Greetings, Japanese loc. Optimization & performance fixes We want to share that the game has received an update with Japanese localization. Moreover, we have successfully updated the optimization of the game, leading to faster loading times between levels, reduced overall gam
Greetings,
Japanese loc. Optimization & performance fixes
We want to share that the game has received an update with Japanese localization. Moreover, we have successfully updated the optimization of the game, leading to faster loading times between levels, reduced overall game size, improved stability, and fixes for crashes caused by memory overflow.
Xbox release
We are delighted to inform you that the Xbox port is OUT! The PlayStation and Switch versions are in progress and will be launched within the next month or two after the Xbox release. Our main priority was to ensure optimal performance on each console, which led to extended quality assurance testing for each build beyond our initial plans.
しかし、喜ばしいお知らせです。日本語ローカライゼーションはついに完成し、その品質に自信を持っております。SteamとXboxプラットフォームで「There is No Light」を日本語でお楽しみいただけるようになりました。Nintendo SwitchとPlayStationに対しては、移植への取り組みを精力的に行っております。今後のアップデートにご期待ください。
Greetings, We are delighted to inform you that the Xbox release date has been confirmed for August 1. The PlayStation and Switch versions are in progress and will be launched within the next month or two after the Xbox release. Our main priority was to ensure optimal performance
Greetings,
We are delighted to inform you that the Xbox release date has been confirmed for August 1.
The PlayStation and Switch versions are in progress and will be launched within the next month or two after the Xbox release. Our main priority was to ensure optimal performance on each console, which led to extended quality assurance testing for each build beyond our initial plans.
Hello everyone! There is No Light: Enhanced Edition Since the game’s launch we’ve been working on the biggest post-release update for There Is No Light, and we’re finally ready to announce that a free Soul Harvest update is available now! With the biggest update ever, we’re relea
Hello everyone!
There is No Light: Enhanced Edition
Since the game’s launch we’ve been working on the biggest post-release update for There Is No Light, and we’re finally ready to announce that a free Soul Harvest update is available now!
With the biggest update ever, we’re releasing the final edition of the game – There is No Light: Enhanced Edition!
Hello everyone and Happy New year! There is No Light: Enhanced Edition Since the game’s launch we’ve been working on the biggest post-release update for There Is No Light, and we’re finally ready to announce that a free Soul Harvest update will be out on January 7! With this upda
Hello everyone and Happy New year!
There is No Light: Enhanced Edition
Since the game’s launch we’ve been working on the biggest post-release update for There Is No Light, and we’re finally ready to announce that a free Soul Harvest update will be out on January 7! With this update we’ve also managed to complete the roadmap we announced last year, so numerous improvements have been made: the side part of Caves of Rebirth location is now available even after completing the sidequest, the combat system as a whole has been rebalanced, surface readability - enhanced, and so on.
With the biggest update ever, we’re releasing the final edition of the game – There is No Light: Enhanced Edition!
Soul Harvest update
With the Soul Harvest update, our main goal was to improve the combat system, to make it more interesting, flexible and enjoyable. The feedback we received during the closed playtest demonstrates that we managed to achieve that goal.
The main update feature is a new "Soul Harvest" mechanic added to the game, which greatly enhances There Is No Light combat system. The Soul Harvest allows the hero to obtain new abilities from defeated bosses. A total of 14 new abilities have been added, each of which can be improved with Death Essences. The souls are applied to the weapon of your choice, but some effects can extend to other weapons as well. Different combinations of souls allow you to customise the gameplay that suits you best.
Fallen Champion
After using the chosen weapon's ability or a successful block, the hero is able to make a fire dash.
The Traitor who killed her
Increases the experience gained from killed enemies.
The Weakling who didn’t save her
The hero sees dialogues that can change karma.
Homunculus: The child of memories
When taking damage, the Healing Shard scale increases by 1.
Skoll And Hati
Increases the damage of all weapons' abilities by 1.
Sabnock
The Healing Shard restores 2 HP.
Behemoth
Each continuous attack on an enemy increases the hero's attack speed.
Corelia
The hero takes no damage when he falls into the abyss.
Aircraft Captain
Increases the white life recovery time of enemies.
Tainted
After applying the chosen weapon's ability or a successful block, a copy appears that replicates the hero's attacks.
