Thanks again to everyone who posted bugs in the discussions or took the time to write a review. All feedback is used to improve the game. The changes this time are:
Added Traps tutorial May have fixed a rare bug where Assassinating an enemy doesn’t hurt them. Fixed an issue where some weapons spawned by chests etc would not be interactible unless you walked away from them and then returned. Increased the size of all Glyphs of Force Added Hexes tutorial Fixed a bug that stopped the other hexes from spawning, meaning there are more than just ‘deadly’ hexes to be cursed with now. Zar spawns stronger enemies Fixed Female Knight not being able to parry Increased all boss’s stamina in general to make them less easily stunlocked by quick attacks with powerful swords Increased Lieutenant's base Stamina so that it takes longer before you can start staggering them with attacks Added more vending machines to maps Fixed an issue where Galleon in Dylath Leen would spawn enemies and chests out of bounds Fixed Zoogs being semi broken when returning from Interiors Morgan will only pick up as much food and water as she needs (beyond the first piece) Photo Mode now works from the menu again Fixed an issue where higher level shadow steps were costing a flat 5 mana instead of 5 mana with a regen of 4 More anomalies spawn in higher tier adventures now Enemies that are actively fighting the player won’t be optimized away anymore. Damage from being kicked into ragdoll is much less random Death during ragdoll preserves momentum a bit better Enemies De-spawning are handled a bit more subtly Enemy damage from non ragdoll falls has been increased Enemies don’t self interrupt their defensive abilities anymore, making it more likely they will successfully parry, block or dodge Fixed an issue where enemies kicked off cliffs into the endless mists sometimes failed to die Morgan will say some of her lines a bit less regularly Morgan now comments if she reveals something that was hidden when searching in Astral Projection
Updated Adventure map with new customize interface opened when a map area reaches Level10:
Tier can be adjusted freely
The Tier slider is colored as an estimation of difficulty vs your leve
Main spawn Faction is shown
Iteration can be incremented but can also be decremented.
Iteration can also be entered directly as any number.
Iteration will also be generated if you input a word, such as your name.
Any change to an iteration still has the increasing cost as before.
Hotfix 4
2.0.12 Flickering Portal fix Fixed a bug where buying multiple swords / weapons from the vending machine at once could sometimes result in them getting stuck in your hand. Made Shadow Step the reward for the first Broken Fort level and moved Portal to Level 2 Morgan only asks the first ghost if they have seen Erin, rather than dogmatically asking each one individually Biased gameplay spawning away from the edge of the mists so that gameplay should no longer spawn in areas that warn you to leave Melee (including kick) now does splash damage to destructibles, meaning that you don’t have to aim the crosshairs precisely at them for them to take damage. Fixed a bug where melee attacks were not being blocked by walls Fixed a bug where you could be credited for killing an enemy more than once, leading to hilarious ‘31/24 kills’ scores. Slightly increased the base mana cost for Beam Fixed a bug where totems half reactivated after returning from an interior Fixed a bug that made the visual fire from fire talismans shoot off in the wrong direction sometimes Fixed time of day being non-deterministic Fixed issue with Pre-marked objects not displaying correctly Tuned difficulty slightly to reduce frustration on earlier levels Standard chests are now pre-marked, making finding them a lot easier Fixed a bug where an ambush could spawn after picking up the key during the tutorial in the Cavern of Flames
Hotfix 3 - v2.0.11
Hey Everyone. Thanks for all the bug reports in the Steam discussions. We have tried to address most of the issues that people have found this past week in this new patch.
