Hello world!
We've completed six months of development and look forward to sharing our progress with the community. Every feedback is invaluable to us, so we look forward to hearing your thoughts and suggestions as we continue to improve our game.
Mechanical Enhancements
- We have added our key mechanic "Compass" to the game. By accessing it through the hotkey bar, players can activate a unique view that reveals mission locations, points out interactable objects, and highlights friendly and enemy NPCs.
- In the Venetian castle, certain events allowed players to experience memories of the past, with multiple NPCs engaging in conversations. Previously, listening to these dialogues was mandatory. We have now revamped the system and placed interactive objects in memory locations. Interacting with these objects now allows players to access memories optionally. (Image not available, under development)
- What if I told you we are considering adding Compass abilities beyond the usual ones? Although still in the idea stage, these mostly passive abilities and enhancements would make the game easier for players.
- Two types of soldiers, "Madman" and "Micho," have received new abilities. Since Madman is a massive enemy, he charges at the player, delivers a powerful ground strike, and knocks the player down if hit. Micho, on the other hand, tosses smoke bombs to obscure himself, becomes invisible for a short period, sneaks up on the player, and deals high damage.
Visual Enhancements
- The lighting in the Galata map has been entirely revamped. What once had warm colors now features a more bluish hue.
- The design of the prison map has been finalized.
- The map design for Captain Ali Köse Pasha's dream has been completed.
- The lighting in the Venice castle has been updated.
- Some cutscenes had improperly positioned cameras, which weakened the narrative impact. As a result, we have redone all cutscenes in general.
- The in-game interface has been completely redesigned. We aimed to create a visually aesthetic interface that doesn't burden the player. We tried various options, but we couldn't part with the Diablo-style spherical HP and MP bars. However, their placement on the screen felt too close and unspecial. To address this, we opted for a diamond slice design, inspired by our initial interface concepts.

Bug Fixes
- Several issues plagued the Galata quests and auto-save points, such as NPCs not being in their correct locations or missing dialogues. We have resolved these problems, and all missions have been thoroughly tested.
- All galley missions have been replayed, and any bugs or issues have been addressed.
- Enemy NPCs in the Money and Chest dispositions' combat sections were not spawning correctly. This issue has been resolved.
