I have just talked with my publisher, and it seems like we are not releasing the game for another few months - the release is going to happen in Q4 2022 / Q1 2023.
They need more time, I need more time, so here's another delay.
Since the last development update, I was working hard on the UI.
Enemy information:
Trophies:
Quest log:
Statistics:
Manual:
Map:
The game is very close to having all features, which means only bug fixes and polishing remain.
The two remaining features are the battle pause menu which will have a list of the last 10 cards played during the battle and Easy/Hard modes. The original difficulty of battles might be a bit too hard, so I might be working on the easy mode to make the game more approachable.
So that's all news for now, until next time!
Development update
Hi all,
A quick update on the development: The game is now content complete! That means all battles, cards, story events, and areas are done, and the release is finally on the horizon!
It took quite a bit longer to get here than expected, but that just means the game is higher quality than expected.
Anyway, the game will launch with 82 collectible cards and 114 battles.
There are even more cards if we count uncollectible cards like rituals and cards generated as an effect by other cards - up to 116.
All that took a while to implement.
Now that content is done I'm getting back to polishing - I have already done some of it before diverting all focus to content, which is why the demo is as good as it is.
Here are the majority of the tasks I'm planning to do:
- Fast mode (x2, x4 speed options) for combat. - Map. - Fast travel & shadow beacon rework. - Trophies. - Quest log. - Enemy/rune information + Talisman display. - Water graphical upgrades. - Collection UI QoL improvements: Deck saving, collection sorting, card drag & drop. - Combat graphical improvements. - Card tooltip upgrade: Tooltip families - so it's possible to view, e.g.: Fire Titan's Searing Presence stats. - Additional balancing and testing. - Accessibility features, such as conjure hints.
I won't dare to speculate how long this takes but hopefully release is close now.
I think that's all there is to say at the moment, until next time!
^_^
(Check out the screenshots from the new areas!)
Release date update
Hey all,
Just a small update: We're delaying the release of the game by a few months to give us more time to polish it. The planned features turned out to take more time than planned due to the level of quality we're trying to reach, so this is necessary.
Currently, we're aiming for a release in June.
I also want to mention that the game will launch with 80 cards and 80 battles, as opposed to 100/100 - the other 20/20 are coming after the release.
Finally, there's more content in-game now - if you wish to test it, head to our Discord server and ask for access to the test version. This would help us out a lot since testing is becoming difficult due to the increasing size of the game and card pool =]
That's all for now!
Happy Easter and until next time!
Magic of Spring gameplay stream with developer commentary
Hi all,
I have recorded a full playthrough of Magic of Spring with my commentary.
If you're interested in the game and want to see how it works, this is a great opportunity to do that, as I will explain in-depth everything there is to know about the game!
The video will start at 10:00 CET
I hope you will enjoy it!
- Aivaras Klimas a.k.a. Zuurix
Demo update! Version 0.3.9 - Faster launch, minor fixes
- Fixed long launch time problem, made optimization changes to localization systems. - Fixed "sticky" VFX bug. Twice. - Fixed demo journal's "Break runes" counter visual bug. - Fixed turn announcement not showing up on turn 1 bug. - Potentially fixed turn announcement bug. - Improved Korean localization.
Demo is now available!
The demo is finally here!
The demo version contains 30-60 minutes of gameplay with 13 battles to win and 16 cards to conjure.
Let us know what you think about the game in discussions or our Discord server =]