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Adore screenshot
Genre: Role-playing (RPG), Indie

Adore

Update 9 - v0.9.5

Hi, fellow adorers!
Thank you so much for playing and all your support.

In this patch we worked on some changes that will help novice adorers and some quality of life improvements, besides fixing some bugs that were found.

May Draknar bless you on your journey.

New & Adjustments


- New tutorial tab in the adorer's panel, we created a new system to add explanatory videos about the game mechanics in the future.
- Player now is able to interact with rewards, statues, particle of gaterdrik, chests, before clearing the area.
- Deactivated interaction with Baldin to show the unlocked items list.
- Now the creatures that spawn in the Escort the Orb event will spawn only after the orb is energized.
- Changed some texts related to the Shrine of The Adorers.
- Made the Player's Special bar more visible.
- Now the expedition duration depends on its difficulty.
- Now if the player cook multiple foods, each cooked food appears after picking up the last one.


Balances


- Removed the fragment cost of Normal Expeditions and decreased the fragment cost of Hard Expeditions from 2 to 1.

Bug Fixes


- Fixed: A situation where the player would unlock a new depth without completing the quests of the current depth.
- Fixed: Some creatures doing damage right after disabled.
- Fixed: Frogma orbs not dealing damage to enemies after bouncing.
- Fixed: Frogma orb going under the ground.
- Fixed: Abilities would not show the creature type text.
- Fixed: A situation where the player would lose the honey consumable in the cooking canvas.
- Fixed: Remaining quest alert pointing to the portal after completing all quests.
- Fixed: A situation where the player could use the staff ability multiple times in the village to give his creatures armor/health points.
- Fixed: Sanctuary unbonded creatures with wrong text.

0.9.4.1

- Fixed: A situation where the player would get stuck in the loading screen during an expedition.

Update 9 - v0.9.4

Hi, fellow adorers!
Thank you so much for the suggestions and bugs found.

In this patch, we have two major changes in the Essences and Food Durability. These changes will help a lot the adorer to plan his path through the quests or prepare for an Expedition.

Essences


After going on a run, all unused essences will not completely disappear, but only lose 1 level.
If it is a level 1 Essence, it will turn into ashes.


For now, the ashes are just a visual reminder that the essence expired. But maybe we can find a good mechanic in the future to use them.

Food Durability


The cooking system also got an important change.
Now, if you cook the ingredients, their durability will increase and reset.
This will help a lot to conserve the food.



  • Raw ingredient = 4 durability
  • 1 Cooked ingredient = 5 durability
  • 2 Cooked ingredients = 6 durability
  • 3 Cooked Ingredients = 7 durability


New & Adjustments


- New essences durability system.
- Possibility to change the creature's name added to the Sanctuary. Click on the creature > Edit Name.
- Added the Essences Inventory to the Creatures tab. You can apply them anywhere in the village.
- Now fragments that are reward of expeditions are distributed between the expedition maps.
- Release Button color is now red.
- Added a different symbol to creatures that have a secret way to find&capture.
- UI: Now the Creatures Slots only expand downwards.
- Now if a rune is activated all the available rune points are assigned to it.
- UI: Aligned the text that shows in the Header of the Cooking UI, Apply Essence UI, and other UIs.
- Arrow that points to the Quests: changed the space from the border(%) from 18 to 24.
- Now after applying an essence to an ability the selection remains in this ability while using a joystick.
- Changed first Maena dialogue.

Balances


- Changed distance to find the target of ranged creatures.
- Reduced Felwin's ability "Increase size" by 30%.
- Now the Spinning Top item causes stagger.
- Fouboo shield duration reduced from 5 to 3 seconds.
- Reduced Dommu's range by 40%.
- Melkran attack damage reduced from 7 to 5.

