We’re thrilled to share some groundbreaking news: our game joins the world’s first viewer-interactive streaming platform, STREAMBLE.LIVE
What sets this platform apart is its redefining feature that enables viewers to interact with games through the online Stream window. This innovation kicks off with Unreal Engine, offering dynamic new dimensions of engagement for broad menu of titles.
For Cradle of Sins, this means integrating the first of such mechanics into our Bongo gamemode. Here, viewers will have the power to either support or impede progress through the Tower, effectively taking control of the game's destiny. We're eager to explore innovative implementations and look forward to seeing which developers will join us in this venture.
On the development front, our journey with Cradle of Sins has been intense and focused, particularly on the Bongo mode and the broader game ecosystem. This has meant less activity on our Discord thread and socials, but rest assured, our dedication has been unwavering. Our efforts have been concentrated on refining, building gameplay mechanics and enhancing features to maximize fun and engagement across our game modes. We're currently in the process of overhauling systems related to loot, PC combat, movement, animations, and are experimenting with new VR combat features. Though we've devoted considerable time to development, the next gargantuan phase of polishing and testing is just ahead.
We are deeply grateful for your support and patience. Your enthusiasm fuels our commitment to delivering an exceptional gaming experience. Should you have any questions about the game, our development process, or STREABLE.LIVE, please don’t hesitate to reach out in the comments, our Discord or any social channel.
Thank you for being an integral part of our community. Stay tuned for more exciting updates!
Warmest regards,
The Cradle of Sins Team
New Devlog: Goblin Copter, AI Designed Levels
🕹️ Introducing a new challenge in our game: a flying Goblin Copter!
👀 We're also experimenting with AI-generated level design.
The Elements Update + Spooky
Greetings!
We're excited to bring you an update brimming with elemental magic and some technical advancements. This release focuses on enhancing the elemental interactivity within our game world bringing you a list of elements to interact with in different ways. Alongside, we're also polishing our interactive kinematics (IK) and unveiling a night-themed transformation of the 'Serpents Rest' map.
Before We get on with the news. Check out our UK team latest video:
Key Updates:
VR Character IK Enhancements:
We've tackled the complex task of accurately representing human movement in VR. Since each player's physical proportions vary, we're introducing an advanced calibration mode. This innovation aims to ensure a smooth and realistic gaming experience, and it's on the horizon.
'Serpents Rest' in Darkest Night:
The shroud of night has fallen over 'Serpents Rest,' creating an array of hiding spots and tactical opportunities, all bathed in a spooky ambiance perfect for our latest update's theme.
Elemental Overhaul Phase One:
The elements come alive in this update, providing new ways to interact with the game world. Imagine setting your weapon ablaze, conjuring electrical currents against your foes, or using darkness as an ally in combat. We're fine-tuning the details of these elemental interactions and will share a complete guide once finalized. For now, we invite you to explore these powers firsthand and share your experiences.
Maller's Cave Lighting Refined:
The intense red lighting in Maller's Cave has been recalibrated for a more natural and visually appealing experience.
Your feedback is invaluable to us. We look forward to you testing these updates and letting us know what you think!
How Mallers Cave Game-Mode came into fruition?
Hello fellow gamers!
Check out our latest development VLOG showcasing the "Mallers Cave" game mode, now available for testing on our Public Test Server. Dive into a Free-For-All cave mining expedition that intensifies as time progresses. With only three lives, the stakes are high, making it an exhilarating competition best experienced with other players. Whether you loved the video or have suggestions for improvement, please leave a comment below. Help us craft the ultimate VR-PC cross-platform gaming experience!
SMALL UPDATE PATCHNOTES:
SMALL UPDATE PATCHNOTES:
Introduced Steam Launch options: Directly launch the game from Oculus
Unveiled Mallers Cave "MVP" feature: Top scorer is now visible through walls
Optimized Crystal Icon: Transitioned from translucent to masked for enhanced performance
Implemented UI Tutorial for Mallers Cave
Resolved issue of PC remaining indefinitely in AirStrike mode
Version 0.5.306.4985
HOTFIX UPDATE PATCHNOTES:
HOTFIX UPDATE PATCH NOTES:
Resolved issue where Crystals in Mallers Cave failed to spawn weapons or take damage
Addressed "Tab" menu intermittently failing to display player information
Enhanced visibility of eliminated and inactive players on Mallers Cave end screen
Corrected occasional inaccuracies in kill messages
Fixed "Tab" menu showing incorrect information while in Mallers Cave
Eliminated duplication of player names on Mallers Cave end screen
Lightened the atmosphere in Death Realm for better visibility
Introduced Version Mismatch error screen for instances where Steam fails to update player's client
Patched the ability to self-eliminate after game conclusion
Version 0.5.305.4949
MALLER'S CAVE UPDATE
Hello, Fellow Gamers!
We have reached a pivotal moment: we've managed to deliver half of what you've been eagerly expecting, while going further than we thought we could. However, there's no time for rest; we're pushing ahead full steam.
This spring marked the establishment of a brand new branch in the UK. This dynamic team of developers is not only eager to showcase their skills, but they're also dedicated to creating an enjoyable developer show. Think of it as a pleasant way to spend your Friday night, with a refreshing drink and some popcorn at your side.
As summer dawned, we were faced with a significant shift to version 5.2. The process of revamping many of the core components of our game has been a complex and time-consuming task. Yet we remain steadfast in our belief that by reinforcing these fundamental elements, we'll facilitate a better long-term experience. We are releasing one of the new big gamemodes: Mallers Cave and soon Bongo!
Mallers Cave
This map gamemode features a whole new cave map and a FFA gamemode. Where players truly test their metal to see who comes out as the champion!
Our mission in there is currently to make the perfect BOT enemies to fight against the player.
