NokiMo
Megalo
Megalo

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Meta(DEV)log 3/23/2025

Hey all!

Mr. MegaloDEV here. I’ve been working away at 0.2.25 RC. It’s nearing completion but I also wanted to show off some other recent work we've had done as well as a word from CD.

Increasing the 2D art output. ($2,000/mo)
[⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⣀⣀⣀⣀] 75%

As far as our goals go, we are holding steady here on progress but we’ve already begun to work with…

More 2D Artists!!

If you’ve been on the discord recently you’ll already have seen the news but thanks to all you lovely patrons we’ve been able to enlist some artistic support for Nut!!

Those being the artistic duo Sgrios and Sommelier! Both bring over a decade of experience to the table with credits including (but are not limited to) Seeds of Chaos, Jessika's Curse, Lord Goblin, and Sculptor. Sgrios is handling the majority of their work and Sommy is ensuring the art style matches nut’s.

The current plan is Nut will continue to handle all the base CG images while Sgrios and Sommy work on all the CG variations. Here are some examples of expressions they’ve recently done.

We hope you all look forward to more of their work!

2D Art

Of course we can’t leave nut out. Here is a small preview sketch Nut recently did!

As always, head on over to #wip-art channel on discord with active support to see the latest stuff!

Graphic Design

You may or may not have noticed but a lot of our graphic design has been getting updated since our logo was updated. Our main itch page received the brunt of the updates. (Scroll up to see the new banners too!)

GUI

We’ve also begun the long process of getting a custom UI for the game by the same person that did our itch page update and new logo. Take a look at the mockups! What do you think?

Lorem IPSUM!

The idea for this main menu background is to have it update as the player progresses through the main story!

To clarify: these aren't yet implemented in-game but this is the direction we are going for the UI. We hope you look forward to seeing more screens!

0.2.25 RC

Aside from some additional polish to the new general store content added in s-1; we’ve got some new blacksmith content, cursed realm content, more barmaid content and finishing up that Dryad quest for Sophie (finally). All in all we are looking at a sizable amount of new images from 0.2.24->0.2.25 and some nice systemic improvements as well.

Adding this sucker in too for any potential future blackscreen bugs that aren’t freezes.

Oh yeah and…

Combat!!

For this bit I’ll turn it over to the combat diplomat himself, CD:

Hello, CD here.

With Accursed: Emma’s Path’s combat systems and balancing, my philosophy is to provide a fun deviation from the traditional JRPG formula while still staying true to its roots. Essentially I want skills to provide more tactical choice for the player. I want the player to think about the potential risks and rewards of their actions, having weight and impact.So let's take a dive into where I’m headed, here’s a look at some progress on Kazuma’s upcoming combat features.

As you know Kazuma is very–well Kazuma. And to support that exaggerated swagger of a dark elf, I’ve given him two special class mechanics; [Preparations] and [Combo Chains]. (Items in brackets are tentative names for development.)

We’ll start with [Preparations], which leans into his strong confidence to get things done. [Preparations] provide two potential options to change how you engage with your future turns; [Seaglass Arrows] and [Obsidian Arrows]. When casting a preparation, you forfeit your current turn to enhance your next few archery turns while offering counterplay to other combat mechanics.

[Seaglass Arrows] will provide additional impact against mana shields, allowing you to take down more powerful enemies. [Obsidian Arrows] on the other hand, will buff your damage against foes who don’t have mana shields, allowing you to clean out weaker foes with extreme prejudice. The running idea is that you will precast these on turn 1, then on subsequent turns you will receive damage payoff. A little delayed gratification, if you will.

His other special mechanic is going to utilize his extreme speed and knife skills with Combo chains. These skills will come in three flavors, a [Lead Attack], a [Follow Attack], and a [Finisher Attack]. The idea here is to grant players agency to create a perfect combat flow in the moment to moment situations you find yourself in. A [Lead Attack] may apply weakness for your team to benefit from, or it may be a quick jab to let you recuperate. A [Follow Attack] will always follow a [Lead Attack], and could grant a bonus for speed, providing benefit when braved or the ability to catch the enemy off guard and slip past their defenses. Finally, your choice of [Finisher Attack] unleashes your amassed devastation and wraps up the combo after a [Follow Attack], giving a large payoff for dedicating three turns to a combo. This branching attack pattern would be up to player choice on each step, allowing the next action to be an in the moment decision that will change the tide of battle in your favor!

Hope you enjoyed this early look! 

CD OUT!

That wraps up this one, I hope you all enjoy the somewhat imminent release of 0.2.25 RC!

And as always feel free to hit us up on discord if you have any questions, feedback, bug reports or just want to chat!

-Mr. MegaloDEV

Meta(DEV)log 3/23/2025

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