It's a short episode from the life of Father Orlok. Heavy Duty is not a demo! These are two different stories. We recommend playing both to get a taste of the full version. Heavy Duty won't be a part of a Priest Simulator. It's a standalone game.
I don't want to bore you with stories like we've tried so hard to deliver demos to the Steam festival. Everyone already knows the standard developer lament. The lament of a person who made every effort to deliver on time, but with heartache she/he had to make a difficult decision to postpone the premiere. But what else can I say? We're in this fucked up situation too.
We did three demos. Two working, one defective.
The latter is Mercyful Flames. Despite the fact that almost all the plans related to the development of the game have been completed, the final version is not satisfactory for us. Simply put, it sucks. We will only release versions of the games that we do not consider a waste of your time. Mercyful Flames still has annoying bugs, performance problems, lighting problems, translation problems, UX problems, sometimes very poor sound and a lot of other shortcomings. Of course, all of this will be eliminated. When? We will not provide any dates. The current festival was a deadline. The lesson we have for the future is that we do not operate on deadlines. We make the game until we can present it with a clear conscience.
The second demo we haven't released despite being made is Booze Master. The Booze Master was prepared in a very correct form. It's a correct game, with correct graphics, correct performance, correct sound, awesome music, awesome characters, decent UI blabla... But in gerneral, it's... just correct. At a time when a few good games are published every day, presenting the correct game is an ecological crime. We realized the demo plan, but the plan wasn't good enough. The game needs some polishing and we will keep polishing it until we say "okay, this is good".
That's what we could say about Priest Simulator. It's not perfect, but we did our best here. If you haven't heard about Priest and are waiting for Mercyful or Booze, I recommend checking out the demo. We released it. This is our benchmark.
I apologize we haven't brought you two demos this time. Shame as hell, but I'd be more embarrassed if we published it. Hope Priest Simulator will make it up to you.
Answering a question that has already arisen somewhere: Asmodev projects are being developed in parallel. Not by one person who works on a different project every day. It has no relation.
Some new pictures
It's not our Instagram ad, srsly*. Just wanted to share some pictures, while you're waiting for the demo.
*BUT if you like square images, here it is:
https://www.instagram.com/_asmodev/
Can you guess our main inspiration basing on the setting?
Hint: it's a series, and it's not Moonshiners.
44 issues left.
Hello everybody.
Especially, hello Sir Kepi. Thanks for your criticism, your commitment motivates me. I really appreciate you took so much time to make us aware of how important the devlogs are.
I promised the demo will be released soon, and our goal is to deliver it for the October festival.
Here is the list of bugs/features that need to be fixed/implemented/designed etc. Pasted directly from our Trello. They are listed in various forms, but I hope they will be clear to you as they are to the developers.
1. Fix resolution issues. 2. The cheap vodka recipe dissapears. 3. Game crashes in window mode. 4. Text placeholders in English version (visible on the screenshot). 5. No voice over during cutscenes. 6. Still some old tasks are poping up. 7. UX is incoherent, you close similar windows in different way. 8. Hovering PC sometimes doesn't work. 9. Pop up sound sucks. 10. Jerry should remember what tool he used previously. 11. Outlines doesn't go well with meshes. 12. PC doesn't refresh. 13. Jumping is delayed. 14. SFX resonance in menu. 15. Courier doesn't have animations. 16. Objects disappear too early. 17. Not enough money to finish the tutorial quest. 18. Cam has a strange rotation issue during dialogues. 19. 30 more plants. 20. 40 more recpies. 21. No fade between cutscenes and gameplay. 22. Lack of the order acceptance window. 23. You should be able to cancel the order. 24. No SFX of delivery. 25. Saving system doesn't go well with the new interaction system. Game doesn't remember your EQ properly. 26. Buttons doesn't react to hover. 27. Add calendar. 28. Time shouldn't be freezed after the tutorial. 29. Order window should slide from the left side. 30. No proper feedback on the crossbar. 31. Mixed items icons. 32. No feedback when buying. 33. No feedback when followinf the recipe. 34. Ugly hints. 35. No progressbars over some plants. 36. You can't change mouse sensitivity. 37. Hover sound sucks. 38. No click sound in menu. 39. FPS drops in menu. 40. Markers are visible in menu. 41. Placeholders in trailer shop. 42. Big buckets shakes when held. 43. No filling animation. 44. No sound feedback when filling a bucket/bottle.
