What changed
0 fixes1 addition5 changes0 removals
- Balance
- Server
- Performance
- Compatibility
- UI and audio
addedFlexibilityThis is why we incorporated a flexible system for switching active abilities and passive skills within the game’s design, along with a shared gold resource and storage. Thanks to this, a player joining mid-game can still participate equally with others.
changedDifficultyIn multiplayer mode, the difficulty increases as all enemies automatically scale their stats.
changedRevivalRemember, in multiplayer mode, you can revive a fallen teammate by simply standing nearby for 5 seconds. Otherwise, after a limited time, they will return to the last Guardian’s House they visited.
changedPerformanceSince many calculations are processed on the host player’s computer, it makes sense to create the game session on the player with the most powerful hardware.
changedGesturesWe utilized the Valve Index headset's API to implement gestures, expanding communication options for players.
changedVoice CommunicationEarly in development, we made a strategic decision not to build voice chat directly into the game. As gamers ourselves, we’re long-time users of platforms like Discord and TeamSpeak. We know how high-quality and convenient they are.
Tracery of Fate changes
addedThis is why we incorporated a flexible system for switching active abilities and passive skills within the game’s design, along with a shared gold resource and storage. Thanks to this, a player joining mid-game can still participate equally with others.
changedIn multiplayer mode, the difficulty increases as all enemies automatically scale their stats.
changedRemember, in multiplayer mode, you can revive a fallen teammate by simply standing nearby for 5 seconds. Otherwise, after a limited time, they will return to the last Guardian’s House they visited.
changedSince many calculations are processed on the host player’s computer, it makes sense to create the game session on the player with the most powerful hardware.
changedWe utilized the Valve Index headset's API to implement gestures, expanding communication options for players.
Multiplayer
From the very beginning, we wanted to create a multiplayer game. We had to do some serious brainstorming to allow players to freely join the same adventure, regardless of their main progression.
Flexibility
This is why we incorporated a flexible system for switching active abilities and passive skills within the game’s design, along with a shared gold resource and storage. Thanks to this, a player joining mid-game can still participate equally with others.
Difficulty
In multiplayer mode, the difficulty increases as all enemies automatically scale their stats.
Revival
Remember, in multiplayer mode, you can revive a fallen teammate by simply standing nearby for 5 seconds. Otherwise, after a limited time, they will return to the last Guardian’s House they visited.
Since many calculations are processed on the host player’s computer, it makes sense to create the game session on the player with the most powerful hardware.
Gestures
We utilized the Valve Index headset's API to implement gestures, expanding communication options for players.
Voice Communication
Early in development, we made a strategic decision not to build voice chat directly into the game. As gamers ourselves, we’re long-time users of platforms like Discord and TeamSpeak. We know how high-quality and convenient they are.
What’s Next?
Up next is the Steam Scream Festival!