As you can see, I opted not to do a strict monthly update and instead focus more on the project. But I'm happy to report some progress and check in. As the weather gets a little warmer where I am, my motivation also gets a bit of a boost.
Here's the contents for this month's log: - Early Access details - Development progress - Continuing plans
Let's get into it.
Early Access Details
As mentioned in the 2024 summary, the game will not launch in separate paid parts, but instead in early access. It's a bit ironic, because I've flip-flopped on this idea since I published the initial Steam page in 2021. However, unlike 4 years ago, I am feeling much more confident in my ability to provide meaningful updates and communicate and engage with those who are invested in the early iterations of the game.
I have also finally updated the website and Steam page to reflect this. I apologize for the delay, and hope that folks who have the game wishlisted expecting a launch this year don't feel they've been "tricked" in some way. I've tried to remain as transparent as possible as I've developed the game, and really meant to put the Early Access notice up a lot sooner (like, January sooner).
Regardless, I recognize there may be some questions and concerns surrounding this, so I wanted to get that out of the way.
First, I recommend reviewing the "Early Access Questionnaire" that has been published to the Steam page:
This should cover most questions that folks have about the game moving to Early Access.
I'll also cover a few common questions here:
When in 2025 will the game release? Obviously, I dislike giving exact dates unless I'm certain. Let's just assume it will be Q4. If this changes, it will be made very obvious in an announcement.
How much of the game will be complete when it releases? As it stands, the game will be 25% done. My goal is 50%, but it entirely depends on how much I am able to accomplish in the next couple of months.
I think it will be better to release a little at a time, and have more frequent, consistent updates as opposed to rushing to releasing a lot and then making folks wait longer.
What is the point of Early Access instead of releasing the game in parts? If Legends of Astravia was released episodically, each part would be individually paid for as it was released. This would have been either in the form of multiple games, or DLC. Basically, by moving to Early Access, I'm going with a "player first" strategy instead.
Early Access ensures that at whatever state of the game you decide to purchase it, you receive the remaining updates for free. For example, with Early Access, you'll pay for the game for $10 when it comes out, and then when the remaining core content and improvements are added, it is a free update for you. If EA isn't your style, you can choose to just pay full price later on with the final, full release.
From my perspective as a developer, this is somewhere between crowdfunding and just releasing the entire game outright. Technically, Early Access is not supposed to act as a source of income to fund the game's development. But it is enough of a boost and reassurance to help keep me working on the project despite my limitations, and relieves some of the pressure associated with a final, perfectly polished game release.
It also gives me a good idea just how many people have faith in the game to the point of wanting to support it early on and be involved in its growth. And those who do support it are rewarded in a way. I think it's a win-win.
Will the free demo still be available? With the game releasing in Early Access, I will be removing the free demo from Steam.
The primary reason for this is that because I'll have to be maintaining updates for the game in Early Access, and I'll have to manage multiple platforms, adding support for the demo on top of that will simply be too much work for one person. I need to prioritize paying customers :)
Another reason is that I'd like to think I've been pretty generous with constantly updating and improving the demo for free for the past few years. Sort of like a dry run of Early Access. As such, Early Access marks the start of paid support for the game, and will remain as such.
I'll probably leave the current demo available on the main website for archival purposes. But since it won't be an accurate portrayal of the game that you receive when purchasing Early Access, I do not want to keep it up on Steam.
You'll still have plenty of time to try it out in the meantime before the Early Access release in late 2025!
Please do not hesitate to share your thoughts! Early Access is all about a good relationship between the developer and the player.
Development Progress
Development progress has remained slow but steady over the past couple of months. I am keeping content development a bit of a secret for now, but I have some interesting system updates to share.
Proper Controller Rebinding
This drove me and probably many demo players crazy, but rebinding controls was not possible on the Steam Deck or macOS, and extremely clunky on Windows. Being able to choose your controls is massively important, especially for those with different types of keyboards, accessibility needs, and just general comfort playing.
And now it's finally possible! At any point in the game, you can change the controls:
This is a clunky v1, and further UI/UX improvements will be made in the future. Also, a special thanks to Eblo for adding the functionality engine-side.
Other Progress
Ironed out more of the story / narrative
Did a little "spring cleaning" on the game engine
Squashed a bunch of bugs
Prepared a strategy for the Early Access release
Continuing Plans
News will be more frequent as I get closer to having a more complete product, but in the meantime I'll be continuing to put my head down and work.
