Announcement: Focus on story & gameplay polishing in December & January
Bonjour Mesdames et Messieurs. We have a message for all of you who braved the streets of Paris since Liberté entered Early Access.
As you know, we're very close with our community and always try to understand and meet your needs. That’s why we have decided to open the gates of Early Access and invite many of you to the community-driven development process to have a direct approach to task management in line with people's needs.
For a team of five, meeting your expectations takes a lot of time and work. Most of our actions and improvements to the game come from your feedback, and we are glad to say that this input is much appreciated and primarily valuable.
Now, we would like to shed some light on where our focus is and what changes we are introducing.
Note: We have updated this announcement to better portray the changes we are introducing. TL:DR, our focus until the official premiere is on polishing the game and expanding the narrative. The online co-op development is put on hold until the release; we plan to focus on it after the 1.0 version. There are no changes to the local co-op. As usual, we will be working with our community to polish the game.
Focus on the story: more dynamic narrative, new dialogues, lore collectibles
One of the key areas that we plan to develop in these final moments before leaving Early Access is to expand and polish the storytelling aspect of Liberté. Our writer - Kajetan - is planning to expand all the arcs and deliver a great finale for you to experience. We are planning to release the planned roadmap in a matter of days, but here's a sneak peek:
A more dynamic narrative. Due to some big changes in the way the narrative works, we are able to have scenes starring more characters, add more linear events, and open gates to side stories.
Expanded lore. The next patch updates will bring a lot of new content, including lore-related collectibles.
Hundreds of new dialogues. That's right. We are adding lots of new stuff, with the plot finally revealing the truth behind Lady Bliss and what's the endgame for the revolution.
We honestly can't wait to see it live!
Online Co-op update: further development on hold until the release of version 1.0 & available on another Steam branch
We curiously observed different statistics on where Liberté brings the most fun. Data showed us not only your preferences gameplay-wise but also what parts of the games are most appreciated and which require some polishing (how do you like the new dodge, btw?). So, only 6% of all revolutionists tried our online co-op feature. While we appreciate the interest, we see many difficulties in providing constant support for that mode. Multiplayer bugs are twice as difficult to reproduce and way harder to fix without sacrificing our performance toward expanding Liberté's content and ensuring the road to the final release goes smoothly.
As a result, we have decided to put the development of the online co-op until the release of the 1.0 version.
Let's make it clear that we're not abandoning this idea of online co-op. Our solution is to leave the online function in a separate build, allowing players to switch to a different branch in the Steam properties. That way, if you want, you can still have fun with online co-op. This change will go live the day we ship the patch planned for January. We wanted to give you a heads-up so that the change won't happen overnight.
We want to put our efforts into something significantly more important, which will impact the game's final state. Our dream is to make Liberté one of the best roguelite games, and we believe it will happen with your support.
Our early plans for getting back to this idea are somewhere between Patch 1.1 and 1.2 after the final release. Leaving Early Access is on the horizon, and depending on how the launch goes and how many people will ask for this particular mode, we plan to revisit the idea of developing the online co-op further.
As always, you're the fire to our revolution
On a final note, we are humbled and overwhelmed by your positive vibes, whether on the Discord channel, Steam Review, and Community Center or offline events like Gamescom or PAX West. No sugar coating here - your support fuels the creation of every line of code, dialogue, and asset. We want to thank you for your continuous support and for helping us make Liberté a cool game!
Talk to you soon! SuperStatic Studio Daniel & Kajetan
Would you like to ask our devs for something specific? Please comment below and join our Discord Server for even more discussion!
See you soon!
P.S. As a token of gratitude for your everlasting support and feedback, we want to share with you a sneak peek of the new story areas that we are working hard on and that you will be able to visit in the January patch.
Announcement regarding the co-op mode
Bonjour Mesdames et Messieurs. We have a message for all of you who braved the streets of Paris since Liberté entered Early Access.
As you know, we're very close with our community and always try to understand and meet your needs. That’s why we have decided to open the gates of Early Access and invite many of you to the community-driven development process to have a direct approach to task management in line with people's needs. For a team of five, meeting your expectations takes a lot of time and work. Most of our actions and improvements to the game come from your feedback, and we are glad to say that this input is much appreciated and primarily valuable.
Let's start with the matter at hand – we curiously observed different statistics on where Liberté brings the most fun. Data showed us not only your preferences gameplay-wise but also what parts of the games are most appreciated and which require some polishing (how do you like the new dodge, btw?). So, only 6% of all revolutionists tried our online co-op feature. While we appreciate the interest, we see many difficulties in providing constant support for that mode. Multiplayer bugs are twice as difficult to reproduce and way harder to fix without sacrificing our performance toward expanding Liberté's content and ensuring the road to the final release goes smoothly.
