Eternal Dreamers | Battle-Focused RPG | On Steam's Early Access

Biestmann

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I died during the third round in the first tutorial battle,
A "game over" instead of "try again" in tutorial -> I didn't see it coming. lol
but nvm. I have passed that tutorial already while writing this post.
I had focused much more on the texts than the enemies during that fight. XD
I love the way you make full use of Row, that Charge feature is pretty neat!
Thank you for playing my game!

I apologize for the issue you encountered, that's not the best first impression. The cause of it is a variance in Marlon's attack damage that seldomly leads to the enemy surviving his attack, which is unintended. A bug fix for this will go live in the coming days together with the bigger patch announced in the developer notes above.

I am glad you enjoy the concept of charge, as it is the integral aspect of the game's battle system. I look forward to further impressions!
 

Biestmann

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Hey, everyone! I am excited to announce that Eternal Dreamers will enter Early Access on Steam on June 2nd, priced at $6.99 until the full release! This project wouldn’t be half of what it is today without the feedback of my players, and so I look forward to the new perspectives an Early Access release will bring.

As the Early Access release brings a large new update making some fundamental changes to the game, the current demo previously uploaded on itch.io is no longer available.


 

Biestmann

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What’s that? Early Access is right around the corner? Oh my! I wonder what’s new for the release? What did you say? We've got early patch notes stating all changes for June 2nd? Oh, wow! What are we waiting for? Let’s dig in!



The duality of physical and magical attack and defense is an old gaming concept that has fallen out of favor over the course of time. While it makes perfect sense to have both parameters in an RPG featuring a single character with multiple building options, this isn’t the case in a party-based RPG where every party member fulfills a specific role. A warrior-type class only has access to physical attacks, a wizard-type class only has access to magical attacks… so why not give both an attack parameter that works for either kind of attack? Therefore, I have decided to remove magic attack and magic defense parameters, severely streamlining this element of the game.
  • Removed magic attack and magic defense parameters from the game
  • All attacks now are based on the user’s attack parameter
    • This indirectly buffs the strike command of both Faeris and Monolith
  • All attack-based abilities can miss
  • All non-damage-based abilities cannot miss


The implementation process of the promised Nightmare mode, the third difficulty setting, has given me a lot to think. After some careful consideration, I have concluded that the gameplay loop of Eternal Dreamers does not warrant the existence of multiple difficulties. Instead, Nightmare mode will be turned into a full-fleshed continuation of the story, almost doubling the amount of available areas. Since this will be an extensive addition to the amount of unique content available in the game, the story has been split up into what is called Episode 1 and the upcoming Episode 2. Rest assured that this new episode will provide a good challenge to even the best of players upon its incremental release throughout Early Access!
  • Changed the naming convention of the primary quest-type
    • Before: Investigation
    • After: Main Quest
  • Abolished all difficulty settings in favor of an episode select
    • Before: Normal, Hard
    • After: Episode 1, Episode 2
  • Slightly altered appearance of the area select screen
  • Added a weather effect to the first two quests in the Crater
  • Adjusted music playing in the Crater
  • Changed background of the second quest in the Depths
  • Extensively redesigned the laboratory, now referred to as the bridge
  • Visiting a new combat area for the first time will trigger a comms message from Eucreta, giving insight into the new locale
  • After clearing the first quest, Alexandra will ask you to visit Eucreta before proceeding with the next
  • Changed overworld monitor graphics to reflect their actual interactable content
  • Changed the casino table graphics to reflect their actual interactable content

  • Reduced attack values of Spirits summoned with 20 and 30 spirit fragments

  • Added two new conditions to the random condition rotation
    • White Abilities Disabled
    • Orange Abilities Disabled


This quest-type has been reworked into a rematch system against your strongest foes. Henceforth, beginning an Urgent Encounter will begin a battle against the rare variant of one of the major boss-type enemies you have defeated at your respective point in the story. Their difficulty will be greatly improved from their initial encounter, providing a fresh, yet nostalgic challenge.
  • Defeating an area’s final boss-type enemy unlocks their rare counterpart as a possible encounter with much stronger stats in the Urgent Encounter quest-type
  • The following bosses are part of the lineup of available Urgent Encounters
    • Episode 1:
      • Forest God, Zanasu & Ephalia, Assault Imperator, Decaying Dragon
      • The above drop 3x Infection Fragments & 20x Goddess Fragments
  • Due to the urgency of these quests, starting any other quest will remove access to the Urgent Encounter currently active
  • Completion of, failure of or evacuation from the Urgent Encounter will remove access to the Urgent Encounter currently active

  • The Treasure Hunt game is marked with a name tag


Another wave of balance adjustments switches around some of the previously class-exclusive status effects among classes to create more diverse characters and increased synergy potential between them. Furthermore, the Blood Driver’s mastery of the blood has unlocked another new ability in Unethical Transfusion, and the Illuminon will be more impressive in both offense and defense thanks to the new Blessed status effect that increases the potency of subsequent healing for the remainder of the turn, and an improved and cheaper to cast Holy Prism.