The next month will be spent continuing to finish up the few backend tasks like organizing bug reporting and triaging for early access, setting up a strategy for major updates after the first release, and the remaining tooling needed so I can just hammer out content.
Tentative Roadmap
May: Remaining backend work (coding) and planning June-August: 100% farm-raised all natural content development September-October: Pre-launch testing and marketing plans November or December: Early Access launch?!
Of course this is tentative, and given my track record for the past several years, it could very well change. But I really do want to meet these goals this year, so I'll remain hopeful. I appreciate all of the support and encouragement in the meantime.
But otherwise, that's all for now! I look forward to sharing more progress soon.
RPG Maker Festival 2025 Demo Stream Re-runs
Get a glimpse of some of last years Next Fest streams and demo playthroughs, running all through the RPG Maker festival!
2024 Year-End Summary
And just like that, it's 2025.
I admit that I tend to use developers logs as an opportunity to be candid. I think as an indie developer, I am both blessed and burdened by the direct connection with my audience. I can go at my own pace, with my own voice, but I also feel obligated to provide updates on how the game is progressing, even if things aren't going as planned. But seeing as a lot of fellow creatives and developers read these, I just hope that my honesty provides some solace.
Introduction
2024 was perhaps the most challenging year since I began working on Legends of Astravia in 2018. Experiencing a significant loss in the spring, then later attending an event I've always dreamed about in the fall is a testament to what a rollercoaster this year truly was. And despite the finish line still feeling so far away, I've resolved to move forward with a little more confidence.
I'm a bit embarassed that the game has remained perpetually in a "demo" state even after 6 years. Maybe that's not so unusual with my lack of resources. But learning to step over this discouragement and be more kind to myself is perhaps my biggest resolution for 2025.
Working on a project like this has also made me aware that there are people who have expectations for my success and others that resent my achievements, which really amplifies the feelings of inadequacy and anxiety that I often struggle with. Unfortunately, I am human, and as such, I spent a lot of time this year soul-searching and trying to find my way so that I can remember how to create without getting too hung up on perceptions and pressure.
But I think I've finally started to make progress on all the negative feelings these past few months. And despite the difficulties encountered this year, I think there are still some accomplishments worth noting.
So let's take a look at some highlights from 2024, as well as what's in store for Legends of Astravia in 2025.
Progress Summary
January-April
The start of the year had a few milestones, though the end of spring was also the peak of some personal struggles I was facing at the time.
I was able to complete the revised demo and overhaul the battle system. During this time a handful of talented developers and dedicated supporters gave me valuable feedback that helped me create the best iteration of the game since starting on it so many years ago. I remain incredibly grateful for their contributions.
I also tried my hand at making a new trailer for the game. Though it isn't the best, I'm still proud of it given I barely had any editing experience and had never used DaVinci before.
I had also taken this time to prepare a marketing campaign for Next Fest, as well as work with a Japanese translator to get the demo ready to launch in both languages.
Next Fest
In June, I launched the demo for Steam's June 2024 Next Fest. It was an immense event, with 1800 or so other games to compete with for players' attention. I learned a lot about setting (unrealistic) expectations, handling feedback, and marketing.
I focused on marketing with the same mindset as if I were launching the game, despite it being only a demo with no financial return. I took a big step out of my comfort zone, streaming the game live and showing my face to dozens of strangers.
At the time, I felt all these efforts were in vain because I received just shy of a 1000 wishlists--compared to the tens-of-thousands that more popular games saw. But in hindsight, I think this number is nothing to be disappointed about. Making a game and also getting it seen is an impossible task these days, especially as the number of games released grows exponentially.
After Next Fest, I took time gathering, reviewing and processing player feedback and gameplay videos. I noted and continued to work on fixing major bugs and issues reported by players. By this point though, I was really burnt out.
Seattle Indies Expo 2024
As I started to work on the game again, I received notice in July that I was selected for the Seattle Indies Expo 2024, which I had applied to in a fever during the spring. Only a couple of games from outside of the pacific northwest would be selected, so I was pretty shocked that my project made the cut.
I considered whether or not it would be worthwhile for me to go. Financially it was irresponsible, and I also felt like my lack of progress made it silly to go to an event like this. However, one of my biggest dreams when starting on the project was being able to showcase at a convention--as was traveling to Seattle.
