Myrne: The Quest cover
Myrne: The Quest screenshot
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Genre: Role-playing (RPG), Indie

Myrne: The Quest

Update 1.3.5

Hey everyone!

Sorry it took a little more time than what I had planned but here it is, the 1.3.5 update.

I improved a few UI related stuff, made some minor changes here and there and most importantly: fixed the orange lockers in the mine that wouldn't open for some reasons. Thanks to the players who took the time to notify about those issues.

Also, good news. I've finally made the thing I should have done way sooner: I reduced my working time from 5 days/week to 4 days at my day job. This might not look like much but it gives me an incredible boost in productivity and moral (and I'm less tired all the time!) :)

I plan to dedicate that retrieved day to my games, selling more 3D models and stuff like that, taking back my life chunk by chunk. I hope more and more people will realise wasting our entire life in an office is not the way to go.

Anyway, here's the full changelog:

Changes




  • Reworked some item icons
  • Some small UI improvements on the inventory screen
  • Added more infos regarding the exact effects of stats (mana regen, HP gained per vitality point...)
  • Dexterity now increase critical strike chance by 1% per point
  • Removed values for counter poisons. Antidotes now totally cures the poisoned status + improved UI regarding antidotes
  • "Acid vial" is now named "poison vial"
  • Changed material needed to craft antidotes: now requires a poison vial instead of a water vial + gold ore
  • Minor improvement to scenery and level navigation in the sewers
  • Minor changes to the dungeon under the inn's well (mainly to better see where to put the totems)


Bugfixes




  • Bandanas can be repaired
  • Wooden leg can be repaired
  • White/Brown mage hats now have durability (but I'm actually not quite sure they can be looted :D)
  • Backpack don't lose durability on fight anymore (will probably change nothing as it didn't had durability to begin with)
  • "Sacrificial knife" don't increase DEX anymore as it had no real in-game advantage. I bumped its critical chances from 6 to 10%
  • Equiped items will no longer check if they can be equiped (since they already are) and will not display their weight in red anymore
  • Orange lockers in the mine weren't opening anymore
  • Changed the name of the crates used to activate pressure plates from "Totem" to "Heavy crate" (the totem was the base item used to make those crates)
  • Drinking an antidote will now remove the poisoned visual effect around your character
  • All boots and other clothes can now be scrapped. Wooden leg now drops small wooden scrap instead of the normal one.


And that's all for today.

See ya!

Permanent price drop, Patreon and upcoming bugfixes

Hey everyone!

Price drop



"Myrne: The Quest" did hit its fourth birthday on June, that's a long time :D

I decided to permanently drop its price to 6$ / 5€ as I think it's more fair of a price for an old game that's pretty short too and that makes it on par with my previous game: "Song of the Myrne: What Lies Beneath".

Patreon



Speaking of money, I also launched a Patreon page. If you don't know what it is, Patreon is a way for artists and creators to get monetary support from their community in exchange of early access to stuff, behind the scene infos/videos/screenshots... and even merch like t-shirts, mugs and other goodies.

I wasn't too comfortable asking for money when my games are already on sale so I also plan to release funny comics around the Myrne universe if the Patreon does take off. That's something I had a lot of fun doing some times ago and that would be great to be able to resume this activity.



In the future, I also really would like to try the merch thing they propose. Apparently it's pretty easy to setup some t-shirts, goodies... with Patreon and let's face it, Myrne t-shirts sounds awesome, right? :D

So anyway, if you want to support me more than you already did by playing my games, you can!



(I'm welcoming any suggestions regarding the prices, tiers... as crowdfunding is all pretty new to me)

Update



Finally, I plan to release some update for the game pretty soon. Nothing fancy, it's just a few fixes here and there thanks to Bushwhacker2k who reported them. I'm also reworking some inventory icons because I got better at pixelart...ing... and some of those old icons makes me ashamed of myself and haunt me at night.

And that's all for today. I'm still working on my next game by the way but that's not easy when you have a shitty job that takes all your time and energy. I'm working towards removing that annoying part of my life as you can see ;)

See you next time!

