It saddens me to announce today that I have disabled the Steam demo, and other platforms to follow. After complications with my continuing illness and maintaining public releases to a high standard, I have decided that this is the appropriate move at the time. I have taken on this project completely solo for three years now, and have been disabled for the last one. It was a huge undertaking, one I was determined to continue, and I do believe I have done the best I can. Development will be put on indefinite hiatus as I pursue both recovery from my condition, and work opportunities more appropriate to my current level of strength. I do have a strong vision for the game, and one day I will see it through. To this end, the storefront page will remain until further notice. But there are no immediate plans to pursue any form of release schedule. I have learned a lot from this project, and have received far more support for it than for any of my projects before. I believe I am a better person for it. Thank you for your support.
Regarding the Discord, I am not completely decided. As the Migrate discord, it will be considered an inactive community. I am open to repurposing it as a personal community. Discussions on this matter will continue for the next few days.
Migrate demo 1.0 preview build 1
Hey! It's been a while. 1.0 is almost here, which means the content development phase is just around the corner. It's been hard work solidifying and polishing the game's concepts. Here are the biggest changes that have occurred:
Directional airstrike!
Previously, Lo could only swoop down on objects directly below. While this did help carry your momentum through the level, the system was very limited, and not intended to stick around. You can now use a 360 degree airdash to strike targets as long as you have stamina, vaulting over your target on hit.
Not only does this free up more movement options, but it makes navigating levels feel much more satisfying. Use your mouse (or right stick on gamepads) to aim yourself.
Potions!
A small selection of potions have been added to the game that should ease the difficulty curve. Start with a red flask and a green flask at the start of every life, and refill one of them at the next checkpoint.
Other changes
+ Most notably, a new stage has been added to the tutorial level. This stage is hosted by Lo's cousin Archie, and teaches new players a bit about how to interact with dungeons. It is recommended to erase your save using the title menu to try it out.
+ Resources will now slowly spawn around you while in a dungeon. This is intended to make the world feel more alive, and provide an element of surprise. Your plans may be affected by a new enemy in your path, or a new fruit to save your fall when you've used up your stamina.
+ Added buckets and flasks, and their crafting recipes.
+ GUI and HUD improvements for clarity and performance. Inventory items are now outlined against their containing elements.
Fixed many issues using controllers/gamepads
Fixed issues with fullscreen play. Fullscreen can be toggled from the in-game menu.
Fixed crashes and bugs on every platform.
What's left to do?
I still need your help to realize Migrate's potential! For now, the most important thing is your feedback. Play the game, test it out, join our discord - but most importantly, WISHLIST if you haven't already! Here are the features and events left on the roadmap for the game:
Eternal XP: a system of rare opportunities to gain permanent experience on your saves.
Save slots and interface
A new boss: the demo needs a capstone fight. Expect a real challenge that tests the might of all of your skills and equipment.
New questlines
Engine polish: this one is simultaneously the least exciting, and the most work. The physics have undergone many changes over the years, and there are a few more to come.
** Depending on the version you've played last, players may need to erase their progress using the title screen to prevent potential crashes. ** ːsteamsadː
That's all for now! Remember you can stay up-to-date with our verified Discord! Thank you for sticking with me on this challenging journey.
Hotfix v.0.99.9.96
A new patch is available that addresses many issues found by our playerbase, as well as addressing a few inconsistencies.
+ added support for environmental hitboxes
+ health xp not reset on unscathed reward - you should be able to level up your health more often.
~ powder now makes flame pillar on mishandling instead of an explosion
~ changed default selftalk key to "T", to be out of the way of normal game control
- disabled GIF support momentarily
fixed chest generation on starting rooms
addressed shop generation failure bug
pared down tutorial dialogue
A bird that can pet other birds!
Pets
A surprise feature has arrived on the Migration to version 1.0! Find three new companions for Lo hidden in the world! Don't worry if either of you die, these are quantum pets, and will find their way back to you. They are also resilient to most forms of damage (keep away from dynamite and shredders though). Speak to them in the world to adopt them, overwriting your current pet if applicable.
Changelist
+ Press z to pet your companion (or the dog in the courtyard)
+ added the humming tile, a single note resonating resource that switches the tile behind it on/off.
+ a small new addition to the introduction and tutorial.
