Hello you lovely people! Thank you all for being fans of the games we've created! Without your support we wouldn't be here and be able to continue making games. It really means a lot! We wanted to take the opportunity to announce that our next game will be the narrative adventure
Hello you lovely people!
Thank you all for being fans of the games we've created! Without your support we wouldn't be here and be able to continue making games. It really means a lot!
We wanted to take the opportunity to announce that our next game will be the narrative adventure called A Void Hope and it'll release February 29 on Steam!
A Void Hope takes you on an atmospheric narrative adventure to find a cure for a collapsed city. Follow the story of a tormented couple as they try to decipher reality from nightmares and evade the shadowy threats lurking in the dark.
Solve puzzles and find items to progress
Avoid combat and embrace exploration
Uncover the mystical story
An evocative soundtrack by synthwave mastermind Waveshaper
Although a bit different, this game is made by the same team behind our other titles and the reason we wanted to share these news is because we definitely think you can appreciate A Void Hope.
Hello everyone! We just updated Alwa's Legacy and added a bunch of new languages. Here's the full changelog. General Updated the Elden Pixels intro splash screen Added translations for Chinese (Traditional and Simplified), Japanese and Korean Updated enemy positions in Sylvan Tem
Hello everyone!
We just updated Alwa's Legacy and added a bunch of new languages. Here's the full changelog.
General
Updated the Elden Pixels intro splash screen
Added translations for Chinese (Traditional and Simplified), Japanese and Korean
Updated enemy positions in Sylvan Temple to prevent unfair scenarios
Updated Dungeon door puzzle in Boyd’s Farm to prevent softlock
Removed our URL from the about page
Removed 640x360 resolution to prevent issues with blurry fonts
Fixes
Passing by ladders while upside down no longer risks crashing the game
Removed language settings from the in-game menu to prevent bugs where text wouldn’t update properly (these settings can still be accessed in the main menu)
Selecting the "Reset Settings" will no longer reset language settings
Fixed bug where the Demon enemy sometimes would get stuck in the air after falling
Dogs. We all love to pet them. And in the game. And thanks to the Twitter account Can You Pet The Dog? , we know where to find them. Pettable dogs where they weren’t before can make gaming news . But of course, “can you pet the dog?” is only one question. “ Why can you pet the do
Dogs. We all love to pet them. And in the game. And thanks to the Twitter account Can You Pet The Dog?, we know where to find them. Pettable dogs where they weren’t before can make gaming news.
But of course, “can you pet the dog?” is only one question. “Why can you pet the dog?” is quite another. I spoke to some indie developers about their experiences creating the pettable dogs in question, alongside Tristan Cooper, the curator of the Can You Pet The Dog? account, which is now at nearly half million followers.
Dogs. We all love to pet them. And in the game. And thanks to the Twitter account Can You Pet The Dog? , we know where to find them. Pettable dogs where they weren’t before can make gaming news . But of course, “can you pet the dog?” is only one question. “ Why can you pet the do
Dogs. We all love to pet them. And in the game. And thanks to the Twitter account Can You Pet The Dog?, we know where to find them. Pettable dogs where they weren’t before can make gaming news.
But of course, “can you pet the dog?” is only one question. “Why can you pet the dog?” is quite another. I spoke to some indie developers about their experiences creating the pettable dogs in question, alongside Tristan Cooper, the curator of the Can You Pet The Dog? account, which is now at nearly half million followers.
Hello! In this smaller update we've added Spanish (Europe) as well as Spanish (Latin America) thanks to a lovely fan-translation! We also took the opportunity to fix some smaller issues we've found. Especially one where if you failed a Pacifist Mode and kept playing you'd encount
Hello!
In this smaller update we've added Spanish (Europe) as well as Spanish (Latin America) thanks to a lovely fan-translation! We also took the opportunity to fix some smaller issues we've found. Especially one where if you failed a Pacifist Mode and kept playing you'd encounter some weird things because the game was put in a weird state. It should work as intended now though. :)
Here's the changelog for 7281:
General
Added Spanish
Quick Respawn is now disabled inside of Gloomy Cellar
Fixes
Holding up no longer prevents you from attacking
Purple bubbles hitboxes no longer linger after they break
Fixed issue where Gwendoline would spawn in areas before she's supposed to
Fixed issue where Music Box wouldn’t spawn notes properly
Respawning next to unlocked keydoors with Quick Respawn no longer consumes your keys
Fixed issues where boss doors and events wouldn’t work properly in a failed Pacifist Mode
Hello! It's been awhile but we just launched our newest patch! This will bring the game up to date with the Switch version and will add two new languages (French and German), a few tweaks and a lot more overall polish to the game. We're planning one more patch, which we're hoping
Hello!
It's been awhile but we just launched our newest patch! This will bring the game up to date with the Switch version and will add two new languages (French and German), a few tweaks and a lot more overall polish to the game. We're planning one more patch, which we're hoping to release within a couple of weeks. It will primarily contain Spanish localization but probably a few more fixes as well.
