Dr4x cover
Dr4x screenshot
Genre: Strategy

Dr4x

You are (Probably) missing the coolest part of DR4X. (Also Changelog)

You Might Be Missing the Best Part of DR4X!



Hey there folks!

Did you know there's a 99.6% chance you haven't seen either a good or bad ending of the DR4X campaign? That's crazy, right?



What's more, a whopping 89.9% of you haven't even won a campaign mission yet.



How Can This Be?

You're probably wondering how this happened. Well. I lied by omission. These statistics are based only on players getting achievements since I implemented them a few months ago, not over the course of the last year or anything. And guess what? Only 18% of DR4X owners have even launched the game in that timeframe. So it can't be accurate right?
Well...



While these figures might not paint the whole picture, they're likely not that far off the mark actually.

The Real Reason I Added Achievements



No, I didn't add achievements just for fun like I claimed when i added them. They were actually a tool to track everyones progress on mastering DR4X mechanics and how deeply you all delved into my story/unfiction subgame.

DR4X: More Than Just a 4X Game



DR4X isn't just your run-of-the-mill 4X game. It's also a terminal emulator, a digital cosmic horror story, and a narrative about redemption, and a giant box of lore and puzzles. Sadly most of you have only seen the non-narrative bits.

Why the Skirmish Mode Dominates


The skirmish mode, as a standalone early access thing, is quite engaging and was initially meant to be a quick, COE-style roguelikeish 4X experience (And it still is!). But as development progressed, the focus of the game itself shifted.

Changing Expectations



In the 4X genre, most games prioritize the skirmish mode (Well actually most of them call that the campaign) gameplay, sidelining any actual story and characters to allow the player to play as whatever empire they want and focus entirely on the mechnics and have that conquer the world power/strategy game fantasy where they have no real connection to the world aside from maybe some roleplay. That's the current market standard. But with DR4X, while you can play as whatever faction you want (Kingdoms, Bandits, Wildlife, Mushrooms etc) In whatever custom setting you want (based on dropdowns anyway). Iactually had aimed to explicitly not focus on that part of the game in isolation. And that is fine, as I don't do this for a living or anything, just mainly for the fun of adding weird off the wall stuff to a 4x game. (Like making my own version of the backrooms and adding that as a setting you can play in, in a skirmish (its called Noderooms btw and it even has ENTITIES).


Instead, DR4X has both a campaign (In the style of Majesty The Fantasy Kingdom Sim mixed with DDLC) and a roguelike-esque skirmish mode (Like COE), and while gameplay and UI improvements benefit both, story enhancements impact only the campaign and lately, my focus has shifted more and more towards developing the story, inspired by the blend of unfiction and critique of common 4X mechanics.

The narrative of DR4X, drawing from the lore of my roguelike game RLDR and weaving in a DDLC-style meta-narrative, is currently my main focus. My enthusiasm for the story aspect is the reason for the recent slowdown in major mechanical updates. However, I'm actively working on introducing new elements like the powers I've mentioned before, along with enhancements to base building. I've even begun implementing the UI for these features, though they might remain in experimental mode (WHich i added a couple updates ago and can be toggled on in the options menu) for now.

Grimwit (My artist buddy) once said that DR4X itself is akin to a devlog because whatever i'm thinking at the moment, I add it.

So, Why This Devlog? Haven't You Mentioned This Before?



The purpose of this devlog is to highlight an important aspect of the campaign missions in DR4X. Each mission offers both conventional and unconventional paths to victory. Players can uncover clues for these through the codex and by paying close attention to the signs and notes within the missions. These paths are the keys to unlocking the Good, Bad, and Good/Bad/Neutral Neutral endings, and they're integral to interacting with DR4X's story, much like the exploration in Outer Wilds.

And it is worth it too, I think ive done a decent job (despite my inexperiance at making story based games) at actually making you care about some of these characters if you only put in the effort to see them.

Encouraging players to take these elements seriously in a game like DR4X is challenging, but I'm committed to it. I'm happy to share that at least one player has achieved the unconventional bad ending, which is quite an accomplishment. (Before abandoning getting the good ending due to a now fixed bug)

There is also some awesome music to accompany the more dramatic moments, composed by my friend Robert Matheson

Aswell as awesome art by Grimwit for some of these sequences.

Those ciphers you've seen? They're not just fluff.
Rant below: We tried so hard to clarify this during the Mireifield mission, but it seems it might not have been sufficiently evident despite our best efforts. Honestly, we practically guide you through it, so it probably takes a conscious effort to overlook them. Short of just giving you the answer directly. *eye roll* its so so hard to break the conditioning of other games that try to make you ignore these things unless you are the lore hunter type. Its not your fault Im not angry im just dissapointed in society.

What's Next?



