Fragment's Moonrise cover
Fragment's Moonrise screenshot
Genre: Strategy, Adventure, Indie

Fragment's Moonrise

Fragment's Moonrise V1.3: Nightdrake's Grotto

Welcome to V1.3!





Continuing on with the Nightforest from V1.2 is the addition of the Nightdrake’s Grotto, an area home to a quite terrifying and powerful new boss known as the Nightdrake.

Teased in the previous patch notes, the Nightdrake is an invisible boss that stalks the forest.

When it sees the player, it ambushes them, wherever they may be in the forest.



Therefore, stealth will be your best friend for traversing this new map. And there is plenty of invisibility grass strewn around the map.



Added alongside this update are new spells, more lore, the start of the Nightdrake questline, and a major expansion upon the Ulia questline. Let’s take a look into what is entailed below.

You can access the Nightdrake’s Grotto from Nightdrake’s Folly, which can be found if you take the Pathway to the Nightforest passageway from the Meadow of the Waternymphs (near where you defeated Arunaiya).

New spells include the following:





Conjure Light: this spell allows you to summon light at a targeted location, allowing you to see further in this environment (among many others) to determine the path you want to take going forward. Very useful for remaining in stealth and steering clear of the Nightdrake! It also gives you the ability to disable an enemy’s invisibility, to help you see invisible foes much more clearly. The Nightforest is home to the Nightchildren, whom are completely invisible, so you will either need a keen eye or this spell in order to find them!



Rain of Fire: this spell allows you to conjure fire to rain down from the skies, inflicting a burning effect on anything that touches it. This is a fire alternative to the cloud of poison, and encompasses a much larger radius despite not lasting as long.



Gust of Wind: this utility spell invokes the same effect the Nightchildren could invoke upon you, and that is to force you away. Hitting anything with a gust of wind causes them to tumble out of control and fly backwards, which is very useful for zoning and moving foes out of your way.



Wisp Energy: while Ulia gave you a decent mana-healing spell, this new Wisp Energy is a much more powerful variant. While Lesser Mana Heal is a spell you can directly cast on your allies to restore their Mana, Wisp Energy is a spell you can use to steal mana from your foes and restore your own. It has a much shorter cooldown, is quick to cast, and has a very long range, making it suitable for restoring mana in the heat of battle (and you’ll need it should you go up against the Nightdrake!).

Lore:





Hidden throughout the Grotto are various tidbits of lore about the area. While exploring, you’ll encounter some Nightchildren having a conversation with one another. One of these gives you an indirect hint as to how you could fight against the Nightdrake itself...

Ulia, Part 3:





Where you find the Wisp Energy spell is also where you’ll advance the Ulia questline; upon entering the area, you are greeted with a cutscene containing a great deal of lore about Ulia’s capturing. This cutscene plays a pivotal role heading into one of the biggest pieces of completely optional content being added into the game, so its well worth not skipping over!

Nightdrake:





Upon entering the Nightforest, the Nightdrake locks onto you, poised to strike. Its only with the help of the invisibility grass are you able to sneak your way through the area and avoid the wrath of the Nightdrake.

Those daring enough to face this boss should know that this boss has been designed to be a late-game opponent. This is a boss that will quite literally require usage of all the spells available to your Apprentices, alongside your own cunning and tactics. Its highly recommended to avoid this boss until you have much stronger Units in the future, but those seeking a challenge will be greatly pleased with the difficulty spike of this boss. The only recommendation is to pay attention to his resistances, and formulate a strategy based on that alongside the mana pool you have available to your Apprentices. And, of course, don’t forget about the terrain at your disposal... (for reference, defeating this boss with your Apprentice’s current DPS took me approximately 1 hour of straight fighting to pull off).

The Nightdrake has been designed as a 4-phase boss.

Phase 1 is its starting phase, which consists of 2 spells. The first is Life Siphon, which has the ability to steal health from your Units. This is the first homing spell put into the game, meaning the spell will follow and chase your Units, only losing track when it gets too close (so dodging at the last second is a must). The second spell is a cloud of miasma, which will limit your movement on the battlefield. If you are faced with a scenario where you either have to take damage from the Miasma or take a hit from Life Siphon, it will always be better to take damage from the Miasma, as Life Siphon will restore a lot of health back to the Nightdrake!