As a result, we have decided to remove the online co-op from the game. Let us be clear – we're not abandoning this idea of online co-op. Our solution is to leave the online function in a separate build, allowing players to switch to a different branch in the Steam properties. That way, if you want, you can still have fun with online co-op. This change will go live the day we ship the patch planned for January. We wanted to give you a heads-up so that the change won't happen overnight.
Our focus will be on delivering the best player experience, and leaving an unfinished game mode will not guarantee good reception and reviews. We want to put our efforts into something significantly more important, which will impact the game's final state. Our dream is to make Liberté one of the best roguelite games, and we believe it will happen with your support.
Our early plans for getting back to this idea are somewhere between Patch 1.1 and 1.2 after the final release. Leaving Early Access is on the horizon, and depending on how the launch goes and how many people will ask for this particular mode, we will revisit the idea of developing the online co-op further.
On a final note, we are humbled and overwhelmed by your positive vibes, whether on the Discord channel, Steam Review, and Community Center or offline events like Gamescom or PAX West. No sugar coating here - your support fuels the creation of every line of code, dialogue, and asset. We want to thank you for your continuous support and helping us make Liberté a cool game!
Talk to you soon! SuperStatic Studio Daniel & Kajetan
Would you like to ask our devs for something specific? Please comment below and join our Discord Server for even more discussion!
See you soon!
P.S. As a token of gratitude for your everlasting support and feedback, we want to share with you a sneak peek of the new story areas that we are working hard on and that you will be able to visit in the January patch.
Our newest Gameplay Trailer is now available worldwide!
Get ready for a solid dose of action and storytelling! Kajetan will be your guide through the enigmatic streets of Paris - better take your cards with you; who knows what's lurking in the shadows!
How did you like the video? Would you like to ask our devs for something specific? Please comment below and join our Discord Server for even more discussion!
December’s around the corner, and we’re keen to share the results of the last few weeks of work on Libérte.
Since we’ve entered the Early Access model, your support and feedback has been vital to the development process. This last patch is primarily based on the suggestions from our community - that means more fun to brave the streets of Paris!
👋 Mesdames et Messieurs!
We’ve added new areas and redesigned streets for a more cluttered, lively city feel. The 18th century Paris was a busy, noisy city, with trader’s booths and markets scattered around the city.
A special shout-out to those who felt the urge to kick barrels, benches, and all kinds of supplies too! We’ve added the feature of destructible objects. And we recommend testing it out because who knows what you may find inside…
Rene also got a new, improved dodge. Many of you mentioned that the mechanic could be smoother, and that’s what we aimed to improve. Let us know how it works for you now!
Aside from new arrivals, we’ve decided to continue expanding keepsakes and cards.
And to make things even more worthwhile, we added more rewards to each Faction’s Reward Track. Keep on Rebelling, Tribing, Churching, and Crowning, and claim your rewards!
And finally, for those who seek real challenges, there’s a new Bliss Curse to overcome – Curse of the Gambler!
Full changelog below:
New:
Added three brand new areas you can encounter in the City.
Added over 30 new, destructible props
Redesigned streets for a more cluttered, lively city feel
Added eight new Keepsakes to unlock.
Added ten new levels to each Faction's Reward Track
New Bliss Curse - Curse of the Gambler
Added new performance settings.
Changes and Improvements
Visuals: Improved look of almost every unique location in the game with new props and style fixes.
Controls: When the 'Attack at Cursor' option is turned off, attacks will now track movement input instead of the closest enemy.
Controls: With multiple enemies clumped up together, Player attacks will now target one closest to the cursor.
Controls: The player can now change movement direction during a dodge.
Controls: Default Dodge direction with no input has been changed to forward instead of backward.
Controls: Increased Player's running speed with an unsheathed weapon by 15%
Animations: Improved Player animation fluidity when dodging or quickly changing movement direction.
Cards: Archbishop's Bull Mask will now give a 25% dmg bonus when you defeat a Shade in the Bliss
Cards: The game will now ask if you want to play a Card that will replace your skill.
Cards: Dying Blood card mana cost increased from 3 to 5.
Cards: Coagulation now restores 5 Armor with each hit.
Cards: Some more powerful Cursed Blood skills now cost 20 Health to activate.
UI: New way to preview Active Curses on the gamepad
Bugfixes
Fixed a bug where some controllers would be unresponsive if turned on before the game launch.
Controls: The player attack will no longer pause if it starts in the middle of a transition from walk to run
Controls: Fixed player losing attack streak when very rapidly clicking the mouse to attack.
Poison DOT hits will no longer be countered by skills that allow attacks to miss.