Son of the Fly King
If an enemy attack is successfully interrupted, the selected weapon's ability deals an additional 1 damage point.
Traitor
Blocks lethal damage once.
Nameless
When the Dash button is held up, the hero switches to a fast run.
Lee, the Ripper’s apprentice
Increases running speed.
A number of other changes have also been made:
Rebalance of most enemies
Changed costs of Hero's skills
Improved surface readability
Daily backup of saves. Now a backup of your saves will be created upon game launch in "C:\Users\UserName\AppData\LocalLow\ZelartGames\ThereIsNoLight", so you won't lose your progress in case of unforeseen circumstances or an error in the game.
Greetings! The Steam Awards are already here, and we’d like to ask if you could take a minute to vote for us in the Best Game You Suck At category. Despite There Is No Light trying to be fair, sometimes it’s indeed harsh on players - there’s just so much to keep track of: differe
Greetings!
The Steam Awards are already here, and we’d like to ask if you could take a minute to vote for us in the Best Game You Suck At category.
Despite There Is No Light trying to be fair, sometimes it’s indeed harsh on players - there’s just so much to keep track of: different weapons you have to get used to, varying enemy patterns and timings, hordes of demons and truly tough bosses. But that’s one of the game’s cornerstones and part of its charm, so we think we're officially allowed to shoot for this category!
By the way, we're now working on the biggest combat update since the release, and we'd like to hear your thoughts about it! If you're willing to try it before the official release, please sign up in this form. The build is ready and we'll contact you very soon for providing the access.
Greetings! We're happy to announce this week's update 🎃 We are really thankful for all the feedback we're getting, and we're happy and willing to continue the game's improvements! Update's list: Added option to remove black frames for widescreen monitors. To do this, change the
Greetings!
We're happy to announce this week's update 🎃
We are really thankful for all the feedback we're getting, and we're happy and willing to continue the game's improvements!
Update's list:
Added option to remove black frames for widescreen monitors. To do this, change the new "Cropping frame" option in-game settings to "Letterbox".
Fixed a bug with the quest ring which could be picked up 2 times after protecting Spiritina.
Karma meter now appears before the use of karma doors and first-aid kits
Removed the opportunity to jump on the final moving platform in the "Vault of Heaven" location, skipping all the previous ones in the section with the fire tubes
Passages to karma doors in the "Vault of Heaven" location have been moved to make them easier to find
Added weapon swap icons to Superbia and Mendacium tutorials
Added information to the first-aid kit tutorial that first-aid kits do not restore after being used
Updated save logic for localization, which should potentially fix bugs with non-saved localization for some players
Fixed the disappearance of the glass on the bartender's counter at Central Station.
Greetings! We're happy to announce a new update! We are really thankful for all the feedback we're getting, and we're happy and willing to continue the game's improvements! Update's list: Fixed a button remapping bug where interface windows would close with a left mouse click Fix
Greetings!
We're happy to announce a new update!
We are really thankful for all the feedback we're getting, and we're happy and willing to continue the game's improvements!
Update's list:
Fixed a button remapping bug where interface windows would close with a left mouse click
Fixed a bug with the first mother's gift
Added map to the large water section of the "Abyss" location
Added a function map to the "Absolute" location which reflects the status of the computers for answers and gates to the boss
Added multiple resolution support
Repositioned bestiary pages within "Caves of Rebirth" and "Lighthouse of Hope" locations so they can be picked up after you pass a location
Fixed spots where the hero could get stuck
Fixed a bug with re-picking wax for a side quest in the "Mind of a Fool" location
Greetings! Last week we're managed to make the following improvements: Bug fixes The number of spider toys and bestiary pages at each location are now displayed in the fast travel window Travel points are now labeled in the fast travel window Increased hero's running speed by 0.5
Greetings!
Last week we're managed to make the following improvements:
Bug fixes
The number of spider toys and bestiary pages at each location are now displayed in the fast travel window
Travel points are now labeled in the fast travel window
Increased hero's running speed by 0.5
Changed the first gift of the Mother of Spiders. Now, instead of filling the rage when using the first-aid kit, the hero increases his maximum HP by 1.
Spiritina's protection Quest. Added an additional check for bombs planted in huts to prevent potential errors.
Old and New Nimbus can now be accessed via fast travel, bypassing the Central Station.
Fixed a bug in the French localization where the NPC at school would not give a note to start a side quest.