Phase 2 involves the Nightdrake’s first iteration of summoning its ghostly minions. Between 60% and 50% HP is when this phase starts, and on a somewhat short cooldown will the Nightdrake begin summoning ghosts designed at chasing you away from the fight. These Ghost Nightchildren will inflict Miasma upon your Units if they get too close, and will cast an Entangling spell upon you if you don’t avoid them. Losing your ability to move while fighting the Nightdrake will almost certainly spell an instant defeat.

Oh, and did I mention- both the Nightdrake’s Life Siphon alongside the Miasma will remove your ability to go invisible? So attempting to escape will become a lot more perilous should you take a hit from either of them...

Phase 3 involves the Nightdrake summoning more ghostly minions. This time, it will summon twin Ghost Nightdrakes, whom are capable of casting Life Siphon alongside summoning Ghost Nightchildren. Just as the Nightdrake can ambush your Units from anywhere, so do the Ghost Nightdrakes, so be careful when you are suddenly surrounded by 3 enemies!

Phase 4 is simple: the Nightdrake just gains a short boost to its already quick cast-time, making his spells fire off much quicker. This means if you’re already used to dodging the Nightdrake’s attacks, you’ll just need to continue to do so... but faster.

Defeating the Nightdrake yields a great reward and begins the Nightdrake Questline, which will take place much later on in the game. The Nightforest leads into the Nightdrake’s Despair, an area locked away currently.

So what about the reward?

The first is a new spell, Ghostform. This spell allows you to turn your Units invisible, much like getting near the invisibility grass. Invisibility is going to be a critical component to stealthing around the world alongside the Nightdrake questline going forward, and this will be on of the few very rare spells allowing you to go invisible.

The second reward is the first Scripture you can acquire. Scriptures, like Pages, are used for upgrades... and such a rare and vital component will be made incredibly useful going forward.

Finally, for those following the YouTube channel, I'll be doing a deep-dive into the design philosophy behind this boss on my channel, so look forward to that!

This ends the blog, best wishes checking out what the Nightforest has to offer!

Thanks for checking out Fragment's Moonrise!

Fragment's Moonrise V1.2: Nightdrake's Folly

Welcome to V1.2!



In this update, a new area has been designed known as the Nightforest. This is a dark and mysterious new area, coated with invisibility. It is aesthetically wildly different than any other environment thus designed.

And to introduce to the player this new area, I've created a new map: Nightdrake's Folly.

You can access this Map via heading to the Meadow of the Waternymphs, and taking the passageway known as "Pathway to the Nightforest".

So what's in this new environment?

You begin at the entrance to it, and after a small skirmish, are able to take in its mysterious view.

Immediately upon entering the Nightforest, you will be greeted with a cutscene to give additional lore for both the area and for Ulia's backstory.



There exists now a new type of environment object, a tall grass that coats all of your warriors in invisibility. This invisibility will be key for exploring the future segments of the Nightforest, as I have some fairly epic (and likely scary) plans for the next map!



Immediately after the tall grass are a new type of enemy, the Nightchildren. Perceivably weak, their threat does not come from damage but from their utility effects. Especially as we delve into the map after the Folly. Look closely! You can barely make them out, but there is one to the left, and one to the right.



The Nightchildren cast a spell called Emerald Wind, which deals minor damage and blows all of your warriors hit by it backwards with a large gust of wind. I added an effect that spins your units around when they are hit by it, so certainly check it out in-game because this image does not do it justice!

This spell does one thing in particular that will make the next map much more terrifying: it disables your ability to become invisible!

So, with all that talk of the next map, when will that be added?

For V1.3, the next major piece of content added will be the Nightdrake's Grotto. This will contain a reimagining of the original classic Nightdrake, with a twist. This Grotto will be a stealth map, nudging the player to want to stay invisible at all times because of how strong the Nightdrake will be. I want a new boss added to the game that has the feeling of only being defeat-able later in the game, and that's what the Nightdrake will be. You'll need to stealth through the area, because once the Nightdrake finds you, you'll be dead in an instant! And if you encounter some Emerald Wind while trying to escape from the Nightdrake, there will be no escape.

There were some minor improvements to the game that are being added in V1.2 as well. The first is a new visual effect for the Rooted status ailment. I want all effects to be as visual as possible, to not lose things in the UI like in Classic, and Rooted was one status effect that did not have a visual effect yet. I fixed some major saving issues with the Passageways. Lastly, I fixed some issue with the enemy dodging mechanisms.

