Hi everyone!
This is our first of many updates to Praey for the Gods from No Matter Studios.
First off, we love all the support and excitement on YouTube, Twitter, Facebook, Twitch, Discord, Steam Reviews, Steam Discussions, and especially in our in-game feedback tool. A number of the players have told us how much they love how the game and honestly we couldn't be more happy with that! We've really enjoyed watching tons of players from around the world play the game.
That being said, the game is not done, and we're here to listen and make it better.
We're actively working on optimization as well as organizing our development road map based on feedback.
However, one thing we are seeing in current playthroughs is a notable death spiral happen for some players. Maybe they were low health, or low on food/items whatever. They'd start out okay, maybe even completely well stocked but they'd trip up or made a mistake and quickly the battle would spin into a death spiral for the player. That sucks, and that's not what we were intending to have happen for the player. Overcoming odds? YES! Feeling frustrated that they have no hope? NO!
To combat this we've adjusted our easy/normal systems to be more incentive based. So if you don't eat, forget to grab food/potions or can't find food you aren't penalized you simply aren't as rewarded. Food will grant boosts to stamina for a while and then return to normal and will no longer push the player into a slower state. We've also offered a subtle auto-regen that helps them get back in the battle and not feel completely helpless if things are not going quite their way. We found this offers the player a bit more flexibility with how they can be successful.
Hard/Legendary are relatively untouched at this time as most of this feedback came from Normal and Easy modes. Oh and being completely frozen and in the water, with 1 health left? Yeah you'll die now on all difficulties. To be clear, we aren't trying to make the game easier just better;)
This is a first pass so expect additional adjustments and keep playing and let us know what you think. We'll be keeping an eye on this too as we continue to work on new content.
You can see the full list of changes below:
Early Access Build 0.5.011
- Added a small Health Regen to Easy/Normal
- Changed survival mechanics in Easy/Normal to be a incentive based solution, eating and sleeping gives you bonuses which help in defeating enemies and bosses.
- Fade out the distortion sound while low health.
- Changed raw food to give the player a small amount of health, cooking food is still the best option for health.
- Tweaked the puzzle leading up to Boss 3 to be easier to jump to.
- Changed the amount of stats finishing a pull switch on a boss gives you per difficulty level.
- Added subtle particles to pull switches on bosses to assist in finding them
- Fixed a crash bug when dying in Boss 3’s arena
- Wood burns for a longer amount of time
- Changed the intro section to teach that the grappling hook can attach to rock walls
- Changed the intro section to teach climb leap
- Added more clues for how to get on to Boss 4
- Made some opportunities for getting on Boss 4 more manageable
- Changed Boss 2’s puzzle so it doesn’t require the player to redo the whole thing when falling off
- Changed damage player takes from attacks while in ragdoll to 0. No more cheap shots.
Thanks again for all the great feedback and bug reports -- we're digging through it as quickly as we can. Keep it coming!
No Matter Studios
- Fixed the player easily able to get out of bounds in the first boss arena.
- Fixed the player falling through the ground in the boar boss arena
- Fixed the tower boss randomly disappearing during battle
- Added V-Sync option to the graphics menu
- Added Chromatic Aberration option to the graphics menu
Thanks again for all the great feedback and bug reports we're digging through it as quickly as we can. Keep it coming!
No Matter Studios
Early Access Build 0.5.007 Hot Fix
Hi PFTG players!
Holy crap, the last 24 hours have been insane. We've been working non-stop (seriously, I got 2 hours of sleep) reviewing your feedback, solving bizarre Steam key issues, and even squeezed in some time to watch people stream the game. For this to be our first title as a new and small studio (we're three devs), I think we've weathered our launch pretty well. We know things aren't perfect, but we're committed to make this game better and better.
With that, here's our first build update!
Early Access Build 0.5.007 Hot Fix
- Fixed a bug that had the boar boss (3rd boss) idling in place after charging.
Thanks again for all the great feedback and bug reports -- we're digging through it as quickly as we can. Keep it coming!
No Matter Studios
Praey for the Gods Early Access Trailer and Release Date
We are incredibly excited to announce that we'll be releasing into Early Access Jan 31st 2019. We can't wait to get your feedback to help us make this the best game it can be.
https://www.youtube.com/watch?v=Mt9_n9pGurA&t=12s
Please wishlist!
Thank you for your support
No Matter Studios
In the latest newsletter we discuss Closed Beta, PAXWest, answer our fifth Q&A for the Gods, and discuss our plans for launch.
