Virgo VS The Zodiac at BitSummit 7 Spirits this weekend!
A big hello to all the Degica fans out there!
We here at Degica Games are proud to announce our publishing partnership with Moonana the team behind the unforgiving timed action turn-based JRPG Virgo Vs The Zodiac! (VVTZ for short!)
Get ready to "Embark on a cosmic quest to follow your fate, or defy your destiny" this Autumn 2019.
Along with the news of our publishing partnership, Degica and Moonana will be attending Japan's largest Indie Game event, BitSummit 7 Spirits, from June 1st & 2nd at Miyako Messe in Kyoto. If you are in Kyoto come on by and check out the special Virgo Vs The Zodiac demo we will have on display and meet the Moonana team!
About Virgo VS The Zodiac:
Virgo Vs The Zodiac is a sci-fi/fantasy JRPG inspired by the Mario & Luigi RPG series and the Mother RPG series in which you play as an obsessed villain. The game features traditional turn-based combat with real-time execution of moves: blocking, countering and timing your attacks carefully as well as predicting your foes' moves is essential to succeed in Virgo's twisted and unforgiving cosmic quest to bring back the Golden Age, a period of peace, symmetry and balance, or so she thinks. In this galaxy where every action means a reaction, you’ll play as Virgo, the Holy Queen, often called Dreadful Queen by heretics, bringing mayhem to the Zodiac Realms and leaving a trail of stardust on the way, all to fit her excessively righteous worldview.
Special Origins Interview:
You can also get a glimpse into the beginnings of the game and how it came to be in this special interview article with the creator Nana.
Those who attend the event will be able to try out the exciting battle demo in either English or Japanese!
Attendees who have tried the demo will receive a random acrylic keychain of a character from Virgo Vs The Zodiac!
For those who come to see us at our booth, we will be also handing out Steam keys for the BitSummit demo version, along with an original designed clear file!
Supplies are limited so be sure to stop by!
Event Info
We will be attending as "Degica Games"
Event Name:BitSummit 7 Spirits
Date:June 1st - June 2nd, 2019
Time:10:00 ~ 17:00
Venue:Kyoto International Exhibition Hall: MIYAKO MESSE 3rd Exhibition Hall, 3rd Floor
Organizer:BitSummit Organization Committee
BitSummit Homepage We will announce our booth information on theDegicaGames Official Twitter account so give us a follow and stay tuned!
Autumn Update now live!
Hello everyone.
Summer is finally over down under and as the cool winds of Autumn grace us we've been working on a sizable update for Heroes of Legionwood, addressing all player feedback gathered over the last few months.
This update makes the following changes to the game:
A bunch of tile passability errors have been fixed across all three episodes.
Some dialogue across all three episodes has been rewritten to better fit in the available space or to clarify its intent.
Fixed an instance of romance scenes not triggering in Episode 2.
Fixed a bug preventing Fitness from working for anyone else but Locke if Locke learned it after other party members.
Fixed Minor Quake dealing physical damage instead of magical damage.
Fixed Silence status not working in some instances.
Slightly tweaked the Shaman's Summon Damara tech so that it's not so blatantly overpowered.
Added a tutorial to Episode 1 explaining how to properly use Subterfuge.
Added a tutorial about owned chests that appears when attempting to open an owned chest in the starting town in Episode 1.
Changed the quest "Road to Ruin" so that it now only unlocks after first completing "Fetch!".
Lying to the huntress in Arbor will now cause her to appear in Episode 2 to exact vengeance.
Adjusted companion starting levels to make more sense according to their backstory (ie. Gaius will start two levels higher than the PC, Vane will start one level below etc.)
Holiday Update now live!
Happy holidays adventurers!
To get into the festive end of year spirit, we've released a small update for Heroes of Legionwood, containing some small bug fixes and a smattering of new content.
This update makes the following changes:
Some dialogue errors across all 3 episodes have been fixed.
The "Romance" and "Reject" options in Episode 1's Weave cutscene are now clearly visible.
A graphical error affecting some portraits in Episode 2 has been fixed.
Astrid now correctly gains influence from selecting the Confident tone in an early Episode 2 cutscene.
The reset tile in Episode 3's Flying Fortress now works as intended.
A new weapon, the Festive Cane, is now available in Gaia's Sanctuary in Episode 3. Upon striking an enemy, it has a 10% chance of inflicting a random status effect.
Spring Cleaning Update now live!
Greetings adventurers.
It's finally Spring here in the land down under, so that means it's time for a little Spring cleaning. As such, we're releasing an update containing a few Quality of Life enhancements and fixes to issues reported by the community.
This update makes the following changes to all 3 episodes:
A bug preventing the Brawler from learning some of its Techs has been fixed.
The Codex will no longer break upon reading the Technopolis geography entry.
The Shaman class can now learn Sharpen and Guardsman, to increase its utility as a physical attacker.
Quest journal data should now properly transfer between episodes.