Thanks for checking out Fragment's Moonrise! I hope you enjoy V1.2!

Can I beat my own game when everything one-shots me? | Fragment's Moonrise

Master Mode is a Game mode in Fragment's Moonrise accessible from the New Game screen.

In it, any enemy damage that hits one of your units will instantly kill it. This ignores resistances to give you a true one shot experience.

Its worth mentioning your unit's damage output is unaffected, so you're still getting the standard game experience.

In this video I'm going to attempt to beat my own game in this mode. This is my blind experience to this mode.



Hope you like my playthrough! I'm planning on doing more sporadic gameplay videos like this, because their quite fun to do and definitely enable me to test the game in more dynamic ways!

V1.1 Release: 3 New Maps, Cutscene Improvements, built-in Cheats

Hey all!

Since the release of V1.0, I've made it a goal to start releasing more regular content updates. These are going to be smaller, adding new various features to the game.

With it comes the release of the very first of this likely long series of updates: V1.1!

So, what's new in V1.1?



3 New Maps:



In V1.0, there are 3 Passageways within the Meadow of the Waternymphs map that previously lead nowhere (and clicking them just yielded "under development"). Well, development of those maps have finished, and their more than just a couple of new maps...

Introducing, the "Pseudo Random Map Generator". And its just as the name implies- these are not true random maps like there were in Classic, but instead are based on a pool of prebuilt maps.

As part of this update, I created a handful of small maps to test this new feature out.

So what's going to be included in these prebuilt maps?

Well, while the layout of the terrain is static, all spawns within it are randomized. This means that while exploring the map, you won't know what sorts of encounters you'll face. Of course, the maps have been tailored to be largely straightforward: the pseudo random map generator is not meant to replace the manually created maps, but instead meant to supplement the content. These maps are there to allow for players to acquire additional experience and resources they couldn't otherwise acquire.

Since this is just phase 1 of deployment of this new system, I figured a simplified approach would be best. In the future, with a larger map and enemy pool to work with, I imagine these random maps will become a lot more challenging and become on-par with regular maps.

So what's for the future of this system?

A potential improved goal would be to create a system that randomizes the terrain of the map, thus making these maps truly random. But, that will be for a later date. For the most part, adding new maps to the pool would be most ideal.



Improvements to Cutscenes and SubCutscenes



In response to a critique left by a player of the game, they suggested some improvements to the Cutscene systems.

While with the current way the cutscenes are implemented I could not directly implement their ideas, I did come up with a few of my own that I think will suffice.

The first is within regular Cutscenes, the speed at which the text displays is much faster. Previously, it would slowly add each character by character. Now, it rapidly adds all characters within a few seconds, allowing the reader to read (and re-read, if necessary) the text at their own pace. Bearing in mind that at any time, you can click to pause the Cutscene, and take as much time as you want reading it!

I think this improvement is a good compromise between displaying all text at once and the original slow character-by-character system as prior. The only further improvement I think could be made would be to anchor the text better.

Its worth mentioning that Cutscenes are mostly meant for the early part of the game, and I'm anticipating them being sparsely used throughout the rest of the game. But who knows!

The next improvement to cutscenes is within the SubCutscenes mechanism: these are cutscenes that occur in-game, where the camera just focuses on the speaker as they talk, then jumps to the next speaker, and so on. All in-game.

Originally, it followed the same style as Cutscenes and slowly added text character-by-character, continuously adding text without stopping.

In standard dialogue systems, typically it rapidly displays all characters then pauses and allows the reader to read at their own pace.

I've updated SubCutscenes to follow that style: now, it rapidly displays an entire line of text, then pauses. The player can simply click to continue onto the next line of text. I feel like this plays significantly better, because now the dialogue system flows a lot more quickly than before and you can much more rapidly get through a SubCutscene, while still offering the ability to stop and read things more delicately as desired.

The design behind the Cutscenes and SubCutscenes are two different ideas: Cutscenes are meant for players to be able to simply initiate them, take their hand of their keyboard + mouse, and enjoy the cinematic. SubCutscenes on the other hand, since their all in-game, I want players to still be engaged with the game. I think these improvements to the cutscene systems really bring out their design qualities I want to exhibit.



Cheating!



Cheats are one of the best things to be added to video games because they can really improve the replayability experience. I've had developer tools in the game for a long time now, and in this version I'm happy to say I'll be including some of them into the game as a permanent addition.

