Gamescom week was SO intense!
All day showcasing action, adventures and mistery with Die Young!
We just came back working on big & small fixes, next week we'll make a big announcement about full development plan until the end of this winter!
Meanwhile here is 0.4.0.15.18 changelog:
fixed mid-air dead body after loading
fixed Boss Fight bugs
fixed missing maps
fixed Climbing the Rock Wall Quest (autosave bug)
fixed missing Crafted Wrench Recipe
gameplay fixes in Watchtower
minor gameplay fixes in Manor Farm
minor gameplay fixes in High Tower
minor gameplay fixes in Holm Oak Thicket
minor gameplay fixes in Stone Pillars
viper's areas reduced
graphic fixes in Stone Pillars
minor graphic fixes in Apricot Valley
now is possible to "rest" anytime in fast travel shelters. This will introduce "dreams" feature in the upcoming weeks.
Update size is a bit high but there's a lot of content we will unlock in next weeks!
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!
Hotfix - 0.4.0.8.18
Hi everyone!
This is a hotfix which solves some minor issues we encountered with the last update letting us be now completely ready for Cologne.
Missing ladder in the High Tower
Sneakers shoes bug
One-shot killing of the Boss with Poison Needle.
Meanwhile we're setting everything up for the Gamescom:
If you'll attend the show please come and visit us at our stand in Hall 10.1 Aisle B No. 028.
Looking forward to seeing all of you!
Hotfix - 0.4.0.5.18
Hi All!
This is an hotfix who addresses some of the issue we encountered in the update introduced yesterday as well as introducing several improvements.
tweaked climbing sections in Stone Pillars.
new enemies in Stone Pillars area.
improved Stone Pillars area visual characterization.
Fixed water source floating in the air in stone pillars area.
Fixed gloves "disappear" when you pick it up with full inventory
Fixed raycast points for electric switches in Boss Battle
Fixed flesh materials in Boss Battle
Fixed an error in Boss Battle intro sequence
We'll travel to Gamescom next week ( well... some of us tomorrow, some others on tuesday ;-) ) if you attend the show please come and visit us: Hall 10.1 Aisle B No. 028
if you don't we'll let you know how it was!
SAVE 20% TODAY as the "High Tower Update" Expands Die Young's Gameplay & Story!
Hi everyone!
We know you're all impatient for this update! And we're aware that we've delayed its release by a week (cough, cough... ːsteamhappyː), but trust us, it was worth it! Just check out the trailer below!
https://www.youtube.com/watch?v=YWcRuNDR1cA
The High Tower Update is the biggest update we've released so far with over 4 hours of new story & gameplay, new NPCs, new exciting parkour / climbing levels, new enemies and much more! It's a mega update with a lot of heart in it!
For the newcomers to Die Young and because we're in an especially celebratory mood with Gamescom around the corner (Yes! Die Young will be there!), we're offering a 20% discount for a very limited time!
Changelog version 0.4.0.1.18 :
2 huge new areas released: The Stone Pillars and The High Tower -- prepare to climb and discover your destiny!
New Enemies: Community Guards! They will start to patrol the abandoned zones a couple of hours after your adventure begins.
Don't rest too much or you will be in trouble!
A Big Boss awaits you after your climb. You've already read about him in the first part...
Now you can create multiple save files of the same playthrough.
COMPASS added ( experimental ) press B to use in game. IT will help you to find orientation.
Improved enemy icons.
A TON -- really a ton -- of bug fixes and improvements ;-) We're exhausted!
Thanks a lot everyone for all your feedback!
We look forward seeing you at Gamescom 2017!
Come visit us: Hall 10.1 Aisle B No. 028
0.3.0.82.18 - Difficulty Level Update
Hi all!
It's been two months since the Early Access release on Steam but they were really intense!
In addition to having released the collector update and having almost completed the mega update that will end the first part of the plot
(where Daphne will eventually contact Brother No. 1 and understand the sense of the absurd situation she has fallen into)
we have thoroughly analyzed what for us always constitutes the biggest source of inspiration: Your feedback!
