Fell Seal: Arbiter's Mark has been awarded for the Best Strat / Sim game!
We are very proud and honored that Fell Seal: Arbiter's Mark has been awarded for the Best Strat / Sim game at the Indie Playground Dreamhack 2019! A HUGE THANKS to everyone who has been supporting us so far!
Even though the game was mainly developed by two people there were others who contributed over the years (freelancers)! Here is to you guys! ːsteamhappyː
Build 1.0.4 - Bug fixes and small QoL updates
New Build
Hello everyone!
We have a small update to the build today. For the most part it's bug fixes from what's been reported on the forums. Thanks to everyone that took the time to let us know about issues they've encountered!
We're also adding the option to exchange the confirm/cancel buttons on the gamepad, Switch button icons for the gamepad icons selection, some optimizations and a few balance tweaks tied to crafting components and Blood Magic. We're also adding a new difficulty option that will make the RNG "friendlier to the player" for those that would like that.
Finally, we updated the packaging for a few assets, which dropped the build size down by ~400MB.
Dreamhack
We came back from Dreamhack a few days ago. Thanks to everyone that visited our booth!
The event was a lot of fun and the feedback great!
Thanks again!
Change log:
06/07/2019 - Version 1.0.4
UI:
Confirm/Cancel: Adding an option to invert the Confirm/Cancel buttons to the options.
Loading Maps: Adding a "Loading..." text when a map is being loaded, to be clearer about it.
Menus: Making menu navigation a little smoother, as some of the slower menus could have a bit of stutter on slower systems.
Optimizations: Various small optimizations were made to reduce loading times.
Build Size: Refactored a bunch of assets, which reduced the build size by about 500 MBs.
Crafting: Kyrie reminds the player about crafting after a certain point in the story, but only if the player hasn't already visited the crafting screen. Now she will remind the player regardless.
Holy Bolt: Renamed Ercinee "Holy Bolt" to "Sacred Bolt".
Arena Prompt: Updating the arena prompt after winning a bout, to make it clear what the options are (Keep Fighting and Retire vs Yes and No).
Gamepads: Adding the Switch icons to the list of Gamepad Icons so the player can select them. The Switch controller works in game but the player needs to set it to "Switch Gamepad Pro" in Steam beforehand and it won't use the Switch icons by default in game.
Balance:
Difficulty: Changing the -15% to enemy stats difficulty option to -25% to enemy stats.
Fetid Depths: Flagging some tiles as invalid destinations for displacement abilities, so the player can't be stuck on those tiles.
Blood Magic: Changing conversion rate from 1.5% HP -> 1 MP to 2% HP -> 1 MP.
Ending 2: Now showing a red node on the map when certain conditions are met, to show a specific node could be visited to get more information.
Ancient Path: Now showing a red node when the Ancient Path initially opens, to help people notice it on the map. It's a secret dungeon though, so a little obfuscation is part of it.
Distilled Water: Adding more drop locations for this crafting component in the last chapter of the story.
Quality Thread: Adding slightly more drop locations for this crafting component.
RNG: Adding a difficulty setting about Random numbers, with 2 options. The first option is the current system of rolling a simple d100 and using the result. The second option is "Skewed", which will skew the player's rolls in their favor a bit.
Difficulty Settings: Changing the Easy preset to use the new "Player Friendly" random numbers system.
Bugfixes:
Gamepads: When switching gamepads during play, it could happen that the help/options buttons would stop working on the new gamepad.
Kawa Event: A specific event with some kawas could happen twice under specific circumstances. Fixed.
Story Characters: Some story characters could have a weird Counter equipped when joining. Fixed.
Typos: Fixing a few typos in the dialogues.
Infernal Depth: Fixing a lava tile not flagged as lava correctly.
Patrol Levels: Fixing a visual issue where the patrol level range could be shown to be over 99 (even though it would still be capped at 99 in practice).
Manual Sorting: Manually sorting entries in the Troops menu would leave many characters walking in place. Fixed.
Life Font: In some languages, the tooltip wasn't showing the correct information for that passive. Fixed.
Vyscerawyrms: When spawning in a position with a unit, they could push the unit away in an invalid tile under rare circumstances. Fixed.
Undies Set: Adding missing frames to this outfit.