So how to access them?

From the New Game option in the Main Menu, click on the Grandmaster Custom Settings. Then, scroll down, and you should see the option to "Enable Cheats". Then, begin a new game.

So what kind of cheats are available?

A few of note are: unlocking all spells, all supply, and of course the ability to teleport anywhere in the map! Note that using these cheats can in fact break parts of the game, so if you ever encounter any issues, just click the "Accept Defeat" cheat-button.



Saving System



The final feature I'm happy to announce is more of a backend one– in all previous builds of the game, updates would break savefiles, and you would have to start over.

But not anymore- I've written some update handlers to account for all necessary database changes between versions. This means that your V1.0 savefile should carry over into V1.1, and automatically update to account for all the previous changes.


I hope you like V1.1!

A Massive Fragment's Moonrise Update - V1.0 Release

All that time ago… I split my soul in two.

Welcome everyone, to the release of V1.0!





This release marks the completion of something massive– all major features for the game have been finally integrated!

So, what does this mean?



Let's start off with the biggest new feature: storyline integration. Story has been a long-planned element to add to the game. It begins 1,000 years in the past, focusing on the actions taken by great Grandmaster Knulxevra...



I didn't stop there, either: even more story and lore, integrated directly into the game as you play it, has been added. These are simplified cutscenes, allowing for a dialogue sequence between multiple characters to occur.



From there, I overhauled the gameplay mechanisms.



My goal: a simplified RTS experience, of which I'm dubbing an "Action RTS".

So what is an Action RTS? Its quite simple: I want the simplistic playstyle of only having to manage a single character (think "ARPG"), but mixed with the best element of an RTS: multiple units. My control scheme has been adapted to fit this style; you control a primary Unit, while the rest of your Units follow you, attempting to be near your lead unit at (almost) all times. From there, spellcasting commands work like normal. Based on whom you have selected, those Units will be chosen to cast their issued spell command.

After playtesting it, it works quite seamlessly, and I'm quite happy with this being the core gameplay direction to move in.

Some additional benefits of this Action RTS style: you can advance Units down different class-paths separately, essentially making it so you can have different units to cover different weaknesses. This is meant to be a squad-based game, and you'll be able to tailor the attributes and classes of each of your warriors according to your liking.

Still want to play the game as a true RTS? I've of course covered this feature too: I added a Custom Game option prior to beginning a New Game, and you can play around with a variety of options to customize the playthrough, great for replaying the game.



Saving–



A saving overhaul has been long overdue, and is critical for replayability. In this update, I've improved the saving system to now account for multiple savefiles, each with a small description + playtime. I'm also integrating Steam Cloud support, to ensure your save is secure regardless of which system you play it on.

This does unfortunately mean that your savefile from version Demo 2.0 cannot be carried over, but coupled with the story and gameplay overhauls, I believe this should be acceptable.

Final words–



With the launch of this event posting, the V1.0 update is now live! There have been many additional features added into the game I didn't cover in this blog post, from gameplay rebalancing, to new spells, to new research, so go and check it on out for yourself!

Curious about the game, but don't have a copy? I've got you covered there, too: a new free to play Demo has been launched, allowing you to get directly into trying the game out for yourself and seeing if you like it!

Integrating SubCutscenes and Preparing for a Major Update!



I recently completed integration of a new Cutscene mechanism for the game, of which I'm calling SubCutscenes. These are simplified cutscenes, operating similar to a typical dialogue system you'd see in many other titles.

Check out the video above to get the full idea!

Or, better yet– why not try it out yourself?

Yes, with the completion of the SubCutscene mechanism, that marks the final feature I wanted to add to the game before deploying the next MASSIVE update. This next update is going to contain a ton of storyline and lore additions to the game, alongside some critical gameplay adjustments, all wrapping off with new features and some gameplay rebalances.

The launch of this update is soon- very soon!

In fact, my current goal is to launch the update on Nov 11!

I've finished plenty of testing, bug fixing, so on and so forth, so I'm exciting to be able to launch this huge update to the game. While there will be more details to come soon, know a new trailer is underway to kick off this big announcement!

Finishing off the last of the Major Cutscenes!



In this devlog, I finish off the rest of the Cutscenes.

Now all that is left is to complete the remaining dialogues, and the next iteration of the game should be ready to launch!

