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Full The Book of Plagues update
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What changed
- Balance
- Gameplay
- Maps
- UI and audio
The Book of Plagues changes
Seven days after the release, I want to thank from the bottom of my heart everyone who was with me during this important moment! Thank you, dear players, for your support, reviews, streams, walkthroughs, and honest opinions. Without you, this launch simply wouldn't have been possible. You are the best!
I'm currently closely monitoring all your feedback in the communities and on the Steam page. Based on it, several patches will be released soon aimed at making your experience even more enjoyable. This primarily concerns balancing the game's economy and the difficulty of some healing tasks. I also want to improve the controls and conduct additional proofreading of the text in both English and Russian.
What about new content?
There are currently no plans to add major new story content, and here's why:
In the two months since the game's release on VKPlay (where it launched first), I've already added additional storylines and characters.
Currently, all characters in the game - and there are over 65 unique patients! - have a logical and complete development. Each patient not only occupies a special place in the story, influencing the fate of the city of Ludwig and the lives of other characters, but also has a unique affliction and their own "healing" minigame!
What about the use of AI?
Yes, the project uses AI sprites. I was personally responsible for their refinement and integration into the game. Without this tool, I physically could not have completed a project of this scale on my own. I want to make it clear: these assets are not stolen, as one player claimed. I have acquired the rights to their commercial use in good faith from the owners of the relevant resources.
Working with a professional artist? That would be ideal. And I would be incredibly happy to collaborate with them. But, unfortunately, at this stage, for a number of reasons, this is impossible.
If someone thinks that an AI sprite is just a matter of "pressing a button and it's done," they're seriously mistaken. Generation is just the first step in a long process:
Explaining to the AI exactly what you want is a complex skill in itself, requiring extensive practice and training.
Each sprite requires extensive manual reworking, tweaking to a consistent gameplay style, fixing artifacts, and integration. Plus, there's also animation, which was also done by hand.
Yes, this approach can be more difficult than it seems, and often requires just as much time and effort as traditional methods.
I used available technology as a tool to single-handedly create a game with dozens of unique characters and a detailed world. All rights reserved, and my primary focus has always been on ensuring that every sprite serves the story, atmosphere, and gaming experience I wanted to give you.
My primary goal now is to polish and improve the deep, multifaceted game you've already experienced. Thank you for joining me on this journey! Your opinion remains vital. Please share your suggestions, thoughts, and questions in any way you prefer! I read absolutely everything!
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