I decided to go for it. The following month was all dedicated to preparation for the event. I created a bunch of physical marketing materials. I learned a lot about print design, and I think it paid off. I made some cool bookmarks and designed a huge standing banner using the art I commissioned from the talented Ryuuen (whose support of the project all this time I am immensely grateful for).
I was the most stressed and also the most excited I'd ever been in my life. I had a barrage of migraines leading up to the event, but the day of was incredible and it all worked out in the end. I met a lot of really cool people, made some connections, and received lots of feedback. For the first time ever I actually witnessed people experiencing my game in person, which was pretty surreal.
Despite my limited experience, I was pretty happy with my table setup, which I had to pack with me on a plane!
It was a wonderful experience, and I'm so grateful that I was able to attend. Financially it was a huge loss, and I only received a handful of wishlists, but I would absolutely do it again if I could. I really appreciate the team at Seattle Indies for giving me the opportunity and putting together such an amazing event.
October-December
After SIX, the burnout really kicked in. I had been pretty much nonstop the past several months promoting the game, but also feeling a bit discouraged as I felt I was "jumping the gun" and pushing it before it was actually completed.
Development progress was limited, but it was not entirely absent. I finished laying out some of the early areas, and I also created tiles for later areas.
I also fixed nearly all of the core system bugs and issues reported by demo players, the most prominent being the choppy collision and movement.
Ultimately, I used the final months of the year to try to rest, recover, and recenter. And I believe it was worthwhile, as I finally have a strategy and feel confident enough to get Legends of Astravia closer to the finish line in 2025.
2025 Plans
Release Legends of Astravia as Early Access
Completely, without chapters.
My goal for 2025 is this: Legends of Astravia will release in Early Access, regardless of where it ends up development wise. Whether its 25%, 50% or 100% complete, the game everyone has been so kindly supporting will release--even if it has to be as a beta--on its 7th year. Not as a part 1, chapter 1, or whatever, but just as Legends of Astravia.
I have never received any funding for this project; no kickstarter, no publisher, no financial assistance of any kind, so it's been challenging to find the best way to ship the game despite those limitations. I remain passionate, but creating something that is better suited for a team, all alone, self-funded, is taking a lot out of me (and my bank account). I think some degree of payoff after all this time is a necessity to push forward, even if it's a very small amount.
And while I wanted to break the project down into clearer "Chapters", I think this ultimately leads to supporters of the project feeling a bit mislead. Folks have been waiting for "Legends of Astravia", and it's always been a bit too late to try and divide it up. I think it makes more sense to have those who are willing and eager to support the project early have the opportunity to do so, and be entitled to the remainder of it without paying rather than breaking it up and releasing it in pieces.
Additionally, I think a "final" release of anything, even episodic, is just too much pressure at this point. I am one who likes to continue to refine and grow my work based on feedback and experience--the game's few demos are proof of this. I would rather have the opportunity to ensure the game is the best it can be even if that means starting in Early Access, instead of potentially missing the mark with a rocky first chapter.
More information regarding this Early Access strategy will come with a separate, official announcement and likely some polls and surveys in the coming months. The most important aspect of EA is ensuring player feedback is considered, and I like to think I've developed enough experience in that regard over the years.
More Devotion, Less Promotion
As I noted in my Next Fest post-mortem, I really went overboard and jumped the gun on promoting the game despite the risk that I'd miss the deadlines I had lined up.
In part due to anxiety creeping up on me, it felt like growing my audience was a necessity, and that folks would get impatient without having something to play after all this time.
But that's not really helpful if there's no finished product to lead up to!
As such, I will be dialing back on my promotional posts on social media, etc. until I'm fully confident in the game's release date. I will continue to provide developers logs and updates where I can, but I don't care much for growing a following on social media websites, at least for the first half of the year. So expect those channels to remain quiet. I'll still try to stick to regular developer's logs here, and post some updates in the Discord server.
---
If you're a player who is eagerly waiting for the game, but wondering what's taking so long, I hope this summary provided some insight. I can't put into words how much it means for people to believe in the project, and I'm sorry that I haven't been able to deliver it in a timely manner.
And for the fellow creatives and developers: I believe that simply surviving really is something to be proud of--especially with the current state of the world. I hope that you achieve your goals for 2025, and even if the world around you feels like it's crumbling, that you keep creating and believing in yourself.