Of course, there is quite a lot of smaller things I still need to clean up, and a lot of testing I need to do, but I'm anticipating the next big update for the game to come out within about a month or so!

Integrating Cutscenes into Fragment's Moonrise!

In this devlog, I showoff the first two Cutscenes for the game!



This is my first attempt at developing Cutscenes, and they are utilizing in-engine mechanisms to handle all of the dialogue and actions!

As these are a first pass at storyline integration, I would love to know your thoughts on them, and how I could improve them.

These cutscenes were essentially developed as a proof-of-concept, and will be integrated as part of the next major update to the game. In the future I would love to be able to really increase the production quality of these cutscenes, getting better cinematography, character action, voice acting, and so forth. But for now, I think these do quite well, and I quite enjoy them. They certainly have a feeling and pacing like an old JRPG title, which is what I'm going for.

As far as the storyline goes for the game, it follows the leader of the Mystic Race, Grandmaster Knulxevra. The Mystics are a proud race of spellcasters, formless beyond their long flowing robes and strong horns. The story starts off with the aftermath of one of Knulxevra's most tragic creations, the Fragment. This Fragment was created when Knulxevra split its soul in half; Knulxevra believed it was creating a pure Mystical essence, however that plan went awry and all that was left was destruction. After a failed attempt at destroying the Fragment, Knulxevra now has to wait 1,000 years for another opportunity to destroy it, and so is forced to lie dormant until the time is right. Upon awakening 1,000 years later, chaos has consumed the world, and its Knulxevra's task at fixing the wrongdoings of its past.

The two cutscenes shown in the blog above begin with the intro to the story, and then head into the part where Knulxevra attempts to destroy the Fragment. There's quite a lot of dialogue, and I'm certainly going for a rich philosophical approach to this storyline, so I hope that comes off as intended! I do certainly enjoy deep, well-thought out lore, and want to integrate that into the game in an interesting way. The introduction to the game is certainly being overhauled to be fairly cutscene-heavy, but I think that's okay- more storyline and lore is better than less, in my opinion. (Plus, well... there's always the skip button, LOL).

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Now, to update you all about the state of the game! Right now, I'm still in-progress developing the last handful of Cutscenes for the game (another devlog to come about that soon-ish!). Beyond that, I have a handful of extra major features to integrate (more to come soon!), and then of course plenty of clean up and rebalancing to do. So there's quite a lot of work to be done! But quite a lot that has been done as well. I'm really trying to get the introduction to the game greatly overhauled to be the exact experience I want first players to the game to, well, experience, and these cutscenes are probably the biggest overhaul that will be coming.

While I'd really like to give a more grounded release date, I still believe the next major update is a few months out. I feel like once I get these cutscenes completed, I'll be able to give a more solid time estimate, but I appreciate the patience of everyone who's enjoying the game!

Combat Simplification and the beginning of Storyline Integration!

Hey All!

In my most recent devlog, I overhauled the Game's Combat and began integrating Cutscenes! If you have yet to see the video, check it out below:



And if you haven't already, definitely check out the game's Discord! You'll immediately be able to watch the latest development blogs as I post them!

Anyways, for those who don't have time to watch the video, allow me to discuss the changes presented. These changes will be added in the next major update for the game, scheduled for a few months out!

Combat Overhauls:



The game's core combat is RTS based. However, I wanted to really refresh the central idea behind the control scheme for an RTS. You see, in typical RTS games, you have full control over the Camera alongside full control of your Army. This begins to make gameplay fairly complicated, and can be disorienting to those who aren't used to RTS games already. Its also not entirely needed in Fragment's Moonrise, because this game is meant to be more of an "Action RTS", meaning the base game is about movement and spellcasting, not managing your army and camera.

With the adjustments made, the Camera now focuses on a single "Leader" Unit, following them around. Built into the controls is the ability to quickly and easily rotate the camera by dragging your mouse to the edges of the screen (or pressing some of designated hotkeys). You do not have full control to position your Camera wherever you desire, nor do you specifically need to in Fragment's Moonrise. In this game, you'll primarily want to be focused on your squadron of Units, which has now been streamlined thanks to this overhaul.

For Movement, the "Leader" Unit is referred to as such in name only; in the backend of the code behind the game, when a Movement Command is issued, the Leader is issued a command to move to that exact spot. Similarly, all other Units are then ordered a Movement Command to move NEAR that spot. This actually greatly improves movement control, allowing Units to no longer bunch up as much as they did previously and freely move about.

