build 0.4.5.18 - Dreams update part 2, new quests and more!
Hi everyone!
New and interesting dreams added to Daphne's journey, new quests, new weapon upgrades and some mysterious places to explore!
With this update, the full set of Dreams for the first part of the adventure is completed. Daphne will have more dreams in the second part ( in the works ).
https://www.youtube.com/watch?v=1dtC1FKfIVs&t=7s
0.4.5.18 changelog:
New Dreams
3 new quests.
2 new items power-ups.
New zone, Climb Ruins with more hints on the main story
New location: Executioner's den. ( YES! Pray he's not nearby... )
More improvements on colliders to enhance immersion
We keep working HARD on fire and other things, STAY TUNED next week for a new big preview!
Thanks to everyone for your support, help, and ideas!
Build 0.4.265.18 : Dreams, Chinese, new stuff & much more!
Hi everyone!
https://youtu.be/mxVXSqkksBA
Here is patch 0.4.265.18 which, among other things introduces Simplified Chinese support! ( thank you so much to you BabyJing! Couldn't update credits, will do on Monday! )
We finally introduce DREAMS.
Dreams are fragments of Daphne's life, they reveal important background about her, her previous life and the events that brought her and her group of friends to the island. To access dreams you need to rest in a shelter. dreaming restores energy and relaxes, but it could also create discomfort in the near future ...
It is possible to rest every 30 minutes of gameplay.
More and more dreams will be added during the course of development roadmap.
We also made the melee combat more complex. Now you can dodge enemy attacks, sideways or backward (spacebar + directional key) and enemies themselves have more complex attack patterns.
Oh, and don't forget to buy Stimulant from the merchant!
A craftable item that increases stamina resistance for a couple of minutes. (so who is in trouble with climbing has a little help ;-))
0.4.2.265.18 changelog:
DREAMS LOGIC and Frist set of Dreams added, access rest in the shelter to visualize.
Simplified Chinese Added.
Russian translation improvements.
AI attack pattern revamp.
Added dodge support
Big memory optimizations for upcoming xbox release
New Item added to Merchant's store: Stimulant.
Tons of micro fixes and improvements on colliders to enhance immersion
We are working HARD for you don't worry! Most of the time we are working on new areas and fire dynamics.
Here is a preview for you!
https://www.youtube.com/watch?v=2WXXZlTk7Uk&feature=youtu.beIn the next weeks, we'll show you NPC interactions with fire as well!
Thanks to everyone for your support, help, and ideas!
Patch 0.4.2.224.18 - bugfixes
Hi everyone!
This is a small patch that addresses few problems introduced in latest 4.222 update, including the broken bottom of the Elevator next to the High Tower.
Best!
Patch 0.4.2.222.18 - fixes and music!
Hi everyone!
Here is patch 0.4.2.222.18 which should finally address the disappearing object problem that occurred sometimes loading old saved games. It took us almost a month to fix it because it was a really nasty bug, we hope all is sorted now but do not hesitate to signal us, as usual, any problem!
We also added new tracks for background music with several different moods depending on the zone. Tell us what you think!
This delayed a bit our work on dreams and dynamic grass modules but we are still confident to release something before the end of this month!
0.4.2.222.18 changelog:
saving system refactoring. Now we should rid of the annoying bug of disappearing objects in old saves ( fingers crossed! )
keep in mind that lost objects in old corrupted saves ( for few unlucky users who experienced this ) are now available in the storage box or as accessories on your character.
new background tracks.
additional AI refactoring who completes the work initiated last month.
Thanks to everyone for your support, help, and ideas!
Die Young's November Update Brings Storage Boxes & Fresh Fixes & We're Celebrating with a 20% Discount!
Hi everyone!
With patch 0.4.2.163.18 we introduce a feature requested by many of you: Storage Boxes!
You can now find storage boxes in shelters. As you know, Daphne can only carry a small number of items at any given time, which makes inventory space very valuable.
