hiccups, this is the right build
i think. sorry things are a bit rusty, the playtest should be solid by monday i hope.
Developer posts and news about this game.

i think. sorry things are a bit rusty, the playtest should be solid by monday i hope.

We are preparing a new demo for ~October 17th. We will be part of the Game-A-Con sale. After that we are really focused on production. the demo target after that would be our next fest candidate for February. So something super solid at the end of January. Your feedback is very i

working hard to get something that looks and feels good on steamdeck... and i think we are in the high 50s which is great considering it tops out at 60 hz. turns out it was cloth, and i think i tried to turn it off before but you have to switch off a bit harder. as a result the m

sorry if things get very frequent, i would disable auto-update or anything like that. im tuning to cut some video for the steam trailer slot and i get a lot more picky after doing that.. etc.. mostly increasing visual communication.

This demo has almost everything I wanted in it. The rest is just more polish and fixing as we encounter issues.... probably would be good to address some usability and flow with the weapons too. Spoiler alert..... there is a "good ending". If you are clever you should get it in a

- Moves player start... - Minor Tuning I think we are getting much closer, I noticed a lot of polish level bugs going on and I need to add some new dialogue trees and stuff, but I really like the feel of this demo, so I think Thursday is still do-able. There is a chance that I ho

bugs/polish/etc ... updated sounds, formatting, tuning... we are on track for something probably on thursday-ish. more of these updates coming but might be more silent, i think the boss fight feels good, simple, clean... it now feels maybe too short, but I am thinking of fun thin

a rough draft of the new demo. activity will be up again this week for this new demo. the goal is a demo thats about 5+ minutes to encourage more people to actually play it.... it is a more concentrated approach. i think it will be much better. let us know if you like it! its jus

this update continues to focus on performance... - some effort to improve perf (fixing assets, lighting etc...) - cosmetic bug fixes - colored pots puzzle logic in place - water hazards implemented upcoming - we need to fix the dialogues and add some new ones - quests/progression

- some bug fixes with lizard combat - night sky added - fix regarding death animation - some perf/quality fixes to meshes/lights its still pretty much half baked... but its definitely getting closer namely i need to implement all the quests/update the dialogues/ and set up progre

A very early build of the lizard temple redone with new assets. The old one wasn't up to par so we are trying again. This is very incomplete and the playtest branch will be more active for the next month. Our goal is to have the new level ready for real testing around 12/1 so fee

the lizard temple music for the level and boss fight are now in place.... nothing is ever final til we ship, so we'd love to hear your feedback! thanks for hanging with us!

This build has a bunch of levels, they're mostly empty/incomplete but I wanted to have an open world for the demo and easily be able to put it on other machines if needed.

- mana regen ring @ +10% - hp +50 ring - talisman necklace (key) - shoes (3x jump + dash + slide; immunity to swamp water + 10% armor)... - dual axes - new ancient turtle npc (quest giver) some portal rearrangements and bug fixes especially with projectiles.... things are feeling

so the snake warrior now always drops, if you do not have it yet. dual axes of the wynd... this is a nod to helen of wyndhorn, an awesome book! the courtyard gate requires that you find the lizard talisman and equip it to enter that area... more work on completing the level and f

Hey! It's been awhile.... the demo is out and is public. the playtest is going to ramp back up as we make new levels. and will be invite only and if you're already a playtester youll still have access, and thanks for helping us out! this is still a super early build, the map and

Hello! I know there has been a lack of updates for about a month or two. The project is just not moving that much as we prepare for the demo launch. The open signups for the playtest is closed. Everyone who has access, is still in, please continue to help! It's very much apprecia

One of the biggest sources of complaint is when players ignore the Main quest line directions and go straight out the back door believing that is normal progression, when it is meant to be quite difficult and for Vivi to be higher level. Once you know the controls, it's fine, but

- added a title track to the main menu - also quicker access to the control map Vilakshan's new music is so great! I am so happy to have collaborators who are so talented. Everything about the project is moving in the right direction imho and the demo is going to really shine. Th

All the new rooms are updated, the image should be a bit clearer now too. The map system in general is not good, needs to be re-done, but I am pushing that to post demo. Sorry things have slowed down, I am doing more behind the scenes stuff in prep for the demo drop. It's moved a