Added the ability to get the real ending after beating the game, even if the group in the Path Of Sorrow location died.
Improved the platforming sections in the "New Dawn" location.
Fixed a bug in the French localization for the Spiritina side quest.
Greetings! We're happy to announce a new Roadmap of improvements for the next few months! Some features will be implemented/done fairly soon, and some of them will take us longer to complete. We'll update you about all upcoming improvements. 🎯 The biggest update, which will also
Greetings!
We're happy to announce a new Roadmap of improvements for the next few months!
Some features will be implemented/done fairly soon, and some of them will take us longer to complete. We'll update you about all upcoming improvements.
🎯 The biggest update, which will also require us more time to complete is: "the New Hero's abilities obtained from the Souls of slayed Bosses" -- it allows you to enhance the Hero and get new abilities for the souls of the slain bosses.
🎯 "Improved surface readability" is allowing players to easily distinguish different surfaces: walls, floors, etc.
🎯 The two locations where some players can get lost are Abyss and Absolute, we're working on the maps for those locations.
Thank you for the feedback we're getting it is helping us to improve the game!
Greetings! Be sure to update the game for 1.0.4 ver.! The roadmap is almost finished, platforming sections would be improved soon, and more updates are coming next week! Stay tuned and have a nice weekend. Follow us: 🐦 Twitter 👾 Discord 👩💻 Facebook
Greetings!
Be sure to update the game for 1.0.4 ver.!
The roadmap is almost finished, platforming sections would be improved soon, and more updates are coming next week!
Stay tuned and have a nice weekend.
Greetings! We're happy to announce a new update for the game! Be warned, there are quite a lot of fixes and rebalancing improvements! Depot location. Rebalanced the placement and number of enemies. Reduced the number of enemy waves in the arena. Path of Sorrow location. Rebalance
Greetings!
We're happy to announce a new update for the game! Be warned, there are quite a lot of fixes and rebalancing improvements!
Depot location. Rebalanced the placement and number of enemies. Reduced the number of enemy waves in the arena.
Path of Sorrow location. Rebalanced the placement and number of enemies. Reduced the number of enemy waves in the arena. Reduced the number of exploding barrels.
Waters of Purification location. Removed a couple of enemies. Reduced the number of enemies in the arena.
Absolute location. Fixed a spot where you could get stuck.
Mind of a Fool location. Reduced the number of enemies. Reduced the number of exploding barrels.
Abyss location. The number of enemies and explosive barrels on tankers was reduced. A first aid kit was added. Increased amount of jumps with two directions - up and down. Fixed a bug with incorrect save.
Caves of Rebirth location. Changed the amount of health for soldiers with mace.
Vault of Heaven location. Exiting the Vault of Heaven after defeating a boss has become more obvious.
Reduced the HP of the wax dog in the Mind of a Fool location to 2.
Reduced the HP of the wax shark and jumper in the Mind of a Fool location to 6.
Reduced the HP of wax creatures and birds in Mind of a Fool location to 4.
Decreased karma cost for special doors and first aid kits.
Increased time for giving answers in the dialogues.
Disabled interactive butterflies in the spots where collectibles were picked.
Added an explanation in English that after a mode change, the game will restart from the last save point.
Updated the icons on the map of Central Station.
Removed the effect on dialog boxes in the Archive of the Firsts.
The Samedi Butterfly in the beginning of the game now guides the player to the screen for the transition to the battle with the Hand.
Minor tweaks and fixes.
The mode change prompt now appears even when the interface is hidden.
Greetings! From the release day we were working on map implementation, and today within the game's update you'll find a map of the Central Station! Full list of day three implementations: "Mind of a Fool" location. Fixed an incorrect collision that allowed you to jump off a train
Greetings!
From the release day we were working on map implementation, and today within the game's update you'll find a map of the Central Station!
Full list of day three implementations:
"Mind of a Fool" location. Fixed an incorrect collision that allowed you to jump off a train.
"Mind of a Fool" location. Fixed a bug in the French localization where the hero could not obtain an item in a side quest.
"Tainted" Boss. A stabbing attack was removed. Normal sword attack now deals 1 damage. Fixed two-handed sword attack collisions.
"Central Station" location. Added the Central Station map upon leaving the hero's room.