We are soooo close to getting the game out on PC and we want to thank you for all your patience, understanding, and support.
Stay safe over the New Year and we will see you in 2019!
Happy Holidays!
No Matter Studios
PS. Sign up for the newsletter here https://praeyforthegods.com/subscribe
Q&A for the Gods pt.4
Hi everyone!
We've returned for our fourth installment of Q&A for the Gods, where we offer up your questions on the altar of answers!
If you are interested in being a part of the next Q&A for the Gods, feel free to ask them via our Discord:
https://discord.gg/praeyforthegods
channel #qa_for_the_gods.
"Will there be any other humans aside from the main character or even traces of civilization in the game? If so, will she have a chance to interact with them?" Brian: You will see heroes that failed before your arrival. There are traces of their past to see and explore such as paintings explaining beliefs. You can interact with the some of the past heroes but they are not alive.
"Will you have any companions or mounts as you play, such as Argo from SotC? If not, is PftG meant to be a lonelier experience?" Brian: We are planning some pets that the player can get in the game which we initially offered as Kickstarter rewards. PftG is a single player experience where you are sent to a dying and desolate island but in these creatures you may find companionship.
"Will there be any indications in the animation or model of the main character that show how she is doing? If she is too cold, will she shake a little more? If she is hurt, will she limp?" Brian: As the player gets colder in the game they'll reach a point where they'll shiver from time to time. Similarly, when the player gets hurt then they will limp and slow a bit.
"Many commenters, myself among them, saw some evident rigidity in the player character's movements in the IGN video. How much refinement can we expect in character animation before full release?" Brian: We're always refining animations and listening to player feedback. Specifically, we are looking at jump and walk cycles for improvement. Also before full release (i.e., consoles), we'll continue to refine and polish animations as we go.
"I've seen lots of bow-related combat but little as far as melee is concerned. How viable will melee attacks be against minions and Champions? Also, how fleshed out is it, i.e., are there light and heavy attacks, weapon move sets, etc.?" Brian: Melee is useful against minions and champions. I prefer it at times over bow-related combat but it really depends on the situation. That being said, we don't have crazy melee combo systems, or 100 different special moves as most of those types of attacks would be useless on a boss. You’d be left smacking the boss’ ankles which is pretty silly. Our melee is pretty straight-forward but still fulfilling.
"Will certain glitches currently in the game be kept for the purpose of aiding potential speed running?" Brian: It's really the nature of using physics to move the character that unplanned stuff will happen once in a while. A good example of this is the bird boss we have shown in videos. You can use his momentum to your advantage if you are daring enough and it's a ton of fun and we can't wait to see it used in speed running. Still, we always try to fix any bugs that will hurt player experience.
"Will there be secrets in PftG that dataminers will be able to explore such as the out-of-bounds areas of SotC? Please say, 'Yes!'" Brian: Players will be able to get around in the game with a number of tools (grappling hook, parachute, etc). I'm sure they'll find ways to get to places we never thought possible.
"How many hours do you roughly estimate that the game will last?" Brian: This is a tough question to answer. We saw such a wide range of player skill during the PAX demo and Closed Alpha testing, with some taking a great deal of time on the game and others going on more what we estimated. I'd like to put first time playthrough at roughly around 10-20 hrs but then I see some people take much longer, and I’m sure some will go even faster.
From everyone at No Matter, we'd like to thank you for your questions! Special thanks go to ernst1984, noxyoursox, xXlostwonderXx, Eeiiee, BigSamiAbs, the_austin_e, TropShop, and Twelve_whose questions were included in this month's Q&A for the Gods! Please keep them coming in #qa_for_the_gods on Discord -- if you do, your question might be featured in the next Q&A for the Gods! Until next time stay pious, stay alive, and Praey for the Gods!
Thanks again for your support!
No Matter Studios
IGN: PRAEY FOR THE GODS EXPERTLY CHANNELS SHADOW OF THE COLOSSUS - PAX WEST 2018
SPOILERS in the video!
IGN stopped by our booth in the PAX10 to try out our demo we had at PAXWest. It was great to meet with them and discuss Praey for the Gods. We were so surprised and excited when they did a follow up video on their play through.
Praey for the Gods Alpha/PAXWest2018 Build Footage and Newsletter 13 is out!
We're very excited to show off some footage from our PAXWest Build. Special thanks to IGN for sharing this. We'll be showing this short playable at our booth 7310 in the PAX10 area.
https://www.youtube.com/watch?v=2N-ZB_uN_qg
Also, we've sent out a Newsletter to compliment the gameplay footage and give updates on current development.