Crea cover
Crea screenshot
Linux PC Mac Steam
Genre: Role-playing (RPG), Adventure, Indie

Crea

Status Update (July 16th)

Hello everyone, just trying to keep up with the status updates!

Right after publishing the last update I got on a plane and flew to the East Coast to visit a friend; a trip I have been postponing for months. I will be away from the computer for the first time in quite awhile and will be doing a camping trip for the next few days. Apologies in advanced for the delayed responses and lingering issues. Once I'm back I will get back to it.

Speaking of when I'm back, I have been redesigning the research system and along with it a substantial amount of the other "progression" in the game. The current state of Crea is disjoint in large part because development was very incremental and organic. Now that Crea is released I'm taking a step back and looking at the bigger picture.

I don't want to get into it to much yet but I can give you all an idea for now. Researching will no longer require researching individual materials and recipes will no longer be partially learned. Instead recipes will be grouped up into logical sets and researched all at once at the expense of a few materials. The recipes and materials will be known upfront and after researching a set new sets are unlocked.

There are many many changes coming soon which I will be sharing as we get closer to them. For now though, I will continue to focus on resolving issues so that everyone can have a good experience playing Crea. Thanks again for your patience and help!

Update 1.0.15 Released (Unstable)

New update with some more fixes! I will move this to stable tomorrow once it has had a bit of time to prove itself.

Changelog


  • Resolved several issues with dungeon pathing
    Enhanced dungeon generation overall with some more variety and more interconnectedness
  • Resolved issue with item locking not working on clients properly
  • Resolved issue with jump bonus gained from "On Jump" equipment attribute and "Speedster" dungeon modifier not working on clients
  • Resolved issue with stacking to nearby chests not updating the toolbar
  • Resolved issue with consuming the last of a locked item leaving the item slot locked in the inventory
  • Resolved issue with character getting into a bad inventory bag state and not being playable anymore
  • Resolved issue with Battle Ranseur permanently giving character Attack power
  • Resolved issue with Paralyze status effect breaking some monsters and bosses
  • Switches now always appear on the front layer
  • Resolved issue with placed items claiming to be in the original position even after they have been moved (such as treasure chests)
  • Resolved regression with character creation not working right since modular animation change
  • Resolved regression causing launching Crea on OSX to just get a black screen
  • Added mention of increased block placement reach for Pickup Reach Boost
  • Animals are now always level 1

Stable Release v1.0.14

There are many enhancements and a plethora of bug fixes that have been accumulating on unstable. After much baking time I believe it is safe to promote the unstable branch to stable.

Unfortunately I do not know how many players have been on the unstable branch so the exact stability is somewhat unknown. I am around all day and ready to put out any fires that may occur. If you do run into any new problems then don't hesitate to report it and, as usual, I will be streaming development so you can report it live.

I am continuing to focus on fixing bugs but am starting to mix in some of the more requested features (such as inventory management). There will be many more bug patches coming over the coming weeks. I am hopeful that within the next month we'll see nearly all of the known bugs resolved.

While the remaining bugs are resolved I am going to begin to incorporate feedback and polish the existing systems and content. I will write an extensive post about all of that in the somewhat near future but I don't want to get too far ahead of myself.

For now, you can find all of the changes going live on stable today below!

Changelog


Features


  • Added item sorting and inventory stack nearby
  • Added ability to lock inventory item slots to keep them from being sorted and stacked
  • Added support to quick transfer items to and from merchant
  • Huge rework of data syncing for multiplayer
  • Trees, plants and remna fountains now simulate time passed while it was unloaded (no more leaving and coming back to saplings)


Changes


  • Replaced "Deposit" treasure chest option with "Sort"
  • Changed all LV+ variation item recipes to be learn through the scroll instead of having to research them individually
  • Expanded Treasure UI view size some
  • Do not flash menu items when it is already open
  • Only have thick moss grow on natural stone (not stone brick)
  • HP and SP now stay at the same percentage when switching loadouts (Tab)
  • Added Poison Spear Scroll to Zabis horde realm loot pool
  • NPC names are now localizable
  • Removed white boarder on Lorumite Wall icon
  • Added automatic image redirection for images in the coremod directory


