What changed
0 fixes7 additions2 changes1 removal
- Gameplay
- Server
- Events
- Balance
addedThere is still quite a bit of work to do prior to early access, and we aim to keep you updated along the way. There will likely be another public playtest or two leading up to the early access release, so that we can test new features ahead of launch. We do not have a firm timeline of when early access will begin, other than, "some time later this year". We're going to continue improving the game until it feels ready for release.
addedWe were wary to add anything new that wasn't incremental updates during Steam Next Fest, but work has continued behind the scenes.
addedOur current test server build has introduced an optional new Quick-Time Event system for combat. This system just missed being ready in time for Steam Next Fest, and is an optional feature. The goal is to provide an additional layer of interaction for players who enjoy active participation during combat, while preserving the traditional turn-based experience for those who prefer it.
addedWhen enabled, quick-time events will appear on your screen during the usage of abilities, or when defending against enemy abilities. You will be given random keys to press within a specific window. If you match the proper key and timing, you will receive a bonus to the effectiveness of this ability.
changedCombination abilities may have multiple keys in succession, for the various strikes. If you attempt to use a quick-time event, but press the key outside of the timing window, you will receive a penalty to the effectiveness of that ability or attack. When defending, proper timing can reduce or prevent incoming damage or debuffs. The level of reduction or bonus varies by the ability used.
removedIf you do not react, or if Quick-Time Events are disabled, you will get the baseline result. That would equate to the same result that you received during Steam Next Fest.
Astracolypse changes
addedThere is still quite a bit of work to do prior to early access, and we aim to keep you updated along the way. There will likely be another public playtest or two leading up to the early access release, so that we can test new features ahead of launch. We do not have a firm timeline of when early access will begin, other than, "some time later this year". We're going to continue improving the game until it feels ready for release.
addedWe were wary to add anything new that wasn't incremental updates during Steam Next Fest, but work has continued behind the scenes.
addedOur current test server build has introduced an optional new Quick-Time Event system for combat. This system just missed being ready in time for Steam Next Fest, and is an optional feature. The goal is to provide an additional layer of interaction for players who enjoy active participation during combat, while preserving the traditional turn-based experience for those who prefer it.
addedWhen enabled, quick-time events will appear on your screen during the usage of abilities, or when defending against enemy abilities. You will be given random keys to press within a specific window. If you match the proper key and timing, you will receive a bonus to the effectiveness of this ability.
changedCombination abilities may have multiple keys in succession, for the various strikes. If you attempt to use a quick-time event, but press the key outside of the timing window, you will receive a penalty to the effectiveness of that ability or attack. When defending, proper timing can reduce or prevent incoming damage or debuffs. The level of reduction or bonus varies by the ability used.
As we wrap up on Steam Next Fest, our attention now turns to getting the game ready for early access later this year. We'd like to thank everyone who participated in the Steam Next Fest playtest.
There is still quite a bit of work to do prior to early access, and we aim to keep you updated along the way. There will likely be another public playtest or two leading up to the early access release, so that we can test new features ahead of launch. We do not have a firm timeline of when early access will begin, other than, "some time later this year". We're going to continue improving the game until it feels ready for release.
We were wary to add anything new that wasn't incremental updates during Steam Next Fest, but work has continued behind the scenes.
Our current test server build has introduced an optional new Quick-Time Event system for combat. This system just missed being ready in time for Steam Next Fest, and is an optional feature. The goal is to provide an additional layer of interaction for players who enjoy active participation during combat, while preserving the traditional turn-based experience for those who prefer it.
When enabled, quick-time events will appear on your screen during the usage of abilities, or when defending against enemy abilities. You will be given random keys to press within a specific window. If you match the proper key and timing, you will receive a bonus to the effectiveness of this ability.
Combination abilities may have multiple keys in succession, for the various strikes. If you attempt to use a quick-time event, but press the key outside of the timing window, you will receive a penalty to the effectiveness of that ability or attack. When defending, proper timing can reduce or prevent incoming damage or debuffs. The level of reduction or bonus varies by the ability used.
If you do not react, or if Quick-Time Events are disabled, you will get the baseline result. That would equate to the same result that you received during Steam Next Fest.
One other combat related improvement that is now functional in our current test build, is a Skip Animations setting. When enabled, it will skip the animations or cinematics for the ability, and just apply the damage or effects from it. This setting can be toggled on or off at any time from the Game tab in Settings.
Upcoming builds will continue to refine combat and progression, and introduce the camp/building system, which will tie into updates to the crafting system. In the future, reserve party members will remain in your camp(s), and many crafting recipes will require tools or objects that must be constructed in camp using a tiered research and building system. We'll be sharing more about how that will all work in a future update.
There will also be improvements made to the early game, offering more guidance. We'll also be adding new party members and enemy types into the mix.
We'll keep you posted as new features are added. If you have any suggestions or feedback, we'd be happy to hear them on the discussion forums.