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Dev Blog #6

Ahoy!   Since the very first day of Early Access in December we received tons of feedback about what people want to see in Tempest. Open world is the most wanted feature. It's not a small task, but the game got such warm welcome from Steam community that we decided to give it a shot. This devblog will be updated on a constant basis by Avreliy.dev. He is a lead developer of Tempest, this project has been his lifework for the last two years and he is extremely honest about what is possible and what is not.   This should be interesting.   Comments, feedback and suggestions are most welcome.  

Little by little, I have started working on quests. I like the new visual task representation very much.
For example, now the hiding place is not only in the text but also in the game world:

I’ve been working on more realistic calculations of water movement,

Other improvements:

  • I have improved a part with the Flying Dutchman. First of all, players don’t need to sacrifice their lives anymore; now, leaving the battlefield in any manner will be enough to get to safety. And secondly, you can now sink the Flying Dutchman if you want to, although it’s not recommended.
  • that early on a player could easily cross them as they cause too little damage
  • New music to the game.