An encounter with the Painter will now correctly apply the Skill Damage bonus.
Fixed an issue where the player could fall into a hole right at the start of Prologue Part 2
Fixed multiple typos in the Card description
Citizens will no longer run away in panic from a Player using a healing item.
Player Two can now again interact with the Shapeshifter's Repertoire
Fixed a bug where the Player could burn all cards in the tutorial and get stuck.
Returning to the menu during a Vote will no longer cause the next vote to fail.
Liberté - The Best Innovation of the Dev.Play Conference!
We are pleased to share that Liberté won the "BEST INNOVATION" award at the Dev.Play Conference Indie Awards!
We want to thank all of the people working on Liberté and those who played the game and voted in our favor. The competition was fierce, but we did prevail! Let's not stop there and keep your fingers crossed for other events and indie awards!
Congratulations to the winners of the other categories!
We don't want to spoil the surprise, but we're planning a major patch for the 1st week of November. Does anyone want to predict what it will contain? We encourage you to join our Discord server, where you can share your thoughts and comments directly with us!
See you soon!
Liberté participates in the Steam Bash Bash event!
We're happy to let you know that Liberté participates in the Steam Bash Bash event, and on this occasion, you can get the game 25% off!
Steam Bash Bash celebrates hack-and-slashers, spectacle fighters, and more with discounts and demos on current and upcoming melee weapon combat games of all kinds.
This event runs from September 19 at 10:00 AM PDT (GMT-7) to September 26 at 10:00 AM PDT (GMT-7) and will include sections for unreleased games and games with demos.
Make sure to secure your copy of Liberté and check on the other titles participating in the event!
We thrive on feedback; it's crucial for us, so we encourage you to join our Discord server, where you can share your thoughts and comments directly with us!
Until the next time!
Content Update #7 - Tribe faction cards, gadgets and more!
Make your deck even more differential with new Tribe faction cards! Completely new build opportunities are waiting for you as we speak!
👋 Hey Everyone!
We have some new stuff this month, and we're excited for you to check them out!
Have you noticed a new slot on the Skill Bar? It's designed for Gadgets that you can use from now on, these have limited usage, and you can purchase them in shops or find them while exploring the streets of Paris. Now, you can use the potion or gas grenade without opening inventory!
Poison your opponent with a new attack, and watch their health bar getting smaller and smaller with time,
or damage the enemy and restore a bit of your health when using new Cursed Blood cards! New strategic paths are open!
Carte Blanche arrives in Liberté!
At this point, there are over 100 cards to unlock in different collections. We know that it could be time-consuming for players to get the specific cards they need in their deck. From now on, you can get the blueprint of the random card from the collection of your choice! You can find Carte Blanche in the Deckbuilder.
Get into the fight in the new Bliss location!
🎶 Patch Notes
New
Introducing Tribe faction cards. Over 30 to choose from and empower your deck,
Gadgets - new card type, with its own slot on the Skill Bar,
New combat mechanics - Poisoned attacks, Blood Curse,
Brand new Bliss level,
La Voisin's Boutique, where she brews a selection of special potions,
New Faction Influence reward - Carte Blanche.
Changes
Voting can now be done via Joystick on gamepad,
Improved walking animation for all playable characters,
Healing items are now considered Gadgets and can be put on the Skill Bar,
Improved Card design for better clarity and more visual flair,
Improved Enemy attack indicators' style and visibility,
Added new conversation to the prologue,
Added multiple new Combat VFX and SFX,
Improved UI visuals and fixed visual glitches,
Crown Agent Smoke Bomb now has longer windup animation and cooldown,
Curse of Infestation is now slower and lasts shorter.
Bugfixes
Improved memory management to fix crash issues on low-end machines,
Fixed missing inventory icon on Xbox One Controller,
Updated two areas to fix Enemies getting stuck inside geometry,
Fixed issue with homing enemy skills breaking when Player is killed,
Fixed issues where some favors were not loading properly on startup,
Fixed a few instances where drops could fall into inaccessible areas,
Fixed issue where one of the Bliss Shades would not play proper death animation,
Fixed a bug which could cause clients to deal no damage with certain buffs,
Fixed invisible walls and holes in the floor in Palace Lamballe mission,
Fixed an issue where scroll would sometimes jump erratically on gamepad,
Improved Cursor visibility in bright areas,
Blueprint drop will no longer stop Bliss rewards from dropping at the same time,
Pushback skill will now fire properly every time,
Fixed wrong damage scaling on miniboss enemies,
Fixed an issue where beating Bliss would remove wrong number of curses.
Thank you for your patience and constant feedback. We appreciate your opinions and suggestions via Steam Community comments or over Discord. Join us there and leave feedback about the game and the newest update!