If Daphne accesses a Storage Box then she can deposit items that are not needed. Items are added to the Storage Box from Daphne's inventory.
We're also shipping many other small improvements with this patch. Especially on the animations side when AI is in neutral mode. Oh -- and now you can throw knives too... ;-)
Thanks to everyone for your support, help and ideas!
Patch 0.4.2.126.118
Hi everyone!
Here is a small patch 0.4.2.126.18 which addresses few issues and adds few candies ;-)
As you know we're working , among other stuff, also a lot on dreams and dynamic grass modules so expect some video preview soon !
0.4.2.126.18 changelog:
is now possible to scale resolution OVER 100% for you owning a monster PC ;-)
Thanks to everyone for your support, help and ideas!
patch 0.4.2.116.18 - Raptors , bats and more!
Hi everyone!
It was a month full of new stuff!
Work on the new area ( road to version 0.6 ) is running at a fast pace.
Meantime we have introduced new interesting threats coming from above,
you will appreciate them under the costal tower, in closed environments and in general when the elevation of the ground increases.
We realized that many of you had some difficulty completing some sections, because game lacked a clear visual response to the exhaustion of stamina.
It is now possible to have a visual feedback when stamina decreases. This is especially useful when dealing with complicated climbing sections.
Drinking too much beer can now cause drunkenness, cut the alcohol! ;-)
We also deeply reworked AI generic behavior.
Starting from this build, AI behavior can be divided into three main traits:
- aggressive (rather self explanatory, the classic predator who starts hunting you when he sees you)
- neutral / defensive (reacts only if threatened by an explicit attack or if you go too close)
- passive (it is never a threat to Daphne, nor does it ever react to attacks)
A solid refactoring of AI routines was a necessary prerequisite for the introduction of new npcs that we will encounter in new areas.
I can not anticipate too many things about them now but let's say that their behavior will be quite unpredictable.
But those new routines actually affects the behavior of many enemies already present in current build.
For example, It is not said that the pacific puppy that you face will necessarily attack you. ... you will discover it only by playing!
0.4.2.116 changelog:
added bats
added raptors
added drunk logic when drinking alcohol
added visual feedback for low stamina
full AI refactor
improved ranged enemy behavior , now they can "call friends" if there are allies nearby
general AI tweaks
more soldiers npc added in key locations in game world
general audio improvements for different surfaces
minor enemy close combat improvements
fixed bug of soldiers not hearing player
fixed death animation not playing when executioner attacks from behind
dozens of minor bugs fixed
dozens of minor improvements
In the meantime we are working on so many things and gradually we will unveil them all. Within a few days we will introduce a new feature: DREAMS. It will be possible to dream when Daphne goes to rest in a shelter. Dreams will make you understand so many things about Daphne's remote and near past ...
PREVIEW: Daphne's dream about memories of camping with dad. Dad teaches her survival basics...
Hotfix 0.4.0.41.18 + DRM FREE version available!
Hi everyone!
First of all, we’d like to express our appreciation for everybody who has supported Die Young since we went into Early Access on Steam this summer. More than 10,000 Early Access supporters have allowed us to push development forward at the pace we promised and, hand-in-hand, we’re crafting a truly thrilling indie game experience! You can check out some of the gameplay videos for Die Young and, if you’d like to join us and our community on this journey, we welcome you with open arms!
Recently, we discovered that pirated copies of Die Young were being hosted on dozens of sites by pirates who crack steam protection. Candidly, this is good news and bad news for us.
The good news is simply in discovering that there is enough interest in our early access indie game for pirates to make this effort. But the bad news comes manifold:
Pirated copies of Die Young are just not good for business
Playing pirated games (especially when they’re in Early Access) potentially alienates gamers from the developers and curbs the generation of valuable feedback
Players expose themselves to cybersecurity risks when they deal with pirates
If you don’t have enough money but you want to play the game, or if you simply want to check if your hardware is able to run it smoothly before buying it, then we’re providing safe, DRM-free access to Die Young (Version 0.4.37.18) on IndieGala until December 31st 2017. There’s no catch and no strings attached. That's the build updated to 2 days ago ( before today's patch ).
