Eternal Dreamers | Free Battle RPG | 91% Positive on Steam

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.


 

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update-content.png




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!

battle-system.png


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
areas.png


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
spirit-hunt.png

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

  • Added two new conditions to the random condition rotation
    • White Abilities Disabled
    • Orange Abilities Disabled
urgent-encounter.png


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
casino.png

  • The Treasure Hunt game is marked with a name tag
classes.png


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
enemies.png


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
status-effects.png

  • 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
items.png

  • 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
characters.png

  • 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
system.png


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
bug-fixes.png

  • 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
known-issues.png

  • 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!

 

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!!!
 

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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
 

Biestmann

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Hey, dreamers! Today marks the release of the next major EA update! Most notably, we bump the game's base resolution from 1280x720 to 1920x1080. That's 50% higher in resolution, and to celebrate, the game is 50% off in price! Watch out for when the discount goes live later today!

Check out more info on today's update in the link below:
https://store.steampowered.com/newshub/app/1317950/view/2731949180885040867

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Biestmann

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The current 50% off promotion lasts another day! This will be the last time in a long time you will be able to get the game at this price!
 

Biestmann

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Happy Spooktober, fellow dreamers!

The game's next early access update is well on its way, introducing new features, areas and quality of life improvements! Last, but not least, Mimi the passionate excavator will make her appearance! Have a look!

QiImnoJ.png


This massive update will be released in the near future! Please look forward to it, and so long!
 

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Your game really looks good man. I'm happy for you.

Thank you, that means a lot. Thankfully, I still enjoy working on the project as much as ever, and it's been lucrative enough for me to continue development beyond the original scope. Hence, new faces like our Mimi above!
 

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I like the artwork. Does the artist have a link that you could share?
 

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Thank you, that means a lot. Thankfully, I still enjoy working on the project as much as ever, and it's been lucrative enough for me to continue development beyond the original scope. Hence, new faces like our Mimi above!
That's great man! You've inspired me to develop my own commercial project now(It's called Zolla's Nightmare if you're interested). Keep up the great work man!
 

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I like the artwork. Does the artist have a link that you could share?

Thank you, the artwork of the game is a big part of its charm. The artist's name is addrossi. Google will tell you all you need to know.

That's great man! You've inspired me to develop my own commercial project now(It's called Zolla's Nightmare if you're interested). Keep up the great work man!

I'll be sure to check it out. Good luck with the new project!
 

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I'm eager to try out your game and provide feedback. It's games such as this that encourage me to not give up on realizing the vision that I have for my own game since I know that a lot of time and dedication is necessary to see a work in progress be finished. :)
 

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I'm eager to try out your game and provide feedback. It's games such as this that encourage me to not give up on realizing the vision that I have for my own game since I know that a lot of time and dedication is necessary to see a work in progress be finished. :)

Feedback is what allows me to keep on improving this project, so I'd very much welcome yours. If I may advise, however, wait for the upcoming big patch, it'll add quite a bit of content and quality of life. I say that about every patch, but it's true! It should be released sometime around Halloween.

I think there is a balance to be struck between sticking to one's vision and making adjustments to make the experience more digestible to the average player. My game, for example, doesn't offer the typical RPGMaker experience, and many testers struggled coming to terms with that initially. I'd often get asked to add more of those 'traditional' elements, which was troubling for me, because I did not want to detract from the core I thought made my game special.

Nonetheless, I realized that people were missing something, and that I had to find ways to deliver that something to them. I searched for ways to marry their wishes with the concepts of my own game, and slowly added more and more systems to it than I ever imagined I would. And in some cases, it also meant removing systems that seemed great to me, but didn't find appeal with most of my players.

This is a bit of a wall of text, I know, and I don't know anything about your project! My point is that you should learn to reinterpret negative feedback in a way that allows you to address it while sticking to the core of your own vision. You don't need to compromise on your unique ideas to satisfy the wants of your players. Instead, give them something that enhances your own vision and addresses what they want. It can take some out-of-the-box thinking, but that way you make both the players happy and yourself too.
 

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Early trick or treat, fellow dreamers!

It is time for the promised Halloween update!
We have a new area, new features and more! :kaojoy:

All update information can be found on Steam or directly here:
New feature: Excavations
  • The player is tasked to excavate as many minerals as they can in a race against time! Avoid enemies that slow you down and collect precious seconds along the way
    • Excavations unlock by clearing the third Forest main quest, ‘Dual-Axe Giant’
  • Excavations exist in four difficulties, unlocked throughout the course of the game
  • In order to play excavations, a pickaxe of matching quality is required in order to play a respective difficulty level. The pickaxe is consumed upon entry
  • Pickaxes can be acquired by the following means:
    • Pickaxe: Sold by Mimi for 250 energy
    • Good Pickaxe: Sold by Mimi for 500 Energy, tier 1 Mister Bo guaranteed drop (3x)
    • Great Pickaxe: Sold by Mimi for 750 Energy, tier 2 Mister Bo guaranteed drop (2x)
    • Special Pickaxe: casino exchange for 500 Play Token, tier 3 Mister Bo guaranteed drop (1x)
Areas
  • Added new main quest area: Beach
    • Unlocked after beating the 5th main quest area
  • Added a new island to the area select screen
  • Added a small, remote garden to the hub area, accessible through the mall’s lobby
    • Added a teleport function for said area
  • Moved the shop upgrade NPC from the bridge to the mall area
Tower
  • On every floor, the player now has to choose between three randomized conditions that will apply for the duration of the next battle
    • This also applies to previously exempt boss floors
    • Conditions can be reshuffled 3x times over the course of one climbing session
  • Bosses no longer have randomized status resistances
  • Reduced the number of floors from 60 à 40
  • Removed checkpoints
  • The tower’s final boss drops a new currency called Mutagen Fragment
    • Mutagen Fragments can be exchanged for new tier 11 weapons with Eucreta after clearing the tower at least once
Urgent Missions
  • Due to their difficulty, the availability of Urgent Missions has been changed to after unlocking the Depths
  • Upon unlocking the Depths, an Urgent Mission will spawn automatically
Legend Summons
  • Redesigned the rare item summoning feature to be more natural within the game’s world
  • As part of this makeover, Legend Summons loses its less than moderate name
Items
  • Added tier 5-9 weapons
  • Added tier 5-9 armor
  • The number of times tier 9 and above weapons and armor can be upgraded has been increased from 5 -> 10 times
  • Adjusted the recycle pool of 6-star weapons and armor
    • 66% amplifier -> 20% strong amplifier
  • Shop upgrades have been greatly expanded upon
    • Added new shop levels
    • Replaced upgrade materials for all levels
    • Improved shop upgrading interface
  • Added new item category: Minerals
    • Minerals are items required for shop upgrades
    • Minerals can be acquired from enemies in the main quest and in large quantities from the new excavation mode
  • Armor equipped with sockets will not have a suffix to their name indicating as such
  • The process of item recycling has been improved, shortening the process considerably
  • Weapons and armor will be sorted by rarity within the inventory, unless currently equipped
  • Changed the amount of weapons and armor that can be carried each from 500 -> 100
  • Changed the icon of the currency Ophello Piece
Classes

General
  • Added ability levels 3-5(MAX)
  • Lowered the cost of level 2 abilities from 20x -> 15x ability fragments
  • Ability levels no longer affect the application rate of status effects
Assassin
  • The state Poisoned applied through Poison Jab has been altered as detailed below
  • Adjusted duration of some ability animations. This change applies to enemies using the same abilities as well
Manipulator
  • Changed the name of Bind Hold -> Naturalizer
  • Changed the effect of Naturalizer
    • Before: 50% chance to stun the enemy
    • After: Removes Encourage and Fearless status effects from the target
  • Changed the cost of Matrix Shield
    • Before: 4AP
    • After: 3AP
  • Added a new gauge ability
    • Overdrive: Once per quest, gain 10 gauge bar segments immediately
Hunter
  • Bulletrain’s animation will only play once. This change applies to enemies using the same ability as well
Practitioner
  • Changed the name of Resurrection -> Soul Revive
    • Soul Revive is a gauge ability instead of an orange ability now
    • The ability can be cast for 4 gauge segments once per quest
    • The applied state, Zombified, has been altered as detailed below
Enemies
  • Added various new enemy-exclusive abilities
    • Impair Strike: 60% chance to lower the target’s ATK
    • Break Strike: 60% chance to lower the target’s DEF
    • Rage Strike: Raises the user’s ATK after the attack
    • Caution Strike: Raises the user’s DEF after the attack
  • Replaced the following enemies:
    • Gigs Freck -> Yeti
    • Shining Freck -> Yotee
Status Effects
  • Changed the effects of Poisoned
    • Before: (2 turns) Takes increasing amounts of damage the longer the state is applied
    • After: (2 turns) -20% HP upon expiration (-5% HP on boss-type enemies)
    • To avoid punishment of repeat use of Poison Jab, Poisoned now cannot be reapplied, which would keep it from triggering its intended effect
  • Changed the effects of Zombified
    • Before: (2 turns) Immunity to poison, use Strike (Dark)
    • After: (infinite duration) -15% HP per turn, use Strike (Dark)
Characters
  • All party members now introduce themselves to you upon talking to Alexandra in front of the teleporter, rather than having to talk to each of them one by one
  • Added progress dialogue for the Crater and new Beach area for all party members
    • Main party dialogue in the hub area automatically reflects the current progress
  • Some previously stationary hub characters now move around
  • Added some more information to the intro segment with ShirA.I.
System
  • Replaced balloon graphics which show emotions
  • Messages pertaining to new area or feature unlocks will display all text immediately and play a short jingle
  • Lowered volume of message sounds
  • With the introduction of episode 2, the ending will not play after clearing the 5th main quest area anymore
  • Currently inaccessible, but replaced the credit song that plays during the credit sequence after beating the game
  • Improved performance
  • Updated credits
Bug Fixes
  • Limit Break may be used on Charge Level 0 as intended
  • By mistake unavailable armor drops in the Crater and Depths have been made available
  • Dream Essence, which was supposed to have been removed from the game, no longer drops from enemies
  • Charge Call plays its previously missing animation on the target
  • Equipment no longer has unintended blue-colored names in the equipment and party selection screen
  • If deciding to skip the intro, the player will teleport to the intended position of the communications room

To celebrate, I will be streaming the new version of the game tomorrow, Thursday the 29th at 3pm EST! There will be a giveaway with copies of the game!

Dream on!
 
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Trailer is almost done for the game i can't wait to show it to everyone
I've got good news and bad news. The good news is, there aren't any bad news to report. The bad news is, there aren't any good news to report.

Or as others say, yesterday was uneventful.


I am curious that can you "understand/get the point" about what does this place do generally?
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After 'multiple breakdowns', it's finally over. 10/10 will do this again.

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