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Genre: Role-playing (RPG), Adventure, Indie

8-Bit Adventures 2

New PC Update + Console Release Date Reveal Trailer!

We've been hard at work on the console versions of 8-Bit Adventures 2, and so now we're bringing those improvements to PC players on Steam in a brand new game update! See below for a full list of updates and improvements, but first - I have a big announcement:


I am thrilled to announce that 8-Bit Adventures 2 launches October 16th on Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X|S, and Xbox One! 🄳

I know it's been a long wait since the console versions were first announced in 2021, so I apologise for the delay. I had always hoped for a simultaneous release on PC and console, but it didn't end up being possible.

On the flipside, though, I've been able to spend a lot of time improving and optimising the game, based on feedback from players on Steam and GOG. So thank you all very much for your support! And now with our latest update (patch notes below), we're able to share the improvements we've made through console development with PC players too.

A HUGE thanks to Ratalaika Games for their work porting the game to consoles, as well as xor_mgambrell_0, ZServ & chaucer for helping me to optimise the game! šŸ™

If you love story-driven games, turn-based combat, and the Golden Age of JRPGs, please check out 8-Bit Adventures 2 and consider supporting our work 😊
~Josh

For more information and updates, please:

Full Patch Notes


Please note, this is just a summary of changes. My personal notes are 23 pages, so listing out everything in explicit detail would be going overboard haha.

  • Improved the speed and flow of text timings in the Prologue, Pheopolis Castle, Driftwood, Charlie Flashback, Raft Sequence, Bruneus, Forest Mimic sequence, and several one off lines throughout the game. This also means that players with the Fast text speed on will run into less interruptions. The first hour of the game in particular saw the most adjustments, as well as some dialogue alterations, as I wanted to create a smoother experience in the opening.

  • Optimised numerous environments, improving performance on lower end PCs. This was a massive effort across the whole game, particularly on the World Map.

  • Optimised the performance of movement in Airship battles, making them run significantly smoother on lower end PCs.

  • Optimised the enemy chase behaviour to perform significantly better on lower end PCs.

  • Made the scene in Driftwood where Charlie comments to Thief about the Weapon Saleswoman winking at him unable to be missed. Just because I think it's a charming little moment that people playing with Fast text wouldn't previously have seen.

  • Enlarged the cinematic scene where the Airship reaches the Floating Continent. I don't know why I letterboxed it so heavily before, but I think this looks nicer.

  • Rebalanced the Gold Toss ability from last update, as it was extremely powerful. I initially thought about it as a bit of a joke, but with console players experiencing the game for the first time and Free DLC coming up, I wanted to make some adjustments so that it fit better into the game. Bosses now take 50% damage from it, it has an MP cost of 30, and it uses an eighth of your gold instead of a quarter. It's still incredibly powerful by the end of the game when you're overflowing with Gold, though - I just wanted to make sure that it wasn't too powerful earlier in the game.

  • Fixed a bug where Thief would get stuck with her eyes shut (and unable to animate) in the scene where you meet the Computer.

  • Lowered the volume on the water background sound effect when the water begins running in the Sewers.

  • Fixed a bug where the "What a Croc!" enemy used an incorrect behaviour in the battle where it's paired up with two Antlions. I also made "What a Croc!" immune to counterattacks, as that could break its behaviour.

  • I realised that before his name's introduced, the Bandit Bro named Zeke was called "Pink-haired Bandit"...even though he's clearly got purple hair šŸ˜… So he's now called "Purple-haired Bandit" for clarity.

  • Fixed an issue in the Ship Graveyard and Frozen Wood where some snow is a different shade of white than the snow around it. It was only visible on certain displays, but looked very rough.

  • Fixed a visual bug where some of the fog on the 4th Burial Grounds map was rendering under the player (it should've been appearing over the player).

  • Fixed a visual bug in combat to do with the way that windows are loaded - particularly on lower end PCs.

  • Fixed a bug where, when the menu appears just after leaving the Nexus, I failed to remove the Escape Amulet and World Map items from the player's inventory. If the player used these items while in the menu during a cutscene, the game would break.