+ added new music and sounds. This includes a subtle audible cue when spending or recovering stamina.
+ dynamite is now craftable and significantly damages entities on detonation. Be very careful when throwing it!
~ adjusted the duet system's colors.
~ you can now interact with NPCs (and pets) from further away.
bug fixes and performance improvements
Migrate demo 1.0 preview build
Migrate's demo is almost complete! Barring some controller support and minor adjustments, we're almost ready.
+ added fullscreen support and zoom (+/-). Fullscreen is the new default, adjustable from the ingame menu,
+ added live duet wheel functionality. Freely move the mouse along the wheel to sing notes, rather than selecting them. You do have the option to select notes to build a phrase as before.
+ added new level functionality. Levels now generate from bottom to top, and you will need to ascend. Lava rises in the magma chambers.
+ added new challenge level, the Well. Found when attempting return journey from the city ruins.
+ Lo can now flap his wings to GLIDE or gain additional altitude when jumping.
+ new checkpoint merchant, the Fletcher
+ new music, sprites, items, and balance changes
countless bug fixes
performance improvements, especially on long sessions
0.99.9.53-1 patch
* fixed: index out of range error when dying returning to towns you have died in. * fixed: jump not working as intended on controllers. * changed: self-talk is no longer bound to "up" on controllers by default. + visual improvements to the duet wheel.
October update #1
Build 0.99.8.12 patchnotes:
There are just two big things to focus on here. 1. Shortcuts! Hate feeling like you're not making progress? The mark of progression in a roguelike is expanding your knowledge of the game and reaching new areas consistently. But if you want to explore beyond Wormtown and are having trouble mastering the game, shortcuts give you a short-term goal to progress. Two shortcuts have been added to the game. From run to run, you may add to their building materials. Once unlocked, you may go directly from Grandnest to either of the other towns, and start your run there.
2. Title screens! These shiny new diorammas serve a few purposes. Each one provides hints to new areas, teasers, new music (welcome Jaiden Rossignol to the team!), and relevant achievements.
p.s. squawk
Migrate alpha 0.99.7.51
This week's update is all about accessibility! Stumbling through caves can be difficult and confusing for a bird of the skies, so we've illuminated a slightly larger path through the game's mechanics. The changes are as follows:
+ Added the quantum gravestone! Recover some progress from your last run. On death, your items will be saved on the level and depth you were at. Reaching this distance or further will cause your previous headstone to spawn somewhere in the level. Upon opening it, you can retrieve any and all items from your last inventory once.
+ Added experience indicators for Strength, Plumage, Forestry, and Mining. When these new colored dials are fully lit up, you're ready to advance your skill level at the appropriate obelisk in the checkpoint.
+ Added an indicator that tells you when you've picked up seeds. This should make obtaining fruit feel more rewarding.
+ Added a new NPC to the library. Meet Basil the Sage for a helpful hint.
+ Added crazy, random shenanigans that will likely go unfound for years.
+ Added a Discord invite link to the WIP multiplayer menu.
~ Adjusted the tutorial level. Players will be slightly more informed by the quail, and need to pass through two Duet barriers.
~ Spikes no longer spawn on the very first stage in the Worm Tunnels.
~ Added some background tiles to the worm tunnels. These should help with navigation as well as getting a feel for the level generation for new players.
! Fixed some chat messages no longer displaying to the player.
Hotfix 0.99.7.36
Migrate has intentional glitches and, unfortunately, unintentional glitches. This update removes some of the unintentional ones.
0.99.7.36 changes:
removed old crafting options from material items. These crafted nothing but pain and suffering (game crashes are traumatic for birb).
removed drug abuse from the game. We're rated E again.
the exit door in the Graveyard is now visible. How have so many people found this room already? Should I be worried?
players may no longer change their debug mode status. If you have left your save in debug mode, you will need to erase your save in the title menu.
Meril in the palace now has a slightly more involved interaction.
We need your feedback!
Migrate Fledgling Edition production is chugging along. However, it's also being produced by a single developer! This makes our community our single most important resource. To ensure Migrate reaches its highest potential, we need something from you. Your input! Start here on our Google forms survey. We're aiming to release our Kickstarter soon, but will not do so until we have an ironclad demo to back our campaign. To ensure this happens, we're counting on our community. Remember to join our verified Discord as well.