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New Trailer + What's new!

Hey guys, Bantam here with not one, but two things for you! Today, we've got a dev log and a killer trailer. But before we dive into all that goodness, we want to give a huge  shout-out to all you amazing peeps who've been patient and supportive. You guys are awesome. Swing by our twitter to peep the new trailer! or click here 

We want to talk about the battle system because that's been our main focus lately. But before that...

Dialogue

We've made an important decision to revamp the dialogue system, and here's the scoop: we've switched to using Yarn Spinner as the backend. Yarn Spinner is an open-source dialogue system package that allows you to write dialogue outside of Unity. Why did we make this change? Well, we wanted to prepare for an upcoming modding update after the game's release. With Yarn Spinner, you'll have the freedom to write dialogue for both existing and new characters without needing any proprietary software.

But that's not all! While we were reworking the system, we ensured that all characters can be fully animated within Yarn Spinner. So now, you'll be able to animate characters and create dialogue, branching out dialogue trees based on choices you make. You can also set variables and dynamically change the dialogue based on various factors (like if a character is unhappy with you). Additionally, you can even give items to the player using Yarn Spinner alone.

This change has not only streamlined the process of creating the game's story but also made it much easier for us. And trust us, it was definitely worth it!

Skills

We've made a switch to an AP (Action Points) based system, and here's how it works: each turn, you earn a small amount of AP. Normally, any unused AP carries over to your next turn, allowing for some strategic planning. This change enables us to introduce more powerful skills for characters, some of which may require the use of other items or strategic turn passing. To keep the battles engaging, you'll receive an extra +1 AP each round under normal circumstances, preventing the battles from dragging on.

Now, let's talk about combo abilities. Certain skills have the ability to combo. When you and your adjacent allies have compatible skills, you can combine those abilities into one turn, but it comes at a cost of 2 stress. It's important to note that both attacks must be valid at the time of the turn for the combo to be active. If, for example, a weapon has no ammo or a skill is on cooldown, the combo will be deactivated.

We're also currently working on enhancing the ranged weapon skills by introducing select fire options. This means you'll have the ability to choose whether or not to use bullets, at the cost of AP, by switching the fire control. This way, you can conserve ammunition when needed.

Abilities

We have added a variety of abilities recently we’ll be polishing and showing them off soon! Let's break down the details of some of these abilities:

Inventory

As the team commander, you'll have a 3-slot inventory at your disposal during any ally's turn. These inventory slots can be filled with single-use items that you acquire during events or from shops in the game world (in the full game). These items usually have no usage cost and are consumable only once. Use them wisely!

Events

As you progress through your playthrough, you'll come across modifiers that significantly alter gameplay mechanics. These modifiers have the potential to dramatically impact your run, either in a positive or negative way.

Random events will also occur throughout the game, offering a variety of outcomes. These events can bring both negative and positive consequences, and occasionally even game-changing effects. Stay alert and be prepared to adapt to the unexpected!

Traits

Traits are unique characteristics that define each character in the game. Some characters begin with inherent positive or negative traits right from the start. Throughout a run, you have the opportunity to acquire or lose traits based on your performance.

Let's take Melody as an example. She starts with the Nervous trait, which causes her to occasionally panic and unleash a flurry of wild shots at enemies. Interestingly, you can cleverly exploit certain negative traits like this to your advantage if you strategize effectively!

It's worth noting that enemies can also possess traits of their own. For instance, the Bent Pipes Grunts exhibit the Bodyguard trait, which compels them to protect Mia by absorbing the first attack directed at her. Stay vigilant and adapt your tactics accordingly when facing enemies with unique traits!

Specs

Here are the specifications we have identified during our testing.

Likely Minimum Specs:

Please note that we are continuously working to optimize performance, so these requirements may potentially be reduced further. Our goal is to ensure the game remains playable even on toasters or smart fridges.

What's left to be done?

We still have some exciting tasks ahead! Let's break it down:

Stay tuned for more updates as we make progress on these exciting tasks. We're committed to delivering an exceptional gaming experience, and your support means the world to us!

New Trailer + What's new!

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