Update 1.3.4

Hello everyone,

I'm currently furloughed like a lot of people, which is actually great news for me and my games. I now get a lot more time to work on my games (older and newer projects) without starving^^.

Anyway, here's the full changelog for this update:

Changes



  • Simplified the jumping section in the waterfall cave (longer chains, no more physics on the cage, added a way to bypass it). Here's an official appology for all the ragequits it must have lead to, I rarely missed my jumps during development because of how used I was to the game's physics but that part was seriously infuriating once I got back to the game last week, sorry :D


Fixes and “under the hood” changes



  • Fixed the scroll in the church prefab. Picking this up and reloading a save changed the text on it, thus softlocking the game if you didn't resolve the puzzle linked to it. Thanks Green Jesus for the report.
  • Fixed a typo in the french version of the game (Gravedigger's dialog after the battle with the Eye)

That's all for today.

Stay safe and happy gaming :)

Update 1.3.3 - Minor changes and end credits fix

Hey everyone! Another day, another patch, a very minor one in fact.

Here's the full changelog:

Fixes and “under the hood” changes



  • Fixed the end game credits not displaying. Only on MacOS, I think / hope^^, but anyway the fix got pushed to all platforms
  • Updated the portcullis model
  • Some minor changes to the encampment zone

Update 1.3.2 - Small fixes

Hey everyone!

Here are some very small fixes, mainly for a shield that would get crappier on game reload and which had the improper name/description (the joys of copy/paste/modify items) ;)


The bad boy

Full changelog:

Fixes and “under the hood” changes



  • Fixed the name, description and reference of the 25% chance block shield. It reverted to a 15% block shield on loaded save.
  • Life and mana shouldn't regen anymore when you're dead
  • The tooltip for the Vitality stats now indicates that the stat is adding health regen

Update 1.3 and 1.3.1 - Graphics upgrade and Arena mode

Edit for 1.3.1

Fixes and “under the hood” changes



  • Arena's book proofreading (thanks Cyril!)


-----------------------------------------------


Hey guys and gals!

Version 1.3, that's a big number! So what's up with this update?

First of all, the post-processing effects received some love... the sky too... Because of that the Myrne now got a proper look in the sky. Yay!
The Myrne is always described as a very bright object and I wasn't happy with how it looked in game (not shiny at all^^).

This makes the whole scenery way prettier and consistent with the lore, so that's that ;)

Another big news is the Arena. I promised this a long time ago (at release), completed it at like 95% and then completely forgot about it.
The arena is a small level/adventure taking place some time after the main quest (don't worry if you didn't finish the game though, it contains no spoilers and is a self contained adventure).
The Arena comes with two related achievements and keep track of the best time. Don't hesitate to share your results on the Steam forums :)

I also increased/improved ambient occlusion.

With the new post processing stack, I was finally able to implement options sliders for brightness and contrast. This was requested a lot at release when the game was way darker.

As usual, you'll find some miscellaneous bug fixes and improvements.

Here's the full changelog :

New / Modified features



  • The Arena
  • New enemy: Spitty
  • New weapon: Nails grenade
  • Explosives can be crafted


Changes



  • Improved lighting
  • Improved sky
  • Improved ambient occlusion
  • Improved scenery (mountains, rivers, mine,...)
  • New graphical options (with contrast/luminosity sliders, yay!)
  • Added a scrap saw in the mines
  • Increased difficulty in the mine
  • Improved magical staffs graphics (<3)
  • More ambient sounds
  • Improved chickens (yup!)


Fixes and “under the hood” changes



  • Fixed some spelling errors in french (Thanks Skies ;) ) / Correction d'erreur d'orthographe dans la vf (merci Skies ;) )
  • Added a loading tip: "Throw an empty vial in water to fill it"
  • Added a description to the worker tunics
  • The Rope-Pistol now works correctly if the rope arrow is stuck really high above ground
  • The Rope-Pistol now works on the wooden ceiling in the mine
  • Added a tooltip for the protection crystals in UI
  • Minor UI changes

Teasing

Currently working on some graphics improvements. Wanted to share! :)


Shiny Myrne, whooo \o/

It will of course be possible to disable vigneting and bloom in the options... this and a contast/luminosity slider in the options (hopefully) thanks to the new way of handling post-process effects, yay!