  • The boss of the Ice Cavern is meant to have the special Boss-specific death animation, but only had a normal death animation instead, which felt underwhelming. So this has been fixed.

  • Fixed a bug in the Estriatus Ruins, where if you do the whole dungeon in one run, the Escape Amulet never activates (it's meant to activate after you clear out the vines).

  • Fixed a bug on the Foundry's infinite staircase, where you could trick the camera into following the player if you simply doubled back to the entrance after walking up the first set of stairs.

  • Adjusted the sound effects when you attempt to fly to the Floating Continent, to make them more comfortable on the ears.

  • Fixed a bug where you could open Treasure Chests and plant Golden Saplings while in the Airship - the latter of which would actually crash the game.

  • Fixed a bug on the Floating Continent where you could walk up waterfalls which passed under bridges.

  • Improved the performance of the battle which takes place towards the end of the game in the Nexus, by handling the spawning of monsters more efficiently.

  • Had to redo the cutscenes in the large cavern near the start of the Final Dungeon, in order to better optimise the game for lower end PCs. Also fixed a bug here where the wrong character was briefly visible during the party switch over.

  • Fixed a late game scene in Thief's bedroom where the mirror didn't accurately reflect her position.
  • Fixed a bug where, if you mash through the text in the opening scene of the City of Sounds, Charlie will move incredibly slowly.

  • Fixed a bug where, after seeing him leave with his army in a cutscene, the Samurai character would retain his collision after disappearing. This would block the most obvious path to the exit in the Burial Grounds.

8-Bit Adventures 2 is joining PixElated Fest on July 29th!

I love pixel art game - and if you're here, I bet you do too. So, let’s celebrate together šŸŽ‰ I'm thrilled to announce that 8-Bit Adventures 2 is joining the PixElated Festival next week!

This festival will feature some of the best pixel art games on Steam. From retro-style classics to contemporary indie gems, all in one place! 🄳

There will be ✨ discounts ✨ live streams ✨ art contest ✨ demos✨ developer chats ✨ all centred around your favorite games.

Check out the official line-up and more information about the event here: http://pixelatedfest.com/



But for 8-Bit Adventures 2 specifically, this means more discounts! From July 29th until August 5th at 10am Pacific, you can get 8-Bit Adventures 2 for 30% Off ($13.99 USD)!

https://store.steampowered.com/app/733110/8Bit_Adventures_2/

You can also get the incredible Soundtrack for 30% Off ($6.99 USD), or the Game + Soundtrack Bundle for just $20.99 USD!

https://store.steampowered.com/app/2281060/8Bit_Adventures_2_Soundtrack/

But please check out the whole awesome event! I'm excited and very flattered to be a part of it 😊
~Josh

P.S. Console testing has been going very, very well and we're about to submit for lotcheck. So console news should be coming quite soon! 🄳

Steam Summer Sale Discounts!

Looking to get into a new JRPG adventure this Summer (or Winter for my fellow Aussies)? Hot off the heels of the massive June 6th update, 8-Bit Adventures 1 + 2 are discounted in the Steam Summer Sale!

8-Bit Adventures 2


From now until July 11th at 10am Pacific, you can get 8-Bit Adventures 2 for 30% Off ($13.99 USD)!

https://store.steampowered.com/app/733110/8Bit_Adventures_2/

You can also get the incredible Soundtrack for 30% Off ($6.99 USD), or the Game + Soundtrack Bundle for just $20.99 USD!

https://store.steampowered.com/app/2281060/8Bit_Adventures_2_Soundtrack/

8-Bit Adventures 1


While you can jump into 8-Bit Adventures 2 without any prior experience, I've learnt that a lot of players really want to get the full story.