Hi! Thank you all for the feedback. Fixed some bugs and erros in day-one update. Controls. You can now activate mouse control with a joystick connected. To do this, simply move the mouse to make the game understand that you want to use it. To use a joystick, click on any button o
Hi! Thank you all for the feedback. Fixed some bugs and erros in day-one update.
Controls. You can now activate mouse control with a joystick connected. To do this, simply move the mouse to make the game understand that you want to use it. To use a joystick, click on any button on it and control will go to the joystick.
Fixed a few places where the player can get stuck.
Mode change hint will appear less frequently.
Fixed some places where the hero can stuck and a bug with the immortal dog in battle with one of the root giants.
The sequence in the puzzles in the "Caves of Rebith" to open the elevator is now always the same and does not change after an unsuccessful input.
Rewritten the logic of the elevator movement in the "Caves of Rebith", because some players had the elevator moving too slowly.
If you found a error or encountered a bug, please write to us and we will try to fix it as soon as possible. Thank you. Regards, Zelart.
Greetings! As many of you know that we have a problem with pre-order skin. All people how preordered the game should have a DLC in their library with unique skin, but somehow Steam didn't add it. We are get in touch with Steam support to understand why it happened. We are trying
Greetings!
As many of you know that we have a problem with pre-order skin. All people how preordered the game should have a DLC in their library with unique skin, but somehow Steam didn't add it. We are get in touch with Steam support to understand why it happened. We are trying to fix this problem ASAP.
Thank you for your understanding and excuse us for this inconvenience.
Sincerely, Zelart team.
There is No Light is OUT! After long four years of development, we're finally happy to release There is No Light, a game, we've put all our souls and hearts into. We're sincerely hoping that you'll love this dark, but captivating adventure. We're also happy to present two bundles
There is No Light is OUT!
After long four years of development, we're finally happy to release There is No Light, a game, we've put all our souls and hearts into. We're sincerely hoping that you'll love this dark, but captivating adventure.
Greetings! Our team wants to remind you that only one day left until There is No Light's PC release! One day left to get the game with a bigger discount than on the launch day and with an exclusive bonus! Pre-purchase now! We're also happy to announce that we'll release two bundl
Greetings!
Our team wants to remind you that only one day left until There is No Light's PC release!
One day left to get the game with a bigger discount than on the launch day and with an exclusive bonus!
Pre-purchase now!
We're also happy to announce that we'll release two bundles with other wonderful games!
The first one is with Pathfinder: Wrath of the Righteous: for those who enjoy dark & atmospheric RPG games.
The second one is with Skul: The Hero Slayer and for those who value serious challenge.
In today's update, we'd like to tell you about the creation of Samedi, one of the game's main Heroes, his face with a creepy smile, you probably have seen him before 😈
The need for this character arose at the stage of creating the character progression. We needed to understand where the player would get new abilities from. That's how the idea of a mentor was born, that will stand apart in relation to the conflict that is told in the game. Without spoilers, you can't tell his lore, so let's go straight to the design. As always, good ideas come by accident. My eyes came across an artifact of Path of Exile and an artist sketch, which is long lost in the depths of Art Station.
The first sketch was drawn on my knee while riding the bus home.
When the idea of adding a deity with south-African mythology vibes as a mentor was approved by everyone, we began to delve deeper and search for his mood. Hat-Long Nose and Mask, these distinctive features determined further iterations.
The color palette in shades of green and purple emphasized the character's connection to the afterlife.
The jewelry, the spikes on the metal nose and the smile accentuated the eccentricity.
In 2019, there was an idea for Samedi (though at the time we just called him Baron) to carry around a strange-looking coffin in which he collected the souls given to him by the hero. Later on, we decided to remove it because it was too cumbersome.
We didn't revisit the character for about a year after that, because he didn't appear in the game at the time, and we only came back to him when we were working on our first Kickstarter trailer. After a year of work, the team's skills grew and we were able to shape the final design.
The butterflies symbolized rebirth.... which Samedi patiently deals with in relation to the blond boy. Next, we iterated his game sprite.
As a result, good old Samedi got his present form…
I also think we owe it to Marcelo Orsi to show the process of creating the best illustration of Samedi.
P.S. This doesn't show everything we have on this charismatic character.... so my advice, blondie, is to make sure your karma is green by the end of the game.