We have realized that many users mostly want to experience the adventure by accompanying Daphne in her journey,
not everyone loves overly challenging challenges (or rather, the challenge as conceived by us, which may not be everyone's cup of tea)
and above all I realize that for some people it may be frustrating to repeatedly repeat the same portion of a level or an entire quest starting over from beginning.
For this reason, when starting a new game, Die Young now will ask you what is the level of difficulty you want to play.
And we have now:
The survival mode: this is our old dear level of difficulty ever, the actual one, the experience as we , the devs, intended (someone would say: for strong stomachs ;-))
The default settings of energy stamina etc... are those present currently in game. In this mode you can save only at bonfires. Unless you get a special tool later in the game.
Adventure Mode: this is a difficulty level with specific calibrations for those who mostly want to focus on the adventure, want to discover the secrets of the island and see how it will end.
Without engaging too much in dynamic or hard passages.
In addition, besides saving at bonfires (which also return energy within a certain amount of time) they have from the beginning a special tool: a portable bonfire that gives you
the ability to save whenever you want. You just need to pick up one of the abundant wood bits sparse on the island and craft saves. As many as you want.
We hope that a lot of players who previously thought DY was too hard for them, can now enjoy it and have fun, which is always the most important thing!
Thanks to everyone for your support, help and ideas!
0.3.0.58.18
Hi everyone!
This is a minor update before the BIG one scheduled for end of next week!
Added lethal and non lethal throwable poison baits: You can now craft and throw 2 different kind of poison baits. One stuns dogs for one minute the other one ( same receipt of non lethal plus snake venom ) kills them.
You can also now throw canned food at dogs. It will distract them for a while.
Kill snakes to obtain venom ;-)
You can now discard inventory objects and they will remain in game. This is very useful if you have limited inventory slots... as long as you remember where you left your stuff ;-)
Added Wood sticks: This new weapon is almost immediately available in game. Not very useful against tough enemies but can save your day if you meet snakes, rats and other minor threats.
Throwable stones now can harm enemies: Especially from high spots when they cannot reach you... this is useful especially against dogs.
New Language supported: German: As you know suppot for languages other that english is experimental so we wait your feedback on this!
Many graphic and bug fixes: Including QTE fix, far distance billboards and more.
We keep working on next BIG release... a boss battle awaits you soon! ;-)
Hotfix - 0.3.0.12.18 + Russian Support!
Hello everyone!
This is a hotfix that solves some of the issues encountered with the latest update and above all introduces a complete redesign of 2 features that have found discordant opinions in the audience of you gamers: fall damage, and weapon resistance.
Fall damage has been completely redesigned, especially when player slides on steep slopes, ( which only in the final slide lead to real falls).
I will not cover the details of the new implementation here, let's just say that players now ( especially new ones ) should not have the feeling of getting hurt falling from a height of just 4 or 5 feet.
Another feature that has been widely debated concerns weapons duration. We realized that the difference between stock weapons and crafted weapons was not so obvious.
Therefore, resistance values of all stock weapons have been completely rebalanced, so that they will last a lot longer.
Crafted weapons duration continues to be significantly lower.
Last but not least we introduce Experimental Russian language support ( text and subtitles ).
This is still experimental and you will not have translation always up to date with every patch ( you may find latest stuff still in english ) but we are confident to keep at least 90% of in game texts translated into russian.
Also, there may be some imperfection or rough sentences so we encourage all you russian fellow to signal any incongruence writing us on forums or at dieyoungnow@indiegala.com
Here is 0.3.0.12.18 changelog:
-Improved Fall Damage System
-Increased Weapons Durability
-Added Russian Localization (Experimental)*
*Language selection in Option > General Menu
-Fixed Map Markers Bug
-Fixed The Collector Dialogue Bug
-Added new weapons assets (Crafted Wrench & Crafted Crowbar)
-Minor gameplay fixes
-Minor graphic fixes
We hope you've been spending some cool times in the hottest island for survival and parkour this summer!
We're happy to announce that Die Young just got bigger with a feature-licious new update! Enter the Holm Oak Thicket where the story unfolds even more and new gameplay elements are introduced!
If you've been following us on Facebook and Twitter, you might have already caught glimpses of some features in today's update. But here's what you can look forward to:
New NPC: Discover a new character who will not only help shed light on the island's mysterious history but who will also serve as a merchant. You'll be able to carry out some trade-by-barter with him for handy items and equipment!