So for the next twelve days, you can also get 8-Bit Adventures 1 for 60% Off ($3.99 USD)!

https://store.steampowered.com/app/370300/8Bit_Adventures_1_The_Forgotten_Journey_Remastered_Edition/

The first game's wonderful Soundtrack is 30% Off ($3.49 USD), or you can get the 8-Bit Adventures 1 Game + Soundtrack Bundle for only $6.59 USD!

https://store.steampowered.com/app/387170/8Bit_Adventures__Soundtrack__Composers_Selection/

Tales Across Time


Finally, you can also get our experimental, short-story RPG Tales Across Time for just $2.39 USD! This game was like a testing ground for ideas I was considering for 8-Bit Adventures 2 after finishing 8BA1.

https://store.steampowered.com/app/461710/Tales_Across_Time/

But make sure you get in before these deals disappear on July 11th!

Project Updates



I'm working on several projects at the moment (things which I feel are really exciting and fans of the 8-Bit Adventures series will love), so any support during the sale is sincerely appreciated šŸ’–

The console port of 8-Bit Adventures 2 seems to be just about finished, barring a couple of extra fixes. So with luck, we'll be sending it off for certification quite soon (after which comes the release)!

Finally, if you played and enjoyed the game, please consider leaving a positive review. It really helps!

Thank you very much for all of your support,
Josh

Update for the 6th of June 2024

Hi everyone! I hope you're doing well. I've been very hard at work behind-the-scenes on some really cool stuff, so I apologise for the radio silence right now. But I wanted to share the latest 8-Bit Adventures 2 update, which fixes a lot of lingering bugs.

Most of all, it streamlines, speeds up, or improves dozens of cutscenes in the game 😊 After replaying the game for console testing, I noted down places that were too slow (especially the places where you weren't able to speed up dialogue) or didn't land as intended. Individually they are fairly minor changes, but there's a LOT of them, so they definitely have a cumulative effect on the game flow.

I've also tried to improve the Golden Sapling side-quest, improved performance on some overcrowded maps, and I've made the screen flashes to transition into battle less bright (since they can be pretty blinding on an LED screen).

As always, I'm trying to make the game as good as it can possibly be, and I think this latest round of adjustments get us pretty close to that goal 🄳

Full Patch Notes



  • Streamlined dialogue and text speeds across the entire game. I also removed superfluous dialogue from some scenes to make things flow better, and rewrote small sections of dialogue (usually to convey something better or more succinctly).

    This includes scenes and NPCs in Stonecrest, Azureus, Pheopolis, Sky Forge, Niveus, Burial Grounds, Anbu City, Ancient Fortress, Glade of Graphics, Tropical Island, Bruneus, Maze of Memory, Factory Roof, Green Mage Tower, the Nexus/Ice Cavern, Deep Forest, Time-Space Mansion, the final city, the final dungeon, and at the start of the game’s second Glitch battle.

  • The Golden Sapling side-quest has had an update to make it more difficult, interesting, and rewarding.

    Firstly, all of the Golden enemies you fight have gained elemental resistances, as well as the ability Gold Toss. This ability deals damage based on how much gold the player currently possesses.

    All of this means that the enemies are harder to kill, and by the end of the game (when you have a lot of Gold), can potentially wipe out your party in a single Gold Toss. So you’ll have to get clever to take them down! For example, by using fast characters to open the battle, and by inflicting status ailments. Additionally, one character’s Personal Ability is very useful for staying alive…

    There’s also a new reward – just a bit of fun if your pocket’s overflowing with Gold ;) If you’ve already completed the Golden Sapling side-quest, just return to Glendon’s Glen (next to Pheopolis) and you’ll find the reward sitting on the ground.

    Since this side-quest isn’t tied to any achievements, and the rewards are just bonuses, I wanted to make it a bit trickier and more memorable.

  • Made the screen flashes when transitioning into battle slightly darker, as they can be extremely bright on some screens.

  • Overhauled performance in some parts of the game by removing thousands of events from 35 maps – things like water and fire animations. These maps now run more efficiently, which was important for our console preparation. Thanks to Ratalaika Games for their help with this!

  • Altered the syntax for the Priceless Treasure achievement to conform with the rest of the achievements (in preparation for console launch).