The combinations of these two mechanisms, the Camera following the Leader, and the Movement commands being issued to all Units, allows for some fairly smooth control compared to previously. In the currently playable rendition, given that its a 'true' RTS control scheme, you'll be focusing on moving both the camera while also moving your Units. Since these commands will now be conjoined in the coming update, during playtesting I'm finding combat to be far less disorienting and much easier to focus on attacking and dodging. I think this change is going to be very well received and a good improvement over the classical RTS style of controls!

Its worth noting, you can switch "Leader" Units at any time, by using a new UI mechanism that displays Unit status information. Switching a "Leader", as mentioned previously, is really only important for selecting a Unit to focus your Camera on.

Now comes the Spellcasting. Previously, Spellcasting worked by issuing commands to all Units regardless of who is selected. Now, given that Movement Commands have been freed up, all Spellcast commands can be directly issued onto your Selected Units. The change made to make spellcasts issued to all Units was an original modification to the game to help streamline attacking while moving specific Units, but since that has now been revolutionized via the new Movement + Camera control scheme, I figured the best thing to do would be to return Spellcasting commands back to whom you have selected. That way you can specifically order certain Units to cast particular spells while other Units you allow to say regenerate Mana OR save their spellcasts for a critical moment (when others' spells are on Cooldown). As such, clicking anywhere (except on another Unit) will reselect all of your Units allowing you to quickly reselect everybody. In addition, establishing Control Groups comprised of specific Units has been retained in the game. This allows you to quickly recall a selected group of Units quickly and easily.

Of important note: the Classic RTS Mode has actually been moved to "Grandmaster Difficulty", and will be available as a custom option. So the original RTS gameplay scheme will certainly still be playable!

Storyline Integration



Storyline has been in development for quite a long time, and now its finally time to begin setting up the intro Map and entire world. While Cutscenes will be coming in the next blog post, this devlog video goes over all the setup necessary to prepare for Cutscene creation! Skip ahead to 2:14 in the video to begin checking it out!

Thanks for checking out this blog post, and I hope you're enjoying Fragment's Moonrise!

I'm overhauling the Saving System for the next major update!



Hey all!



In this latest blog, I discuss the overhaul taking place to the Saving System to permit multiple savefiles, and much more!

So, what does this all entail?

Multiple Save Files



Throughout all of the game's development, only a single Save File has been permitted to be used while playing Fragment's Moonrise. Well, not anymore!

Coming in version V1.0, set to release in approximately a few months (give or take, there's still a lot to do!), you will now have the ability to create multiple savefiles.

This will play nicely with the newly added difficulties, especially the new Grandmaster difficulty (incase you didn't check out the previous blog, the Grandmaster difficulty will be a custom mode where players can tailor their experience- think of it like built-in mods created by me, the developer)!

Players will be able to create savefiles for each unique playthrough, useful for multiple runs through the game, great for things such as challenge runs or speedruns!

Save File Descriptions



You can't display a list of savefiles without explaining the contents of each!

I've added helpful save file descriptions for each entry. These descriptions are of course subject to change and improvement, but I think I landed on a nice series of achievements displayed. If you're curious about what will be displayed, check out the blog video above and head to the Chapter titled "Savefile Descriptions"!

Deleting Save Files



Now built into the game will be the ability to delete savefiles. This was previously not possible, and in order to delete said save, you'd have to create a brand new playthrough (or, well... delete the physical files. But who'd want to do that?).

Steam Cloud Support



The long-awaited Steam Cloud support will be underway with the release of the next version.

So, what does this mean?

Well, Steam Cloud Support allows for your savefiles to be backed up to Steam Cloud, which will permit you to automatically transfer your saves around to other computers. Its worth mentioning that since Fragment's Moonrise is cross-platform, your saves will be cross-platform as well, meaning you can start a playthrough on your Windows machine, then switch to say a Linux machine and still be able to continue your playthrough!

In addition, your savefiles will now be tied to your Steam account, meaning if you use multiple Steam accounts on a single computer, the saves will be retained and accessible relative to the account logged in.

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So, with all that being said, I hope you look forward to the next blog where I make some changes to the gameplay and do some additional storyline integration!

Note: These save file adjustments listed will be coming in the next major update for the game, V1.0, which is still under development.