-Jaiden
Developer's Log - August 2024
Hello everyone,
Sorry this devlog ended up arriving so late. Between some exciting news that I needed to prepare for, as well as battling a few demons (metaphorical, not literal. I wish I was that cool), it was tough to get words on paper.about:blank#blocked
I have a lot of really big announcements and excitement to share, though. Also, I'm going to try something a little different and put a little summary / table of contents at the start of each devlog.
So here's what to expect for this one:
Official demo page added to Steam (+ leave your reviews!)
Extremely exciting super special announcement
Development progress report
Minor release plans adjustment
Official Demo Page
Last month, Steam announced a new feature where demos could get their own individual pages on Steam, and thus have a separate description, assets, as well as reviews. This is pretty cool... albeit a tad frustrating given it would have been much nicer to have this feature before Next Fest!
As such, I've created an official, separate demo page for Legends of Astravia. I think it's important to highlight what the demo has to offer vs the full game, and I can continue to build up the full game's page without worrying about clashing with the demo's current state.
(Click the image to visit the spiffy new Steam page!)
Demo reviews--now's your chance to support the game! I am fairly confident based on the feedback the game received during Next Fest that it would be beneficial instead of detrimental to enable reviews. As such, if you played the demo, enjoyed it, and really want to support it, this is a real thing you can do that doesn't cost any money. Please leave a review, as it'll help get the game bumped up in Steam's lists and help upon its eventual release.
Every review from a supporter of the game will really help. Of course, if you genuinely disliked it enough to want to announce it to the world, that's entirely fair too, I suppose!
Seattle Indies Expo
Now for the actual, real, super exciting news: Legends of Astravia was selected for the in person showcase, Seattle Indies Expo 2024!
This is a big first for me. I've shown the game at a couple of "digital" conventions, but never in real life. I'll have my game on display, in the flesh, for real?! Also, I've never been to Seattle, so there's that!
Seattle Indies Expo is a 1-day showcase that celebrates indie games in the heart of Seattle every year during PAX West. Supposedly, they only pick a few games outside of the Pacific Northwest, so that's pretty cool.
This year it runs on Sunday, September 1st. Needless to say, that was pretty short notice, so I've been completely tied up preparing for it.
The showcase is completely free to attend, so if you happen to be in the area, or are visiting for PAX West, feel free by and say hello! I'll post more info closer to the event, so keep an eye out for those announcements.
Stickers and other goodies!
Since this is an in-person event, and a rather expensive trip, I'm going to try selling some merch to help with recouping costs a bit.
The first few folks to stop by the table will get a free Oliver sticker:
I've prepared some other free goodies, including bookmarks and little hand-out cards.
And, if all goes well and everything arrives on-time, I'll also be selling Oliver and Azel stickers, and sticker sheets (pictures will be posted closer to the event--I gotta build some hype somehow!):
If selling stuff at the booth goes well, and folks really like the stickers and stuff, I may consider selling them online. I admit selling stuff for a game that isn't even out yet feels a bit weird. But seeing as I don't have many (i.e. any) ways of funding development, I suppose it's not much different than a Kickstarter perk or something. Except you get to have it right away.
If you're genuinely quite interested in this kind of thing, definitely be sure to leave a comment on the Steam announcement, itch.io announcement, or in the Discord server!
Development Progress for July
Next up is dev progress report, which is unfortunately a bit small. As most of June and July was spent recovering from Next Fest, and then the remainder of my productivity was taken up by preparing for Seattle Indies Expo, I was not able to make a ton of progress on the game itself.
But it wasn't a total loss! First, Valica fields has started to come along, and I've prepared tilesets and started to fill in the placeholder maps:
Additionally, one of the most important and requested features from the demo was the ability to remap inputs for your keyboard / controller / etc, and I'm pleased to report that feature is about 90% done! All that's left is the front-facing menu stuff.
2025 Release Plans
With this showcase sort of taking me by surprise, and everything surrounding Next Fest being much more work than I anticipated, the "Q1" portion of the release date is a little too scary for me. As such, I've changed it to just "2025".
Legends of Astravia is going to release in some way in 2025. The current plan was to release part 1 of 2. However, I'm getting a little wary about how to navigate this marketing-wise, and I haven't quite cracked it yet. There are few other factors complicating things as well.