Greetings! Our team wants to remind you that only two days left until There is No Light's PC release! Pre-purchase now with a bigger discount than on the launch day and with an exclusive bonus! We're also happy to announce that we'll release two bundles with other wonderful games
Greetings!
Our team wants to remind you that only two days left until There is No Light's PC release!
Pre-purchase now with a bigger discount than on the launch day and with an exclusive bonus!
We're also happy to announce that we'll release two bundles with other wonderful games!
The first one is with Pathfinder: Wrath of the Righteous: for those who enjoy dark & atmospheric RPG games.
The second one with Skul: The Hero Slayer and for those who value serious challenge.
In today's update, we'd like to lift the curtain a bit more regarding the early stages of development of There is No Light, the design of its enemies and bosses and how they evolved over the years.
As strange as it may seem, the most redesigned thing in the game was the common tunnel dog. We changed its appearance and animations about 3-4 times.
The swordsman from Path Of Sorrow also underwent numerous changes.
A few more enemies from the game have been changed for the final version.
During development, we had to cut enemies from the game that either didn't work well or simply had no place in the game world. These two guys never made it to release:
Don't forget to add the game to your wishlist or pre-order it with a big discount and a unique bonus!
Greetings! Our team wants to remind you that only three days are left until There is No Light's PC release! Pre-purchase now with a bigger discount than on the launch day and with an exclusive bonus! In today's update, we'd like to lift the curtain a bit more regarding the early
Greetings!
Our team wants to remind you that only three days are left until There is No Light's PC release!
Pre-purchase now with a bigger discount than on the launch day and with an exclusive bonus!
In today's update, we'd like to lift the curtain a bit more regarding the early stages of development of There is No Light, its game mechanics and how it evolved over the years.
The game has changed its look three times, from the prototype to the final visual style.
The earliest version of the game dates back to December 2018. It was at that time that the prototype was developed, which looked like this:
I think this version was the closest to "there's no light here", even compared to the current one. Interesting fact: in the prototype, the hero could kick objects and shoot with his hand. Even at that stage, the hero could accumulate rage from damaging enemies or the environment. From the prototype, only the rage system made it to the release version, everything else was either cut out or converted into new mechanics.
After the prototype, the development phase of the demo version of the game started. The visual style changed again. The secret bunker and underground tunnel were chosen for the first locations.
At that point, the hero acquired an ability that could be used when the rage was accumulated, replacing the arm shots in the prototype.
The hero could also collect crystal pieces and use them as objects. Some crystals healed the hero, while others worked as grenades that exploded when thrown. Crystals also didn't make it to the release version, as they slowed down the game pace and their use was too long and inconvenient.
The demo version ended with an underground tunnel, which seamlessly transitioned into an infernal location with a mini-boss, after defeating which the demo ended.
After completing the demo, we began the final search for the game's visual style. At this stage, the game smoothly started to acquire the look that you will be able to see upon the game's release on September 19.
Don't forget to add the game to your wishlist or pre-order it with a big discount and a unique bonus!
Greetings! Today we wanted to remind you that There is No Light is releasing just in one week, on September 19 on Steam! And in the meantime, you can preorder the game with bigger discount AND an exclusive skin for the Hero's companion! And to make this announcement more interest
Greetings! Today we wanted to remind you that There is No Light is releasing just in one week, on September 19 on Steam!
And in the meantime, you can preorder the game with bigger discount AND an exclusive skin for the Hero's companion!
And to make this announcement more interesting for you, we'd invited our friends from the TOAD Animation team to make a behind the scenes post of our release date trailer wich you probably saw on the IGN a few months back. Hope you'll like this update!
Croak to all!
In this article, we (the TOAD Animation team) would like to share our experience in creating an animated teaser clip for the game There is no Light. In general, every studio can produce a piece about their own work pipeline and some aspects of it, big or small, will always differ. Even from project to project, within the same team! It depends both on the artists themselves and their approach to problem solving, as well as on the customers of a particular project.
This work was particularly easy thanks to the game's developers, who knew exactly what they wanted from the clip and provided kind of a draft storyboard with a description of certain details that concerned the game’s lore and mechanics.
So, as there was no need to do the storyboard separately, we jumped straight to the animatic (i.e. the first draft clip which includes not only visuals, but also timings of all scenes). Animatic allows us to estimate more precisely the amount of work, complexity, number of scenes and make that_table (the holy table of any project) where we will mark completeness of all scenes. Because it's still just a draft, animatic doesn't look that impressive, but it allows you to present the reel, plus it’s a generator of funny faces.