Changing Appearance: Going into the "Change Appearance" menu at the guild after dismissing all possible units would crash the game. Fixed.
Patented Usage: When the AI used an item through Patented Usage, it would not decrease the amount of item uses left for the item in question. Fixed.
Turn Order: The turn order bar wouldn't update correctly (until their next turn) when removing Haste or Slow from a unit. Fixed.
Pushing Attacks: There was a rare case where the AI could use a push ability on a target that's immune to displacements, thinking it would be useful. Fixed.
AI Weapons: There was a very rare case where an enemy could have a Bow/Crossbow in their main hand and a gun in their offhand. Fixed.
Grandhalls: During battle dialogues, a certain character could look towards the wrong direction while talking to another character. Fixed.
Chilling Touch: Chilling Touch and similar passives would list a % chance in the prediction box for Sabotage and Teleport Other, even though it won't work. Fixed.
edit: Adding patch notes!
Did you know? Fact #3
Hey everyone,
kept you waiting huh? Long awaited Fact #3 is here! You won't have to wait so long for the next one, I promise!
What's next for Fell Seal and Dreamhack Dallas!
We'll be at Dreamhack 2019 in Dallas this year, May 31st to June 2nd!
We've been lucky enough to be granted a free booth there through the Indie Playground, so a big thanks to them!
If you're attending, make sure to drop by our booth, we'd love to hear from everyone!
What's next?
We've been working on our next update for Fell Seal, which has a few balance adjustments, bug fixes, optimizations and QoL changes. That patch will probably come out shortly after we're back from Dreamhack.
We also wanted to give a big thank you to the community and all the fans!
We're not only very happy with how Fell Seal turned out, in great part thanks to all the awesome feedback we received during our Early Access, but we're also very happy with the sales and post-launch feedback/reviews we've been getting!
So again: Thanks everyone for the support!
Now, as for our next move, we've seen a lot of enthusiasm around releasing a sizeable DLC pack for Fell Seal, and that's currently the main option we're exploring. It's not quite official yet, but it's looking very promising and we still have a ton of new ideas and concepts we'd like to get in the game!
If you have suggestions and feedback for the DLC, feel free to post those in the forums and comments!
Did you know? Fact #2
Hi everyone,
thank you for all the feedback on our previous Did you know post that was very positive. So we will keep them coming. We will share interesting facts and trivia about the game, lore, development etc.
Build 1.0.3 is live! - Bug fixes, QoL, balance updates
Build 1.0.3
Hello everyone!
We're pushing another update today focusing mainly on fixing all the bugs that have been found since release, as well as some QoL changes, especially centered around mouse usage. We also have a few balance tweaks, although that wasn't the focus of this patch.
Here are some of the more noticeable changes:
Balance: Various small changes to make the enemies take less advantage of "drowning" the player.
Mouse: While in the troops menu, the mouse will allow the user to select a new character by clicking on them, even if they aren't in the "select character" phase (mouse over a unit on the camp screen, click the left button to select them).
Mouse Movement: Reducing the frequency at which the "cursor moved" sound can play on the battle map when moving the battle cursor with the mouse.
Show Details: Can now be used by pressing-and-holding the mouse cursor over the bottom right hint.
Self Targetting: Will now skip the "select unit" phase and directly select the caster to save a superfluous step.
Movements: When in battle, clicking on the map will act as if "move" had been clicked, which should reduce mouse movement on the screen when trying to move a unit with the mouse.
Injuries: Regular injuries (not permanent injuries) will now show the units 4 stats in red in the menu, unless they have passives that increase those stats.
The full list of changes is at the end of this post.
Shout out!
We also wanted to give a shout-out to our good friends at Overhype Studios about their newest DLC, Battle Brothers - Warriors of the North, which was released yesterday.
Mouse: While in the troops menu, the mouse will allow the user to select a new character by clicking on them, even if they aren't in the "select character" phase (mouse over a unit on the camp screen, click the left button to select them).
Mouse Movement: Reducing the frequency at which the "cursor moved" sound can play on the battle map when moving the battle cursor with the mouse.
Show Details: Can now be used by pressing-and-holding the mouse cursor over the bottom right hint.
Self Targetting: Will now skip the "select unit" phase and directly select the caster to save a superfluous step.
