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Steam News25 December 20241y ago

Happy Christmas!

We all wish you a Happy Christmas and hope your dreams come true, the same way you are helping our dream become reality! This year brought some major setbacks as we transitioned the game to Unreal 5.

Full notes

Full Kalyskah update

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What changed

0 fixes4 additions1 change0 removals
  • Balance
  • Performance
  • Gameplay
addedThis year brought some major setbacks as we transitioned the game to Unreal 5. The lesson we learned this year was patience. As things started to complicate in the new engine, we took a deep breath and assessed what was wrong. Realising we were building a house on sand; we stepped back and started reworking from the basics. We conducted countless tests, implemented new ideas, and explored the technologies that would work versus those that wouldn’t. Then, we went back and redid features using what we’d learned, all that while trying our best to ship version 0.26 in time for Halloween!
changedWe managed to hire an amazing level designer who guided us in improving performance by reworking our shaders, adjusting the level of detail of our assets, and implementing technologies to load the world in smaller chunks.
addedWe also brought on someone new who will be working on different variations of Kalyskah’s soundtrack next year. Our programmer has created a branch from the main project to rework the base classes. On the animation side, we travelled to another area here in Brazil to motion capture the cutscene, and we’re now polishing it using Unreal’s proper workflow. This involves a rig that allows us to animate cutscenes directly in the engine, rather than constantly bouncing back and forth with Blender.
addedAnd there’s so much more. I can’t express how happy I am to see that, through all this tortuous path, you stayed by our side, offering feedback and ideas for the game. Many of your suggestions have been noted and will be implemented once the refactoring is complete. As we finish reworking the game’s foundation, we’ll return to implementing new features and building the a storyline that bridges Kalyskah before the fall of her temple, and the current state you see her legion at the demo.
addedOnce again, have a wonderful Christmas and an amazing New Year!

Kalyskah changes

addedThis year brought some major setbacks as we transitioned the game to Unreal 5. The lesson we learned this year was patience. As things started to complicate in the new engine, we took a deep breath and assessed what was wrong. Realising we were building a house on sand; we stepped back and started reworking from the basics. We conducted countless tests, implemented new ideas, and explored the technologies that would work versus those that wouldn’t. Then, we went back and redid features using what we’d learned, all that while trying our best to ship version 0.26 in time for Halloween!
changedWe managed to hire an amazing level designer who guided us in improving performance by reworking our shaders, adjusting the level of detail of our assets, and implementing technologies to load the world in smaller chunks.
addedWe also brought on someone new who will be working on different variations of Kalyskah’s soundtrack next year. Our programmer has created a branch from the main project to rework the base classes. On the animation side, we travelled to another area here in Brazil to motion capture the cutscene, and we’re now polishing it using Unreal’s proper workflow. This involves a rig that allows us to animate cutscenes directly in the engine, rather than constantly bouncing back and forth with Blender.
addedAnd there’s so much more. I can’t express how happy I am to see that, through all this tortuous path, you stayed by our side, offering feedback and ideas for the game. Many of your suggestions have been noted and will be implemented once the refactoring is complete. As we finish reworking the game’s foundation, we’ll return to implementing new features and building the a storyline that bridges Kalyskah before the fall of her temple, and the current state you see her legion at the demo.
addedOnce again, have a wonderful Christmas and an amazing New Year!

We all wish you a Happy Christmas and hope your dreams come true, the same way you are helping our dream become reality!

This year brought some major setbacks as we transitioned the game to Unreal 5. The lesson we learned this year was patience. As things started to complicate in the new engine, we took a deep breath and assessed what was wrong. Realising we were building a house on sand; we stepped back and started reworking from the basics. We conducted countless tests, implemented new ideas, and explored the technologies that would work versus those that wouldn’t. Then, we went back and redid features using what we’d learned, all that while trying our best to ship version 0.26 in time for Halloween!

We still have a lot of ground to cover until the game reaches the polish we want so we can officially start the early access, but here’s some of what you can expect:

We managed to hire an amazing level designer who guided us in improving performance by reworking our shaders, adjusting the level of detail of our assets, and implementing technologies to load the world in smaller chunks.

We also brought on someone new who will be working on different variations of Kalyskah’s soundtrack next year. Our programmer has created a branch from the main project to rework the base classes. On the animation side, we travelled to another area here in Brazil to motion capture the cutscene, and we’re now polishing it using Unreal’s proper workflow. This involves a rig that allows us to animate cutscenes directly in the engine, rather than constantly bouncing back and forth with Blender.

And there’s so much more. I can’t express how happy I am to see that, through all this tortuous path, you stayed by our side, offering feedback and ideas for the game. Many of your suggestions have been noted and will be implemented once the refactoring is complete. As we finish reworking the game’s foundation, we’ll return to implementing new features and building the a storyline that bridges Kalyskah before the fall of her temple, and the current state you see her legion at the demo.

Thank you so much for your support! Kalyskah is more than a game to us—it’s a project we’ve poured our hearts into because it’s the medieval vampire game with erotic elements that we always wanted to play. Having people like you backing us and helping to make this dream a reality gives us the strength to push through sleepless nights and endless research—with a smile on our faces!

Once again, have a wonderful Christmas and an amazing New Year!

Source

Steam News / 25 December 2024

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