General
  • Adjusted some ability descriptions
Blood Driver
  • Added new orange-grade ability Unethical Transfusion
    • Instant: Once per turn, sacrifice 25% of the user’s maximum HP to heal 50% of another ally’s maximum HP.
Leader
  • Renamed Rallying -> Charge Call
Assassin
  • Renamed Poison Slash -> Demon Dance
  • Changed the effect of Demon Dance
    • Before: May poison each target
    • After: May cause Fearstruck in all targets
  • Changed the icon and animation of Demon Dance
  • Renamed Fatal Stab -> Assassination
Note: The Poison Slash ability remains unchanged for enemies

Illuminon
  • Changed the effect of Heal
    • Before: Heal 25% of the target’s HP
    • After: Heal 25% of the target’s HP & grant them the Blessed status effect
  • Changed the cost and effect of Holy Prism
    • Before: 5AP; may silence the target
    • After: 4AP; reduces the target’s charge level by 1
Practitioner
  • Changed the effect of Devour
    • Before: Reduces the target’s charge level by 1
    • After: May poison the target
  • Changed the effect of Darkness
    • Before: May cause Fearstruck in each target
    • After: May cause Silence in all targets


So far, enemies hardly had options to manipulate the charge level of our party. With several new attacks at their disposal that can do just that, this is no longer the case! Let’s see how you like being reduced to charge level 0 on a critical turn! To make matters worse (for you), bosses receive stronger Strike commands that will keep your party on their toes!
  • Added several new enemy-exclusive attacks
    • Strike α (boss-exclusive)
      • Strong single-target strike
    • Strike Ω (boss-exclusive)
      • Strikes two random enemies
    • Charge Bash (white)
      • Reduces the target’s charge level by 1
    • Charge Slam (orange)
      • Reduces the target’s charge level by 2
    • Charge Bounce (orange)
      • Reduces the charge level of all targets by 1
    • Charge Smash (orange)
      • Reduces the charge level of two targets by 2
  • Altered several enemy attack patterns
  • Renamed some enemies
    • Headpriest à High Priest
    • Ancient Priest à High Priestess
    • Infected Dragon à Decaying Dragon
    • Nevo/Neo Shred à Lero/Ophe Shred
    • Nevo/Neo Plant à Lero/Ophe Plant
  • Changed the enemy sprite of Glacierblade
  • Changed the enemy sprite of High Priestess
  • Changed the enemy sprite of Neu Shredd
  • Adjusted the enemy sprite of Zombie (male)
  • Adjusted size of some enemies
  • Increased the amount of Spirit Fragments & Goddess Fragments received from
    • Minosta/Ancient Minosta
    • High Priest/High Priestess

  • Added new status effect: Heartache
    • [1 turn] Cannot use Unethical Transfusion
  • Added new status effect: Blessed
    • [1 turn] Healing is 100% more effective on the afflicted
  • Added an animation for Stunned
  • Removed the animation for Silenced

  • Adjusted attributes of all three types of protective gear in accordance with the removal of magic defense
    • Armor
      • Before: High defense and magical defense, lowers evasion
      • After: High defense, lowers evasion
    • Vest
      • Before: Moderate defense, low magic defense
      • After: Moderate defense
    • Cloak
      • Before: Low defense, moderate magic defense
      • After: Low defense, increases evasion
  • Protective gear now has unique names for each rarity level
    • Armor/Vest/Cloak
    • Guard Armor/Vest/Cloak
    • Brave Armor/Vest/Cloak
    • Grand Armor/Vest/Cloak
    • Metal Armor/Vest/Cloak
    • Hyper Armor/Vest/Cloak
    • Noble Armor/Vest/Cloak
    • Perfect Armor/Vest/Cloak
    • Ultimate Armor/Vest/Cloak
  • Naming scheme for earrings has been changed
    • Before: e.g. Fire Earring [T1], [T2], [T3]
    • After: e.g. Fire Earring, Fire Earring+, Fire Earring++
  • Changed the cost of socket pieces
    • Before: 3x of the same socket piece of the previous tier
    • After: 3x the previous tier’s socket carbon cost
  • Added one playtester-designed weapon
    • LYUDMILA (Rifle): A historic weapon of great kill count