  • Fixed a speed issue with the Willie the Wisp boss – specifically when the lantern would re-appear for the second time, it would accidentally have its Agility reduced to 0.

  • Fixed a bug where the Confusion status would be added to an enemy (via the Confuse Attack Augment) and then could get immediately removed by the damage calculation. The Confuse Attack Augment is now fully functional, as intended.

  • Fixed some minor visual bugs inside the painting section of the Glade of Graphics.

  • Fixed a bug where you could open the World Map item during certain cutscenes, which would break the game. Now, like the Escape Amulet, the item is removed from your inventory during these scenes.

  • Fixed a bug where, if you tried to open the World Map on the Floating Continent while in the Airship, it will trigger the landing message instead.

  • Gave the Detective character a walking left and right animation in the Glade of Graphics, as he looked a little odd when he moved without one.

  • Fixed a visual/collision issue on a roof tile outside the Swamp Mansion.

  • Fixed a bug where if you skipped through dialogue in one part of the Desert Ruins, Charlie would be stuck standing still for 300 frames.

  • To avoid a potential issue afterwards, I reset the Escape Amulet’s destination during the Factory Roof cutscene.

  • Fixed a bug where you could open the World Map and Airship Simulator in the Snowcraft during a narrative sequence late in the game.

  • Fixed a bug in the Nexus where the Warrior failed to walk down at one point if you’re speeding through the text, leading to a choreography issue.

  • Added some boss music to the fight with Null. The poor thing needed to feel a bit more special!

  • Fixed a small bug where there was an accidental delay between two text boxes while talking to the Traveller. This made the box do its full closing and opening animation between lines.

  • Fixed a bug where, during a scene where a rock is dropped in the final dungeon, Charlie appeared standing on top of the Mage’s sprite.

  • Made the Mutant Monitor’s Vigilant Vigilante ally immune to the Frozen state, as it made the fight extremely easy.

  • Fixed a bug in the final city’s Inn, where the black screen while you rested wouldn’t cover up the city’s name banner.

  • Fixed a bug where Charlie was able to block the Leviathan’s Tidal Wave attack.

  • Fixed a bug in the Arena where the Hibernator enemy would get slower when it wakes up, whereas it’s meant to get faster.

  • Fixed a bug where the Living Arena’s MP Break attack was able to miss. I also rebalanced his Berserk status to trigger earlier in the fight.

  • Fixed a bug on the Clockwork Controller battle (for the thousandth time XD) which could cause the battle to soft lock the game. Essentially, its AI could get confused and it would become unable to take any actions. Now it will use Retaliation Directive if it gets into that situation.

  • Slightly rebalanced the Savage Strike ability, along with the Cursed status’ attack boost. These mechanics are still incredibly powerful; they’re just a bit more balanced when it comes to formulas that multiply their effects further.

  • Fixed a bug in the Blademaster rematch where he would use Haste on himself twice in a row, wasting a turn. So I incorporated an extra failsafe to prevent him from casting Haste on himself if he already has the status.

  • Fixed a bug when saving Bruno in Stonecrest, where he would flash out of existence before the black transition effect was able to cover the screen.

  • Changed the text box positions in the Azureus shops. This was because the text box would partially overlap the shopkeeper if you talked to them from behind the counter.

  • Fixed a collision issue in late-game Stonecrest where you could walk through a wall.

  • Fixed a collision issue in the Estriatus Inn, where you could walk through the counter.

  • Fixed a mistake where you could open a treasure chest in the Dwarven Tunnels from the side, even though it’s being guarded by a goblin. Now you can only open it after defeating the goblin, and new text was added when you try to open it from the side.

  • Fixed an audio bug during the player’s trip to Niveus via Airship. The propeller noise from the previous cutscene didn’t stop playing in the background after the scene was over, and remained present during gameplay.

  • Fixed a bug in the sequence where Emma crosses the ice in the Ship Graveyard. When you got to the end of the path, one of the triggers wasn’t working properly, and wouldn’t trigger – leading to a lot of confusion.

