Devlog 102
I've been working diligently these last few weeks on companions (after being sent out in the field again), and I've nearly ready to get a new update out, but it will probably happen later this week (maybe Friday). I've mainly been working on tactics and companion interactions. Di
I've been working diligently these last few weeks on companions (after being sent out in the field again), and I've nearly ready to get a new update out, but it will probably happen later this week (maybe Friday).
I've mainly been working on tactics and companion interactions.
Different fighting styles!
Companions can now fight in the same ways you can, with ranged attacks, thrown attacks, and melee attacks. The drawback is you have to upkeep companions. You want an extra gun in the fight? You have to supply that gun with ammunition, and food and tonics too.
Every companion will have their own unique traits, and I'm also working on a new quest system for them (after the next update). Each one will have a certain amount of experience gained with them to unlock the quest, and it will weave into their character's story. The side benefit is that it will also allow me to add another feature I had planned a long time ago: quest twists which allow you to finish quests in different ways. Perhaps you can solve a town's problem by paying off the cultists who caused it. Maybe a lost parcel was actually stolen.
But that will all have to wait until later! Remember to leave any questions, comments, and prayer requests you have in the comments below.


Finding secret rooms is easy, although they are rare.
The old "wordle" door.
Being followed by a companion.

The penance quests will be structured more or less like regular quests.
An underman. Disgusting.
An early render of stalactites.
A town, in a 3D render.
Picturesque.
...and X never marks the spot.
Cave-in. Not ideal.
Stalagmite interactions

An early test, when I finally got everything scaled correctly.
Very cool.

An early render of an abbey, cut short by an attack by dog-men. I was on the sixth stratum, however.
I've always found programming much easier than assembling furniture, but there is a different sort of satisfaction than when things render properly.
Explosion!
The quest book outlining the "clear" quest. 
It took a whole bunch of work in the back end to get him to say one and three quarters miles.
Very stylish.
Calligraphy goes very well with the Sprite tileset.
Don't mind if I do!