OverTime cover
OverTime screenshot
Genre: Shooter, Puzzle, Adventure, Indie

OverTime

A new combat demo is OUT!

Good times to you!

After a long period of radio silence I'm guess it's time to say that this time was spent working on a new content for the game: to be blunt, in it's last iteration, the game looks very shallow and boring: the locations are very empty and short, the quests are very straight-forward, and the combat system lacks overall depth. That's why it was decided to spent time overhauling those things. Today's highlight is...

COMBAT SYSTEM OVERHAUL



UNIT STATS AND DICE ROLLS



Before, one of the combat aspects was randomness. It wasn't particularly fair that the player's impact on the combat outcome was dependant on such thing, so it was decided to remove it completely. Well, almost completely, as the skills that gets shuffled into your hand and enemy behaviour (this one actually can change depending on the environment) still depend on chances, but hey, at least it's better than losing due to having 95% accuracy and still missing, right?

As such, the following stats were removed:
- Accuracy
- Evasion
- Critical Chance

Take a note that the critical damage stat is still present and is used to buff some special empowered attacks.

Along with this, there are a few stats that were added:

- Walk - determines the maximum radius a unit can move per turn. This stat was present before, but now it is officially implemented
- Readiness - determines the intervals between units' actions (we will talk about it further below)
- Fortitude - a value that affects the duration of negative effects applied on a unit
- Incoming healing - a multiplier of a unit's incoming healing
- Incoming healing - a multiplier of a unit's incoming healing



SPECIAL SKILLS



Hyper abilities were removed. Yep. The idea of having a skill that grants a unit a power spike at the cost of charging it for several turns, so, to smooth the difficulty curve a bit, they were replaced with a special skills tab: those skills are either innate to the owner, or can be obtained via various combat interactions. Try experimenting a bit! Who knows what you can find?



TURNS



The old combat turn system worked this way: you wait until you fill you Time Points gauge, then spend some of that TP to use skills or walk... which wasn't particularly balanced! I mean, there were no skills that required all of you TP, right? That is why is was decided to change it for the better: the new combat system uses act timers: act timers are activated after you use skills or move. The values of the timer, as mentioned above, are determined by the Readiness stat. Moving sets timers to only half of its duration. Using items does not activate timers at all! Once the timer is off, units can act.



BLOOD



One of the last but not the least changes: units now shed some blood depending on the circumstances (taking damage, using specific skills etc). Asides from being a cool visual addition, it actually has an impact on the gameplay!



AND ALSO...


- New skills
- New status effects
- A lot of bugfixes
- General polishing and QoL additions

SO, THE DEMO?



The demo features a revamped combat encounter from the main game. To play it, you must select it in the beta branches of the game in your Steam library by going to the game's properties. Unfortunately, this will replace your base game with a demo, but you can switch back to it whenever you want.



Alternatively, if you don't own the base game (hold on, is this even possible?!), you can download it directly from the store page. Otherwise, it will be overwritten by the base game. Unfortunately, Steam does not handle separate demo build, so these are the only solutions.

To sum this up, I have to say: the last year was really hard on me and my siblings, but I still tried to work hard and finish this demo before its 2nd anniversary. Unfortunately, I did not manage to finish working on the first chapter, mainly because of my real life issues and the low income from the game sales. So I'd be really grateful if you spread the word about it in any way. The future of the game lies in your hands.

That's all for now. See you soon, Seeker...

Devlog: Overworld movement

Good times to you! It's been a while since I've made a somewhat consistent post regarding what exactly is in development, or what kind of features are to be included to the game, so here's a sneak peek at the new movement mechanics I'm currently implementing (note that changes are to be expected later on)!

Sprint Overhaul


Unlike in the previous versions, the character now has to accumulate energy before sprinting at full speed. It is done by holding the sprint key (which is RMB now instead of L. Shift by default), all until you see a visual indication showing that you can run at maximum speed. Note that you can accumulate energy even while standing still.


Jumping


Yes, Seeker can now jump! This is not a cosmetic feature as you can see. Not much to say about it, other than it opens vast opportunities for creating many parkour puzzles.


Coiling


And one more thing: Seeker can now coil while mid-air (L. Shift by default) to compress himself during the flight. This is useful while jumping over big gaps or obstacles without breaking the flow of the run.


As it was said in the beginning, those features are partially experimental, they may be expanded/reworked in the future.

v0.07

Good times to you!

Here, a small update for you. Nothing significant.

Changes:
- Slightly expanded the main quest.
- Added prompt cards for combat skill buttons that show the descriptions of effects they can apply.
- Reworked some tilesets.
- Minor bug fixes and optimisation improvements.

v0.06

Good times to you!

Here's another update, to expand your journey!

Changes:
- Expanded the main quest.
- Added one more combat encounter.
- Added various combat animations.
- Added various combat sound effects.
- Reworked patterns of certain enemy skills.

Fixes:
- Fixed an issue with damage sound effect being too noisy sometimes.
- Fixed an issue with "Exhaust" skill not working correctly.
- Fixed some issues with dialogue parsing.
- Minor bug fixes and optimisation improvements.

Plans regarding the game | Roadmap

Good times to you!

It's been a while since I've posted something newsworthy, and it's also been more than a year since the first build of the game has been uploaded to Steam, so I think it's time to share some thoughts with you.

So what happened?



As mentioned earlier, the game has been in the early access state for a year already, and, frankly, it hasn't made much progress since then. The only reasonable explanations I can give are fruitless sales of the game (thus the lack of funding), real life problems, the fact that it's only one person that actively works on the game, and my own lack of motivation, since the game has been almost under the radars. That being said, I'm not proud of any of these, so I'm planning to take some actions towards stabilizing this situation.

My plans



Firstly, the game's prologue is almost concluded, only missing some small parts which will be added in the upcoming update that will be released before the end of the year. And, secondly, right after it, I'll start actively working on the next chapter of the game. I can't tell much about it at the moment, other than that the full prologue is only about 10-15% of the next chapter, and that it will feature a lot of new mechanics and content. The next chapter's release date is somewhen at Q3 of 2022. Again, I can't promise anything, especially knowing that it's a titanic amount of work to tackle by a person like me, but I've got no other choice but to try.

That being said, I will try my best. Thanks for playing the game!

v0.052

Changes:

- Added footstep sounds for NPCs.
- Fixed various bugs with player's footstep sounds.
- Added mouse inputs which can be binded using settings (RMB, mouse wheel, side buttons, but not LMB).
- Added an option to reset controls to default.
- Fixed various bugs with application of key bindings.
- Minor bug fixes.