I've recently introduced a new campaign mission, marking the beginning of chapter 2's mission additions. However, before proceeding with more missions, I need to implement significant updates to the codex and terminal emulators. Additionally, I'm integrating some intricate subgames that are crucial for laying the groundwork for the upcoming chapter. I imagine most of you didn't even know the terminal emulator existed. This oversight is my fault; the hint for how to access the terminal is at the good and bad endings for chapter 1, in one of the Nordic incursion messages from the campaign, and in a ciphered form in the codex. However, the codex wasn't sufficiently clear, and the actual command for accessing the list of applications in the terminal either relies on you having previous retro computer knowledge or being able to get to the FNAF-style subgame on the main menu. Clearly, I haven't hinted at this well enough (and I'm honestly not sure how to hint at it without 'giving away the game,' so to speak, but i'll try to figure it out, heh).

To guide you towards these game aspects, I've been making subtle additions here and there. You might have noticed recent updates to the DR4X codex. These additions are preliminary attempts to offer clues and nudge you in certain directions. They'll undergo some revisions in the upcoming update. While this update will be substantial, I might not release a detailed changelog to maintain development momentum. Expect these elements to evolve as I fine-tune what works and what doesn't.

Also, i am going to visit my parents in Arkansas for christmas starting on the 22nd and wont be back til January and i don't do computers on my vacations. So there will be a two week hiatus there.

PS:
I just now I updated the DR4X store/library art to be better. Let me know what you think!
I already have some feedback and its looking like we might have to make a whole new batch of art but im leaving the new art up for now.

Also, I fixed a hardlock if you got the neutral ending after getting fyegrayed killed. That has been in for awhile apparently and that is currently deployed as of this post.

Now that that is out of my system here is a paired down simplified changelog (This will serve as this weeks changelog)

Changelog


-Fyegrayed got so angry that he hardlocked the game if you upset him off enough under certain specific circumstances (Bad neutral end), I have now forced him to not hardlock the game.

-Made it easier to access restricted section in Nelrissa Library

-Made it more clear what you need to do to unlock things via a reworded codex puzzle

-Made tycoon ui slightly more readable

-Reworked mirefield intro

-Tweaks to chances in pop up code

-Reworked many more of the ciphers on the codex

-Made it so that you have to click okay before losing the mission on mirefield

-Reworked repeated bad end dialogue. To fit the character better and reveal less.

-Fixed the doggo in the tutorial so that the hourglass dissappears when you gain control of him

-As stated in the last changelog i added UI to make traveliong through deep entrances better


-Fixed key command for sentry to not match swap

-Actually fix lore signs in dungeon level

-Fixed typos in dungeon level

-Fleshed out tutorington dilogue on dungeon better.

Art Strem.

https://www.twitch.tv/natch_evil

DR4X Rebranding Stream

DR4X Rebranding Stream
https://www.twitch.tv/natch_evil

Reworked Some Dialogue, Fixed some bugs

Hey guys, got another small update!

Changes:


-Fixed some typos on dungeon level
-Completely changed Fygrayed's dialogue on dungeon level (It didnt feel like him)
-Added some additional dramatic pauses around some other Fygrayed dialogue in game.

Bug Fixes:


-Fixed bug on dungeon level where final backstory sign wasnt displaying all text
-Fixed oversight where swap keybind matched sentry keybind
-Fixed bug where doggo on tutorial wouldnt have hourglass removed upon gaining control of it

Ui Updates For Deep Entrances

Hey guys!
So some players were having trouble figuring out how to use the deep entrances in the new mission. So I added a simple fast travel UI that players can use if they wish.

Pro Tip: When you have a bunch of deep entrances in a skirmish, give them unique names so its easier for you to keep track!




I also reworded the pop ups! Enoy!

Baa. DR4X Changelog #81 11/24/2023

Hey guys. This update is pretty big from a gameplay and future perspective. So hang right.
Final bit is stuff that was in the minor changelog a few weeks ago,

I also updated the store page! Let me know your thoughts!

Changes:



-Added a new experimental campaign mission to the game. Which obviously has a conventional and unconventional victory. It also has two VN segments (akin to the vn segments in renovations)


-Gave The GSTBTU a model that matches their 2d art better



-Gave Bailen Blindeye a unique model that matches his 2d art better.



-Added new Hero Unit (Alano Jenriss)


-Added new boss enemy for new scenario (His name is B-a-ll-a-a-l)


-Added new profile pic for Hell Goat Lair


-Improved DR4X codex to be involved more in the puzzle solving aspect of the game kinda like Tunic.


-Touched up and improved hell goat model to match its art better

-Fixed typo with all "Deep Entrance's"

-Added new trigger type to my mission editor that summons monsters/groups of monsters. This will allow for more variety in the future.

-Add trigger to editor for achiveing unconventional victory (So i can add more variety in the future)

-Added new type of dialogue option that can win the mission (for use in new scenario)

-Fix Bailens 8th dialogue to intended story

-Fixed typo in farm description.

-Fixed and reworded typo in and reworded scorpion lair description.

