Our new roguelike dungeon crawler game Crown Trick comes out on October 16th!
[previewyoutube="rmCmLzEqwSY;full"] Crown Trick is a turn-based roguelike in which you play as Elle. Armed with only your magical talking crown to guide you, you’ll develop your own combat style; choosing between active and passive abilities and utilising relics to aid you along the way.
Mastering the elements will also be a key pillar to your survival, and upon vanquishing the high-level familiars found lurking in the labyrinth, you will be able to steal their skills and wield them as your own in your journey to escape the Nightmare Realm!
Key Features:
Engaging strategic gameplay: Monsters and traps move only when the player moves; carefully thought out strategies are key to escaping the labyrinthine dungeon
Fight how you want: Create and develop a unique combat style with dozens of active and passive skills and abilities, items, and relics help create different ways to cut through enemy encounters
Learn from enemies: Gather elite ‘Familiar’ skills by overcoming enemies ready to unleash on others deeper in the dungeon
Different dungeons every time: The procedurally generated maze ensures players have unique experiences every time they enter the Nightmare Realm
Iris.Fall is 50% off from Feb 20th to Mar 6th ( PST ) . Go grab it while it's on sale and get the OST for free!
v1.0.00024 update notes
Add arrow keys to move character.
Address an occasional issue that the interact icon doesn't appear in the Library level.
Address other minor issues.
Optimize text layout in various language versions.
Switch to gamepad
The default input device is mouse & keyboard. If you want to use a gamepad, here’s how to:
Plug in the gamepad. Then in the main menu, follow the steps below:
Settings→Gameplay→Input Device→Select “Gamepad”→Back
Now you can play the game with a gamepad.
If you want to change to gamepad in a level, you need to return to main menu first, then follow the instructions above.
It’s been a long time - A letter to all players
After 16-month development, Iris.Fall was finally released on December 7th!
Some players have been waiting for a long time. Since the first half of 2018, Iris.Fall has been exhibited in various domestic and overseas events. Many players who tried demos asked via the social medias: “when can I play this game?”, while we, as most of the game developers, have been under pressure that the game could hardly be done on schedule. Fortunately, thanks to the joint efforts of the whole developing team, we MADE it by the end of the year!
"It’s been a long time" not only applies to the players, but also to the team, especially to myself.
Iris.Fall is my first game as a producer and art director. The expression of my first independent creation was very exciting, though the process was very hard. The real problems during the development seemed endless and crossed, making the past 500 days longer than any previous same number of days. Telling the story truly crafted by myself is more cautious and hesitated than telling the story of others.
From the character’s image to the storyline, Iris.Fall was completely created bit by bit by myself. It was very lucky to have the chance to create from scratch a character, a world, then emerge this world into the game. Many players said that the main character Iris looked a bit like me. It is no wonder that I had put certain amount of myself in my first work.
Some players also said that the whole story of the game felt somewhat like Alice in Wonderland. It could be said so in a way, but I prefer to regard it as my own experience of "finding self". To be honest, becoming a game producer felt like a dream of adventure. I won’t spoil too much. In short, the game tells a relatively open story. Maybe everyone could see something different.
The theme of this game is "Light" and "Shadow", from the story to the puzzles. In the game, we deeply explored many possibilities of the gameplay based on this theme. Our art style is the comical "black" and "white", which works properly with the game's traits of light and shadow as the core puzzle gameplay. As far as we have seen from the participated game events and competitions, our style was widely accepted beyond my expectation. I have been in the game industry for almost 10 years, mostly acting as the art designer of large-scale commercial games. However, as commercial projects always please the market more than the creator, for a long time the little creative monster in me could hardly be satisfied. So every year I draw a set of postcards and print them out, not for sale, but for my friends to enjoy together. Iris.Fall finally made me able to apply my favorite style to a real project, while was recognized and accepted by many more friends, which pleased me a lot.
Therefore, it could also be said that I have waited for Iris.Fall as long as 10 years: "It’s been a long time".
Anyway, Iris.Fall was finally released. Both my developing team and I understand that no matter the art style or the game type, is not a big hit in the current market, but we sincerely hope and appreciate if more players can try this game and find surprises unexpected to you. Even if you just like the art style and don't want to do puzzles, we are also very grateful.
If this game is not sold well, we have Plan B - selling the art albums : )