v1.12
The resonance focus in the Echo Vault sublevel now stays properly disabled once you solve the maze puzzle and won't reactivate once you complete the quest.

Developer posts and news about this game.

The resonance focus in the Echo Vault sublevel now stays properly disabled once you solve the maze puzzle and won't reactivate once you complete the quest.

Patched an issue where the thief class could loot the Glimmerbark repeatedly from Richard's room, even if you don't need it any longer.

Fixed an issue with the Shardglass Thorn respawning once used if the Faerie portal ritual hasn't been completed. Also added a check to keep the player from using too much Void Essence on the altar during the ceremony process and wasting the essences. Increased the size of the int

Modified the quest logs for the Crimson Conspiracy questline to clarify that you need to find a second piece of evidence about who is behind the plot if you've only found one. Previously the quest log would simply say you should 'continue investigating'. This way the player isn't

Missed one item in v1.08, and adding it as a quick addendum: In the large outdoor-looking area of the Echo Vault, the level up image was turning invisible instead of being removed, which was causing a blocking to the pathway.

Fixed an issue when returning from battle in one of the cave scenes where it would place the player in a non-walkable area. Adjusted the image of the bag in the initial sewer tutorial level to be more in-line with the graphics on the screen (more pixelated). Fixed the battle entr

Fixed a placement issue on the screen immediately to the right of the farm. When returning from battle, it would place the player in a non-walkable area, making them unable to move. Fixed a typo in the Inn.

Quick emergency patch to v1.07 to resolve issue with the game being in a paused state when game saves are made now that the main menu pauses the game. That was being passed into the save state. Removed that functionality to saves and restores work properly.

Fixed a bug where if you pressed Escape on the Game Stats screen, it would not close the menu. Fixed a bug when breaking into the house by Richard's in the Town Square by using the Open spell instead of lockpicking, it would put the player in a place that is non-walkable, effecti

Fixed a glitch in the selling of the Void Essences that had to do with the incorrect initial amount being allocated when turning in the initial goop from the sewer to Gregor. The player can no longer sell more void essences to Gregor than they have and go into the negative amount

Fixed a bug with the time passage where the time was not rolling properly from Pre-Dawn Hours to Morning. Now if the player stays awake all night, the day will properly roll into the next day in the morning hour. Fixed a bug in the Silent Key quest for the Shaded Sigil. When brea

Quick incidental patch, resolving a crash issue in the Arcane Codex where opening one of the chests causes a crash error if you receive the rare loot with additional coins, as I referenced a string variable instead of the integer in the code. It now rewards the funds appropriatel

Patched a scaling issue where the player might become very large if they walk into a specific area in some of the forest screens. Fixed a crash bug while on The Silent Key quest for the Shaded Sigil. Now when you break into Gregor's room and don't steal the key, and then leave, t

Released a new quick patch that does two things. 1 - Saved games from previous versions are now available again for playing. v1.02 accidentally moved the save game location. It is moved back. 2 - Defaulted the game to start in full-screen mode instead of windowed for those who ha

Addressed an issue where the game could sometimes crash while entering combat mode or when a mob begins following on a screen. Added a half second delay on room load scripts to ensure code finishes executing. Fixed an exploit where the player could repeatedly pick the lock on the

Fixed minor bug where under certain circumstances the player could sell more Void Essences than they had to Gregor.

Addressed one minor issue to clarify something in the tutorial stage, and fixed one game-crashing bug: On the tutorial locked gate, when the use action is performed, added a textbox to let mages know they can use a spell to open the gate, and a thief know they can pick the lock.

After several years of development and rigorous beta testing my dedicated crew of testers, Nothmere has officially been released to the public! I hope you enjoy this retro point and click adventure RPG!

The Nothmere playable demo is now available for all to play!

The game's development has wrapped. I'll be sending out invites soon to those who request and are selected to be Beta testers for the game. If you're interested in joining the playtesting, select the link from the game's storefront. Stay tuned!