-Fixed and reworded giant scorpion description

-Realmchild tumor is now randomly rotated

-Fixed Bailen Blindeyes dialogue to not have a repeat and fix various typos and include the story about his wife I had originally intended to add to it. Sorry for those who have now missed their opportunity to see this.

-Fixed a large amount of typos in dialogue/descriptions in various places in the game

-Added squash and stretch idle animations to many buildings and units (eg realmchild tumors, amorphous cuboid things) it looks sufficiently fleshy now.

-Vargr's, SIlver Vargrs, and Vargr Lairs now all have unit portaits (And Vargr Descriptions have been improved)




-Reworded all skeleton enemy descriptions

Bug Fixes



-Fix minor typos in tutoringtons renovations tip.

-Fixed extra dark tile bug where it becomes undark after deselecting, properly

-Fixed bug where mysterois pink dialogue pops up before neutral vecitory popup closed.

-Fixed bug where the city of nod was not considered deep water, i'm a dummy

-Fixed very annoying bug where healthbar would sometims break

-Had to remove some optimizations as it was brekaing the healthbars due to weird grarbage collection issues

-Fixed bug where call to action after neutral end started before gray sequence ended

Bella Update!



Shes great, as usual!








DR4X Devlog 11/19/2023 "Cold Season"

Hey guys!

Time to dive into another one of my trademark game rambles for a good few paragraphs!

I had a comprehensive update planned for tonight, but, I made the decision to delay it until i have all the required art etc to not ruin the first impressions of a new very self contained story mission i'm adding.

It wasn't for lack of trying, that's for sure. Just a few minutes ago, I managed to get it to a 'good enough' state after what was a 13-hour programming marathon today. But then, after a moment to catch my breath and gather my thoughts, I made the last-minute decision to hold off on the release.

That new mision format should lead to me adding more similar missions to the game/the beginnings of chapter 2. After I get some feedback.

Oh, and guess what? I caught a cold. Yep, it's cold season, and I'm not immune (thanks to my adorable niece and nephew, probably). But hey, a bit of sniffles won't stop me from making progress, considering i was programming up until 11:40 pm on a sunday night and am now writing a changelog, again, at midnight.

A hint,
The New mission involves these new characters and has TWO visual novel segments.



Because of this, this means the next update will be a bit heftier than usual heh. (It already kinda is) and i can also add some fun extra bits ive wanted to get to for awhile.

The plan is to get it out the weekend after thanksgiving.

You might be wondering, what's packed into this update so far? Well, let me tell you, it's a treasure trove of things! I've got a whole bunch of new unit portraits. Then there's the brand-new mission I mentioned, complete with an experimental story that's both fleshed out and somehwat emotionally charged. It also offers both a conventional victory and a unique unconventional one (Which all missions have), just to keep things consistent.

I've also added several new triggers to my mission editor – that's the tool I use to craft these pre-made missions. There are loads of typo fixes (because, let's face it, typos are sneaky little buggers).

On the visual side, you'll see some new idle animations with some nifty squash and stretch effects for all the meaty things in the game (like those Realmchild tumors) and the other "weird" things like the other dark force monsters.

On top of that, I've squashed some really annoying bugs (And i stress, REALLY ANNOYING FOR ME ESPECILALY TODAY WHILE I WAS WORKING ON THIS MISSION) and revamped a bunch of text for clarity. And, for the cherry on top, there's some new UI quality-of-life stuff that I think you'll really appreciate. It's quite the update!

And who knows, maybe ill get even more stuff in.

Bella's doing great, by the way. However, I didn't realize you're not supposed to feed pets on the day they're scheduled to be spayed. I accidentally fed her on the day she was meant to have her procedure, and the vet advised against that and rescheduled it. Then, she started her estrus cycle, so now the spaying had to be postponed again until January. :(

DR4X Aaaart Stream

DR4X Aaaart Stream
https://www.twitch.tv/natch_evil

Small DIalogue Patch

Hey guys!
So i just deployed a couple small updates to the game, i'll do the more comprehensive changelog this weekend but some important bits I thought needed to get in right away were...

Changes:
-Fixed Bailen Blindeyes dialogue to not have a repeat and fix various typos and include the story about his wife I had originally intended to add to it. Sorry for those who have now missed their opportunity to see this.

-Fixed a large amount of typos in dialogue/descriptions in various places in the game

-Added squash and stretch idle animations to many buildings and units (eg realmchild tumors, amorphous cuboid things) it looks sufficiently fleshy now.

-Vargr's, SIlver Vargrs, and Vargr Lairs now all have unit portaits (And Vargr Descriptions have been improved)




-Reworded all skeleton enemy descriptions

These will also also be in the comprehensive changelog

DR4X Art Stream

DR4X Art Stream
New DR4X stream! Its Grim's birthday! You should say happy bday in the chat!
https://www.twitch.tv/natch_evil