Introducing the Revamped Crossbows:
To enhance the VR gaming experience, all crossbows now require ammunition and reloading.
Base Crossbow: A manual reloading crossbow, standard in Helena's arsenal. Crossbow Shotgun: A powerful weapon that releases 5 bolts simultaneously. Explosive Crossbow: While it has limited ammo and range, its destructive power is unmatched. AR Crossbow: Enjoy extended action without frequent reloading. Crossbow Super: Imagine the Crossbow Shotgun, but with twice the firepower – 10 bolts in a single shot. Crossbow Sniper: A high-risk, high-reward weapon. It compromises the user's health but decimates enemies effortlessly. Homing Crossbow: Perfect for those moments when you'd rather not aim. Healing Crossbow: Shoot yourself or allies to heal, but shooting enemies still does damage. It's a unique way to balance offense with self-preservation.
TURRETS
Introducing the Eye Turret!
The fiery gaze of the Architect's Eye is ceaselessly vigilant, and so are his formidable Eye Turrets. These advanced weapon systems not only safeguard his kingdom, but also unleash devastation upon any who dare challenge his reign.
Behold, the Ballista!
This medieval super crossbow arrives with a singular purpose: destruction. As a mobile autonomous turret, it caters to both PC and VR players, offering an immersive experience that guarantees explosive thrills.
Prepare for the Auto Crossbow!
This enchanting contraption is the sorcerer's brainchild—a fusion of four crossbows affixed to a mystical barrel brimming with arrows. In the realm of reality, it manifests as a fully operational arrow minigun. And believe it or not, it turned out to be an ingenious creation.
VR IK & HANDS
Additionally, the IK system has been enhanced to improve the calibration of players' body movements with their virtual characters, ensuring a more accurate and immersive experience. Now, players can seamlessly embody their virtual avatars with greater precision and fluidity.
NOTE THERE ARE ISSUES STILL RELATING TO ELBOWS AND SHOULDERS (WE'RE CURRENTLY WORKING ON A FIX)
VR Hud Bracelets!
Health Bracelet: The VR right-hand display now showcases the player's overall health, currency balance, and total life count, also referred to as "big health."
Mana Bracelet: Instead of relying on timed cooldowns, players can now cast abilities using mana.
Minion Speak or Arctongue now translated!
Now, the minions have taken their camaraderie to new heights, engaging in lively interactions and occasionally sharing their thoughts on the battlefield. Brace yourself, for amidst the chaos of battle, you'll gain insights into their daily lives and even experience the visceral sensation of being cleaved in half.
PC Player Controller support
What the future holds?
BONGO
We're on the homestretch with the Bongo gamemode, a project we've been tirelessly perfecting for your gaming pleasure. Designed for a team of four, this gamemode delivers exceptional fun, whether you choose to embark on the journey alone or with friends.
Our current refinement goals include:
Fine-tuning the VR platform, the pulsating heart of the Bongo VR gameplay experience. Overhauling block physics for a truly immersive encounter with destruction and power-up blocks. Smoothing out any bumps in the gameplay loop to ensure a flawless transition from the instant you press 'play' to the moment you exit the match. Get ready for the thrill of the Bongo gamemode, soon to be at your fingertips!
Architects Conquest
Our team is diligently working on the forthcoming Architect Conquest maps, aiming to populate them with an array of new characters, monstrous creatures, and even more surprises. We're polishing and advancing the development of Mallers Cave and Bongo, prioritizing these as our key initiatives. Should all proceed according to plan, you'll soon be immersed in Conquest and Bongo. That's a promise!
VR ability casting system update
Prepare to be enchanted by the revolutionary evolution of VR magic! Gone are the days of whimsical hand gestures; behold the magic cards. Within these mystical cards, users can effortlessly navigate a plethora of abilities, granting them the power to swiftly select and cast spells at their very whim! Brace yourself for an immersive experience like never before as you delve into a world where magic transcends boundaries.
The AI Uprise: How far can we push AI?
Behind-the-Scenes Exclusive!
Dive deep with us into the world of game NPC AI! Discover the groundbreaking opportunities we're exploring and get a sneak peek into the cutting-edge research that's propelling us to the next level.
Could we make CROSSBOWS better?
Hey!
Join us at the Game Developer house where we're comparing real-life crossbows with virtual ones.
We've gathered information on various aspects of real crossbows that we'd love to implement into the game, and then we've applied our development magic to make these features work.
If you liked this video, make sure to like, subscribe, and most importantly, leave a comment. Let us know what you think about this and if there are any aspects of game development you'd like to see behind the scenes.
Hotfix Update
Greetings, Gamers!
Here's a minor hotfix update before we launch the upcoming content release!
FIXES:
<*> The issue with the PC Spin attack not dealing damage has been resolved (effect now mirrors the range) <*> PC Dash functionality has been enhanced (particle optimization completed) <*> VR IK issue addressed (corrected shoulder placement) <*> Spear lodging glitch rectified for the player at the receiving end <*> Death feature enhancement: wisps now correctly contribute to reducing the death timer <*> Spider shop now fully operational in VR mode <*> Resolved an issue with shop items not functioning as expected <*> Numerous performance enhancements implemented across the platform <*> Rectified an issue making the PC character challenging to hit <*> Resolved a problem where the VR GrenadeCannon was not functioning properly <*> Fixed a glitch with the VR WardCannon which was not operating correctly and could not be placed <*> Addressed an issue where the VR Belt Holster failed after the first holstering <*> Corrected issues where some of the VR Abilities were not functioning as planned <*> Fixed a bug that prevented match start if the ping test to a certain region failed
NEW FEATURES:
<*>Introducing frogs in Serpents Rest ːsteamhappyː