Happy New Year, everyone! I'm TT, the developer of Glimmer in Mirror.
It's been a few months since the last major update, and I've received your messages asking about the progress of the new update. Thank you so much for your support!
I want to start by apologizing. In the second half of this year, due to some personal family matters, it has affected the development progress of version 0.8. Originally, we planned to release the major 0.8 update in 2024, but as of now, there’s still a lot that hasn't been completed.
But don't worry, we haven't stopped! As my personal matters gradually settle down, development efficiency has picked up, and version 0.8 is steadily moving forward. I hope you'll continue to be patient with us (a deep bow, and another one).
Here's a sneak peek for you—one of the new monsters from the Frozen Lands in version 0.8:
In 0.8, we'll have ground combat like in the previous maps, but there will also be some aerial battles with owls. We're polishing the aerial combat experience right now, and we hope you'll enjoy it when it's officially released!
Finally, thank you all for being with us so far. I wish you a peaceful and fulfilling 2025, may all your wishes come true!
Love you guys, TT
Bug Fixes and Optimizations (v0.7.2.0005)
Reduce the cooldown time of Shadow of the Future by 25%.
Fix the issue where custom controller buttons cannot be reset to default.
Fix the game freeze caused by using skills to attack Alysha Scarecrow.
Optimize other minor details.
Update for v0.7.2
Hello everyone, the beta branch for V0.7.2 has now been merged into the official default branch! Thank you for participating in the beta testing!
Here are the updates in version 0.7.2:
1. Added new echoing skills for a batch of monsters. 2. Following your feedbacks, Shiro can now shoot vertically upwards and downwards. (Due to game design considerations, we still do not support shooting at a 45-degree angle.) 3. Optimized the code of the physics system to avoid a series of physics-related issues for players with low frame rates, such as falling through moving platforms and abnormal jumping. 4. Upgraded the data structure to fix issues with weapon skills and monster configuration that were lost or damaged after the Unity version upgrade. (Data upgrades may introduce some problems, which is why we are conducting open Beta branch testing.) 5. Remove the glimmer cost of Perpetual Sight. 6. Fixed the issue where the Crystal Hammer couldn't trigger properly. 7. Fixed the issue where the Light Impact would persist with delayed effects if Shiro died while in aim mode until respawn. 8. Fixed the issue with the Element Skill "Piercing Light" not correctly targeting enemies with shields and enhanced the freezing effect. 9. Fixed the problem with incorrect initial attack direction for some monsters. 10. Fixed the issue where after completing the Sprint Skill (Shadow of the Future) challenge in a level, jumping into the lava might cause wrong respawn. 11. After using any ability that grants invincibility (like element skills or Delicious Fudge), Shiro will now remain invincible for an additional 0.5 seconds upon entering a movable state. 12. Optimized the required number of attacks to destroy dropped items in the scene during the echoing of the Lamp firefly equipment. 13. Optimized the jumping puzzle in Prism Highlands. 14. Fixed the issue where some maps couldn't be exited after entering from the entrance. 15. Other memory optimizations and minor bug fixes.
[Beta Testing] v0.7.2 Update
Hello everyone, based on version 0.7.1, we have made some updates to the game content, which is now available for open testing in the Beta branch. Once the test results stabilize, the changes will be merged into the default branch. You can switch to the Beta branch to experience the updates!
Please send your feedbacks to: feedback@mapledorm.com.