Bug Fixes


- Fixed: Wrong creature type showing under the creature name in the sanctuary.
- Fixed: Quest alert active in the essence panel during one of Maena's quests.
- Fixed: Scrolling the scrollbar now deactivates the options menu in the sanctuary.
- Fixed: Player able to walk during Momba entangle.
- Fixed: Runes of Dukur subquest translation to English.
- Fixed: A situation where the player would die and its health would not reset.
- Fixed: A situation where the player would get stuck in the essences panel.
- Fixed: Wrong color in the ability panel when deselected in the first time the creature panel was opened.
- Fixed: C035 Special Projectiles not following the target.
- Fixed: Expeditions with incorrect durability icons in the expeditions tab.
- Fixed: Aarons not being affected by Fouboo's shield.
- Fixed: World map bar progression buttons not showing correctly.
- Fixed: Tarl dialogue in the Runes of Dukur - Beast quest had a part in Portuguese in the English dialogue.
- Fixed: Melkran would not increase its special energy attacking in some situations.
- Fixed: Some creatures would still attack after Melkran used its special on them.



0.9.3.2

- Fixed: Player stuck in the cursed chains event after the creatures spawn stops.

0.9.3.1

- Fixed: A situation where the player could not progress during the "Legendary Creature" quest.

0.9.3

- Fixed: Errors related to capturing a creature during an event.
- Fixed: Bottom alert of the essences canvas with wrong translation.
- Fixed: Tutorial recall hint with wrong translation.
- Fixed: C035 orb indicator problem with human bosses.

0.9.2

- Fixed: A situation where the player would get stuck in the loading screen before entering an expedition

0.9.1

- Fixed: A situation where the player would get stuck right after entering a portal to the next map of an expedition.

Update 9 - Welcome Home

[previewyoutube="L_XNrQCik9g;full"]
Before we begin, we can't express enough how important you were with all the feedback provided during all these months that we are in Early Access. We would never get this quality of update without your help. Very, very thank you!

Now that we have a clear vision of what Adore should be, we can plan for the 1.0 launch.
We believe that this new core gameplay loop is very solid. We are having a blast playing it for the last weeks.

After this patch, our main focus will be adding content, features, polishing the game & fixing bugs.
Also, there are lots of new things to add after 1.0. Our plan is to support the game as long as we are able to. With new systems, maps, creatures, items, features, bosses, and much more!

Are you ready?
For all veteran adorers and apprentices: WELCOME HOME!



You can check how big and important this patch is at our previous Devlogs:
Adore 0.6 - Major Update Devlog 01
Adore 0.6 - Major Update Devlog 02
Adore 0.6 - Major Update Devlog 03
Adore 0.6 - Major Update Devlog 04
Adore 0.6 - Major Update Devlog 05


New Creatures



Aaron [Dragon]



Our first Dragon is Aaron! A very robust creature with a basic attack that bites two times before flying back and throwing a fireball.

Special Attack: Flies in a straight line, expelling fire and inflicting fire on enemies.





Melkran [Dragon]


Melkran has a very powerful basic attack, a flame that deals damage in a cone area.
His special is also very unique for controlling the pace of the battlefield.

Special Attack: Transform all nearby enemies in sheep for a brief duration.





Spreek [Dragon]



This is one of the most agile creatures that ever lived in Gaterdrik. It combines mobility with fireball attacks and closes the gap to use his claws.

Special Attack: Creates a huge area with fire, inflicting damage on enemies and giving attack speed to allies.




???? [????]


???????? ??????, ???? ????? ? ???? ????? ??. ???? ???? ?????.


Special Attack: ????????: ?????? ???? ????? ? ???? ????? ??


Highlights



  • New Home
  • New Shrine of the Adorer
  • New Ability & Sinergy System
  • New Cooking System
  • Reworked the Items System
  • New Gameplay Loop (Worldmap)
  • Expeditions!
  • New Quests
  • 4 New Creatures (NEW TYPE!)
  • Dummies!
  • New Capture System
  • Reworked the Rune System
  • Reworked the Trait System
  • Lot's of UI redesign and quality of life changes
  • More!