  • Updated Eucreta’s dialogue to display her character bust
    • when playing the tower-type quest
    • when escaping from battle
    • when an Urgent Encounter is activated
  • Added several new Advent staff members to the hub area
  • Added new dialogue in the tower-type quest
  • Changed select dialogue


Up until now, progressing through the story of the game unlocked better items in all stores automatically. That was a very old school approach to how unlocks are handled nowadays. To modernize this aspect of the game and to offer more player involvement, a new shop upgrade system has been implemented. Now, it’s up to every player to decide which stores are upgraded at a given point in the game. Do you want better weapons, better armor, or better items? That decision is yours to make alone!
  • Removed references to magic attack and magic defense throughout the entirety of the game
  • Progressing the main quest no longer will unlock new shop offerings
  • Implemented a new shop upgrade system
    • Shops that can be upgraded:
      • Weapons
        • Level 2 (10x Weapon Amplifier)
        • Level 3 (15x Weapon Amplifier, 20x Spirit Fragment)
        • Level 4 (3x Dream Essence, 20x Weapon Amplifier, 20x Goddess Fragment)
      • Armor
        • Level 2 (10x Armor Amplifier)
        • Level 3 (15x Armor Amplifier, 20x Spirit Fragment)
        • Level 4 (3x Dream Essence, 20x Armor Amplifier, 20x Goddess Fragment)
      • Items
        • Level 2 (2500x Gold, 2x Attack Boost, 2x Defense Boost)
        • Level 3 (5000x Gold, 20x Spirit Fragment)
        • Level 4 (10000x Gold, 20x Goddess Fragment)
      • Abilities
        • Level 2 (3x Dream Essence, 4x Infection Fragment, 25x Goddess Fragment)
      • Gifts
        • Level 2 (2500x Gold)
        • Level 3 (5000x Gold)
  • Changed game font in all text and graphics
  • Improved game performance
  • Updated credits
  • Updated developer logo

  • The existing variance in attack damage will no longer lead to unintended game overs in the tutorial battle
  • The teleport function will not cause any more trouble within the casino
  • Items shown to drop from enemies now reflect the actual drops and show in the battle results screen at all times
  • Fixed the graphically awkward shop selection sequence with Eucreta available following the unlock of the tower-type quest
  • It is possible to back out of Eucreta’s and Ramiro’s exchange options
  • Fixed incorrect title in the guide

  • No identified issues

Thank you for your support! Please look forward to the Early Access release on June 2nd!
 

Biestmann

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It's not June 2nd yet, but if everything is ready and approved, why wait any longer? So, here it is! Eternal Dreamers is available on Steam's Early Access now!

The prerelease period was nerve-wrecking, but now I am feeling a different kind of anxiety... :kaoback:

To all of those here that have accompanied me this far, thank you so much. You will be sure to find your names in the credits. For those of you hopping in going forward... I look forward to what you have to say!

I hope you enjoy Eternal Dreamers!

 

mlogan

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Moved to Commercial Games. Congrats!

 

MechScapeZH

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It's not June 2nd yet, but if everything is ready and approved, why wait any longer? So, here it is! Eternal Dreamers is available on Steam's Early Access now!

The prerelease period was nerve-wrecking, but now I am feeling a different kind of anxiety... :kaoback:

To all of those here that have accompanied me this far, thank you so much. You will be sure to find your names in the credits. For those of you hopping in going forward... I look forward to what you have to say!

I hope you enjoy Eternal Dreamers!

And so another game is added to my Steam library. :)

Congrats @Biestmann !!! You've worked so hard on this- major, major props to you on your release! The game has come so far since I first saw it- I can't wait to experience this Early Access version & see what form the final game takes!

Also, at least in my opinion, scrapping Nightmare Difficulty in favor of a new story was the right decision- otherwise it would've been repetitive- only a harder version of the main story. (I don't usually replay games on "Hard Mode" for this reason.) A new story gives the mode purpose.

Congrats again!!
 

Biestmann

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@MechScapeZH Thank you very much! Your support and feedback has been a big driving force for the development process!

Yes, I think this change will make for a better and more complete experience. Being a loot-heavy game, I can always add more difficulties later, but I felt that fresh new areas would be a better motivator to keep going. I am excited to work on these areas in the coming weeks.

This release sees a large number of improvements from the last demo even beyond what is listed in the patch notes above. The realization that my game is releasing on Steam put my mind into overdrive, and I have worked tirelessly to improve upon just about every facet of the game.

It's a very exciting time for me, and receiving my first positive review already is a great feeling difficult to describe. It's very fulfilling.
 

