[News] New patch will happen this week!
Added 2024-07-03 15:18:08 +0000 UTCHello everyone!
Just a quick heads up that, with all your help, we managed to track more issues and things that the demo needed polishing and we are already working on them. Here is what we have fixed so far:
Game settings were not being properly saved.
The "black screen" some players encountered during the dialogue with Nemesis. It turns out that you need to skip the first dialogue of that cutscene, and the button to skip isn't visible. However, if you click where it is supposed to be, the cutscene will play normally afterwards. I have fixed it so this now flows naturally.
Photo mode being disabled.
Removed the railing between the platform of the atrium and the entrance to the sewers to make it clearer where you need to jump to cross that room.
Fixed the logic in Mist Form to prevent it from breaking if you press Ctrl too quickly.
Fixed the logic in the dialogue widgets to prevent the "skip" button from disappearing.
Improved the logic so that parts of cutscenes without any lines won't show the name of the NPC.
We will probably release a new patch ASAP to address the two more urgent issues, which were the game settings and the black screen on Nemesis, and then we have a to-do list:
Fixing Merishya's behaviour.
Improving the tutorials because many of you might not know how to block and parry attacks, and perhaps not even realise that the game has lifting and dash attacks in its combat!
After all the bugs are fixed, we will wrap up the content of the Garden of Earthly Delights. We just got Kalyskah's side of the dialogues with Jessie, Heather and Maynard.
I will be continuously checking our Discord and the feedback collection post I made. Our goal is to fix everything that hasn't been properly handled in the game so far so we can finally turn this page. Moving back to the prologue, everything we do will be adding new content and pushing the story forward as quickly as possible to compensate for the downtime we had while transporting the game to Unreal 5. Thank you for your continuous support; we are getting there!