New 3D Prints, Fan Art Spotlight, Mac Build, and more!
Praey for the Gods Updates!
As we settle into 2024, we have a few new things to share including new merch, amazing Fan Art, Mac Build, and more!!
New Merch!
We're thrilled to announce the addition of some fun new 3D prints to our official store - the Sigil Magnets and Soul Totems. Crafted with care, both items are in a stunning bronze color finish that will add a touch of Praey for the Gods magic to any space, including perhaps the coldest place…your refrigerator.
We also have a couple of other items we’ve snuck onto our merch shop like a new shirt design, mugs, etc.
Soul Totems Collectible from your Praey for the Gods journey, now available for you to own and keep close for your next encounter with a world-ending winter wasteland.
Sigil Magnets These aren't your average magnets; they mimic the game's mechanics, letting you pull and push them, bringing a piece of the game's magic to life! Here's a video of the magnets in action
Sigil T-Shirt
Praey for the Gods 11oz Black Mug
Fan Art Spotlight:
The Dreki Boss Battle We recently had a fan reach out to us with some fan art that left us in awe. It’s a truly incredible depiction of the Dreki boss battle. The level of detail and passion poured into this artwork is simply unbelievable. Please visit the artist's Instagram @/Amira_the_drake and show some love for their epic masterpiece and all the other fantastic artwork they create!
Mac Build available
The Mac Build is now playable through Steam! Currently, it can be accessed in our beta build section using the code “testmemacbuild.” It runs on both M1 / Intel Macs and while we've been testing it for a while we'd love to get a couple more eyes on it before we release it into the wild.
Looking Ahead
So what's coming up next? We've been hard at work on something new and while we're not ready to spill all the details just yet, you can bet it takes all the good stuff we learned on Praey for the Gods and makes it even bigger and better. All this progress? It's thanks to your AMAZING feedback, passion, and support. Seriously, you guys are the best. We can't wait to show you what's in the pipeline!
Since our launch on Steam v1.0 release we've received several requests from fans for physical merchandise, particularly those who missed our Kickstarter or wanted to support us further, so we decided to set up a small shop.
Most of the store's items are limited, like the collector's loot box, artbook, and pins. We also have new items like the 3D printed Satyr Boss and the Praey for the Gods poster. The 3D printed boss was a ton of fun to create, and we plan to release more 3D printed characters and other merch to our shop throughout the year. Here's a pic for scale and overall look/feel. The frame around the poster is not included but we hope this gives an idea of how everything looks.
A quick gif of me spinning this big boy.
We want to thank you for your support and for making Praey for the Gods the success it has become, and we look forward to bringing you new and exciting content in the future.
Sincerely, No Matter Studios
For merchandise, we currently only offer shipping to US domestic locations. If you are international and interested in Praey for the Gods merchandise, please email us at orders@nomatterstudios.com.
Steam community items are available now!
Hi everyone! We're thrilled to announce that Praey for the Gods Steam Community Items are now available to players:
New profile badges, including foil for collectors
15 trading cards featuring boss art, character art, and environment art
10 profile backgrounds
8 unique emoticons to use around Steam
We also heard your requests for Animated Backgrounds, Mini-Backgrounds and Avatars. We may have gone a bit overboard with these but they were a ton of fun to make! These animated items as well as profile backgrounds and emoticons are available in the Points Shop
11 Animated Backgrounds
5 Mini-Animated Backgrounds
5 Avatars
Animated Profile Frame
This is preview gif of one of the animated backgrounds.
We hope you enjoy them as much as we did making them.
Thanks again for playing our game! No Matter Studios
Auto-Climb, Improved Dodge, and more!
Hi everyone, We're back with another update to game. Most notable is that we've added the new climb style options into the game for all to try out. Players will now have an option to choose their climb style from the menu. With this build also comes additional fixes to music and further tweaks and improvements based on player feedback.