2.0.11 Dodging now removes twice as many stacks of fire Fixed an issue where enemies would be invisible if you returned to the exterior after solving an adventure’s story Fixed an issue that could stop all Ghosts spawning Improved ghost’s navigation and ensured they will interact with you if you approach them Added Adventure Log tutorial Notes now go into your inventory and can be re-read in your codex Notes from puzzles that have already been solved don’t hang around looking like bugs Fixed a bug with very small Experience rewards sometimes not being given to the player Fixed an issue where too much furniture had become see through Lowered the resolution of some textures to make room for some others Tutorial to break the sticks repeats in case it is missed. Undead lieutenants and bosses have a little more resistance to kick. Morgan's levitation slows her descent more predictably even when you are low on levitation. Added some fall speed deceleration to shadow dodge Fixed an issue with shadow step spell that allowed you to shadow step through walls in first person. Fixed an issue where shadow step would allow you to teleport into spaces that were much too small for Morgan even if she was crouching. Fixed an issue with shadow step that could leave Morgan in the wrong spot if you were trying to move during the spell Fixed a major pathing issue that had enemies using the incorrect nav mesh. Fixed a collision bug that meant critical objects could spawn inside walls Fixed an issue where Padlock chains were not LODing Added an option to skip tutorial videos in the Options setting this to true will suppress the video pop up but they will still be added to your Codex Fixed an issue where enemies that died while still interacting with an environment object (like a bed) would not play a correct death animation Decrease the speed the enemies move from noticing morgan to Engaging, giving you a little more time to try and avoid combat after being noticed. Reduced the fall damage at lower velocities, but increased it at higher velocities, meaning the payoff for kicking is now even higher if it leads to a long fall but much less if they don’t fall very far. Reduced the amount of immunity frames the enemies get when dodging Made Giant enemies have proper collision for combat Made giants much less likely to get caught up on small objects Visual range of all Enemies has been increased, but the perception gain has decreased, meaning you are more likely to be spotted, but have longer to get away / break line of sight. Fixed an issue with destructibles not appearing broken sometimes after returning from an interior Leveling up refills health and mana Tutorials no longer interrupt input for mouse and keyboard players. UI button hold timers have been reduced Objectives are now tracked even after completing the Story, allowing you to go back outside and explore more if you so choose. Fixed bug with lightning Talisman that meant it was very difficult to hit with Fixed another bug that could result in ambushes failing to spawn properly Added a new Pagan boss Worked to make the Unreal pak files more deterministic with the hope that future updates will patch faster (this is work in progress)
A few words from lead developer Toby Gard.
Hello!
Just wanted to take a moment to talk about the release of Dream Cycle.
It’s been a long and rewarding road to get here. From the initial concept of making an Indie Action Adventure game to here has been a windy and sometimes obscure path.
Action Adventure is the most costly and time intensive single player genre to make. Teams typically start at 100 people (our team was 2 plus some amazing short stint contractors) and the costs are astronomical for publishers and consumers.
With Dream Cycle I was wondering whether it would be possible to make an Indie version of that. A game that could stand up in that extremely premium field, and deliver on the gameplay and experience for a price point that would typically be impossible.
The trick would be to lean into the incredible tools and assets available from Epic and their marketplace, coupled with proceduralism to deliver the breadth of content that an Action Adventure game requires (let’s say 10-40+ hours worth?)
Since there aren’t any other examples of procedural Action Adventures to learn from, we had to feel our way through the Early Access period before we could really nail down how to create the story and puzzle elements that make up two of the corners of the Action Adventure game rhomus (the two others being platforming and combat.) I have to give a massive, huge extra loud thank you to everyone who bought into Early access and took the time to give us feedback, both good and bad, so that we could navigate that path to release.
Now that we are here, I can say that the game continues to surprise me (especially Zar) with crazy layouts the likes of which I’ve never seen before. Even with a fully upgraded Morgan I have to be careful, because at higher Tiers, things can go very wrong very fast. That genuine sense of not knowing quite what you’ll find, along with a wide set of mechanics that can be challenging to fully master is the goal that this game has always been aiming for.
Whether we got to that goal successfully is a question for you to answer, and if you take the time to, I very much hope you enjoy yourself along the way.
Toby
Hot FIx 2
2.0.10 Fixed an issue that stopped Chests spawning in all levels except Broken Fort Slightly increased base time dilation for dodge Slightly increased base Weak Spot duration Increased chance of Perks and Spells spawning in base chests Fixed an issue where Talismans were not spawning anywhere
Hotfix 2.0.9
Fixed a bug where you could be ambushed when destroying the sticks that lock the vending machine in the tutorial.
Dream Cycle moves from Early Access to Release!
DREAM CYCLE 1.0 IS OUT NOW
The full wonders of the Dreamland planes are now ready for you and Morgan to explore! Raw Fury and Cathuria Games are pleased to announce that Dream Cycle is exiting its early access run, and the full 1.0 release is now live. We're excited to see you fully immerse yourselves in this narrative adventure and confront the Crawling Chaos that is set to damn the world within.
Watch the launch trailer here! 👇
New key features that you can play with this release:
Increased the number of map locations to 9 endlessly replayable areas, each with their own look and layouts.
Increase the number of difficulty Tiers from 4 to 10.
Loads more new enemies, weapons, spells and perks such as Assassin and Sorceress, that shift Morgan’s combat dramatically.
Added several new cursed Totems with new effects, such as the Totem of blindness that blocks Astral Projection, creating zones of high difficulty in some levels.
Added new interior types including Temples
Updates to environments
Plenty of post-game content to dive into
So what're you waiting for? Dive into the Dreamlands and tell us all about your experiences! We'll be back later in the week with more words from developer Toby Gard so we'll see you then!
Dream Cycle 1.0 Release date announcement!