TBH, 19 and 20 are the biggest issues now. The rest is just a matter of ~week. When those 44 are gone, we are ready to release the demo.
New Packaging
Good evening.
Our game is getting mature, so we've prepared some serious labels. We've updated the covert art and logo in anticipation of the demo version. Guess we should do the same with the screenshots, as we've come a long way since the first announcement, so that would be our next step. Same with the trailer of course. We could already try to put some cuts together, but there's always a placeholder to exterminate.
The guy on a banner is Jerry, main character of Booze Master.
Down in a Hole
Good evening.
Captain obvious speaking. I wanted to announce that you can control the whole process of making your neighbours drunk. Since planting till calling police (from crops to cops). We buried the seeds softly in the dirt, but those rare flowers are growing strangely fast. Someone's on amphetamines. Either sunflowers or us.
I guess we can qualify Booze Master as a farming game now. There are planty (get it?) of those flowers, grasses, potatoes, herbs, and other green-stuff you can take care on your own. But you can also make use of the forests, and gather some wild weed, mushrooms, and stones.
New World Order
Did you play Airline Tycoon? As we grow up, we'd like to be able to make good games like Airline Tycoon. For now, we have borrowed the order picking theme. The game is about receiving orders for various drinks, collecting ingredients, producing (mainly) a drink and selling it to the client. This is what our initial command center looks like.
Are you drunk yet?
Please do not confuse the silence with inactivity. All the features have been already developed. We're in the process of covering the code skeleton with graphics tissue. One more week, and we're sending the game to the outsourced Q&A. If the build is ok, we can share the demo version. If the build is not good enough... we'll paste you the list of bugs, and suggestions that we have to take into account before making Booze Master public.
Asmodev Newsletter - Champagne Problems
How are you doing heavy metal maniacs ːpraisesunː? As our games are interconnected, I came up with the idea to spam you with all the updates with one sheet, just like supermarkets do. I think it’s a fair spam, we all live to spend money in supermarkets. There is no logic behind the order that I would be aware of - I acted intuitively. And I doubt I’ll stick to the same order every time. But let’s get down to business. Can I get a witness?
I picked up the main issues we had to deal with this week, and probably will still be dealing with during the next one.
We’ve already learned the lesson. The art must be coherent. We lost our vision here and there during Infernal Radiation development, now we’re taking care of the cohesion of Booze Master. This week we’ve been trying to make the windows fit together. We chose the „general feel” of UI, and it’s almost finished, but there are still some areas to improve. Firstly, some elements are still too mobile, which doesn’t go very well with a three-dimensional, realistic world. Secondly, there are parts that feel too modern, which doesn’t go very well with the cartoon/wooden aesthetics we decided to stick to.
Our meat plant was too far away. Too far away from home, too far away from the main street, consequently too far from the vendors, and too far from the clients. It meant the game looked a bit like a running simulator. You’d kill us for backtracking. I mean, you’ll kill us for backtracking anyway, but rather softly, because it doesn't hurt anymore. I feel all flushed with fever, but that’s a farming game, for fuck’s sake. You’ll love the the coziness of our tiny town, and the duplicity of our small community. Of course, relocating the factory resulted in, among other things, redoing the environment, moving tutorial triggers etc. Well, that's what we're here for. Look at the picture to imagine the difference.
Believe me, we want this demo to be out as badly as no-one in the whole world, even you. What must be done in order to release it? We have to polish this shit because we're still ashamed of some of some details. We’re good with feeling ashamed of our story, AI, graphics, hardware requirements, but not things like that you can see on the screenshot. There will be no levitating trees in Priest Simulator, apologies.
Oh no. This was a typical week of invisible steps. What I mean is that we’ve got nothing new to share with you, as we’re fulfilling a duty of refactoring the code. Mercyful Flames got bigger, we designed new features to make the game more engaging, and that resulted in the necessity of renovation the old features. Live is life. We all give the power, we all give the best.
I think I’ll be repeating this each time we meet. If you want to support us, please add our games to your wishlist or buy any of them. If you already have played one of our games, and you liked it, please leave us a review, may be a short one, because it simply results in development of our team, and quality of the games. ːironfistː