  • Added menu access when the party is transitioning back from Anbu to the Ice Cavern. That way, the player can un-equip Warrior/Thief/Robot if they want to.

Spring Sale + Update for 15th of March 2024 + Console Progress!

Happy March everyone! 🄳 As part of Steam's Spring Sale, 8-Bit Adventures 2 and all my other games are currently discounted. But that's not all - I've just launched a brand new update!

First, though, I wanted to share some exciting progress! The console versions of 8-Bit Adventures 2 have made significant progress, and I'm currently in the process of testing near final builds for every version! Here are couple of shots I took of the game running on Switch (sorry for the glare):




Spring Sale Discounts


8-Bit Adventures 2


From now until March 21st at 10am Pacific, you can get 8-Bit Adventures 2 for 30% Off ($13.99 USD)!

https://store.steampowered.com/app/733110/8Bit_Adventures_2/

You can also get the incredible Soundtrack for 30% Off ($6.99 USD), or the Game + Soundtrack Bundle for just $20.99 USD!

https://store.steampowered.com/app/2281060/8Bit_Adventures_2_Soundtrack/

8-Bit Adventures 1


While you can jump into 8-Bit Adventures 2 without any prior experience, I've learnt that a lot of players really want to get the full story.

So for the next twelve days, you can also get 8-Bit Adventures 1 for 60% Off ($3.99 USD)!

https://store.steampowered.com/app/370300/8Bit_Adventures_1_The_Forgotten_Journey_Remastered_Edition/

The first game's wonderful Soundtrack is 30% Off ($3.49 USD), or you can get the 8-Bit Adventures 1 Game + Soundtrack Bundle for only $6.59 USD!

https://store.steampowered.com/app/387170/8Bit_Adventures__Soundtrack__Composers_Selection/

Tales Across Time


Finally, you can also get our experimental, short-story RPG Tales Across Time for just $2.39 USD! This game was like a testing ground for ideas I was considering for 8-Bit Adventures 2 after finishing 8BA1.

https://store.steampowered.com/app/461710/Tales_Across_Time/

Update for the 15th of March 2024


Below, please find patch notes for the latest version of 8-Bit Adventures 2.

  • Added a full-sized map which can be viewed while on the World Map via the Key Items menu. It's not perfect, but it includes the player's position and the locations of every major town. Since towns are what are used as reference points to guide the player in the story, this felt like the most important information to provide.

    The "World Map" Key Item is given to Charlie in Stonecrest as part of the story. But if you're already further in your adventure, you can buy a map from the Chryseus Item Shop (the town in the desert).


  • Did some behind-the-scenes work, tweaking things in preparation for the console versions.

  • Streamlined some of the dialogue on the first Desert Ruins cutscene, the Desert Ruins pre-boss cutscene, and the Volcano pre-boss cutscene, to make it a bit faster and more natural. Also added some extra visual flair to the Desert Ruins pre-boss scene.

  • Fixed a bug in the Clockwork Controller battle which made status bubbles scroll down the screen and forced the boss to summon 4 allies at once (instead of the intended two). I'm not sure when this issue was introduced, so apologies for not catching it until now!

  • Fixed a bug where - upon your first visit to the Red Mage Tower - the music would start playing for a moment, and then stop, and then start again.

  • Fixed a bug where the game would fail to recognise a music file for the April Fools boss.

  • Fixed a bug where the Glitched Croc from the last major update would appear on your first visit to the Desert Ruins.

  • Streamlined some of the dialogue in Charlie's tutorial fight, in order to speed it up a bit more.

  • Increased Charlie's Omega Burst bar from 60% to 75% full ahead of the Guard Captain boss battle.

Thanks for your support everyone!
~Josh

For more information and updates, please:

Update for the 20th of February 2024

A new update is out for 8-Bit Adventures 2! Mostly small fixes + a few requested changes/features 😊

Note: There were two bugs with this update (one in regards to final dungeon music and one in regards to achievements), so I've just pushed a hotfix which should take of the issues. Sorry about that!