I have a strategy in mind based on the past few months, but I'd also like to wait and see what comes of the upcoming showcase as well. Regardless, I know a lot of folks are excited for this game and have very high expectations for it, so I'm hoping to meet those in 2025!
I look forward to reporting my results from the Seattle Indies Expo, as well as more development progress, in the next developer's log. Given the circumstances, I'll have to skip another month, but it'll be worth the updates, I think.
See you in September!
- Jaiden
Demo 0.7.0 Update
Hello everyone!
So far, response to the demo has been good. A few folks pointed out some issues during Next Fest, and I was finally able to address some of them.
The 0.7.0 demo update is now live, and fixes the following:
The game engine was updated on Windows. Note that aggressive antivirus software may flag this as false positive since it will appear as a "new" program. Please feel free to report any issues.
Addressed performance issues on Windows, and defaulted to DirectX 11 instead of OpenGL. We'll keep an eye out for any issues that may arise for folks on older hardware, but it should overall be a huge improvement. Special thanks to Eblo for this one.
Fixed a bug where you couldn't fast-forward and defend at the same time in battle if you were using an Xbox controller. This one was pretty egregious and lead to battles feeling a bit clunky.
Miscellaneous fixes for certain exotic controller types (as a result of the Engine update).
As always, please let us know if you have any problems. Hopefully this makes the demo experience a little better, especially if you're playing on Windows.
-Jaiden
Post-Next Fest Summary
Hello everyone,
After a week of excitement, Next Fest June 2024 Edition finally comes to an end. To each and every one of you who tried out the demo, provided feedback, and wishlisted the game--thank you so much!!
I'd like to make a few announcements and let you know my plans as they relate to the demo release and Next Fest.
Later this week, I will have a detailed postmortem on Next Fest from the developer perspective, which I will post on www.studioalemni.com. Then, regular monthly Developer's Logs will resume, updating everyone on the game's progress.
Demo Staying Available
In case you missed it: the demo was not removed, and will remain available until closer to the game's release. There were so many games in Next Fest, I see no reason to penalize folks who had interest in the game but haven't been able to check it out yet.
So please feel free to take as much time as you need to check out Legends of Astravia's demo! And be sure to try it on the Steam Deck if you have one. In my opinion, that's the best way to experience the game.
Also, if you plan on streaming the game on Twitch or creating a video on Youtube, feel free to let me know! I'm always happy to see how folks experience the game.
Summary & Response to Common Feedback
Many of you filled out the demo feedback form and provided a lot of great feedback. There have been many kind comments and positive feedback, which means a lot, as well as some critical feedback which helped bring my attention to areas I otherwise may have missed. For those who weren't afraid to be honest--I do really appreciate it!
Next Fest as a whole has been a learning experience, and it's given me a better idea of what aspects of the game work and which ones do not. I wanted to acknowledge some of the most common feedback that came in, and my plans to address it in the full version (or future patch to the demo, if possible).
Battle System
The battle system is by far the most contentious feature in the game. Some folks really loved it and had a lot of fun with it, while others wished it was just plain ol' turn-based combat. It will be both fun and challenging to expand on the system and ensure it is enjoyable for everyone who has an interest in the game. For what it's worth, difficulty options are planned for the full game as I think it is the only way I can ensure both casual enjoyers of the story and more dedicated JRPG fans can enjoy the game to the fullest extent.
Many expressed that while the battle system was interesting, it was also awkward, overwhelming, or felt lacking in depth at times. Being a relatively unique system, it's been challenging to balance. I especially felt that the demo didn't do a great job of showing its full potential, and the balancing was poor resulting in later battles getting a bit boring. I plan to make usability improvements as well as improve the excitement and reward.
Also, there was a pretty egregious bug I didn't discover until mid-fest: Being unable to defend and fast forward at the same time with most controllers. The problem has been identified and the fix will eventually make its way into the demo.
Overworld Exploration
Exploration and puzzles are a huge part of Astravia, and once again I think the demo just did an "OK" job of showcasing it. Some folks expressed that picking up items felt a little awkward and cumbersome, and jumping over gaps felt slow and stiff. These are things I'll definitely be addressing in the final game, if not the demo.
And of course, with my advertising the game's similarities to Golden Sun, there will absolutely be more puzzles in the final game than just a few push blocks. I'm sorry for not being able to include more in the demo!
