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Full Requiem For a Lost World update
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Repeated intro
Hello everyone!
What changed
- Balance
- Gameplay
- Maps
- Performance
- UI and audio
Requiem For a Lost World changes
It's been a little while since the last post, and since it's my special day, I wanted to share what's been cooking behind the closed doorヾ(•ω•`)o
Things are still a work in progress, so any and all feedback is welcome!
As many of you already know, I'm aiming for version 2.0 to be the out-of-early-access release. I hope to have it ready before the end of December - whether that works out, we'll have to see. I may delay it if I'm not satisfied with the state of the build by then, but fingers crossed it won’t come to that (●'◡'●)
Okay, let’s get into some notable changes you can expect in the next version. I won’t dive too deep here, think of this as a quick tour of selected features~
Upcoming Character
As you all know, Clara has been in the works for quite a while. I'm happy to announce that she’s mostly ready, with just a few tweaks left!
She’s designed as a hybrid Simple/Pierce + DoT damage dealer!
Upcoming Reworks
Arika has been reworked to bring her up to modern standards — she now has her own unique set of reactions to trigger!
Next in line is base Nishi. He received a new starting weapon and will focus on Dark/Lightning reactions.
Further down the line I also plan to rework Eliza and Alice!
Upcoming Map
Enemies for the Forbidden Zones are done. I don’t want to post screenshots of the map itself yet since I'm still iterating on the overall look, so please look forward to it!
New Weapons
Steam post imageA couple of new weapons will be added. The image above does not show the full set.
Graphics Improvements
Building upon the improvements in 1.9, I pushed things even further for this version!
Requiem For a Lost World now includes Ray Traced Global Illumination and Ray Traced Reflections that should work on any GPU.
Alongside Ray Tracing support, open-world maps will also receive dynamic day/night cycles and weather!
Here are some teaser screenshots:
Steam post imageSteam post image
We sure have come a long way since the first version of the game ┗( T﹏T )┛
While we're on the topic — the Memory Rift left by bosses has also received a new look!
Oh, and 3D chests that you no longer need to break open!
UI Improvements
Expect several UI changes — both in-game and in the main menus. The Shard Screen will get a small glow-up, the Relic Loadouts planner will be improved, and the Level-Up screen will now display weapons affected by upgrades, like so:
Bug Fixes and CO-OP
Version 2.0 also fixes several obscure bugs from previous versions, including some major CO-OP related issues.
CO-OP mode should work much more smoothly in version 2.0!
Difficulty Settings
I found Deep I+ difficulties to be not interesting or varied enough. In version 2.0, these difficulties will receive random effects (both positive and negative) each time you start a run to keep things fresh and exciting!
Wiki
I’ve also created a wiki for Requiem For a Lost World! It’s currently very bare-bones, but the goal is to eventually migrate the in-game wiki there. The big benefit is that any of you can contribute!
If you have time and want to help expand it, I would greatly appreciate it!
Afterword
Thank you to everyone who has shown their support over the past year of development, it has helped a ton in keeping me motivated to build this game!
As mentioned above, this is just an overview to hopefully get you excited for the next version. There are some changes I haven’t mentioned here, but let’s not rob the future changelog of its content (❁´◡`❁)
I have even more features planned, but they will likely have to wait until after version 2.0 is released:
Adding a support character that accompanies your main pick and provides various buffs and additional abilities
Weapon maker — or even modding support — if there’s enough interest
I’m still debating whether to release a small donate -style DLC, since I know some people like to support projects they enjoy. Since the game is free, this would be the best way to do it — and I’d include some freebies as well!
I've also experimented with 3D models for characters, but if it's going to happen it will be much later so no promises there.
Anyway, that’s it from me. As always, if you have any suggestions, questions, or problems, feel free to leave a comment or create a discussion thread — whichever you prefer!
Hopefully I’ll see you all at the successful launch of version 2.0!
Source
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