Here are the updates in version 0.7.2:
1. Added new echoing skills for a batch of monsters. 2. Following your feedbacks, Shiro can now shoot vertically upwards and downwards. (Due to game design considerations, we still do not support shooting at a 45-degree angle.) 3. Optimized the code of the physics system to avoid a series of physics-related issues for players with low frame rates, such as falling through moving platforms and abnormal jumping. 4. Upgraded the data structure to fix issues with weapon skills and monster configuration that were lost or damaged after the Unity version upgrade. (Data upgrades may introduce some problems, which is why we are conducting open Beta branch testing.) 5. Fixed the issue where the Crystal Hammer couldn't trigger properly. 6. Fixed the issue where the Light Impact would persist with delayed effects if Shiro died while in aim mode until respawn. 7. Fixed the issue with the Element Skill "Piercing Light" not correctly targeting enemies with shields and enhanced the freezing effect. 8. Fixed the problem with incorrect initial attack direction for some monsters. 9. Fixed the issue where after completing the Sprint Skill (Shadow of the Future) challenge in a level, jumping into the lava might cause wrong respawn. 10. After using any ability that grants invincibility (like element skills or Delicious Fudge), Shiro will now remain invincible for an additional 0.5 seconds upon entering a movable state. 11. Optimized the required number of attacks to destroy dropped items in the scene during the echoing of the Lamp firefly equipment. 12. Optimized the jumping puzzle in Prism Highlands. 13. Fixed the issue where some maps couldn't be exited after entering from the entrance. 14. Other memory optimizations and minor bug fixes.
How to Switch to the Testing Branch:
Right-click on "Glimmer in Mirror" in your Steam game library, go to Properties, select the "Beta" option under the "Participate in Testing" section on the right side. This will allow you to switch to the testing branch.
Bug Fixes and Performance Optimization (v0.7.1.0040)
Performance Optimization: Some players have reported that version 0.7 of the game is slower compared to version 0.6. Since we are using a new version of Unity, the optimization process is indeed different from before. In response, we have made optimizations to the scene's performance. If you experienced lag before, we kindly ask you to try again after updating. Please let us know below this announcement if this optimization has been effective. Thank you for your support!
In addition, this version includes the following optimizations:
1. Modified the AI of the Armored Rhinobeetle, so now the Light Impulse can break its shield and stun it. 2. Removed the shield of the Fire-Spewing Rhinobeetle, allowing players to defeat it from the front. 3. Adjusted the spawn density of enemies in the underground challenge of the Flower Sea Plains to avoid situations where a large number of Armored Rhinobeetles and Fire-Spewing Rhinobeetles gather together. 4. It is now possible to quickly open the map. Press the "M" key on the keyboard or press the right joystick on the controller to open the map. 5. Adjusted some dialogue boxes to auto select the confirm button, enhancing player interaction. 6. Fixed an issue where the King Boss would display running logs at its feet. 7. Optimized the target acquisition mechanism for Ice Element Skill, although it is still not perfect. There are still issues with target acquisition for certain armored monsters, which we will further address in future updates.
Also, it has been noticed that some players using game controllers have reported joystick rebounding issues. This can be resolved by adjusting the joystick sensitivity in the settings.
Bug Fix Notes (v0.7.1.0035)
Fixed an issue where the skills of the Boss Mimilin could potentially not be used.
Fixed an issue where the Dragon's Eye summoned by the mighty Dragon Walgar was not vulnerable to Searing Burn.
Fixed an issue where restorative items in the challenge level beneath the Fairy Forest were being directly absorbed.
Spring Sale! Major update v0.7 is coming!
Dear players and friends, greetings to everyone!
The annual Steam Spring Sale is here! Glimmer in Mirror has completed the beta testing for the 0.7 update and is now officially updated to version 0.7. During the Spring Sale, the game will be available at a historic low price of 25% off. We welcome everyone to experience it!
Although the important update details have been mentioned in the previous announcements, we understand that some friends might have missed them. Therefore, we would like to reiterate:
This major update involves numerous modifications to the game systems. The game engine has been upgraded from the old Unity 2017 version to the 2021 version. Throughout this process, we encountered and resolved countless bugs. After a month of beta testing, we are finally able to officially update to version 0.7, and the old version 0.6 will be archived in the v0.6 branch.