Have a great day!
Dev Diary - learn the story behind SuperStatic Studio!
Revolutionists!
It's time we revealed at least a part of the mystery - who we are, why we created Liberté, and what inspired us. So, before we got to this point below…
Way before SuperStatic Studio got its name; two friends worked together in a start-up - UX Designer Daniel and Marketing Specialist Kajetan. When the pandemic hit - yes, it's one of these Covid-19 stories - we got together and started discussing creating a game. The only thing we knew was the genre.
After a few rum-filled glasses (one of our favorite drinks), we started workshopping, going over ideas on the most remarkable story we could come up with. We both thought there was something very appealing in making a game set in a historical setting, but with our imaginary twist.
One of the early drafts of the story included an aquatic world that's supposedly at war with an on-the-surface civilization (that might have been the direct influence of watching Aquaman). Still, after heated debates, the concept was discarded.
The concept of a political hotpot was nonetheless what eventually stuck for the longest, and we explored this further. One angle we started exploring was the significant events in history when several groups clashed, and nothing could beat the French Revolution. As we educated ourselves on the proceedings, the idea of bringing voodoo to the mix was born. This was, in fact, the effect of our extensive research - the Haiti Revolution in particular. That's how we arrived at creating The Congregation and The Tribe.
From that point, we brainstormed on the main threat looming on the horizon - the arch-nemesis of all the groups involved in the conflict. Eventually, we got in the vibe of cosmic horror, influenced by movies such as Annihiliation (2018) or The Fly (1986) or even more obscure ones like Matango (1963). One breadcrumb led to another, and we ended up with the prototypes of the Bliss - strange cosmic gardens where you'd play against zombies.
After giving it a play, we lacked a powerful embodiment of this other horror dimension. We bounced ideas - a dragon, an alien invasion - and hence Lady Bliss was born. The goal was to make Liberté's horrors a "horrid beauty."
Each faction was described along with the symbols and artifacts, such as the masks of the Tribesmen. Here's an excerpt about their meaning from the notes about the Tribe's religion:
"A reference to Guardian Ori from Yoruba beliefs, as well as Torado in the religion of the Wilderpeople. The Wilderpeople used to carry painted skulls of their ancestors as their protectors. Since the practice was widely criticized in the modern world, the custom changed to wearing colorful masks on their faces or attached to their belts or other parts of the garment. These bones and skulls represent the connection to the souls which have been cleansed and sent back to Earth by Torado."
Rumors say there's enough lore made for Liberté that we could quickly write a book on that!
Once the concept was more or less finalized, Daniel started the development, while Kajetan got into the writing vibe. We collaborated closely on each new part of the Liberté world. Here's one of the first views of a street where we tested the AI of our enemies and the crowd that populated Paris.
SuperStatic Studio has worked with highly talented people since Liberté started to gain some shape.
Ania, our leading artist, worked with us on bringing all the characters to life.
From briefs to inspiration boards and early sketches, Ania has turned our ideas into beautiful art we see today in the game.
Like it happened with Archbishop de Maury, the mysterious spiritual leader of the Congregation.
Luca and Wojtek designed the streets and locations you see today in the game. Their work was based on accurate maps and research on the look of 18th-century Paris.
Here's a bird's eye view of one of the maps in the game's early development.
We're fortunate to have worked with such a wildly talented bunch, and they're part of our family.
Thanks to this collaborative work, we've managed to go from this:
To this:
Over the last two years, Liberté grew into a publisher-backed game that blends roguelite and roguelike mechanisms in a unique setting.
On a personal note from the devs - it's genuinely our dream coming true - getting a chance to create something that a growing community will enjoy diving into. While we tirelessly work on developing and polishing Liberté, we're always thankful for your continuous support.
That's our brief story. Let us know in the comments if there's anything else you'd like to read about.
Liberté is coming to PAX West 2022!
Hello, revolutionaries!
We again have some great news for you! We will participate in the Pax West 2022! Anshar Publishing will present the latest demo at the Indie Games Poland booth, which you can find at level 4 of the venue.
If by any chance you'll be nearby, come, say "Hi" and play the demo we've prepared yourself! :)
See you in Seattle!
Liberte will be present at Gamescom 2022🔥
Hello!
This is huge! We have confirmation that we will be a part of the Gamescom 2022! We will bundle with Anshar Publishing and have a playable demo at their booth in the Indie Games Poland booth in the B2B area.
If you, by any chance, have an option to show up there, be sure to say hi and try the specially crafted demo we've prepared for the upcoming events. Events? Yes, we don't want to spoil the surprise, but that's not the end of our world-traveling ;)