The Wilds of Dacrima: Field Notes from a Poorly Supervised Alchemist and his Unruly Clockwork Companion
Steam News 8 November 20232y ago

POTIONS! PUZZLES! PROGRESS!

Welcome Alchemists, The airship has been gaining speed and momentum since the last update and we have been working to improve, polish and expand on existing game features. We have also been implementing additional featu…

Update log

Full The Wilds of Dacrima: Field Notes from a Poorly Supervised Alchemist and his Unruly Clockwork Companion update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes5 additions12 changes0 removals
  • Maps
  • Gameplay
  • Performance
changedWe have also been implementing additional features in to the game to improve immersion and exploration such as the ‘Fog of War’ map system, which gives players the chance to truly discover the world.
changedFrom simple gameplay quality of life changes to complete reworks of puzzles, we have made sure that your time in Dacrima allows discovery and challenges at every step.
addedCLIFFS - New area of the Cliffs
changedAll cliff puzzles improved and updated
addedWETLANDSNew area of swamps
changedWETLANDSUpdated swamp puzzles based on sun potion changes

Welcome Alchemists,

The airship has been gaining speed and momentum since the last update and we have been working to improve, polish and expand on existing game features.

We have also been implementing additional features in to the game to improve immersion and exploration such as the ‘Fog of War’ map system, which gives players the chance to truly discover the world.

Alongside development of the game, we have also been out in the wilds, attending conventions such as EGX, getting the chance to meet a whole host of lovely people as well as other developers, publishers and creators.

LEVEL UP! Exploring Dacrima has become more vast and exciting as we have made many adjustments and additions to existing biomes within the game.

From simple gameplay quality of life changes to complete reworks of puzzles, we have made sure that your time in Dacrima allows discovery and challenges at every step.

With that said, here are a few notes regarding the changes to the Biomes.

CLIFFS - New area of the Cliffs

- All cliff puzzles improved and updated

WETLANDS

-New area of swamps

-Updated swamp puzzles based on sun potion changes

TEMPLE

- Updated temple puzzles based on sun potion changes

I CAN SEE CLEARLY NOW…

Another major change is to navigation and the map system.

Previously, the map would allow the player to see the entirety of the biome.

We have now added in a ‘Fog of War’ feature to the map, which will obscure undiscovered sections until the player has explored the area.

BREWING TROUBLE

An alchemist should never be without their potions.

With that in mind, we have made changes to potions and abilities to ensure variety and functionality as you travel dacrima and solve puzzles.

IT STARTS WITH A SPARK

The utility of both Sun and spark potions have been combined and it is now unified under the Sun potion.

Edric can now empower mushrooms, crystals and dormant keys from a single potion making it easier to navigate and allows smoother gameplay.

We have also updated the controls so that you can press and hold too see 'empowerable' objects and release to charge them up.

DEFYING GRAVITY…. WELL

The gravity well can now suck keys out of locks, which seems trivial but opens up a huge amount of puzzle possibilities.

For example, you now have the ability to turn off locks from a distance which will have a great impact on how you play the game and navigate your way around puzzles.

THAT'S AN ICE PATH YOU'VE GOT THERE

We have updated the potion that allows you to create an Ice path.

Previously, utilizing this potion would in some circumstances crash the game (Which goes without saying, is counter to what we want).

By updating the spline mesh, we have created a new method for producing the path.

Now all you need to worry about is making sure you are wearing adequate footwear.

SAVE THE DATE

Our trusty ol’ Save Point machine has outstayed its welcome.

We always intended the save-point system to be temporary whilst we built check-point system with a friendlier death system.

Now when you die, you spawn close by where you were last rather than loading back to the last save point - its far more suited to the

Source

Steam News / 8 November 2023

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