Unfortunately, due to significant adjustments to the game systems and the early-stage large map in version 0.7, old saves from previous versions will not be compatible. When players update to the new version, their saves will appear as empty, requiring a fresh start. However, the old version saves will not be deleted. If you wish to play the old version, you can switch to the v0.6 branch. Here's how to switch branches:
Right-click on Glimmer in Mirror in your Steam library, select "Properties," go to the "Betas" tab on the right side, and choose "v0.6" in the "Select the beta you would like to opt into" section. Select "None" to switch back to the default branch:
Now, let's share the specific changes we made in the 0.7 version:
Character Progression: Now Shiro will gain experience and level up after defeating enemies. With each level, her HP, ATK, and DEF will increase to a certain extent.
Monster Echo System: There is a chance to unlock a monster's "Echo" after defeating it. Echoes provide Shiro's property bonuses, and each type of monster has its own "Echo Skill". Equipping different echoes can enhance Shiro's skills. Echoes can be strengthened using materials dropped by monsters.
Combat System Modifications: The recovery method of Shiro's Glimmer has changed from rapid time-based recovery to "slow time-based recovery and recovery based on damage dealt during attacks." Monsters now have higher base damage and lower HP. Defeating monsters will drop recovery items and material items, preventing the situation where "Shiro and monsters have a lot of HP, making battles time-consuming." Some enclosed encounters will be scattered in the wilderness, and completing these encounters will get collectible rewards.
Character Abilities: Elemental Skills: The existing "Piercing Lights" has been changed from a regular skill to an ice elemental skill, which consumes SP for activation. After completing the challenge level in the Fairy Forest, you can obtain a new fire elemental skill. Basic Attack (Light Surge): The control method for Light Surge has changed to a long press for continuous release, and no longer requires consecutive button presses. Light Impact: Light Impact has changed from a charged skill to an instant cast skill. By default, it does not penetrate enemies but can break shields. Through the Echo system enhancements, it can be manually aimed and penetrate enemies. Recovery Ability: Shiro can now collect candy particles dropped by enemies to craft candy for health recovery. (Requires unlocking the recovery skill to use) Dash Ability: After completing the challenge level in the Bell Tower, Shiro can unlock a dash ability called "Shadow of the Future"
New Maps: This update does not introduce new chapters after the main storyline. However, new maps and challenges have been added to the existing Fairy Forest and Forest of the Beginning areas.
Other Updates: Now you can teleport through mirrors. Custom keybindings are now supported for controllers. The Fairy Forest store has new items for purchase. You can hold down the accelerator key to speed up cutscenes. New BGMs. etc.
Although the game has undergone testing in the Beta branch, there may still be undiscovered bugs. If anyone encounters any bugs, please feel free to report them to feedback@mapledorm.com . We will try our best to fix them soon. Thank you!
After this major update, the game's systems have become stable, so the development of new content will proceed steadily. We will be adding the remaining monster echo skills that have not been fully implemented in the 0.7 version through subsequent updates. Additionally, we are already working on the development of version 0.8, which will introduce a new main level where Shiro ventures into a snowy, icy-themed world. In this world, She will use a "new form of adventure." Here are some concept art images of the scenes:
Meanwhile, we would like to apologize for the current poor localization of the game. Supporting such a wide range of languages has been challenging for our small team. During the early access stage, as the game content undergoes frequent adjustments, supporting a large number of languages increases the risk of errors and incurs high communication costs. Therefore, in future game version updates, we will prioritize ensuring the localization of English and Japanese. Once the game transitions from early access to the official release, we will provide localization for other languages. This is a hard decision, but I believe that it will ultimately lead to better outcomes.
Once again, we sincerely appreciate everyone's patience and support! It is your encouragement and suggestions that help us refine the game further!
TT MapleDorm Game Studio
On Sale Now! New Version Beta Testing Begins!
Hello, dear players and friends!
I am thrilled to share some news with you. The development of the major 0.7 update is now complete, and you can switch to the beta testing branch to participate in the public testing! Once the testing situation stabilizes, we will officially release the testing branch as the live version.
