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Steam News31 July 20232y ago

The Definitive Demo Release!

Odyssey of Dremid'ir has been in development for longer than two years, and has been (bearably playable) for about half of that time.

Full notes

Full Odyssey of Dremid'ir update

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

What changed

0 fixes9 additions8 changes4 removals
  • Gameplay
  • Balance
  • UI and audio
  • Maps
  • Performance
addedEquipment now has a layout, showing what's worn
addedThere's now a new mouse cursor!
changedSeveral reworked particle effects
addedNew particle system for when landing attacks/spells
changedThere are now three damage types (Physical/Magical/Pure) as opposed to just one type
changedReworked Combat HUD

Odyssey of Dremid'ir changes

addedEquipment now has a layout, showing what's worn
addedThere's now a new mouse cursor!
changedSeveral reworked particle effects
addedNew particle system for when landing attacks/spells
changedThere are now three damage types (Physical/Magical/Pure) as opposed to just one type

Odyssey of Dremid'ir has been in development for longer than two years, and has been (bearably playable) for about half of that time. In that period, we've now released 5 major demo version updates, of which we are pleased to announce that THIS is the most definitive version, and what you can largely anticipate the full game (more or less) controlling like. Before going further into what our next step is about, let us quickly cap what's inside the Version 0.5 update:

  • Menu Overhauls including:

  • Better allocation of stats (exp, items, etc)

  • Equipment now has a layout, showing what's worn

  • Attributes/Abilities (and exp) are now represented by icons

  • Abilities that are unavailable/locked are now darkened

  • There's now a new mouse cursor!

  • Gear now displays an icon for who can wear it (Warrior/Ranger/Spellcaster)

  • Several reworked particle effects

  • New particle system for when landing attacks/spells

  • Party members now stand differently in battle, respondent to their target

  • There are now three damage types (Physical/Magical/Pure) as opposed to just one type

  • Reworked Combat HUD

  • Entirely new graphical UI

  • Rotating/targeting allies/enemies is much easier/more responsive

  • Descriptions, and statistics of attacks/abilities/enemies are now displayed

  • Boss enemies now have a shiny new HP bar

  • HUD shrinks away when not in use (more clarity in combat)

  • Icons/coloured text is displayed when debuffed by something

  • New area including a new side quest/boss (We anticipate uploading 0.5a with the rest of the missing VA)

  • New enemies

  • Fast Travel fires now display a world map

  • Fast Travel fires now also allow you to wait until a certain time of day (it also heals)

    Smaller bug fixes include:

  • Frightening Leer no longer crashes

  • Player collisions no longer clip in certain areas

  • Various map polishing

  • Added various new animations for certain characters

  • Loading a conversation does not cause nearly as much game stutter

  • Fast Travel menu text is no longer oddly blurry

  • Inner Fire's power bonus is no longer permanent

  • Re-added "Last Action" command in battle (it no longer causes crashes)

  • Abilities should now deal more damage on average (as they are meant to)

With our first TRUE monumental milestone cleared, we're ready to set sail for the remainder of our game development. This means creating the remaining content that will not appear in the demo; generating more buzz, and getting ready for our crowdfunding campaign! We've decided to settle up with Kickstarter to run our campaign, for a simple 10,000 USD. If you're interested in supporting us, and seeing the game all the way through, please keep an eye out for our campaign. You can follow the campaign RIGHT HERE!

If you're too busy to read, check out our video to see most of what I've mentioned at play!

Remember to post about your bugs and experiences! We would love to hear them!

Source

Steam News / 31 July 2023

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