MechScapeZH

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@MechScapeZH Thank you very much! Your support and feedback has been a big driving force for the development process!

Yes, I think this change will make for a better and more complete experience. Being a loot-heavy game, I can always add more difficulties later, but I felt that fresh new areas would be a better motivator to keep going. I am excited to work on these areas in the coming weeks.

This release sees a large number of improvements from the last demo even beyond what is listed in the patch notes above. The realization that my game is releasing on Steam put my mind into overdrive, and I have worked tirelessly to improve upon just about every facet of the game.

It's a very exciting time for me, and receiving my first positive review already is a great feeling difficult to describe. It's very fulfilling.
I'm so glad I was able to be of help!

Oh, these would be new areas? I was under the impression that they would be old areas & new enemies & story- this is even better!! I'm looking forward to seeing it!

Beyond that? And the patch notes are long already- I can't even fathom how much work it must've taken, then. Massive kudos to you, @Biestmann .

The positive review is much, much deserved- I know that feeling, haha. The feeling of all your work being worthwhile, right? :)

Again, congratulations on your release!!!
 

Biestmann

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Hey, dreamers! Today marks the first major Early Access update boasting various system improvements and additions! Old saves should remain functional, but your already found equipment may act a bit funky within the menu. In case of bigger issues, please feel free to reach out to me via the forums!

This update greatly improves the menu navigation both in- and outside of combat, and streamlines many of the systems players were not utilizing as much as I had hoped.

Starting off, sockets now are provided by armors only, and equipping them is a whole lot easier than it used to be. Furthermore, the seldomly used earrings have been removed from the game, whilst moving their benefits to the spirit equipment type.

Speaking of spirits, they now have a whole lot more personality! Literally! Finding the right spirit for the right character will greatly improve your performance in combat, making them a must! And since that’s the case, the new vendor joining the hub area will ensure you can collect them to your heart’s content.

Changes and bug fixes can be found below:

Battle System
  • Selecting ally targets now occurs in party order rather than depending on charge level
  • Severely lowered damage multiplier of level 2+ abilities
Spirit Hunt
  • This quest type now unlocks as part of your first conversation with Zanasu in the hub area
  • Changed drop table of all spirits
  • Changed appearance of the summoning area
  • Summoning process is more smooth
Classes
Blood Driver
  • Changed the damage calculation of Cellular Scream
  • Before: based on user’s HP
  • After: based on user’s ATK and enemy DEF
Practitioner
  • Slightly lowered damage of Devour
Enemies
  • Lumen cannot evade attacks anymore
  • Added a unique entrance animation for Entropia
  • Resized enemy sprite of Entropia
Items
Spirits
  • Following the unlocking of the third area of the main quest, Zanasu will become a vendor for Spirit Eggs
  • Consequently, Eucreta no longer trades Spirit Eggs
  • Spirits now hatch with one of six personality types that determines which attribute they boost
    -Angry (ATK)
    -Timid (DEF)
    -Nimble (SPD)
    -Sturdy (HP)
    -Gracious (ATK, DEF, HP)
    -Wicked (AP)
  • Spirits may hatch as a much stronger version of a given personality type, marked as a rare item
  • The Spirit Egg has been split into six different eggs
    -Fire Spirit Egg
    -Ice Spirit Egg
    -Lightning Spirit Egg
    -Earth Spirit Egg
    -Light Spirit Egg
    -Dark Spirit Egg
  • If equipped with a spirit, characters will occasionally trigger an elemental strike attack corresponding to the element of the spirit
  • Changed recycle table of all spirits
Sockets
  • Sockets can be equipped directly from the equip menu
  • All sockets are exclusively equippable via armor equipment
  • Greatly reduced the exchange cost of silver and gold socket pieces
    -Silver: 9x -> 6x socket carbon
    -Gold: 27x -> 9x socket Carbon
  • Adjusted amount of Socket Carbon received by recycling
Earrings
  • Removed the earring item category and all references to it from the game
System
  • Adjusted information displayed for regular items in the item menu and the shop
  • Weapons and armors no longer display a grayed out use command
  • Removed the Cancel command from all item screens
  • Renamed the standard way of Recycling -> Material Recycle
  • Renamed function Upgrade -> Amplify
  • Updated some icons
  • Updated Guide
Bug Fixes
  • Fixed incorrect attack animations of two tome-type weapons
  • Fixed typos

Once again, thank you for your support thus far! Below, you can find the currently running item campaign. These are timed and offer some valueable goodies!

Early Access Campaign
Code: 20200528
1x Reviver
3x Dream Weapon Amplifier
3x Dream Armor Amplifier
 

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