The full wonders of the Dreamland planes are close at hand. Raw Fury and Cathuria Games are pleased to announce that Dream Cycle is exiting its early access run, and the full 1.0 release will happen on August 8th 2022.
For those new to Dream Cycle or who have been following along with Early Access, there’s a whole range of new updates to be excited about!
These include:
New locations to explore, deserts, mountains, jungles and more.
A reworked difficult scale that adds challenge through puzzle and layout complexity rather than changing the enemy’s stats
Many new enemies, weapons, spells and perks, including Specializations, can dramatically shift Morgan’s combat skills.
Additional curses and new permanent effects called Hexes that result from failing or succeeding in certain puzzles.
New interiors and completely re-worked level art across all maps..
Many additional puzzles, stories, and secrets, all tracked through a new end-of-level reward system.
Plenty of post-game content to dive into!
We’re excited for you to play 1.0, and if you have any queries or questions, feel free to ask them here in Steam or over at our Discord.
Dream Cycle is 50% off in the Raw Fury Steam Summer Sale!
A warm (or chilly) greeting to you all,
With Summer looming over us, avoiding pollen and staying inside has never been so tempting! 🐝
To (bee)less this occasion, you can grab Dream Cycle with 50% off from the 23rd of June to the 7th of July.
Stay cool,
/Raw Fury
Dream Cycle Major Update 2: The Reforging
Welcome to the Dreamlands,
Thank you for joining us as we've made the big move from beta branch to live branch! For those of you who played the beta, you'll see many more pins on the map, so have fun exploring! There have been various bug fixes and graphical updates, but otherwise, you'll be experiencing mostly the same game as presented in the beta.
If you were one of the folks who participated in said beta and lost your save data, expect to encounter a note and chest in the Cavern. Please take a look and open it up for some goodies. Again our apologies for the saving issues.
For everyone else, you'll notice significant changes in the game. We suggest taking the time to explore and put aside past experiences with Morgan to really get a feel for the new venture.
The changes are numerous and too many to share, but below are some bullet points of the more significant updates.
Story and Adventures
New Intro and streamlined tutorial layout
New Cavern of Flames art and layout
New voice acting
New overall story objective
Added interiors to Adventures most of which are fully procedural
Adventure objectives now revolve around discovering the outcome of a specific generated sub-story
Added new Objectives at the end of objectives including Puzzles that can affect the ending of the stories
Added various puzzle like locking mechanisms and associated clues
Added traps that can be on almost any object
Added secret concealed items and associated clues
Map Screen and UI
Fully updated and redesigned map screen using Adventure Pins unlocked by finding map pieces
New Dreamlands map art by the incredible Jason Bradley Thompson (aka Mockman)
Adventure pins show:
Status
Description
Story synopsis
Iteration
Number of times completed
Difficulty
Recast cost
The Adventure offered by each pin is regenerated procedurally each time it is completed, or you can pay a small fee to precast it if there is a layout you don’t like
Tutorials can now be re-watched in the Codex
Added Quest log in the Code that allows you to re-read notes you have found in-Adventure
Movement
Dodge forwards travels further
All shadow step moves (including dodges) now pass through smaller objects, such as furniture or barriers with gaps in them.
Jump has been updated to a levitation mode and consequently the old levitation perks have been removed
Combat
Kick is no longer primarily an interrupt but instead always launches enemies.
Kick can be held to kick from a further range
Shadow strike range has been increased
Added Telekinesis as the default ranged attack when no ranged weapon is equipped
Increased visible range and brightness of weak spots
The player will now be ambushed under certain circumstances adding more scripted battles to the experience
Enemies vary more in size and melee combat can be engaged in while levitating for larger enemies.
Visuals
Disabled Cel shading
Light spell is brighter and reaches further
Astral projection now highlights nearby equipment as well as enemies and objectives
Improved volume fog visuals under different time of day settings
Added NVIDIA DLSS and AMD FidelityFX support in the graphics options
Added new enemy models
Added new landscapes materials and layouts
Added new Foliage
Added new exterior architectures
Added new interior art styles
Improved set spawning to populate the adventures more robustly and with less intersection for furniture etc
Optimization
Optimized texture memory, making load times faster and blurry textures less common on low VRam cards
Multiple UI optimizations
Whew! That's not a small list of changes; if it feels a little overwhelming, then don't worry; diving into the game and playing first-hand will help you acclimate to how it now plays out.
We'd love to see some photos during your travels; feel free to share with us any screenshots you take on your adventures, either in the Steam forums or the Community Hub itself.
So what're you waiting for? Jump through the Deep Gate with Morgan and get to exploring; who knows what you'll find in the Dreamlands?
Take care and safe journeys!
P.S: if you have any questions, feel free to drop them here, and we'll do our best to answer!