Bug Fixes


  • Resolved issue with client being able to levels skills at lower levels than they should
  • Resolved issue with storm skills (Windstorm) not working in multiplayer
  • Resolved issue with water not being animated on clients
  • Resolved issue in multiplayer that would cause other players to be invisible
  • Resolved issue causing multiplayer sync slowdown
  • Optimized data sent to clients
  • Resolved regression issue with grappler being invisible on clients
  • Resolved issue with some bosses being invisible in multiplayer
  • Resolved multiplayer issue with other players sometimes being invisible
  • Smoothed out grappler on the client so it is not nearly as jumpy as before
  • Show Light Orb cooldown on client
  • Properly limit sell shop to 12 items
  • Fixed some issues with Falxian Altar
  • Added missing description for Magic Boost status effect
  • Resolved issue with items on quickbar not having a cooldown on the client
  • Resolved issue with items on the shift + quickbar not updating with to how many items are in the inventory
  • Resolved issue with illusory gear not resetting veil timer properly and automatically reapplying veil when it is removed
  • Resolved issue with chest's inventories not being synced properly anymore in multiplayer (regression)
  • Resolved regression where using a grappler or Beam spell would result in a crash on multiplayer
  • Resolved issue with player animations on clients not playing correctly (usually showing multiple arms)
  • Resolved (mostly) issue with client getting stuck in edge grab animation on server
  • Resolved issue with some spawners during world generation being overleveled for the region they are in
  • Prevent HP regen during Nullify Heal dungeons
  • Fixed issue with Berserk skill SP tick triggering every 1 second instead of every 3 seconds
  • Potentially resolved one of the cases where dungeon generation would result in an incompletable floor
  • Resolved issue with Light Orb not following the player to new realms
  • Fixing Wand Proficiency level descriptions
  • Resolved seemingly random crash caused by foliage growing
  • Resolved crash when renaming a treasure chest and quickly leaving the chest

Update 1.0.14 Released (Unstable)

Another day, another group of bug fixes. Thanks to Premium for bringing a regression to my attention. Hopefully this will be the next stable release!

Changelog


  • Resolved regression where using a grappler or Beam spell would result in a crash on multiplayer
  • Resolved issue with player animations on clients not playing correctly (usually showing multiple arms)
  • Resolved (mostly) issue with client getting stuck in edge grab animation on server
  • Resolved issue with some spawners during world generation being overleveled for the region they are in
  • Resolved issue with client being able to levels skills at lower levels than they should
  • Prevent HP regen during Nullify Heal dungeons
  • Fixed issue with Berserk skill SP tick triggering every 1 second instead of every 3 seconds
  • Potentially resolved one of the cases where dungeon generation would result in an incompletable floor

Update 1.0.13 Released (Unstable)

Another unstable update is here with lots of changes!

I'm really hoping this version is the next stable release. You'll find there are some highly requested features included such as a "stack nearby" and "sort" options as well as the ability to lock item slots in your inventory.

Right now the only thing holding it back from being so is multiplayer stability. Since the huge multiplayer rework I have been doing my best to track down any regressions and I think I've got them all but I need some brave souls to test it out and report back to me first.

Please let me know if you are playing Unstable and if things are working out for you (or not). I will be streaming development as usual so if you run into any new issues you can report them there.

v1.0.13 changelog


Features


  • Added item sorting and inventory stack nearby
  • Added ability to lock inventory item slots to keep them from being sorted and stacked
  • Added support to quick transfer items to and from merchant


Changes


  • Replaced "Deposit" treasure chest option with "Sort"
  • Changed all LV+ variation item recipes to be learn through the scroll instead of having to research them individually
  • Expanded Treasure UI view size some
  • Do not flash menu items when it is already open
  • Only have thick moss grow on natural stone (not stone brick)
  • HP and SP now stay at the same percentage when switching loadouts (Tab)
  • Added Poison Spear Scroll to Zabis horde realm loot pool


Bug Fixes


  • Resolved issue in multiplayer that would cause other players to be invisible
  • Resolved issue causing multiplayer sync slowdown
  • Resolved regression issue with grappler being invisible on clients
  • Smoothed out grappler on the client so it is not nearly as jumpy as before
  • Show Light Orb cooldown on client
  • Properly limit sell shop to 12 items
  • Fixed some issues with Falxian Altar
  • Added missing description for Magic Boost status effect
  • Resolved issue with items on quickbar not having a cooldown on the client
  • Resolved issue with items on the shift + quickbar not updating with to how many items are in the inventory
  • Resolved issue with illusory gear not resetting veil timer properly and automatically reapplying veil when it is removed

Status Update (7/1/30)

Hello everyone! It has been awhile since I released an update to stable and wanted to give everyone an update on where everything is at.

Unstable has received several updates while I iron out the kinks in the new multiplayer code. I think it is getting there but still needs a bit more work before it is ready to be considered fully "stable".

With that said, I still think the "unstable" branch is better overall now for multiplayer and is pure win for single player.



In between working on multiplayer I have taken the time to fix many other issues including many of the more common crashes players are having. I've also fixed a few of the more annoying problems such as Light Orbs disappearing when traveling to new realms.