Movements: When in battle, clicking on the map will act as if "move" had been clicked, which should reduce mouse movement on the screen when trying to move a unit with the mouse.
Status Effects in Combat: Increasing the maximum amount of status effects listed in the "damage phase" from 6 to 8.
Steal Gold: Gold value was shown with very small text before. Fixed.
Injuries: Regular injuries (not permanent injuries) will now show the units 4 stats in red in the menu, unless they have passives that increase those stats.
Performance: Minor performance improvements.
Spearvault: Will now look better when casted from under-water.
Balance:
Drowning: Adding a 33% chance that an enemy will ignore "drowning/lava dunking" targets on their turn even if it's the best move they can do.
Ekidna Falls: Rakkerjaks on this map will no longer be upgraded to tier2 if the player is high enough level.
Highlands: Making some changes to the elite version of the encounter to prevent a scenario where the elite enemy would Snapback on the guests too early and lead to a near unavoidable defeat.
Achievements: The achievement about mastering all the classes on a certain special character will now not count their "secret end-game class" as being needed.
Timber Roads: Reducing the levels of a few units in the Patrols, to make them a little bit easier.
Beginner Maps: Beginner maps with a very low max level for enemies, made to help the player level up beginner units, will now yield less AP/GP than normal if the player's highest level units are higher than that zone.
Skyjack: Will now not move people to locations that are off-limits for teleport-other (such as very high ledges, etc).
Azure Plains: Moving one of the Vangals to the Elite difficulty to make the map easier.
Maps: For Gelligh, marking some of the tiles as invalid destinations for "teleport-other" to reduce chances of characters getting stranded where they shouldn't.
Meteorites: Adding a meterorite drop to 1 story encounter and 1 optional encounter. Also as a random drop to some late maps.
Leap: Counters will now consider leap's destination (rather than starting point), which means it behaves like an "adjacent attack" for the targets.
Final Battle: Updating the 2 ending battle maps to have better drops in general. The Ancient Path is still a better spot overall to get rare drops, but these 2 maps should feel more rewarding now.
Bug Fixes:
Displacements: Fixing an issue where enemies immune to being displaced could still be displaced by Pandora's Box or Skyjack.
Mount Nervanzer: Fixing an issue with a character showing over a tile while jumping.
Claret Woods: Fixing an issue with an enemy spawning on a spot they can't escape from.
Try and Buy: Purchase couldn't go through if the cost and player gold were the same. Fixed.
Title Screen: Fixing a rare issue with timing for users with an invalid time zone setting on their OS (still not sure how that's even possible, haha).
UI: Fixing various non-fatal errors tied to rare edge cases when navigating the UI. It probably won't have a noticeable impact on most users, but if something behaved oddly once in a while, it'll be probably be fixed.
Bootup: Fixing a potential error when starting the game for users that might have deleted folders they shouldn't have in "My Documents\Fell Seal".
Turkish Locale: Fixing some potential issues with the titlescreen on Turkish locale.
Dreadmaw: If there were status effects applied by the attack, their text would remain on the screen at the end of the attack. Fixed.
Maps: Fixing some drawing ordering issues for some maps.
Archafflictor: The Bzil variant had 3 jump instead of 4. Fixed.
Title Screen: Under specific circumstances, the titlescreen animated image could be shown too zoomed-out/in. This should be fixed.
The Gauntlet: When certain special enemies would die, some of the map tiles would become "walkable", even though they shouldn't have.
Thespeiros: An NPC walking around town could sometimes start walking in places he shouldn't. Fixed.
Wild Cards: The case where Wild Card has a critical miss and applies the opposite effect will now not result in a 'miss' unless the target is immune to the effect (ie, it will refresh the duration if the target has it).
Chitin Armor: A certain treasure was granting the wrong armor (Dendrite Armor) instead of the Chitin Armor. This is fixed, but is not retroactive unfortunately.
Bzil Classes: When learning a Bzil class, there was a chance the popup would remain visible if there was a cutscene happening after the battle. There were other instances where this could happen with popups at the end of combat. All fixed.
Descriptions: Fixing some typos and mistakes in some descriptions.
Spell Effects: After using Plaguestorm or Hippocampos, subsequent spells might be partially misplaced on screen. Fixed.