This major update involves numerous modifications to the game systems. Additionally, we have upgraded the game from the outdated Unity 2017 version to the 2021 version. During this process, we encountered countless bugs and put in a tremendous effort to ensure the game runs well. This is why we decided to release the Beta testing branch first. With your help, we hope to make the game more stable and enjoyable as we receive your feedback and optimize the new systems. If you encounter any bugs or have suggestions, please send your feedback to feedback@mapledorm.com. Thank you!
How to Switch to the Testing Branch:
Right-click on "Glimmer in Mirror" in your Steam game library, go to Properties, select the "Beta" option under the "Participate in Testing" section on the right side. This will allow you to switch to the testing branch. Please note that the Beta branch involves significant changes, and old save files will not be compatible. Therefore, you will see no historical saves when running the game. To switch back to the default live branch, you can play the old version with your previous save files.
To avoid potential issues with corrupted saves in the testing branch, we recommend manually backing up your save files regularly. The save file path is: %USERPROFILE%\AppData\LocalLow\MapleDorm\GlimmerInMirror. The saves for this closed beta will have filenames starting with "Save_V3". In case of corrupted saves, the files with the "bak" extension are automatically backed up saves. Remove the "bak" from the filename and replace the corrupted save file.
Now, let's share the specific changes we made in the 0.7 version:
Character Progression: Now Shiro will gain experience and level up after defeating enemies. With each level, her HP, ATK, and DEF will increase to a certain extent.
Monster Echo System: There is a chance to unlock a monster's "Echo" after defeating it. Echoes provide Shiro's property bonuses, and each type of monster has its own "Echo Skill". Equipping different echoes can enhance Shiro's skills. Echoes can be strengthened using materials dropped by monsters.
Combat System Modifications: The recovery method of Shiro's Glimmer has changed from rapid time-based recovery to "slow time-based recovery and recovery based on damage dealt during attacks." Monsters now have higher base damage and lower HP. Defeating monsters will drop recovery items and material items, preventing the situation where "Shiro and monsters have a lot of HP, making battles time-consuming." Some enclosed encounters will be scattered in the wilderness, and completing these encounters will get collectible rewards.
Character Abilities: Elemental Skills: The existing "Piercing Lights" has been changed from a regular skill to an ice elemental skill, which consumes SP for activation. After completing the challenge level in the Fairy Forest, you can obtain a new fire elemental skill. Basic Attack (Light Surge): The control method for Light Surge has changed to a long press for continuous release, and no longer requires consecutive button presses. Light Impact: Light Impact has changed from a charged skill to an instant cast skill. By default, it does not penetrate enemies but can break shields. Through the Echo system enhancements, it can be manually aimed and penetrate enemies. Recovery Ability: Shiro can now collect candy particles dropped by enemies to craft candy for health recovery. (Requires unlocking the recovery skill to use) Dash Ability: After completing the challenge level in the Bell Tower, Shiro can unlock a dash ability called "Shadow of the Future"
New Maps: This update does not introduce new chapters after the main storyline. However, new maps and challenges have been added to the existing Fairy Forest and Forest of the Beginning areas.
Other Updates: Now you can teleport through mirrors. Custom keybindings are now supported for controllers. The Fairy Forest store has new items for purchase. You can hold down the accelerator key to speed up cutscenes. New BGMs. etc.
Please allow us to apologize for the bad localization text in this Beta test. We will improve the localization in the future.
Once the 0.7 version's beta branch stabilizes, we will officially release it and begin the production of subsequent chapters and storylines. The 0.8 version's next chapter will feature a snowy and icy-themed world. Here are some concept art scenes to share with you:
Lastly, I want to express my gratitude for your patient support! It is your encouragement that motivates us to continue improving and expanding Glimmer in Mirror. We hope you enjoy the new features and updates in the 0.7 version. Remember to provide your feedback and report any bugs you encounter during the testing phase. Together, we can make Glimmer in Mirror an even better game!