Since I've been such a good boy and working through this multiplayer code and plethora of issues I treated myself to implementing some highly requested features. This includes the ability to stack your inventory to nearby chests, sort your inventory and treasure chests, and also lock items in your inventory so they wont be affected by these other tasks.

Unfortunately I was unable to push back moving anymore (I originally was suppose to move over a month ago). So my move day is tomorrow and I've spent a good amount of today packing. I hope to get setup again as soon as possible and get back to work by the start of next week. If things go well I'll be able to release something onto stable shortly after that.

Thanks again for all of your patience and support!

Hiring C++ Programmer and Pixel Artist

Siege Games is Hiring


You heard it right! Siege Games is hiring! Crea being released is merely the next step in development and I would love to find some amazing people to be part of that; specifically a generalist (C++) programmer and a pixel artist.

I am looking for truly passionate individuals with high work ethics, a love for games (especially RPGs) and a craving for delicious burritos. You would be working with me (@JassonMcMorris) in some future office in Portland, OR. You must be willing to relocate and work full time. Payment will be a decent indie salary with some revenue share.

After reading the description below if you are interested then you can apply by emailing me at jasson@siegegames.com . Be sure to include a resume, a portfolio/code samples, you favorite games of all time and what game(s) you are currently playing. If you have any questions you are more than welcome to ask through email, twitter, or you can even join my development livestream.

Generalist Programmer


Ultimately I’m looking for someone to help share the workload and be a partner-in-crime with me. Responsibilities would include a wide range of skills such as: engine development (C++), gameplay implementation (python), designing new content, and working with players to resolve issues. You must have advanced experience in at least C++ with a high standard for code quality.

Pixel Artist


Crea’s current artist, (@KelleyMcMorris), is looking to move on from Crea and focus on her freelance work. You would be the sole artist working on Crea and would have to be able to replicate the established style. The work would involve visually designing, create and animating various items, blocks, monsters, bosses, and so on. A huge plus would be willingness to take a lead on wearing the community management hat as well.

Update 1.0.11 on Unstable

Got a ton of work done yesterday! Thanks to a few players testing on Unstable I was able to fix some bad regressions caused by the huge multiplayer changes. Along with those I got some crashes fixed up and more.

Changelog


  • Optimized data sent to clients
  • Resolved issue with storm skills (Windstorm) not working in multiplayer
  • Resolved issue with water not being animated on clients
  • Resolved seemingly random crash caused by foliage growing
  • Resolved crash when renaming a treasure chest and quickly leaving the chest
  • Removed white boarder on Lorumite Wall icon
  • Resolved issue with chest's inventories not being synced properly anymore in multiplayer (regression)

Update 1.0.10 on Unstable

Hello again everyone! I hope you all had a good weekend and the Steam Summer Sale has been treating you well.

Since the last update I've been working away on the multiplayer. Some huge fundamental changes in the underlying multiplayer code changed. I have done limited testing which is why I am putting this on the unstable branch. Please test with the unstable and let me know how it goes.

I will be continuing my efforts on multiplayer and other high impact issues for now. Thank you all for your patience.

Changelog


  • Huge rework of data syncing for multiplayer
  • Trees, plants and remna fountains now simulate time passed while it was unloaded (no more leaving and coming back to saplings)
  • Resolved issue with Light Orb not following the player to new realms
  • Resolved issue with some bosses being invisible in multiplayer
  • Resolved multiplayer issue with other players sometimes being invisible
  • Fixing Wand Proficiency level descriptions
  • NPC names are now localizable
  • Added automatic image redirection for images in the coremod directory

Status Update (June 22nd)

Hello again! I want to keep up the communication but I don't have an actual update so this will have to do.

There are unfortunately still several high impact issues that I'm working through. Many of these I was not able to get enough information but with the latest version I should be able to collect nearly all crash reports automatically with hopefully enough details that I can start quickly resolving these remaining crashes.

Before I get to working on those crashes though I am currently focusing on multiplayer issues some more. I believe that many of the existing issues stem from a single part of the underlying multiplayer parts of the game's engine. So I am targeting that and rewriting it to be more performant. At the very least it should help make it easier to track down these issues.

Thanks again for everyone's patience and help. I am working through these as fast as I possibly can. In the future I hope to bring some additional people on the team to help speed up development so things wont move so slow and be so dependent on one person.

I released an extremely small patch yesterday. I was originally just planning to include its change with the next update but I will just add it on here.

v1.0.9 changelog


  • Fixed Frostbite description and Regeneration skill cooldown time
  • Removed mod achievement disable notification
  • Resolved issue with Eternal War weapon attribute not persisting its life drain effect
  • Added extra measures to enforce automatic crash reporting
  • Resolved issue with resetting Xbox One controller controls not working properly