05/12/2019 - Version 1.0.3a
Bugfixes:
Doublecast: Will not be useable after using a contextual command (like gather, open, climb, etc), unless the passive to that effect is equipped.
Mods: Badge names will not become invisible anymore when using a custom crafting file.
Help Compendium: Adaptive affinity was misnamed in the help description about buffs. Fixed.
Did you know? Fact #1
Hi everyone,
we wanted to try post here some intersting (at least to us interesting) facts from the game/development.
Let us know if this is something you guys are interested in. If yes we will post more of these :)
Build 1.0.2 is out - Localization restored!
Our release build broke all language options other than English somehow.
We are EXTREMELY sorry about this >.<
Build 1.0.2 fixes that! (you might have to restart your Steam client to force it to update the game more quickly).
We keep seeing these day 1 patches in other games on Steam and we promised ourselves that wouldn't be us, but it somehow hit us too, sigh...
Here are the patch notes:
Mount Nervanzar: Gave flippers to the guests on this map so they wouldn't drown.
Languages: Release update made other languages than English unselectable. Fixed!
And by popular request, here are the patch notes for 1.0.0 and 1.0.1 (they are bundled together):
04/30/2019 - Version 1.0.1
New Content:
Ending: The game's ending is now accessible.
Ancient Path: The optional end-game dungeon Ancient Path is now accessible. Can you beat all 7 floors of it?
UI:
Help Screen: Icons, and help sections can now be moused over to show them, rather than having to rely on the arrows (so mousing over the ATK stat, the Blind icon, etc, will show the help for it.)
Bug Fixes:
Shadows: After being targeted by Flip Kick, the target's shadow would follow them oddly. Fixed.
AI: Won't cast Refresh on the same targets 2x with Double Cast.
Options: Some of the left/right arrows could fail to be shown over some selections. Fixed.
Dispelotron: Didn't have 100% hit chance like it should. Fixed.
Dispel: AI could attempt to Dispel a target with Evade Magic/etc even though it could never succeed. Fixed.
Visuals: Fixed a few visual layering issues in the Council room.
Interstitch: Now correctly gives an injury to the person that got disintegrated.
Loot Drops: Under rare conditions, loot drops could be granted to the player when they shouldn't have.
Help Menu: In some very rare cases, the help screen wouldn't show up correctly. Fixed.
Soul Gear: They would stop getting stacks once the user was level 99. Fixed.
Scar Tissue: Scar Tissue would often grant the same effect as quicken. Fixed.
Pestilence: Would only show 3 of its 4 effects in the Equip panel. Fixed.
Last Temple: Fixing various drawing ordering issues related to the map.
Ability Learn: Fixed a very rare crash while learning abilities that probably was only possible when using Mods.
Balance:
Citadel: Making same adjustments to lower the difficulty a bit.
Gorge Battle: The unique zombie there will not be upgraded to a higher tier anymore if the player's level is high enough.
Loot drops: Enemies will now drop loot even if defeated by another enemy rather than by the player.
Modding:
StreamingAssets: Removed most of the contents of that folder. All the content will now get copied to "My Documents/Fell Seal/customdata_examples" so modders can still look at those files to see what the core data of the game looks like, but they won't be able to make direct modifications to the game files anymore. Any modification to the base files can already be done with the override files, so there is no loss of functionality, but it will prevent people from modifying files they shouldn't be changing.
Docs: Updated documentation to clarify folders for Windows vs Mac vs Linux and removed mentions of StreamingAssets.
Fell Seal is now officially Released!
Hey everyone!
Release!
Fell Seal is now finally out of Early Access!
It's been a long journey for us, with about 2 years and a half of full-time development and a few years of part-time work as well.
We've had the great luck of getting a ton of great feedback from the community, between our successful Square-Enix collective campaign, Kickstarter and Steam Early Access. It's allowed us to keep improving the game every step of the way and get to a great final product, with a ton of content and really solid balance.
We really couldn't have done it without everyone's support and help, so once again, I big thank you to our fans and the whole community!
We hope everyone has as much fun playing it as we had fun making it!
Edit: Also, anyone interested in the music of Fell Seal should check out the OST, available right here from our Musician, Jan Morgenstern: janmorgenstern.com