HomeGamesUpdatesPricingMethodology
Steam News31 January 20188y ago

New Year Update! - Visual Updates, Combat, New Characters, Minigames & More!

Happy New Year everyone! We're finally here with our first Steam Rite of Life update. We have a lot to get through! So, let's begin! Forest Update We’ve taken the time to redesign the forest.

Full notes

Full Rite of Life update

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

What changed

0 fixes3 additions3 changes0 removals
  • Gameplay
  • UI and audio
addedHappy New Year everyone! We're finally here with our first Steam Rite of Life update. We have a lot to get through! So, let's begin!
changedForest UpdateWe’ve taken the time to redesign the forest. Originally in the alpha demo, the forest changed its layout each day. This concept came from when we were procedurally generating the surrounding environments. However, since the game has progressed, we’ve implemented seasons, weather and many other variables. We feel strongly that having a consistent design will allow us to improve the experience of exploring, gathering and finding materials in the forest. What we’ve been able to do now is explore ways the seasons and weather change the environment. Some quick examples include lakes being frozen over during the Winter, which could lead to access to previously cut off areas, or when it has been raining for long periods of time you will see areas flooded, thus additional resources being made available. There are lots of avenues for us to explore moving forward. We think this will make exploring the forest feel more dynamic and rewarding whilst retaining that familiarity of knowing the area and planning your day.
addedNew CharactersWe’ve also been designing some new characters for the home. We’re targeting around 35 unique characters in total once you have maxed out your home. Here’s a look at some of the latest designs. From Top Left: Doctor, Log Scaler, Alchemist. From Bottom Left: Postman, Tavern Owner
addedJournalThe journal has seen an update. We’ve implemented animations and additional sound effects. Additional tabs have also been added which include artefacts, fish and cards.
changedArtefactsArtefacts can be found around the world of Rite of Life. There are now little treasure spots that can be visually seen, you can interact with these and you’ll find all sorts of things. If you stumble upon an artefact. The artefacts will be used to fill out the Town Gallery in the City Hall-like building that is built when your home reaches a certain level. You’ll also be able to decorate your house with the artefacts that you find.
changedFishingFishing has seen a massive overhaul. It’s now its own minigame complete with its own festival/competition. When you hook a fish, it initiates the minigame to catch it. You’ll potentially have three icons to click on as your lure spins around the circle. The primary one will be the fish that you have hooked, to catch the fish you must time your click so that your lure is in line with the fish icon. An accurate click will raise the bar on the right-hand side and move you closer to pulling the fish out of the water. If you mistime a click, the bar on the right will decrease, if the bar gauge reaches zero, then the fish breaks your line and escapes. https://www.youtube.com/watch?v=vn-oOqlP880 The second icon that you might see if you’re fishing outside of your

Rite of Life changes

addedHappy New Year everyone! We're finally here with our first Steam Rite of Life update. We have a lot to get through! So, let's begin!
changedWe’ve taken the time to redesign the forest. Originally in the alpha demo, the forest changed its layout each day. This concept came from when we were procedurally generating the surrounding environments. However, since the game has progressed, we’ve implemented seasons, weather and many other variables. We feel strongly that having a consistent design will allow us to improve the experience of exploring, gathering and finding materials in the forest. What we’ve been able to do now is explore ways the seasons and weather change the environment. Some quick examples include lakes being frozen over during the Winter, which could lead to access to previously cut off areas, or when it has been raining for long periods of time you will see areas flooded, thus additional resources being made available. There are lots of avenues for us to explore moving forward. We think this will make exploring the forest feel more dynamic and rewarding whilst retaining that familiarity of knowing the area and planning your day.
addedWe’ve also been designing some new characters for the home. We’re targeting around 35 unique characters in total once you have maxed out your home. Here’s a look at some of the latest designs. From Top Left: Doctor, Log Scaler, Alchemist. From Bottom Left: Postman, Tavern Owner
addedThe journal has seen an update. We’ve implemented animations and additional sound effects. Additional tabs have also been added which include artefacts, fish and cards.
changedArtefacts can be found around the world of Rite of Life. There are now little treasure spots that can be visually seen, you can interact with these and you’ll find all sorts of things. If you stumble upon an artefact. The artefacts will be used to fill out the Town Gallery in the City Hall-like building that is built when your home reaches a certain level. You’ll also be able to decorate your house with the artefacts that you find.

Happy New Year everyone! We're finally here with our first Steam Rite of Life update. We have a lot to get through! So, let's begin!

Forest Update

We’ve taken the time to redesign the forest. Originally in the alpha demo, the forest changed its layout each day. This concept came from when we were procedurally generating the surrounding environments. However, since the game has progressed, we’ve implemented seasons, weather and many other variables. We feel strongly that having a consistent design will allow us to improve the experience of exploring, gathering and finding materials in the forest. What we’ve been able to do now is explore ways the seasons and weather change the environment. Some quick examples include lakes being frozen over during the Winter, which could lead to access to previously cut off areas, or when it has been raining for long periods of time you will see areas flooded, thus additional resources being made available. There are lots of avenues for us to explore moving forward. We think this will make exploring the forest feel more dynamic and rewarding whilst retaining that familiarity of knowing the area and planning your day.

Home Updates

Alchemist

Eventually an alchemist will arrive at your home, their house will be rather eccentric to say the least. For the design of the home, we drew inspiration from Howl’s Moving Castle, we want the house to be very animated. It’s not entirely set in stone what the alchemist character will sell yet, but we’re thinking potions that affect encounter rates, the weather, drop rates, immunities amongst other things.

New Characters

We’ve also been designing some new characters for the home. We’re targeting around 35 unique characters in total once you have maxed out your home. Here’s a look at some of the latest designs.

From Top Left

Doctor, Log Scaler, Alchemist.

From Bottom Left

Postman, Tavern Owner

Journal

The journal has seen an update. We’ve implemented animations and additional sound effects. Additional tabs have also been added which include artefacts, fish and cards.

Artefacts

Artefacts can be found around the world of Rite of Life. There are now little treasure spots that can be visually seen, you can interact with these and you’ll find all sorts of things. If you stumble upon an artefact. The artefacts will be used to fill out the Town Gallery in the City Hall-like building that is built when your home reaches a certain level. You’ll also be able to decorate your house with the artefacts that you find.

Fishing

Fishing has seen a massive overhaul. It’s now its own minigame complete with its own festival/competition. When you hook a fish, it initiates the minigame to catch it. You’ll potentially have three icons to click on as your lure spins around the circle. The primary one will be the fish that you have hooked, to catch the fish you must time your click so that your lure is in line with the fish icon. An accurate click will raise the bar on the right-hand side and move you closer to pulling the fish out of the water. If you mistime a click, the bar on the right will decrease, if the bar gauge reaches zero, then the fish breaks your line and escapes. https://www.youtube.com/watch?v=vn-oOqlP880 The second icon that you might see if you’re fishing outside of your

Source

Steam News / 31 January 2018

Open original post

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