Several pieces of equipment granting incorrect bonuses have been fixed.
Shock Bomb now correctly deals Thunder damage.
The following changes have been made to Episode 1:
Some early game treasures have been tweaked to reflect later additions.
There are now only 5 Old Charts, as there should be.
Vane will no longer have the Regain SP tech twice.
Astrid, Jeska and Vane will now be at the player character's level when first joining the party.
The Trial of Cunning and Trial of Agility in the Weave are no longer timed. This should make them more manageable, and will prevent a certain game breaking crash.
Triggering NPC influence cutscenes while on the world map will no longer make the player's sprite tiny.
The following changes have been made to Episode 2:
The Quest Journal now activates immediately after the opening cutscene, instead of after your briefing with Miras.
Both Shamans and Clerics have the option to calm the spirit of the drowned girl in the sewers.
Miras no longer refers to a "Crystal Orb" when telling you to get the Rosetta Stone for him.
Faction specific dialogue in the Technopolis has been fixed.
Triggering NPC influence cutscenes while on the world map will no longer make the player's sprite tiny.
The following changes have been made to Episode 3:
Heroes of Legionwood Episode 3: End of Days release!
Hello heroes,
The end of the Heroes of Legionwood saga is finally here. As of 5:00PM PST, August 28, Episode 3: End of Days will be available for purchase on Steam, with DRM-free versions to follow "soon".
Just like previous installments, Episode 3 retails for $6.99 USD, but you'll be able to grab it at 40% off for the first week after launch. At some point in the future we'll also be launching the "Complete Edition" bundle containing all three episodes of the game at a slight discount. As per usual, Episode 3 is designed to be played with a save file imported from the end of Episode 2, but you can also play it as a standalone adventure with a new level 20 character.
Please check out the Episode 3 FAQ/Troubleshooting thread if you'd like to see specific information before beginning your adventure, but as long as you own Episode 1 on Steam you should be able to install and play the new installment without any trouble.
On behalf of everyone who worked on this game, both at Dark Gaia Studios and Degica, I'd like to say thank you to everyone who stuck with us from the very beginning. It's been a three year journey, but we're finally at the end of the road, so make your choices count!
Episode 3 delayed until August 28
Hello heroes,
A couple of weeks ago, we announced that Episode 3 of Heroes of Legionwood, End of Days, would release on July 28. Unfortunately, it's looking like this will no longer be the case, due to some last minute issues that have popped up.
As such, we've decided to postpone the release until August instead, to give ourselves and our partners at Degica a few extra weeks to make sure everything is handled smoothly. At this stage, you can expect the game to release on August 28, though this isn't a hard deadline - if everything is resolved before that date, we may just release sooner!
There are a couple of main reasons for this delay. First, and most importantly, is the game's testing phase, which still isn't done. Some beta testers have yet to finish their playthroughs of the game, and others have reported some rather nasty bugs that we missed on our first pass. Due to the sheer amount of branching and/or mutually exclusive content in the episode, this process is taking much longer than we thought. Secondly, we're currently still working out the details of the Steam release with Degica, who have some interesting ideas for how to package the Episode and (possibly) a Complete Set bundle. We'd like to make sure there's enough time to fully flesh out the details of this release, so that End of Days launches on Steam and elsewhere simultaneously.
We know it's frustrating, but we're asking for your patience and understanding. Everything is done and ready to go - we're just dragging our feet working on putting it all together.
Summer update now available!
Hello heroes.
The Summer update for Heroes of Legionwood is now available on Steam. Since we''re in crunch mode working on Episode 3, this is a just a small quality of life update mostly containing code optimizations.
This update includes the following changes:
<*>Optimised screen rendering code. Tearing and flickering should be less frequent on certain systems.
<*>Restored the ability to toggle between screen modes with the F5 key and (new!) added the ability to change aspect ratios with the F6 key.
<*>Increased the default resolution of windowed mode to match native desktop resolution.
<*>Fixed a bug causing the Scouting talent to prevent the darkness screen effect from correctly being disposed of after leaving a dark area.
<*>Player characters with the Shaman class now have the option to banish spirits and elementals, bypassing certain boss fights.
<*>Player characters with the Cleric class now have the option to vanquish the undead, bypassing certain boss fights.
Episode 3: End of Days is coming on July 28!
Hello heroes.
You've been waiting for the end, and it's finally here. After a hectic few months of beta testing, balancing and bug hunting, we're happy to announce the chosen release date for Heroes of Legionwood Episode 3, which will be dropping on July 28th, 2017!
We're aiming to release DRM-free versions of the game on
our website, itch.io (along with the previous two episodes) and IndieGameStand at midnight, 12:00 AM Australian Eastern Standard Time on this date, with the Steam version to follow soon after.
DRM-free versions of the game will be standalone executables and, much like the IndieGameStand versions of Episodes 1 and 2, will not require ownership of the previous installments to purchase. The Steam version, as per usual, will be DLC. Save files will be cross compatible between all versions.