Updates/Improvements: - Added Auto Climb - Added I-Frame Dodge - Added Classic Climb - Added a buffer to Classic Climb after cutscenes to prevent the player from falling off. - Fixed the player getting stuck in walls when grappling to the top edge of surfaces. - Fixed the player swinging in a full circle when climbing on flat ground. - Fixed tumbling to the side making it harder to grab on and save yourself from a fall. - Fixed Yeti music not playing in Echo Mode. - Fixed Thrall second music not playing. - Fixed errors in translation on the Stats Menu. - Fixed taking damage from short falls while on a boss. - Improved strafe speed for faster combat movement. - Improved climb direction so it works properly when the camera is looking backwards at the player - Improved turn speed, for faster reaction times.
Wait, what is all this climb stuff? If you missed our last update we explained how these new climb options function. Here's the link to that or read below.
Auto Climb - this new climb style effectively removes the need to ever press a climb button. The player will still need to press release when they want to let go. We're looking for the most feedback on as it has many potential edge cases.
I-Frame Dodge - this dodge now replaces our older dodge allowing for a bit more predictability when dodging attacks. However, rolling directly under a giant stomp by a boss will still result in damage/death:)
Manual Climb - this is our original climb we've improved the grab timing based on feedback Classic Climb - this style has been requested by some players and is similar to SotC climb where the player needs to press and hold the climb button while climbing. When the boss shakes we've defaulted this style of climb to not have to tap to regain stamina. Simply holding climb will bring back a fair % of stamina similar to the 'Hold' option that has been available in Manual Climb.
Again a special thanks to all the players that allowed us to add them as friends so we could deep dive with them the controls. The feedback we got was incredibly helpful and this recent update is possible because of that.
ps. special thanks to [S]antiago - サンティ for their screenshot with our photomode. pss. Steam cards are almost done:)
New Experimental Build: Auto-Climb, Improved Dodge, and more!
Hi everyone!
Experimental Features Build is Live!
We've been working on some new solutions to player controls based on feedback we've been receiving. Our biggest improvements that we're very excited about are a new auto-climb and a new i-frame style dodge. As these are pretty new we're looking for feedback from players to make sure they are solid before we release them into the retail game.
Where is the Experimental Feature Build?
The Experimental Features Build is available now as a beta build to playtest. It can be found under the properties for Praey for the Gods in your Steam Library. This build can be played with your current save files and can be played much like the current retail build. However, like anything that is experimental some bugs may be present that are not in the retail build.
What features are being tested?
Auto Climb - this is a brand new climb style that effectively removes the need to ever press a climb button. The player will still need to press release when they want to let go. We're looking for the most feedback on as it has many potential edge cases.
I-Frame Dodge - this dodge will most certainly replace our current dodge. However, it may have a couple issues that we're hoping to smooth out with player feedback.
Manual Climb - this is our original climb we've improved the grab timing based on feedback Classic Climb - this style has been requested by some players and is similar to SotC climb where the player needs to press and hold the climb button while climbing. When the boss shakes we've defaulted this style of climb to not have to tap to regain stamina. Simply holding climb will bring back a fair % of stamina similar to the 'Hold' option that has been available in Manual Climb.
Additional control improvements and bug fixes in this build (coming soon to the retail build) - Fixed the player getting stuck in walls when grappling to the top edge of surfaces. - Fixed the player swinging in a full circle when climbing on flat ground. - Fixed tumbling to the side making it harder to grab on and save yourself from a fall. - Improved climb direction so it works properly when the camera is looking backwards at the player - Improved turn speed, for faster reaction times.
How does Auto-Climb work?
Auto-Climb works by simply running into a climbable object. The player will attach to it and begin climbing, it's as simple as that. However, under the hood this is no small feat as a constantly deforming rotating mesh is very hard to have work automatically with climb. With auto-climb enabled the player no longer has to worry about when to press climb when falling, or if they are close enough to press climb. When on a boss the player will automatically grab to the nearest fur patch when falling, or if you are shook on a boss the player will re-grab automatically at the soonest time. When the player is on a flat surface she will automatically stand back up to regain stamina. The player will need to press "release' if they want to let go manually from a spot and re-grab somewhere else.