Thank you once again, and have a fantastic time playing Glimmer in Mirror!
Best regards, MapleDorm Game Studio
Glimmer in Mirror at G-Fusion Game Fest 2023 Chengdu!
G-Fusion Game Fest 2023 Chengdu will be held from November 25 to 26. Glimmer in Mirror and five other indie games will be shown at A06, Cube Game’s booth! Come play the games and grab some souvenirs!
Development progress for the next major update
It's been a while since we last announced the development plan for version 0.7. The final decision on the content to be included in the major update far exceeded our initial expectations. It's our traditional holiday these days, and we would like to share the current progress of the update's development with everyone.
[Main Character's Level and Stat Growth, Monster Echo System, Monster Encounter Mechanism]
In our previous announcement, we mentioned the growth of the main character and the newly added 'Monster Echo' system. After numerous experiments, we have iterated on the Echo System, and its framework is now trending towards stability. Each type of monster will have an Echo Skill, which will enhance the existing skills of Shiro. Additionally, defeating monsters will drop materials that can be used to strengthen the attributes and levels of Echo Skills.
Designing Echo Skills for each type of monster is a monumental task. In the 0.7 version, we plan to initially complete the Echo Skills for monsters found in three large maps: Forest of Origin, Fairy Forest, and Prayer Beltower. Echo Skills for monsters in other maps will be gradually added in future updates.
The new Monster Encounter Mechanism is a battle system that players can trigger in the wilderness. It requires defeating a significant number of enemies in a confined area. This tests the player's combat abilities while helping them understand the game's mechanics. Completing these encounters often results in substantial rewards.
[Expansion of Existing Maps, New Challenge Levels]
We have expanded and adjusted the stages of Forest of Origin and Fairywood Forest, adding more than ten small stages. These additions also include a speed challenge level and a durability challenge level, both offering special rewards upon completion. These newly expanded stages require a long development and iteration cycle, but considering the early-game experience, adding this content is necessary.
Draft of new stages in Fairy Forest:
[New Recovery Ability, New Movement Ability, Elemental Skill Refactoring]
To enhance player resilience and playability in combat, we have decided to introduce a new recovery ability and a movement skill. Additionally, in the current version, the elemental skill 'Piercing Light' received feedback from many players regarding its strength and interactive experience. Therefore, we have decided to refactor elemental skills, adopting a concept similar to the 'ultimate ability.' When using an elemental skill, Shiro will briefly become invulnerable, and the skill will provide assistance in terms of damage output or mechanics. As elemental skills have become a crucial component of battles, players will have the opportunity to unlock a new elemental skill in the early stage of the game.
[Other Improvements]
In addition, we have made some optimizations to the game's existing systems and control schemes:
Integrated the current teleportation mechanism to make teleportation more convenient.
Optimized the difficulty and health of wilderness monsters to avoid the feeling of monsters being both sluggish and resilient.
Increased the difficulty of wilderness monsters, and defeating them will result in the drop of recovery
items, making combat tension more flexible. We have also adjusted the recovery mechanism of 'Light Surge' by reducing natural light recovery and increasing the attack recovery.
Split the buttons for normal attacks ('Light Surge') and 'Light Shock,' allowing automatic continuous firing when holding the 'Light Surge' button. 'Light Shock' does not need to be charged anymore.
Added customization options for game controllers.
And more...
We appreciate everyone's patience while waiting for this update. Version 0.7 includes various aspects that required careful consideration. Due to my limited game development experience and our team's constrained capacity, the development timeline has far exceeded our initial expectations. There is still a considerable amount of new content in production and iteration, and it will take some time before the official release. During this period, some friends even asked if we had 'abandoned this game,' which both amused and embarrassed us.
We will do our best to iterate on the game experience and strive to deliver version 0.7 to everyone as soon as possible. Thank you all for your support and encouragement!