Here's our quite long changelog for today's patch.
2020/10/28 - changeset 7233
General
Added German and French translations
Added a setting that lets the player enable the use of directional inputs for casting magic
Added a notification toggle setting for the players total death count
Icon for the Magic Staff location is no longer displayed on the map
Updated multiple rooms in Ancient Catacombs and the Macic Staff’s location
Added a chicken
Small fixes to the the Swedish translation
Added more electricity in Tower
Credits for Kickstarter backers are now displayed in alphabetical order
Fixes
Fixed scenarios where the player could venture into areas before they had retrieved the required items for those areas
Cleaned up visual errors in the background and environment
Re-balanced level design
Made it more clear that certain areas require specific items to be accessed
Made the inventory more intuitive and easier to navigate
Made player abilities more consistent and easy to use
Brightness settings are now updated to not impact gameplay and to be easier to understand
Cutscenes should no longer be repeated after you've seen them once
Certain letters in text should no longer be offset
Enemies should no longer teleport upon entering rooms
Enemies hitboxes should now better register getting hit
Abilities are now more consistent across all boss fights
Fixed issues related to respawning with the "quick respawn" option enabled
Fixed bug where a "popping" noise would play after a new scene is loaded
Fixed issues with NPCs triggering the wrong dialogue
Fixed issue where the "Ready To Rumble" achievement wouldn't trigger
Zoe should no longer get stuck in her dash animation
Fixed issue with darkness not being properly set upon respawn
Fixed enemies graphical layer issues
Getting off ladders now keeps the direction you were facing
Warping no longer triggers death count popup
Fixed collision errors in multiple areas
Fixed graphical alignments for boss doors
Fixed cutscene error at the end of the spirit flame event
Fixed so area font now properly supports all special characters
Block no longer keeps sliding if you save while pushing it
Taking damage no longer prevents your attacks from registering as hits
Settings now display their correct values upon first startup of the game
Fixed styling errors in multiple areas
Fixed bug where Ghost wouldn’t ask you to race
Fixed multiple cutscenes where enemies wouldn’t move during camera transitions
If anything is unclear or not working as intended, please let us know :) Thanks everyone for playing!
Hello! Patch #2 is here and bringing you lots of small improvements. We've reworked our controller scripts so hopefully they should work better now. Here's the changelog: 2020/07/08 - changeset 6973 General Implemented new animation for Demon enemy making it easier to see when yo
Hello!
Patch #2 is here and bringing you lots of small improvements. We've reworked our controller scripts so hopefully they should work better now. Here's the changelog:
2020/07/08 - changeset 6973
General
Implemented new animation for Demon enemy making it easier to see when you can attack them
Screenshake now triggers properly during lowering water cutscene at Rose Altar and bossfight in Sylvan Temple
Boss-jingle now plays as intended in Gloomy Cellar
Cohen will now always say his introduction dialogue the first time you talk to him
World spawned bubbles can no longer spawn inside of Zoe
Wall and ceiling spikes now damages Zoe even if she has her shield ability active
Assist mode will no longer spawn you in Vampire rooms
Updated DisBlock graphics in Gloomy Cellar
After defeating Sir Pent, Zoe is invulnerable to prevent her from dying on the spikes after defeating the boss
Trapper projectiles glow now fades out upon impact
Demon glow now fades out upon death
Keydoors glow now fades out when opened
Torches interaction prompts are lowered to make it more clear what you're interacting with
Updated Torne's animations
Rovio now plays take damage sound when they are attacked
Bats glow now fades out upon death
You can no longer enter dungeon doors while standing on a bubble
Sander projectile now breaks on camera transition
Pacifist Mode rose UI now fades out with the rest of the UI
Zoe's staff now changes color depending on which magic you have equipped
Boss items no longer triggers doors when in Pacifist Mode
Entering doors now feels more consistent even when jumping into them
Information popup now appears above the black fadeout
Entering and exiting the Pacifist Mode select screen now plays a sound effect
Cleaned up graphical errors in multiple levels
Remapping should now work better for more controller types
Bug Fixes
Alferd is now properly aligned with the chest
Sander no longer lifts off the ground when attacking
Bombwall in Central Alwa now explodes in the correct order
Barrels no longer play landing sounds after being destroyed
Guardian no longer plays burn sound if they've been defeated
Music no longer clips or jumps when transitioning from intro to loop
Health pickup lo longer falls through cloud tiles
Zoe sprite no longer shakes in the elevator between Town of Westwood and Castle Gardens
Skeleton no longer collides with Rovio
Fixed bug where you couldn't rebind controller inputs
Pausing the game for a long time no longer causes it to freeze or crash
Vicar bridge event will no longer trigger twice after returning
Book cutscenes now shows the Items tab being selected instead of Map
Block no longer breaks during screen transitions if the player is on top of it
Player color now stays the same when picking up boss items
In the bridge Vicar cutscene, Zoe no longer overlaps the boxes
Demon door sound effects are no longer delayed
Town doors animations now look correct
Picking up boss items while on a bubble no longer causes the animation to play in the air
Mire Chimney no longer plays a door sound
Tiny altar cutscene in Valley now moves the parallax correctly
Health Pickup sprites are no longer cut off
Fadeout in the defeating Vicar cutscene no longer flashes
Spikeblock no longer breaks when passing Valo, Inhaler and Torne
Protector can no longer damage you after they’ve been defeated
Hello! Our first patch is now live! It's mostly small fixes but we've done a few tweaks as well. Here's the changelog. General Increased Torne’s cooldown time Increased Valo’s cooldown time Increased Kloki cooldown time Updated art in book to better fit the pages Idle Hands achie
Hello!