• Updated the 8-Bit Adventures 2 Demo with post-launch features. I hadn’t realised until recently that the demo was still a pre-release build.

• Added an NPC to the Pheopolis Castle Courtyard at the start of the game, which allows you to rename characters if you made a mistake when naming them in the story.

• Added a way to obtain the two missable achievements via the Developer Room if you didn’t achieve them during the story. Talk to the Minister in order to retry the Trial sequence and get the ā€œNot Guilty!ā€ achievement.

• Or find and defeat the April Fools’ Day boss to get the ā€œNo One Left Behindā€ achievement. This one doesn’t really make sense relative to the achievement’s original requirements. But I wanted the player to have to do *something* to obtain it, and the original challenge wasn’t easy to replicate in the post-game.

• Fixed a bug which allowed players to use the Escape Amulet during the dark room sequence in the Desert Ruins.

• Fixed a typo on the word ā€œfurnaceā€ during the player’s first visit to the Factory.

• Changed the First Aid animation from a red cross to a green cross, in order to avoid issues with the Red Cross trademark.

• Enabled Attack State effects to activate on the single target versions of Grenadier and Arrow Volley. This might make them less balanced; but after talking with Abomination713 on the Steam forums, I decided it would be more fun for players if this feature was able to be taken advantage of for character builds and strategies.

• Fixed a typo on the word ā€œbearedā€ in the Burial Grounds in the end-game.

• Fixed a typo on the word ā€œbeginningā€ in the game’s ending.

• Drastically lowered the Evasion chance of the Rattling Ravager enemies you fight in the opening tutorial. This means that you won't miss as often while fighting them, and these initial battles won't get dragged out by RNG.

• Made small changes to the opening Pheopolis Classroom cutscene in order to make it move a little bit faster, and be more like the rest of the game.

It's 8-Bit Adventures 2's One Year Anniversary!

8-Bit Adventures 2 is celebrating its One Year Anniversary today! 🄳

For so many years it seemed like the game would never be finished, so the fact that it's now one year old feels almost impossible to me haha šŸ˜…

Thank you all very much for coming on this journey with me, Sebastian, Jerram, and Sufyan! 🄰 It sincerely means a lot that we've had the support of almost 5000 players.



And there's a lot more coming! I'm working on so many things right now, that I almost forgot to write this update post 🤣

And that includes the Console releases of 8-Bit Adventures 2, the upcoming Japanese translation, and the Free DLC for 8-Bit Adventures 2 - as well as Top Secret Project #1 and Top Secret Project #2, both of which are games that I think you're going to love. And I've also been doing some work on other developers' games too!

So lots of great stuff is coming! But consequently, I've got a lot of things on my plate, so please be patient with me 😁

Thanks everyone, and I hope your 2024 is off to a wonderful start!
~Josh

Holiday Update Out Now! Glitched Monsters, Million HP Superboss, New Weapon!

Merry Christmas and Happy Holidays everyone! I hope you're all having a great end of 2023 so far.

I've just launched a brand new update for 8-Bit Adventures 2, and this is a fun one! Since our porting company partner Ratalaika Games is still working on the console versions, and the Free DLC is still in development, I wanted to do something special for everyone this Holiday Season.

So in addition to the usual bug fixes, and finally restoring the April Fools' Day boss (info on finding him is below), I've also added a new post-game side-quest. To access it, speak to the Traveller in the game's Dev Room, and choose to visit the Secret Map.



Yep, those Christmas presents can finally be opened! And they start you on a new quest to hunt down Glitched Monsters - all of which have unusual mechanics, and can take you by surprise if you're not prepared! Collect seven pieces of Glitchite, forge a very special new weapon, and tackle a more powerful version of the Experimental Titan with a special mechanic!

This idea was inspired by the Mushroom Heartless side-quest in the original Kingdom Hearts - albeit significantly streamlined and without the grind. I love the idea in JRPGs of having to hunt down monsters and make a powerful new piece of equipment. And this new weapon will have a specific use in the Free DLC in future as well!