It's important to note that, like all Dark Gaia Studios titles, the Steam release will be handled by our publisher, Degica, so the Steam release may not coincide exactly with this projected release date, but we will do our utmost best to try and make sure all versions release at relatively the same time. We'll also be discussing the possibility of a "Complete Set" containing all 3 episodes at a discounted price, but this is still a ways off.
Are you ready to save Legionwood from the Darkness once and for all?
Episode 3 Devblog #3: Final Touches
Hi everyone.
So, this is it. Despite numerous delays and quite a few missed release dates, development of Episode 3: End of Days is in the home stretch. Beta testing has begun in earnest, and we're busy adding the final touches to the game's content and balancing everything to make sure it plays as smoothly as possible.
As such, this isn't really a devblog that goes into detail about any one thing (since I don't want to spoil everything this installment has to offer) but is instead a kind of brief round up of some the cool things we haven't mentioned yet.
Stealth Minigame!
While previous episodes weren't light on puzzles or dungeon obstacles by any means, one thing they all seemed to have in common is that they were very passive. Aside from some of the stuff in the Weave in Episode 1, there hasn't really been much in the way of active, timing based minigames or challenges in Heroes of Legionwood. Episode 3 contains a brand new stealth challenge (two of them, in fact, but they're mutually exclusive and you'll only see one in a given playthrough) where you have to sneak through a dungeon undetected. Stay out of sight and carefully dodge between hiding spots and you may just make it through without any trouble. Bring along a character with the Subterfuge talent and you'll have a number of extra options at your disposal. If you don't want to do things the quiet way, don't fret, as you can just choose to fight your way through if you really want to!
Multiple Solutions!
As mentioned in a previous devblog, one of the main design goals of Episode 3 (and one of the ways in which it differs a little from previous installments) is a focus on player choice and non-linearity. Going hand in hand with the revised talents system, every quest in End of Days contains multiple solutions or different variations depending on your talents and previous choices. There are more Speech checks than ever before and almost every major NPC can be persuaded in some way. When entering some areas, you'll be given multiple different ways to proceed (such as sneaking through or going for a no-holds-barred assault). Lesser used classes such as Gunner and Shaman have special options in certain quests to give them more utility. Even seemingly minor talents like Mercantile and Scouting may be put into use to even the odds in a couple of encounters.
The Great Outdoors!
In an attempt to return to Episode 1's larger scope after spending most of Episode 2 in the city of Port Alexis, End of Days features an increased emphasis on outdoor areas and overland travel rather than dungeon crawling (though there's still certainly plenty of indoor dungeons to plunder). You'll cover quite a lot of distance in Episode 3 as your journey takes you across the vast Sonoran Desert, through winding canyons and even to places beyond Legionwood itself. Make sure you're stocked up on supplies and bring along a character with the Scouting talent to make your travels a little easier.
Ending Slides!
Finally, we want to give you a glimpse at the ending. End of Days has 3 main endings, unlocked by conducting research into the Darkness, and each of those has variations depending on your choices throughout all three episodes, how you handled certain quests, your romance (or lack thereof) and your character's overall morality score. If you've played any of the Fallout games or the original Dragon Age, you'll be familiar with the ending slides describing what happens to each of the locations you've visited after the events of the game and what impact your character had on them. End of Days does something pretty similar, and we're confident that you'll be happy with the story's resolution.
That's all for now, but stay tuned for release date info and a couple of final announcements. We're nearly there, folks!
Update 2.1 now available!
Hello everyone,
Today we're releasing the 2.1 update for episodes 1 and 2 of Heroes of Legionwood, which updates the game's database to handle the upcoming Episode 3 content and makes save file importing to Episode 3 possible. In addition, we've also added a handful of new content to previous episodes, with the intention of tweaking the game's pacing to reflect recent design decisions in Episode 3.
This update adds the following changes to the game:
The game now tracks certain choices which will affect Episode 3's ending. You don't have to start a new game for this - upon loading Episode 3, the game should apply these flags retroactively.
Several pieces of lore and dialogue scenes in Episodes 1 and 2 have been tightened up to clarify certain story elements which will be important later.
Episode 2 now has a working Quest Journal. You will, however, have to start a new game for this.
The Scouting talent now grants greater visibility in dark dungeons. A few dungeons in Episodes 1 and 2 have also been made dark to add more usefulness to this skill.
Gaius and Astrid are now romanceable to opposite gender player characters (requires positive influence with them first). Additionally, the perk progression of all four romance paths has been slightly tweaked.
NPC companion reactions have been significantly tweaked. It should be much harder to keep your entire party happy (but still possible, for particularly diplomatic players)
Gaius' portrait has been slightly edited to better reflect his age. He's only supposed to be 39-40 years old!
This update should be applied automatically next time you launch the game. It covers both Episode 1 and Episode 2, so you should (hopefully) only have to download one set of files.