How does the new dodge work?
This dodge is similar to an invincibility frame dodge or "i-frame" dodge as some refer to it. Basically, for a specific amount of time during the roll animation the character is now effectively invincible to damage. So rolling away from an attack or attack blast is not determined specifically on their distance from the attack but if they are in the state of rolling away. In some circumstances, damage is unavoidable ie: rolling under a bosses foot or fist as it slams into the ground. We're still looking into some areas where edge cases could appear and look forward to players feedback with this.
We specifically want to thank players that allowed us to add them as friends so we could deep dive with them specifically on what bothered them about the controls. The feedback we got was incredibly helpful for us to identify specifics details that we were not seeing with our in-game feedback.
ps special thanks to Source_xvi and Levi for there awesome screenshots they took with our photomode.
Praey for the Gods Update v1.0.009
Development Update! Hi everyone, This is our first update since launch that focuses around Steam Deck, Quality of Life, and player feedback. We have more planned and will release them when they are ready.
Updates/Adjustments - Added full Steam Deck compatibility - Added the ability to change Difficulty at any time - Added Field of View Settings to Options - Added a prompt to inform the player they can change controls at any time - Added a prompt to inform the player they can difficulty at any time - Improved Tap/Hold prompts - Improved grappling hook attach angle - Tweaked stamina burn in lower difficulties - Fixed issue with player getting stuck in Boar pillar
Added full Steam Deck compatibility The Steam Deck is very cool. At first, we were a bit skeptical that it could run PFTG at a solid framerate. However, upon getting the devkit and popping into our Steam library the game just ran. No adjustments, no weird UI issues or anything. The biggest adjustment we looked into was actually bumping up some graphical features as we noticed the game ran great. We had many questions about if our game would be playable on Steam Deck and we can confirm that it does.
Added the ability to change Difficulty at any time This was a request we've received for quite some time. Outside of battle, players can now adjust their difficulty options. So if you started off in Hard/Survival and realized that's not for you? You can now change your difficulty without having to restart the entire game.
Added Field of View Settings to Options Players can now adjust or lock the games Field of View. We hope this optional setting will help those with wide screens and those that can have motion sickness.
Cool soooo what's next? Currently, we are focused on improving PFTG with Quality of Life updates based on player feedback. We've also begun work on new prototypes since launch. It's still too early to discuss specifics but we wanted to let people know since we've seen some posts inquiring about that.
Thanks to everyone that has supported us we wouldn't be here with out you! No Matter Studios
1.0.006 Patch
- Fixed items going through the ground. - Fixed upgraded wolf outfit (Kickstarter reward) visual. - Fixed fallen note 24. - Improved climb animation. - Adjusted crude bow aim. - Added support for PS5 dual sense controller (haptic feedback and adaptive triggers not available). - Improved Bluetooth connectivity for Xbox controllers.
1.0.005 Patch
Hi PFTG players! Based on feedback from players, we have made adjustments to durability, normal difficulty balance and surfacing of the difficulties.
This patch contains:
- Improved durability - Adjusted balance in Normal - Clarified some text in the main menu
Thanks, Tim
1.0.004 Hotfix
Fixed some Minions not adding to the stat count Fixed fire arrows not starting fires at times Fixed lore not working in a cave near thrall Fixed skin returning to normal after echo mode Fixed echo mode being accessed while already in echo mode Fixed explosive arrows not starting fires Fixed stamina wheel overlap when in Help menu Adjusted respawn length
Thanks, Tim
1.0.003 Hotfix
- Fixed lore notes not showing in some areas of the world - Fixed some text not fitting in menus - Added prompt to remind the player to Manual Save