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Steam News1 April 20263mo ago

First Pre-Alpha Playtest results and April update

Hi! Hope you're all doing well. The first round of pre-alpha playtesting with members of my discord server has just finished.

In this update1

Full notes

Full Solbrand update

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

What changed

1 fix0 additions5 changes0 removals
  • Server
  • Maps
  • Events
  • Fixes
  • UI and audio
changedHi! Hope you're all doing well. The first round of pre-alpha playtesting with members of my discord server has just finished. Here's a video walking through some key findings while sharing a lot of fresh game footage for you to check out:
changed1. Keeping TrackThe game offers up a lot of little threads for you to pull on and explore, from "facts" strewn about the map to conversations on ancient texts with Worder Boye, but as players followed them it became difficult to keep track of all the things you had going on. This will only get worse over time as I have a lot of content planned for the game, so finding a good solution for this was a high priority.
changed1. Keeping TrackLogg . Tracks open questions and (some) notable events related to them. They're separated into categories, 1-8 for the chapter-specific questions, and a ninth for global questions that span the entire game.
fixed1. Keeping TrackFor my vision of Solbrand it is crucial that a system like this never gives you answers, only reminders of what questions are still open for you to explore and where you last left them, with one exception: When a question is considered resolved, it will be crossed out on the list.
changed1. Keeping TrackThere are no objective markers or waypoints in the game — apart from those you as a player set for yourself based on your interpretation of clues and archive material like maps or articles.
changed2. Out of your Depth (Gauge)One big positive, and a bit of a surprise to me to be honest, was that almost everyone reported little or no trouble grasping the purposely complex and cryptic interface after a little bit of time playing. My goal of having learning the machine be part of the exploration and discovery seemed to be working.

Solbrand changes

  • Ancientmap
changedHi! Hope you're all doing well. The first round of pre-alpha playtesting with members of my discord server has just finished. Here's a video walking through some key findings while sharing a lot of fresh game footage for you to check out:
changedThe game offers up a lot of little threads for you to pull on and explore, from "facts" strewn about the map to conversations on ancient texts with Worder Boye, but as players followed them it became difficult to keep track of all the things you had going on. This will only get worse over time as I have a lot of content planned for the game, so finding a good solution for this was a high priority.
changedLogg . Tracks open questions and (some) notable events related to them. They're separated into categories, 1-8 for the chapter-specific questions, and a ninth for global questions that span the entire game.
fixedFor my vision of Solbrand it is crucial that a system like this never gives you answers, only reminders of what questions are still open for you to explore and where you last left them, with one exception: When a question is considered resolved, it will be crossed out on the list.
changedThere are no objective markers or waypoints in the game — apart from those you as a player set for yourself based on your interpretation of clues and archive material like maps or articles.

Hi! Hope you're all doing well. The first round of pre-alpha playtesting with members of my discord server has just finished. Here's a video walking through some key findings while sharing a lot of fresh game footage for you to check out:

All in all the playtest was a really positive and productive experience, and I am so thankful for the testers lending me their time to help rattle out some gnarly bugs, identify pain points in need of attention, as well as verifying that some of the main strengths/draws I've been working very hard on seem to be bearing fruit, most notable for me being that players unanimously reported feeling very drawn in by the world and the sense of exploration and discovery the game offers (even with the limited content available in this early playtest!)

Finally, I was really happy to see that even with the rough edges, playtesters rated their overall experience very highly, and the median playtime was around 3 hours(!). I am knowingly taking a lot of risks in the design of this game, as making games that aren't for everyone but very much for someone is what being in the indie space is all about for me. Seeing that work and resonate with players feels really good and reassuring, as I know there's a lot more to come.

In the rest of this post I'd like to share with you some of the issues and what I'm doing to improve upon them, and also take the opportunity to speak a little on what I want Solbrand to be and cornerstones for me as developer.

1. Keeping Track

The game offers up a lot of little threads for you to pull on and explore, from "facts" strewn about the map to conversations on ancient texts with Worder Boye, but as players followed them it became difficult to keep track of all the things you had going on. This will only get worse over time as I have a lot of content planned for the game, so finding a good solution for this was a high priority.

Enter, the Log-module. Currently work in progress, but thought I'd share what I've got so far. It has two modes:

  • Logg. Tracks open questions and (some) notable events related to them. They're separated into categories, 1-8 for the chapter-specific questions, and a ninth for global questions that span the entire game.

  • Komm. Tracks every conversation you've had so that you can go back and reread things, or capture snippets to your archive with the transcript feature.

For my vision of Solbrand it is crucial that a system like this never gives you answers, only reminders of what questions are still open for you to explore and where you last left them, with one exception: When a question is considered resolved, it will be crossed out on the list.

There are no objective markers or waypoints in the game — apart from those you as a player set for yourself based on your interpretation of clues and archive material like maps or articles.

[c]Transcripts in action.[/c]

2. Out of your Depth (Gauge)

One big positive, and a bit of a surprise to me to be honest, was that almost everyone reported little or no trouble grasping the purposely complex and cryptic interface after a little bit of time playing. My goal of having learning the machine be part of the exploration and discovery seemed to be working.

But! There was one big problem.

The game throws

Source

Steam News / 1 April 2026

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