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Steam News30 June 20261mo ago

JUNE '26 PROGRESS UPDATE

It's the end of the month, so you know what that means! No, actually, you don't. This is the first one of these that I'm doing, but apparently doing news posts like this is good for like, building hype and making sure p

In this update2

Full notes

Full Vagrant Shifter update

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

What changed

0 fixes3 additions2 changes0 removals
  • Maps
  • Gameplay
changedIt's time for a Progress Update!For each of the game's main areas I like to keep an image with every map making up that area stitched together. This practice has a lot of benefits that I may get into in a future post, but in this case it made it very easy for me to quickly pick out maps for deletion, and see the effects of my down-sizing on the experience almost immediately.
addedIt's time for a Progress Update!I've also been fixing up any issues that I've found in the process of testing the new condensed content.
addedIt's time for a Progress Update!Improving some old cutscenes , fixing buggy systems , and so-forth. I had to completely re-do the status effect display in battles to stop it just breaking randomly, but while I was at it I added this cool scrolling display when you have more than 5 states, which is neat.
addedIt's time for a Progress Update!I also took the opportunity to add a couple new interactions to various places as I've been working , but mainly in the Village of Fiercaster , the first and only "true" safe haven of your adventure.
changedIt's time for a Progress Update!And that's pretty much been the month. You may notice I also completely overhauled the steam page, because lets face it I didn't do a particularly great job the first time. But it's much better now so yeah. Also apparently I broke 100 wishlists yesterday and I straight up just didn't notice, but uh, thank you. I'll see you all next month with another progress update!

Vagrant Shifter changes

changedFor each of the game's main areas I like to keep an image with every map making up that area stitched together. This practice has a lot of benefits that I may get into in a future post, but in this case it made it very easy for me to quickly pick out maps for deletion, and see the effects of my down-sizing on the experience almost immediately.
addedI've also been fixing up any issues that I've found in the process of testing the new condensed content.
addedImproving some old cutscenes , fixing buggy systems , and so-forth. I had to completely re-do the status effect display in battles to stop it just breaking randomly, but while I was at it I added this cool scrolling display when you have more than 5 states, which is neat.
addedI also took the opportunity to add a couple new interactions to various places as I've been working , but mainly in the Village of Fiercaster , the first and only "true" safe haven of your adventure.
changedAnd that's pretty much been the month. You may notice I also completely overhauled the steam page, because lets face it I didn't do a particularly great job the first time. But it's much better now so yeah. Also apparently I broke 100 wishlists yesterday and I straight up just didn't notice, but uh, thank you. I'll see you all next month with another progress update!

It's the end of the month, so you know what that means!

No, actually, you don't. This is the first one of these that I'm doing, but apparently doing news posts like this is good for like, building hype and making sure people know the project's alive or whatever, so without further adieu:

It's time for a Progress Update!

The majority of my time this month has been split between two main tasks. The first of these was making as many of the main plot cutscenes as possible. My goal is to get a large chunk of the most important cutscenes done prior to continuing work on the rest of the game's content, so if I find myself strapped for time later on, and need to cut down on content, the story won't be the thing to suffer. This should also help me to pace things better. Steam post image

As it currently stands, the entire first half of the game bar one scene is fully complete in the story department.

The second task was refining the opening few hours.

Testing the opening hours of the game with some of my peers revealed to me that the pace was a little slower than desired - not to an egregious degree, but certainly to the point that I wasn't particularly happy with it.

So this meant taking a look at every area of the game so far and cutting down on a lot of fluff.

For each of the game's main areas I like to keep an image with every map making up that area stitched together. This practice has a lot of benefits that I may get into in a future post, but in this case it made it very easy for me to quickly pick out maps for deletion, and see the effects of my down-sizing on the experience almost immediately.

And it also makes it very easy for me to show you some examples.

I've also been fixing up any issues that I've found in the process of testing the new condensed content.

Improving some old cutscenes, fixing buggy systems, and so-forth. I had to completely re-do the status effect display in battles to stop it just breaking randomly, but while I was at it I added this cool scrolling display when you have more than 5 states, which is neat.

I also took the opportunity to add a couple new interactions to various places as I've been working , but mainly in the Village of Fiercaster, the first and only "true"safe haven of your adventure.

And that's pretty much been the month. You may notice I also completely overhauled the steam page, because lets face it I didn't do a particularly great job the first time. But it's much better now so yeah. Also apparently I broke 100 wishlists yesterday and I straight up just didn't notice, but uh, thank you. I'll see you all next month with another progress update!

Source

Steam News / 30 June 2026

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