Full notes
Full Tartaros update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Events
- UI and audio
Tartaros changes
We are BACK & Happy Halloween!
After a summer packed with work on the main game, we are excited to announce a new major update! A lot of progress has been made on the main game stages, but we haven’t forgotten about the demo parts either.
Our goal was to make the most of our free time during the summer. As we’re now approaching our final year of college, we expect progress to slow down a little, but we’ll continue sharing weekly screenshots of our new work. Thank you all for your patience! We hope the extra time we’ve spent has helped us achieve the level of quality we aimed for with this update.
Halloween event
Yes, there was no halloween in ancient Greece, the closest event they had to it was Anthesteria. Yet we decided to add something small, but special for you guys. During the time of 1st October through 7th November, you can complete a small hidden quest in Hades palace, to get a special item for your journey through the underworld.
Story improvements (for DEMO too!)
We took our time to properly rewrite our story for the scope we are trying to achieve. We've also got to work with talented voice actors to make this story see the light of your screens (and headphones).
While rewriting a whole story for the full game and recording most of the voice lines, we decided to make improvements for the temporary demo version of the story. These include:
Hades & Charon have new dialogues and voice lines
Persephone has also got a dialogues and voice lines
Charon quest has a small change
UI Overhaul
We overhauled the entire UI system to make navigation through the first level easier and more intuitive. These changes include a new dialogue system, an introduction to controls and mechanics, and an updated game settings menu. And yes we include GIFs from main game locations as showcase to tease you! 😝
Reworked dialogue window with new font for better readability.
Information screen when discovering a new item.
New cursor - We LOVE those old school hand or sword cursors, so we decided to add something similar. (It even has a secret when you press a certain button!)
Possible interactions are now explained in a small text popup.
Customizable in-game mouse sensitivity.
Options menu improvements include:
Trying out video or mouse settings without closing options menu
Game settings section, which currently include Head bob, Head sway and Continuous speech
Video settings are now tidied up in categories, making it easy to navigate between them
UI graphics
Improved journal visuals and fonts for readability.
Book and circle menu tweaks:
circle menu UI reworked
added X button to cancel it
page background does not react to light (better readability)
Items in inventory are now bigger and are separated in more “slides”.
Other UI improvements include:
area announcement
quest objectives are typed
guide popup tab moved to the center of screen
Overall
You can now use your light and magic abilities at the same time as we separated them to both hands, no more turning off lights while using magic.
While working mainly on the new levels of the full game, small tweaks and improvements have been made for the early demo levels as well.
The alpha maps are no longer accessible from the main menu due to reported issues. You can still access them via the console using commands.
PROGRESS ON FULL GAME
We’ve made great progress on four major sections of the game, which are now nearing a fully playable state. They’ll soon be ready for playtesting, and we’d love for you to join in and try them out! 😊
Other Updates from the Summer
Upgraded the project to Unity 6.2
Recorded almost all in-game voice lines
Added new character models and animations
Introduced new mechanics and interaction
Future Plans
Looking ahead, here are some of the bigger features we’re preparing:
Developing remaining prototype levels to their playable state Currently, there are few levels in their very early state, which we would like to bring to our testers (you are invited too) and see if they create a good experience.
Implement Map as players tool The players map will be fully implemented after all levels are brought to a playable state.
Story implementation We’re weaving in dialogues, sequences, and quests to bring the narrative fully to life.
Voice-over editing & additions While the core recordings are done, we’ll be polishing them and adding SFX.
Localization We want the game to be accessible to more players worldwide, so we’re laying the groundwork for localization.
We hope you will enjoy the small demo update, with the halloween special and if you encounter an issue or a bug, or maybe just want to talk, feel free to write on our discord channel. You are always welcome. 😊
Source
Changelog.gg summarizes and formats this update. How we read updates.