Our first patch is now live! It's mostly small fixes but we've done a few tweaks as well. Here's the changelog.
General
Increased Torne’s cooldown time
Increased Valo’s cooldown time
Increased Kloki cooldown time
Updated art in book to better fit the pages
Idle Hands achievement now triggers on all bosses
Decreased range of bubble projectiles
Updated cutscenes for the altars in Eydie’s Keep (now it doesn’t show an empty room for 3 seconds)
Updated late game cutscenes in Grand Library
Desktop screen resolution will now be selected as default when first launching the game
Brightness settings screen removed from initial boot (still accessible from settings)
Updated Elden Pixels logo in the intro
Updated info popup size for completing NewGame+
Updated position of Vampire in final dungeon, they should no longer fly through walls
Increased HP of The Collector and The Architect
Moved Lirod’s position in the intro
Chest rewards now move faster
Updated Spirit Flame cutscene
Beth will now ask you about your gold even if it’s the first time talking to her
Updated trigger position for Duck Tale achievement
Updated start positions of the blockslide puzzles in Rose Castle
Added interaction prompt for the first gravity platforms in Eydie’s Keep
Updated Demon’s animations to make it more clear when they’re vulnerable
Aligned text in stats screen
Updated the art for the key hidden in the wall in Rose Castle
Music box now also triggers controller rumble
You now get an info popup whenever your max HP increases
Updated checkpoint position in Sylvan Temple to prevent softlock
Removed door in the gold cave in Central Alwa
Added support for localized NPC names
Demon enemy no longer drops health
Bug Fixes
Player no longer gets stuck if attacking while transitioning into another room
Credits now always displays the correct button prompt
NewGame+ now triggers the correct cutscene in the final dungeon
You can no longer pause during screen transitions, this prevents enemies from freezing
Added sound effect when entering final area
Main Menu music should no longer stutter
Cleaned up misplaced sprites in Monk’s Mire
Added collision to prevent falling out of bounds in final area using Incantation of Umbra
Selections in Main Menu should no longer flicker
Boss door in final area should now properly open in NewGame+
Interaction prompt for dungeon doors should now be the same across all doors
Zoe should no longer get stuck in an infinite death loop in Gloomy Cellar
Mary should no longer appear behind the door in the Valley house
Wunderling orb in Central now counts towards the secrets percentage
Hello! First time you start up Alwa's Legacy you're asked to change the brightness and we've realized very late that this screen isn't properly designed. It's not technically a brightness settings, it only changes how much dark overlay the game applies to certain dungeons. It's a
Hello!
First time you start up Alwa's Legacy you're asked to change the brightness and we've realized very late that this screen isn't properly designed. It's not technically a brightness settings, it only changes how much dark overlay the game applies to certain dungeons. It's a bit confusing and in the next patch players don't have to change anything when starting the game for the first time. (The setting will still be available though)
You are free to play the game in any way you want with any setting you want but we thought we'd show an example about how the game was intended to play with the default setting.
Next week we'll launch our first small update, which will mostly be small bug fixes and improvements. We'll post a changelog once we have it.
Thanks everyone for being so kind during launch. We're really glad to see you like our little game :)
Hello! We're happy to announce that Alwa's Legacy is now released! It’s been a wild ride finishing this game and we’re extremely proud over how it turned out. We can’t wait to hear what you think!
Hello!
We're happy to announce that Alwa's Legacy is now released! It’s been a wild ride finishing this game and we’re extremely proud over how it turned out. We can’t wait to hear what you think!
Das schwedische Entwicklerstudio Elden Pixels hat den Releasetermin zu Alwa's Legacy bekannt gegeben. Das über Kickstarter mitfinanzierte Metroidvania-Abenteuer im charmanten Pixelart-Style ist die Fortsetzung zu Alwa's Awakening und wird am 17. Juni zunächst für den PC erscheine
Das schwedische Entwicklerstudio Elden Pixels hat den Releasetermin zu Alwa's Legacy bekannt gegeben. Das über Kickstarter mitfinanzierte Metroidvania-Abenteuer im charmanten Pixelart-Style ist die Fortsetzung zu Alwa's Awakening und wird am 17. Juni zunächst für den PC erscheinen. Die Veröffentlichung für die [...]