Additionally, since some people found the original Titan too easy, I wanted to take the opportunity to make a harder variant. He's now faster, stronger, and has 1 MILLION HP 🤯 I know that sounds absolutely ridiculous for 8BA2, but the unique mechanic of this fight means it's not an insanely long battle - just one that requires a different focus and strategy (especially during the first phase of the battle). It's designed to be a little more overwhelming than I'd normally make a boss, but in the context of a post-game challenge, I hope it's fun (it's also totally fair to come back to it after the Free DLC is released and your party is stronger) šŸ˜… Good luck to everyone in figuring out a winning strategy!

This new content is permanent (it's not time limited like the April Fools event), and should take around an hour to complete without a guide.



The full patch notes are below. Thank you SO much for all your support this year everyone! It's sincerely meant the world to me and our team. While 8-Bit Adventures 2 is only a small success so far, all of the reviews and kind words from players have made everything feel worthwhile. And if all goes well, this is just the start of our journey together!

But if you want to get me a present, then please consider leaving a review (if you haven't already). If we can get to 500 Reviews and an Overwhelmingly Positive rating, Steam will give the game more attention. We only need less than 1/8th of the total playerbase on Steam to leave a review to reach this milestone, so please consider it 😊

Have a wonderful end of 2023 everyone!
~Josh

Update for the 14th of December 2023



  • Added a new post-game side-quest which becomes in the Dev Room. Speak to the Traveller, visit the Secret Room, and open your presents. After doing this, you'll be able to hunt down Glitched Monsters, create a new weapon, and ultimately face a Million HP Super Boss version of the Experimental Titan!
  • Added the bonus April Fools' Day boss back into the game. He can only be fought after beating the game (like before), and is hidden in the Dev Room. Speak to the Traveller and explore the Pheopolis Castle development maps to find him ;)
  • Fixed a bug where the Captain's sprite vanishes just before the tutorial battle near the start of the game.
  • Fixed a bug where the cursor wouldn't appear correctly spaced in the Character Naming Window.
  • Fixed a bug where you couldn't walk under a certain part of a roof in the Merchant District of Pheopolis.
  • Fixed a collision issue on the Floating Continent where you could walk onto one of the east-most waterfalls.
  • Corrected inaccurate text in the game's final city. When you opened the chest which contained the Instant K.O. Attack Augment, it stated a 20% chance of success. Whereas the Augment actually offers a 10% chance of success.
  • Created ways to fix a potential bug where, around the time of Emma's end-game side-quest, the player's walking animation can be abruptly disabled. These fixes trigger after the opening cutscene in the Stonecrest Ruins, the preamble to the Final Dungeon cutscene in the Factory, and (for a manual solution) if you talk to the little girl at the entrance of Anbu City.
  • Fixed a bug where the Poison Dart ability could fail to inflict the Poison Status on the CRUSH!! enemies on the Mountain Pass. Even though I'd tried to make sure that Poison wouldn't fail on these enemies (since they tutorialise status ailments), the RNG still meant that there was a small chance of failure. So I took a new approach to fix this bug and make the Poison Status 100% successful on these enemies.
  • Raised the minimum AP threshold on Charlie's "Everything!!" ability to 50 AP. I also made an enemy's Defence stat play a larger role in this ability's damage calculation, in preparation for the Free DLC. Don't worry though - this ability is still the powerhouse attack it was meant to be!
  • Fixed a typo on a tutorial window regarding Emma.
  • Fixed a couple of typos in the Sky Forge, and a visual issue in the first Airship Journey opening cutscene.
  • Implemented the intended animation for the Locust Jar item (it previously used the animation of the Stopwatch item instead).
  • Fixed a targeting bug and visual bug on the Experimental Titan boss.
  • I think I've finally found and fixed the cause of the Arena Clockwork Controller bug! So hopefully no one else should encounter a softlock in this battle.
  • Fixed a minor display bug with the Auto-Haste Augment.
  • I made adjustments to the speed and flow of several instances of NPC dialogue in Pheopolis Castle at the start of the game. Many NPCs spoke slower here than they would in the rest of the game. I also adjusted some dialogue at the start of the combat tutorial, to make it move just a little bit quicker.

