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Steam News6 December 20232y ago

Dev Log (December 6th)

Hello. This is CandLE, always open. This time, our game participated in Burning Beaver. It's the last exhibition of the year, and it felt different as it was our first event after early access.

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Repeated intro

Hello. This is CandLE, always open.

What changed

0 fixes1 addition6 changes0 removals
  • Events
  • Store
  • Gameplay
  • Maps
changedIt's the last exhibition of the year, and it felt different as it was our first event after early access.
changedPersonally, Burning Beaver was a highly satisfying event. Being based in Seoul, we enjoyed the convenient location and appreciated the support provided for accommodations and rest areas, showing great consideration for creators. It was also great to see the event organizers putting effort into various activities and contests using their own goods to enhance the overall exhibition experience.
changedEspecially for Sanabi, the line for purchasing goods was so long that staff had to intervene. The goods were sold out on the second day, and on the third day, fans left messages and drawings on a panel that said the goods were sold out.
changedBelow are some feedback and improvements we are considering, not only from this exhibition but also from various channels since the early access release.
addedApply timer settings in the clear screen. - Create convenience buttons in the story part (text effect settings, text log, auto function, etc.). - Improve quick puzzle map generation on the pad (sometimes it doesn't work). - Update Spanish UI. - Voice preview feature in settings. - Allow option modification during puzzles. - Improve clear screen production. - Add resolutions. - Modify filter design for color separation intuitiveness. - Standardize mouse pointer size. - Enhance story script production. - Add and modify various skins. - Backup save data. - Improve store guidance. - Remove filter animation upon clearing. - Fix cursor bugs.
changedIn summary, these are the improvements we are considering. We don't know if we can apply and modify everything, but, as per our team's slogan, we will make efforts to show any improved aspects with an open mindset.

This time, our game participated in Burning Beaver.

It's the last exhibition of the year, and it felt different as it was our first event after early access.

Personally, Burning Beaver was a highly satisfying event. Being based in Seoul, we enjoyed the convenient location and appreciated the support provided for accommodations and rest areas, showing great consideration for creators. It was also great to see the event organizers putting effort into various activities and contests using their own goods to enhance the overall exhibition experience.

While there were inevitably some shortcomings during preparation, the feedback was prompt, and even for the second edition, it was enjoyable and well-organized.

Honestly, we were more worried about the number of attendees than the preparation, but it turned out that there were more people than expected.

Especially for Sanabi, the line for purchasing goods was so long that staff had to intervene. The goods were sold out on the second day, and on the third day, fans left messages and drawings on a panel that said the goods were sold out.

Moreover, there were users dressed up as the protagonist, and seeing that, we felt both respect for their efforts and motivation to work harder ourselves. (For reference, we think cosplaying our game's protagonist is quite easy. Just wear glasses, a doctor's gown, and a checkered shirt.)

On the last day, we were honored to receive the Burning Beaver Award for this year.

All those who received awards are remarkable individuals, and I even had thoughts like, "Do I deserve to be among them?" Nevertheless, we consider it as encouragement from those who support us, and we will strive harder.

Thank you to everyone who visited again.

Below are some feedback and improvements we are considering, not only from this exhibition but also from various channels since the early access release.

  • Apply timer settings in the clear screen. - Create convenience buttons in the story part (text effect settings, text log, auto function, etc.). - Improve quick puzzle map generation on the pad (sometimes it doesn't work). - Update Spanish UI. - Voice preview feature in settings. - Allow option modification during puzzles. - Improve clear screen production. - Add resolutions. - Modify filter design for color separation intuitiveness. - Standardize mouse pointer size. - Enhance story script production. - Add and modify various skins. - Backup save data. - Improve store guidance. - Remove filter animation upon clearing. - Fix cursor bugs.

In summary, these are the improvements we are considering. We don't know if we can apply and modify everything, but, as per our team's slogan, we will make efforts to show any improved aspects with an open mindset.

In addition, there's a long way to go for the official release, such as creating Episode 3, revealing side stories, and customizing maps.

We plan to share a detailed roadmap for this around the end of December or early January.

Thank you.

CandLE is always open.

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Steam News / 6 December 2023

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