(See the image in fullscreen: https://i.imgur.com/KC1i7dT.png )

Update 1.2.1 - Inventory sorting + fixes

Hey everyone!

Small update today but I feel like the "new" feature will please a lot of players^^

Here's the full changelog:

New / Modified features



  • "Sort inventory" button. Clicking on it will group items by type (weapons, helmets, boots, consumables...) in your inventory


Fixes and “under the hood” changes



  • Some optimization stuff regarding the Inventory display. Might improve the game framerate a little
  • The map and quest log won't stay displayed anymore when the mouse cursor exit their icon
  • The map and quest log slots now use different ids than inventory slots which fix some miscellaneous issues like those slots becoming highlighted when the first or second item of the hotbar was mouse-hovered
  • Fixed the most idiotic bug ever... that prevented items from the x-th slot of the inventory/hotbar to be equiped in the x-th slot of equipments... Damn ><'
  • Added a security to prevent accidental drop of the item in your hand. Pressing the "Drop items" key while the inventory is displayed will do nothing if the mouse doesn't hover an inventory slot. You'll feel safer when using the saw :D


That's all for today.

Enjoy playing, and don't forget to post a review if you enjoyed the game (or even if you didn't, it always help!) and didn't already.

Update 1.2.0 - Lots of little changes and fixes

Happy new year to everyone using the same calandar as me and, well, hi to everyone else ;)

New year, new update, with a lot of fixes.

You'll have Amberia to thanks for this one (the update, not the year... I think...). Most of those fix were suggested by him/her.

Oh, don't be fooled by the 1.2 thingy by the way, nothing big is happening in this update. I forgot to pass version numbers to 1.2.x a long time ago (when I implemented the teleporters) and this drove me crazy since then :D
(I usually use the first number for really big changes / milestones, the second one for new content and the third one for bugfixes) #boringStuff

Here's the full changelog:

New / Modified features



  • New Steam achievement (+ update of the locked achievements icons on Steam to reflect the in-game icons)


Changes



  • Added some sort of hint for the crypt puzzle with the pressing plates.
  • Added some subtle hints to the temple puzzle
  • Tuk (the man in a bush) backstory is now more clear (if you find the good item to make him talk about his business in that bush)
  • Miscellaneous small changes here and there


Fixes and “under the hood” changes



  • Fixed the ninja quest, some issues in dialogs made it impossible to complete. Nobody told me it was broken so I guess I broke it recently... Maybe it was ninjas work?
  • Tuk, the NPC in the bushes shouldn't aggro mobs anymore
  • Nerfed the Life Drain staff ("Crystal staff: Life Drain"): its range is reduced from 5 to 4 meters and the number of Blood Totem (the things spawned by it) on the map is now limited to one at any time.
  • Fixed a bug that turned pumpkins into coach tomatoes when loading a savegame
  • Fixed a bug that sometimes prevented the player to drop items when the inventory wasn't displayed (because the last slot hovered by the mouse was an equipment slot)
  • Manually stacking items should now work properly (no more duplicate or loss of items when trying to merge two stacks)
  • Some objects weren't removed from the game when getting back to the main menu or on level change
  • ^ this should fix a lot of small issues and could explain some crashes (items falling into nothingness, forever, are bad^^)
  • The map is now localized in french | La carte est maintenant traduite en français


Update 1.1.20 - End of THE bug, maybe

Hey everyone!

I pushed a new patch to try to fix that nasty bug that's been plaguing some players for months. I found some devs facing something that looks like the exact same issue with Unity and one of them seems to have a solution for it.

As usual, the bug is very hard to reproduce on my end so let me know if you're still encountering it after this fix.

For new players that wouldn't know about it, it's a crash happening only the first time you enter the small crypt in the bandit camp (after the sewer), or sometimes the haunted house. No need to send me the crash logs if it happens to you, just reply here or on the bugs and issues section of the Steam community. If you manage to get your hands on a savegame that would crash everytime you enter the dungeon, I'd be super interested.

Hope that's the end of the line for this pesky bug :S