We Need Your Nomination + Autumn Sale!

Calling all players! The 2023 Steam Awards have begun, and it would mean the *world* to myself and our whole team if you would nominate 8-Bit Adventures 2 for the Outstanding Story-Rich Game award by clicking the box above 😊

And if you've never played 8-Bit Adventures 2 before, now's a great time to jump in! As part of the Steam Autumn Sale, the game is 30% Off - our BIGGEST discount ever! 🄳

https://store.steampowered.com/app/733110/8Bit_Adventures_2/

The Steam Awards began in 2016, one year after 8-Bit Adventures 1 came out. And then 8-Bit Adventures 2 was in development for 7 years. So this year marks the first time that a big game I've developed has ever been eligible to participate in the Awards! And we only get one chance (because 2023 is our year of release).

As many of you know, it's been incredibly difficult to draw attention to 8-Bit Adventures 2. I've tried everything I can think of, but one of the most common comments I receive from new players is still "Why haven't I heard of this game before?"

The Steam Awards are, quite genuinely, a life-changing opportunity for us to bring 8-Bit Adventures 2 to a mainstream audience. If you've enjoyed the game and want to support our future endeavors, I would be *immensely* grateful for your support in nominating 8-Bit Adventures 2 for the Outstanding Story-Rich Game award.


Sebastian, Jerram, Sufyan, and I poured everything we had into making this game, so seeing players enjoy it and connect with the story has been one of the most satisfying experiences of my life. I'm immensely proud of our Very Positive rating on Steam - which is entirely thanks to players like you.

If you're wondering why we're targeting the Outstanding Story-Rich Game category, Steam only allows us to select one award to be nominated for. While several other options were considered, 8-Bit Adventures 2 is - ultimately - a story-focused game, in a story-focused genre. And based on comments from players, it's a story that's really connected with people - which I couldn't be happier about.

But don't take my word for it. I want to share some public-facing quotes from players about why our game is Story-Rich - and why 8-Bit Adventures 2 is worthy of your nomination 😊

































This is only a very small selection of spoiler-free comments I've received from players. Thank you SO much to everyone who's taken the time to share their thoughts on the game. It makes my day every time I read one, and it's sincerely a big help!

So if you think we deserve it, please take a moment to nominate 8-Bit Adventures 2 by clicking the box at the top of this page šŸ‘†

I'll be doing a proper update post in December, as well as releasing a new game update with bug fixes, a restored April Fools' boss, and something fun for the Holiday Season. And the game's Free DLC is progressing very well! But for now, please show us your support - and let's make 8-Bit Adventures 2 a success together! 🄰

~ Josh

For more information and updates, please:

20% Off in SXSW Sale + Your Help Needed for People's Choice Awards!

Hi everyone!

To celebrate our game being showcased at SXSW Sydney this week (Wednesday from 11am and Thursday from 5pm, AEDT), 8-Bit Adventures 2 and its fantastic soundtrack are 20% off on Steam! 🄳

https://store.steampowered.com/app/733110/8Bit_Adventures_2/

https://store.steampowered.com/app/2281060/8Bit_Adventures_2_Soundtrack/

But don't wait - this weeklong deal only lasts until the 23rd of October at 10am (PDT)!

There's also a #SXSWSydney Steam event starting from 10am Wednesday (PDT), so please check out all of the great games involved in the festival 😊

But even if you're not attending SXSW Sydney, you can still participate in the fun! Every game in the event has a shot at winning the People's Choice Awards, and I've been told that ANYONE can vote.

So if you want to support 8-Bit Adventures 2, please scan the QR Code below and vote! Awards will be given out on Friday, AEDT time.

The 8 at the start of the game's title means it's the first one on the list šŸ˜‰



Thanks for your support everyone! And if you're going to be at Sydney SXSW, I sincerely hope to see you there! 😊

~Josh

For more information and updates, please: