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Full notes
Full Dark Island: Faded Memories update
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What changed
- Gameplay
- Balance
- UI and audio
Dark Island: Faded Memories changes
Greetings, everyone!
This is Garu back again with another Monthly update! May was a big month. We added a ton to the game, and we're now really close to Test 10, the build that becomes our public demo right after. Almost everything below was in service of getting that build ready, so think of this as the road-to-the-demo update.
New Armors
First up: I finally added the three armors I'd announced but still owed you. So you've now got the druid, the jester, and the heavy red armor in-game. We're still hunting for proper names, so for now I'm announcing them by their dev names — the real ones will come once they stick.
Taking to the Skies (in First Person)
A few flight and movement updates landed this month.
Dragon riding in first person - You can now ride in first person, and it changes the whole feel of being in the air. And also we have new clouds. I swapped in a new cloud set — they're genuinely beautiful, and they read much better in first person than the old ones did.
The Graphics & Sound Pass
This was the meatiest part of the month. Lorenz started making major changes to the graphics, and to do them justice we leaned into VFX and sound design right alongside them.
On audio, Lorenz added a bunch of sounds that were missing back at Gamescom and before — like the dragon checkpoint sound, plus some smaller cues you'll hear while you're in the third dungeon.
Smaller Changes
Weapon effects - Some weapons now have a bit of visual flair on their stronger moves — we've started layering effects onto the heavier attacks. Weapon sets - We added two new ones this month. The plan, as you know, is to build the arsenal around proper sets — Skyrim-style — which keeps the weapons more concise, more organized, and honestly better looking. We've added Bloodfang, with Orichalcum landing later this month, and together with the ornamented set from last month that puts us at three full sets. We're already close to moving on to the next one.
Steam post image Camera height - If you played before, you'll notice the camera now sits a little closer to the character. It mirrors the other Souls games more faithfully, and we think it fits — it also makes enemies feel larger than they really are, which matters a lot for a Souls-like. Melee - You can punch things now — some of you have already spotted this one. Bare-handed attacks are in. Fire and lightning - Boris has been working on improving both for a while now, and the first piece of that work you can actually see in-game is the new fire.
What's Next
Right at the end of the month we started bringing the horse back. You might remember Lorenz adding one on day 3 — we shelved it because it didn't feel necessary at the time. Turns out it is, so we're working on making it functional again.
But the real priority is simple: get Test 9 and after, the demo, out the door. Everything above is part of that push.
That's it for May. Thanks for reading, and thanks for sticking with us.
— Garu
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