Our sole request is that if you enjoy playing and would like to support our game-making efforts, consider purchasing Die Young in the future. You can do it from indiegala, or from Steam store. As you prefer.
Meanwhile for people owning the game on Steam here comes 0.4.0.41.18 which addresses several issues as well as preparing the ground for birds and other type of flying enemies ;-) a cool addiction we'll release early next week.
there is a lot of behind the scene effort that is in the build but we don't want to insert now, we just need few more testing days, so stay tuned!
0.4.0.41.18 changelog:
fixed footsteps interaction with wood
added autosave after Boss Death
fixed LOD transition for high tower mountain
autosave when leaving a shelter
fixed bug with Daphne shoes
fixed compass bug
new audio for Daphne examines
We think this is truly a #GamersUnite moment. Don’t support those who would knife game developers in the back. All devs are trying to do is create an enjoyable experience for you.
Patch - 0.4.0.26.18 and plans for next 24 weeks!
Hey everyone,
we hope you enjoyed or are enjoying Die Young!
Many of you were pleased by latest big update with Stone Pillars, boss battle and more, others felt a bit frustrated by the long climb.
We want you to know that we acknowledged this and are already working to introduce more variation and a slight change of pace on Stone Pillars.
That said, due to the nature of the story it was necessary to add in the last update ( high tower ) a noticeable part of climbing through the top of the tower.
Everything will be clear once we will unveil more about the story.
But we also know that many of you praised the big free roaming initial area, where the mix of action, stealth, surviving and climb is what we want you to experience most of the time spent playing the game.
So, since we are actually working on a big new zone ( maybe even bigger than first part ) with several points of interest, we decided that next update with new content ( new zones ) and story element will be once we reach version 0.6.
This is because will introduce a new big large zone mostly flat and full of locations similar to the first part.
Therefore, due to the large size of this area, it will take more weeks to release.
In this new area, keeping a low profile and making a wise use of resources will be more important and the mix between exploration survival and parkour-climbing will be balanced like in the actual first part ( until bull door ).
Of course this doesn't mean that we are not going to introduce anything new in the short run, not at all:
We will work this month and next on many gameplay elements and this is what you can expect in the next 4 - 10 weeks:
burning vegetation + fire propagation dynamics
several fire-related gameplay elements
new flying enemies ( bats, hawks... )
new unique human enemies ( they are not the classic type of mob / guard... let's say they have some special... "addiction"... ;-) )
new moves / improved combat system with parry and more
We hope you will like it!
Keep playing and try adventure mode if you want an experience where you can focus on the story rather than action sections.
Thanks!
Meanwhile here are new patch 0.4.0.26.18 notes:
Rest in shelters now heal from venoms
Fixed several hard jumps in first part ( especially the one from top of house on the beach )
Now examine notes Have audio and Daphne speaks everytime she examines something.
Fixed compenetration bugs near coastal tower
Fixed swithc behavior in boss battle
Fixed electrical sparks not showing in boss battle.
Don't forget to follow us on your preferred social media to recive real-time updates:
Thanks to everyone for your support, help and ideas!
Patch - 0.4.0.17.18
Hey everyone,
Here’s a small patch fixing few friday's 0.4.0.15.18 patch issues and adding a couple improvements.
added quicksave option at bonfire. no need animore to select save slot unless you don't want to save on a different slot.
fixed boss fight fence too short
Venom status disappears after rest
rebind throw and x button now working
new game defaults in Adventure Mode
at the end of the week we will reveal our roadmap to version 0.6 so it will be a big leap... stay tuned! ( remember.. game will release once version 1.0 will be reached ;-) )
Don't forget to follow us on your preferred social media to recive real-time updates: