HomeGamesUpdatesPricingMethodology
Steam News8 August 20241y ago

New Screenshots + Development Update 8/8/2024

Hello! As a solodev I have to manage my time well, so I don't post much here. But today I bring you new information (and new screenshots, updated in the store!). NEW STUFF: I have added an energy system to combat.

In this update2

Full notes

Full Ethereal Fracture update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello! As a solodev I have to manage my time well, so I don't post much here. But today I bring you new information (and new screenshots, updated in the store!).

What changed

0 fixes4 additions0 changes0 removals
  • Store
  • Gameplay
addedHello! As a solodev I have to manage my time well, so I don't post much here. But today I bring you new information (and new screenshots, updated in the store!).
addedNEW STUFF:I have added an energy system to combat. Allowing you to chain various actions , only having to load the action time (skipping the waiting time). Each type of weapon has different energy costs. From daggers chaining small attacks, to axes with a much greater energy expenditure. The idea is to give more speed and depth to the combats. I hope you like this system!
addedNEW STUFF:I have also added consumable items , they simply seem like a must in a game like this.
addedNEW STUFF:I have added critical and evasion stats to the game design. At first I wanted to avoid rng within combat, but testing the combat I came to the conclusion that it could be more interesting with crits and evasion. (in addition to being able to add builds and cool synergies)

Ethereal Fracture changes

addedHello! As a solodev I have to manage my time well, so I don't post much here. But today I bring you new information (and new screenshots, updated in the store!).
addedI have added an energy system to combat. Allowing you to chain various actions , only having to load the action time (skipping the waiting time). Each type of weapon has different energy costs. From daggers chaining small attacks, to axes with a much greater energy expenditure. The idea is to give more speed and depth to the combats. I hope you like this system!
addedI have also added consumable items , they simply seem like a must in a game like this.
addedI have added critical and evasion stats to the game design. At first I wanted to avoid rng within combat, but testing the combat I came to the conclusion that it could be more interesting with crits and evasion. (in addition to being able to add builds and cool synergies)

NEW STUFF:

I have added an energy system to combat. Allowing you to chain various actions, only having to load the action time (skipping the waiting time). Each type of weapon has different energy costs. From daggers chaining small attacks, to axes with a much greater energy expenditure. The idea is to give more speed and depth to the combats. I hope you like this system!

I have also added consumable items, they simply seem like a must in a game like this.

I have added critical and evasion stats to the game design. At first I wanted to avoid rng within combat, but testing the combat I came to the conclusion that it could be more interesting with crits and evasion. (in addition to being able to add builds and cool synergies)

ROADMAP

Regarding the future of the game: I would like to have a demo soon so I can have feedback and so you can try the game. And if everything goes well, the demo has good feedback, polish it well and be able to bring you Early Access by the end of 2024 or so.

And that's all for now. Any feedback is welcome! <3

Source

Steam News / 8 August 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.