New Weapons: As the stakes for survival get higher, so will your need for a variety of weaponry. Arm yourself because no one will save you!
Throwable Items: Get more cunning with your stealth tactics and distract enemies by throwing objects like rocks to clear your path!
New Effects & Animations: Immerse yourself in the horror of the moment with new blood effects and cinematic death animations when you're killed by dogs or mobs.
Fauna meets Flora: New particle-based fauna like butterflies, dragonflies and other insects pump a fresh breath of colorful life into the vibrant island.
Bug Fixes: More bug fixes than your death count! ːsteamhappyː But seriously, fixed a ton of bugs ;- ) .
We keep working on tons of stuff, we haven't been able to finalize everything so expect an hotfix in the next couple of days with even more improvements on the stuff live now. ( perhaps most importantly we've adjusted fall damage but we will release this fix probably in tomorrow hotfix )
Big Sky Update - 0.2.5.100.18 - & next 8 weeks plans.
Hi Everyone!
Summer has finally arrived, and as usual it brings a clear and dazzling sky (at least here in Italy ;-)), can you imagine a better moment to deliver a nice update that will allow you to achieve cool shots like the one above?
We decided to rework sky and improve sea until they satisfied us.
We also improved hud rendering and did many small fixes on parkour and other things.
There is also, among other minor things, a new wearable object that will expand your inventory slots ( guess where? hint: in a building )
Here is full 0.2.5.100.18 changelog:
new dynamic sky system
improved sea water system
new hud with buff and object details
graphic fixes/improvements
collider fixes
new wearable object
bug fixes
Meanwhile, this is what we are working on shortly:
- throwable objects
(Which Daphne can use to distract, or even poison enemies)
- new interesting cinematic death effects
(Dried, sliced, devoured, tastes really good)
- rich and abundant particle-based fauna
(New butterflies, dragonflies, bees, flies, moths and everything that makes our beautiful island even more burdened with life)
- new characters
(Including a mysterious man who Daphne will find very useful ...)
- new zones
(And puzzles to solve? )
- new plot revelations
(That's the real deal )
- new enemies
(an arrow can break your hearth...)
- first boss
( ;-) )
All these ( and many other ) things are scheduled for the next 2 updates
the first one should be delivered right after summer sale.
In the long run we are also considering introducing some form of multiplayer, we won't go int any details because everything is still vague now,
just want to let you know that we are allocating resources in order to support this.
Die Young is and will always be an adventure with a full story to tell and an epilogue, so in the upcoming months we will carefully consider every aspect
on how the story can be enriched by some sort of multiplayer experience.
When we will have that design clear we will give you more anticipations on the matter and also a schedule.
There's one universal key to survival that should never be ingored and it's simple: Knowledge is Power. So, in case you missed it before, Die Young is actually seeking to build its own little library of knowledge through a Wiki!.
Share Your Knowledge
Do you feel you've explored Die Young to the point where you have valuable knowledge that could help newcomers survive the island? If your answer is yes, then please join us with all the useful information that you've gathered so far and help populate the Die Young Wiki.
There's a bunch of categories that could use your expertise. Some of the pending sections that need to be fleshed out are:
Equipment
Items
Weapons
Ruins
Of course we also need to develop a section for Characters, Enemies, Tactics, and more! If you're a hardcore gamer to the bone and you enjoy writing game logs and the like, then by all means meet up with us in the Die Young Wiki!
Contributing to the Die Young Wiki will not only help with cataloging the elements in Die Young's game world, it can also help inform us on our game's design and usher in improvements we may not have thought of.
Wikis also serve as a point of reference for aspiring game designers and therefore every time that any game is elaborated in a wiki, a service of honor has been done to the gaming community at large. So don't shy away from this important survival asset. You may even discover an entirely new hobby!
We're looking forward to you joining us in this journey of exploration, discovery, and cataloging! Keep your eyes peeled for our next update as Daphne's adventure slowly unfolds and gets deeper and deeper!
And, of course, we will never stop being grateful to you for helping us deliver the coolest project we've worked on so far!