village
Improved the Witchdale mapping
The cove docks map in the outro is now different depending on the cove’s resourcefulness
Fixed an issue where it was possible to crash into a wall in the Mubarek theater and get bounced into an object
Fixed a possible portrait-related crash after the battle with Franz
Fixed a passability issue on the 2nd siege planning room from version 161
Mercy now pays Dietrich 300 gold from the cove fund for his services if she chooses to resist his essence
Fixed a move route issue when attempting to enter the Forbidden Tent in the cove before investigating it
Fixed an issue with the Moon Shard incorrectly reducing Orus’s Defense by 500 (?!) instead of 5


Mon Jan 25, 2021 5:17 pm
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New Alpha & Weekly Release: v0.163!

WELCOME, one & all, to the last alpha release before launch (most likely)! Alpha releases will probably still continue after launch for a while to get people trying out bonus content, but in a different form; for instance, it might be like a build you have to opt into via Steam.

A lot of nice little things have been added or improved since the last alpha release to be sure, but since just last week, we have entered what I am calling the Fun Zone, where bug reports have more or less stopped coming in, content is essentially wrapped up, and I am just adding fun bonus content while I wait for assets.

The Fun Zone will continue for the next couple of weeks, along with lots of quality assurance, as I prepare for a hopeful March release.

Somewhere between now and then, I'll also have to figure a lot of things out, like how to launch a game(?) & whether it's going to launch with achievements or whether I should implement those later (or if it's even possible). There's also a chance implementing achievements could break save files, so we'll have to wait and see.

There is a lot of work to do if I am going to launch on time, and I'm sort of in denial about it all at the moment! Anyway, this alpha will be going up as the pre-release build on Steam after the weekend and as long as no bugs are found before then, so expect to see the store page some time next week. It's actually already finished, just waiting on the package before it can go live.

Exciting stuff! The best way to keep your finger on the pulse of all these goings-on is probably to join the Discord (https://discord.com/invite/7hTwuTH) or follow along on Twitter (https://twitter.com/IndoorMinotaur).

Until then!

You can get the alpha build by becoming a patron. The older public build is still available. Both are available at https://www.patreon.com/indoorminotaur

Version 0.163 - 1-29-2021
Added new NSFW scene art
Added new voice lines to Leite’s outro scene
Added new easter egg NPCs
Added new hidden items
Added a public library to Carvannah noble district (WIP)
Improved some combat animations
Added TOM, THE STRONGEST MAN ALIVE (optional super tough Marlan fight)
Re-rendered battle backgrounds for better picture quality & optimization (+ reduced file size)


Sun Jan 31, 2021 11:05 pm
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New Release: 1.0????!!!! (0.164 also)

Hi everyone, tonight's launch is going to be the official 1.0 Steam release (assuming nothing catches on fire tonight), which is really scary and exciting.

However, I'm going to maintain the 0.x number scheme at the same time while I release weekly builds coming up to the Steam launch. Reason-being, I have to submit a build for approval to Steam before I can officially launch the page, so (slaps hood of build), I'm submitting this bad boy.

Once the game officially launches on Steam, all the weekly builds between now and then will be rolled into a day-1 patch (something like version 1.01).

Hope that makes sense to everyone! I've got a lot of new art coming out this week and more to come later, so I'm not out of the woods just yet.

I've also got some Mercy voice lines coming in soon, and I'm absolutely determined to make those szarva game pieces do something before I perish.

Anyway, that's where I'm at. For weekly patrons, things won't seem much different for a while as I keep cranking out builds every Friday. I hope you like 'em.

- Nym

https://www.patreon.com/indoorminotaur

Version 1.0/0.164 - 2-5-2021

Added four brand new pieces of NSFW scene art
Added a whole bunch of knowledge to the library in Carvannah
Updated the title screen with new designs
It is no longer possible to skip the opening chapter
The opening splash screens are now skippable with 1 button press
A “Quit” option has been added to the main menu for people on certain devices with only 1 USB who are using a controller (like a surface pro)
Rockhide Eels are now skinnable for their hides, which can be crafted into gauntlets or a helm by Meghan in the renovated throne room
Added an 18+ splash screen on startup
When entering the Carvannah Library with Beatrix, she will read all the tomes to Mercy (given the circumstances)
Fixed an issue where a secret fish was consumable & had no sale value
Slightly modified font color palette
Adjusted an image flickering scene to reduce instances where PCs slower to render images could result in reference error
Changed menu, cancellation and confirmation sound effects to be more pleasing on the ears
Every chapter you read in the library grants skill points!


Sat Feb 06, 2021 9:16 pm
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Steam Store Launch!

Hi everyone, I'm excited to announce the approval and official launch of our Steam store page: https://store.steampowered.com/app/1517 ... f_Essence/

The release date is set for March 12th. We hope you're excited, and we hope you like our new trailer.

Check out the store, slap it on your wish list, share it with your friends, share it with your partners, etc.

It's finally happening!


Sun Feb 14, 2021 1:01 am
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New Release: version 0.165!

Hey folks, sending out a new release to the world, even if it's not a huge one.

This week has largely been a flurry of activity, not least of which the Steam Store (https://store.steampowered.com/app/1517 ... f_Essence/) (now live), the website (https://indoorminotaur.wixsite.com/home) (now also live) and the Patreon page (which was locked for having "implied nudity" on public posts but is now restored after a number of edits were made).

I think there are something like 76 attainable members of the cove now (though not all attainable in the same playthrough), which is ludicrous when I think of how much work goes into adding just 1 person to that whole complex operation.

The latest member, Tom, is cool, but there's still more I want to write up on this particular character, so expect to see more of him next week. Anyway, did I mention the release date is set?!

March 12th. Keep your eye on the prize. Also be sure to add our game to the wishlist on Steam. Until then, enjoy this new build!

Take care,
Nym

Become a patron or try the public build at https://www.patreon.com/indoorminotaur

Version 1.01/0.165 - 2-12-2021
Added TOM, THE STRONGEST MAN ALIVE to the cove & siege planning room
Added a new scene to the final moments of the game
Added new image-scrolling functionality for some new high res scene art pieces added that are larger than the game window
Fixed a rough transition from Leite’s tent
Fixed a rock overlay on the Neresalem outro cutscene
Fixed an issue where the “reject cycle” outro could transfer to the wrong version of the docks


Mon Feb 15, 2021 7:07 pm
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