Art and Design
A lot of folks really liked the pixel art, and most folks enjoyed the artwork. Quite a few people noted that there was a bit of a cohesion issue with the pixel art, character artwork, UI and sound, and I think this also may have had an impact on the game not doing so well during the fest overall.
Some of this is a resource limitation (which ultimately is still on me since I am creating a commercial game)! Despite some commissions and occasional help from colleagues, I am still just one person. If I could, I absolutely would use gorgeous 100% custom pixel art and assets in every part of the game. But regardless, I think a lot of it genuinely can be improved. For example, I completely underestimated just how much those damn RPG Maker XP sound effects would affect the game's overall impression, and would have replaced them ahead of the Fest if I knew better.
As development continues, I hope to make the game feel more cohesive and improve the art and sound where I can.
Future Plans
I am admittedly quite burnt out from the demo launch and Next Fest as a whole. I will discuss this more in the detailed postmortem, but I will need to take a little bit of a break and re-center myself before getting back to my regular development schedule. I'd also like to allow more time for feedback, reviews and thoughts to come through.
When I get back into it, my plan is to make a few QoL adjustments to the demo, and then start working on mechanics adjustments and game content. As mentioned above, monthly developer logs will return in July, so keep an eye on those if you're interested on hearing more about the game's progress.
And that's all for now! I'm looking forward to continuing development on the game. Everyone's support has been wonderful, and has served as a reminder as to why I do this :)
Thank you so much!
-Jaiden
Legends of Astravia Demo Stream Re-runs
Missed the developer's stream or just want to check the game out? That's what this event is for!
Next Fest Begins! Check out the demo and developer livestreams!
Check out Legends of Astravia's new demo, livestreams and more--Steam's June 2024 Next Fest starts now!
Catch the developer Jaiden (me!) as I stream LIVE on the following dates and times:
I will be playing through the demo, discussing my development process and answering questions about the game.
Note that while the demo is available in Japanese, developer streams and Q&A will only be available in English. Regardless, I will certainly do my best to answer questions in any language with the help of machine translation. I am looking forward to it!
And if you can’t make it, there will also be pre-recorded streams running for the duration of the festival.
Here’s to a fun and exciting festival filled with great upcoming games!
Legends of Astravia's demo is now available!
Cast spells, solve puzzles, and uncover secrets alongside a mystic companion in this introduction to the magical world of Astravia!
It is available in both English and Japanese, on Windows, macOS and Linux (Steam Deck). Please be sure to check the system requirements for more information. We've confirmed the game runs great on the Steam Deck!
Additionally, any and all feedback is more than welcome, and will help make the game the best it can be when the full version releases.
Thank you again for your endless support. And an extra special thanks to...
Ryuuen Tanaka, for drawing the incredible new art of Oliver and Azel (and all of the other various, wonderful art pieces for the game)
obatatsu(S.N.), for the Japanese translation and QA
Fangsoft, for helping with development in 2023 and the early testing and revisions of the demo
KK20 and tort, for supporting me during development since 2018
codapill, DeDeSans, Emule, Fangsoft, june, Koroknroll, tort, Shweep and toiosh, for providing early and in-depth feedback when the demo was not yet fit for the world to see
And of course, the other many beta testers and supporters who reported bugs and provided feedback:
I’m very excited to be able to share the game with more people, and I hope everyone enjoys this preview of what me and all of the wonderful collaborators on the project have been working on all these years!
-Jaiden
(P.S. If you are a member of the press and interested in covering the game, please check out the press kit on our website. And if you’re a content creator planning on streaming it, we’ll be sure to check it out!)
Demo Launching May 30th!
I’m incredibly happy to announce that the new demo for Legends of Astravia launches right here on Steam next Thursday, May 30th!
Cast spells, solve puzzles, and uncover secrets alongside a mystic companion in this 1-hour introduction to the magical world of Astravia.
The demo will be available in both English and Japanese and be playable on Windows, macOS and SteamOS – we’ve confirmed it runs great on the Steam Deck!
It's wonderful that so many people are excited to play the demo, so this will be everyones' chance to catch an early glimpse a whole 10 days before the June 2024 Next Fest starts.
Thank you, as always for all of your support. I hope everyone is excited to see what Legends of Astravia has to offer!