As they say, "expectation" and "reality":
Parallel to this (at least in our studio), the concept work is underway. Creating the protagonist and forming the style of the video itself are definitely one of the most important parts of the production. We usually spend quite a lot of time on that stage. And in general, it's difficult to estimate the pre-production timeframe, because it’s not always possible to hit the bullseye with the character design right away (the main thing here is, as with everything else, not to get discouraged and keep working with trial and error)! And the devil may also be in the details here: change the shape of a head or hair a bit, add a shadow, and the character sparkles with new colors, becomes original/attractive/interesting. Working with a pixel character that becomes a "cartoon" has its own undeniable advantages. Good design decisions are already incorporated in a pixel game model, with some leeway in the matter of forms – because a silhouette of the pixel model is not that complicated, you can experiment, add various refinements to the design of clothing or weapons.
And here go these endless evolutions of the main characters:
And when our main character was found, after a pompous celebration of that emportant event, we began to design the other participants of the clip. And, based on the already finished and approved concept, the work with the remaining villains (and they were mostly the protagonist's enemies) went faster. But you never know what dangers might await you at the turn! For example: the helmet of a large and intimidating villain who emerges from the darkness of the tunnel, glowing with blue flames. There were so many variations of his head that we could easily create an entire CCG out of them. Here are just a few, the most desperate and forced out of them all:
And of course an important detail of any production - the color script (оr kind of a guideline for background designers and composers). This is where the search for colour solution is done. The feel of the picture. The way the character would fit into the environment. On this project, we had three main options that we came up with and eventually settled on the first one!
After that goes the most favourite part, which is assembling the now-ready material to recreate a test frame of what the project should look like in the end. Here's the recipe: we take one finished layout that's already rendered according to approved scene with approved designs, then we take the finished (with color script taken into account) background, paint the layout and throw it all into kitchen blender. Or any available program with suitable functionality, like Photoshop. Sprinkle a few effects on top and voila~
When the animatics, designs, colour script and test frame of the project are approved, we’re getting down to the quieter part. The part where you board the train called "production" that rides the rails, where the team brings the project closer to its finish line, scene by scene. From the layout to the final result, when the whole material can be safely handed over to composer (sometimes it seems that composer just presses the "make it look good" button and the whole picture acquires the longed-for depth, gets effects, but in reality it is a painstaking and long job).
If we were to describe all the subtleties of animation to this article, I'm afraid it would turn into a book, so to make it clear, here's a gif with one stage of production following the other.
And so the video has reached the finish line, taking its shape. Working with such great designs and such an atmospheric game is an unbelievable pleasure! We tried to keep the dark tone of the narrative while adding bright, almost neon accents to the picture. The whole team is waiting for the final release of the game to enjoy its gameplay and the colorful pixel art.
In conclusion, I'd like to say that there's no single "how-to" rule for anything, probably. Any creativity is inherently freedom of artistic thought, and how that work is diced is a purely individual decision, which depends more on the team itself. We only tried to cope with this work as well as possible, and please not only the client, but also future viewers. Yet if this text managed to somehow lift the veil of production or help to understand how a full-fledged animation video is born from an idea, we were very glad to share it!
And voilà! here is the final result, if you had missed it 😉
There is No Light is coming out Sept. 19, 2022 on Steam, Epic Games Store, GOG, Humble Bundle Store Our brand-new release date trailer on IGN Pre-Orders are OPEN Pre-purchase There is No Light today with bigger release discount and an exclusive bonus! This is an exclusive skin fo
There is No Light is coming out Sept. 19, 2022 on Steam, Epic Games Store, GOG, Humble Bundle Store
This is an exclusive skin for the Hero’s companion – it will not be available for purchase ever again.
Please note that its look has no impact on gameplay.
HypeTrain Digital Publisher Sale
Autumn is a season of harvest, and games are no exception! Our publisher HypeTrain Digital decided to join the festivities and arrange a mega sale to be held from 8 to 12 September. Apart from the biggest discounts of up to 90%, HypeTrain Digital Publisher Sale features new game reveals, free demos, and even 3 brand new releases, also on sale – definitely worth checking out!