Reworks & Adjustments


- [ Community Suggestion ] - UI Arrow pointing to quests and objectives.
- Riding system improved: Now, if you press and release the creature's button, it still activates the riding. There were lots of situations, with the new quick summon, where the player ended up forgetting about the riding system.
- Riding system improved: Now you can summon other creatures while riding! You need to summon the mount with a "Quick Summon" (do not hold its button, just tap) and then you are free to summon other creatures,
- Old Essences now are named "Particles of Gaterdrik", they are used to capture new creatures.
- Particles of Gaterdrik are now permanent.
- The Staff Ability now has his own energy bar. It fills by killing cursed creatures. When fully charged you can use the Staff Ability. You no longer need the old essence.
- Removed the item "Drak'in's Secrets"
- Tips temporarily removed from the loading screen

Balance


- [ Community Suggestion ] - Creatures with armor are not affected by Stun anymore. But it can be freezed.
- [ Community Suggestion ] - Activate the Mechanisms Event: Now if you step outside of the mechanism, it will not begin to drop immediately. Only if you stay outside for a long period.
- [ Community Suggestion ] - Escort the Orb Event: increased the Orb acceleration from 2 to 2.5
- [ Community Suggestion ] - Escort the Orb Event: maximum speed from 4.5 to 5.
- [ Community Suggestion ] - Escort the Orb Event: creatures will not spawn if you are outside of the orb area.
- [ Community Suggestion ] - All creatures' turn rate increased from 2 to 10. This will help them to chase the target much better, even if you summon them in the wrong direction.
- Tzena's special ability cost increased by 20%.
- Krooth's base health decreased from 25 to 20
- Tupeba's base damage decreased from 10 to 7
- Frogma's base damage decreased from 12 to 9
- Louxar's base damage decreased from 30 to 20 and the ability damage from 15 to 10.

Fanart!


Gibran did an amazing fanart in 3D!



You can follow the development more closely at our discord server: Cadabra Discord.
Also, feel free to talk directly to the devs and send us any suggestions or critiques.

Good luck and have fun!

Please, If you encounter any issues, send to us at #bug-report at Cadabra Discord.

Adore 0.9 - Devlog 05

Hi, adorers. We are almost there!

We took a deep look into the creature's meta unlock system.
The way it worked was using fragments to unlock creatures at the temple. And after unlocking one, you used to get a free creature that you unlocked. This is what normally happens in other Roguelites. You unlock a new weapon and it is already given to you as a reward.

The big problem is that this goes directly against the core experience in creature collecting games:
The feeling of going on an adventure to find and capture a new creature.

We fixed that. ːsteamhappyː

Bestiary


You no longer unlock new creatures using Fragments.
Now, as you progress into the game and get deeper into the maps of Gaterdrik, new creatures naturally start appearing.
You'll be able to see in your bestiary how many creatures you can to find and how many are still locked.

After you capture a creature, it will show and register its picture, model and information.
You can also check in your save slot (Options > Save Slots) how many unique creatures did you capture during your adventures.

Another addition is the unlimited number of creatures that you can capture.
How that will work if, for example, your Sanctuary slots are full?
Basically, they will go to a reserve and, at any point, if you have Sanctuary Slots, you can create a bond with those creatures that you captured before. After that, you can start using and training them.



Capture System


We also want to make capturing a bit more challenging. Not only find the creature and hold a button to capture.
In other games, you have the Random factor when you throw the card, ball, etc... But the important feeling is that butterfly on your belly yelling "Please, please, please"
We evolved our capture mechanics, not in the direction of randomness, but to create more experiences and memories of you trying to capture a creature that you are excited about.


We've implemented a sweet spot. Basically, you need to be in the direction of the Sweet Spot of the creature to be able to capture it.
Also, now you can Walk with reduced movement speed while capturing!

  • This sweet spot to capture will vary in size and animation depending on the rarity of the creature.
  • New Creatures Unlock per Depth, Quest or ???

Runes


Now that the game has so many mechanics, we decided to simplify the Rune System.
You no longer apply Runes to your creatures, they are equipped directly to the adorer.




  • 3 rune slots
  • 6 Rune points to distribute among your runes
  • You can freely change the runes and points in the village


The Major Update 9 will go live on the 28th of October.

Follow the development more closely at our discord server: Cadabra Discord.
Also, feel free to talk directly to the devs and send us any suggestions or critiques.

See you!