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.
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
Infernal Radiation is published
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No siema!
As promised, we're leaving Early Access. We'd love to say it's the last patch we're uploading, but let's be serious - there will always be something to fix. So we'll be ready to work in case you find something worth working on. Anyway, Infernal in its current state deserves to be released as a full game.
Now you can buy it for a few dollars, as it's 60% off.
Dear players, if you like the game or you're closer to liking it than hating it, please give us a review, because this will help us boost the visibility. Reviews may be short, those thumbs up matter.
To sum up. What changed?
- Difficulty bug eliminated
- Demo conflict solved
- Crosshair disposed
- Ending Cutscene
- Permanent Storyboxes
- Achievements added
- Achievements fixed
- Community capsules added
- Inventory bug exterminated
- FPS increased
- Incense prices balanced
- Gold exploit eliminated
- Better signalization of enemies' block
- Cards and wallpapers prepared
- Demon avatars added
- UI fixed
- English translation fixed
- Things we forgot to write down
Childhood's End
Hello. We've done it. Thanks to all who supported us and gave any feedback. We've prepared the last EA patch, the game will "get full" on December 28. Hopefully, we'll be able to publish our Steam cards then.
As our EA slot is free now, we've got another game coming there next month. Same characters, same atmosphere, different gameplay, different story.
Yello. A lot of bugs eliminated, features improved, economy balanced, battles balanced. However, the biggest news is that we finally optimized the game. I hope your FPS will go up like crazy.
Also, if you like Infernal Radiation, please leave a review (it can be a short one), beacause It'll boost the game's visibility.
Quick solution to ERASED SAVE FILES problem
Mea culpa. In case you lost your save files recently because of the update, take it easy. They are in AppData\\LocalLow\\Delirma. Just please copy them to AppData\\LocalLow\\Asmodev.
Sorry for the inconvenience. If you need help, leave a message here or DM me.
Ranarif, thanks for letting us know.
Early Access Update #5
Holy shit, we've broken the game a little bit yesterday. You could lose your inventory while switching difficulty level. Also, you could get some trophies accidentally.
I've found out there is a hole you can easily exploit. Gold respawns when you switch difficulty, so you can farm coins quickly and buy everything. It's not fixed yet, you still can have some guilty fun, but we're taking care of this.
Besides, we added Steam capsules.
Early Access Update #4
Yello. We've got a challange for you. There are 36 achievements now, and finishing game on all the levels should make you platinum.
The law is retroactive, you'll get what you deserve simply by turning on the game. Sadly, there is one exception we may fix in the future. The Show No Mercy trophy needs to be earned even if you've already defeated the final boss. You have to finish the game on any level to get it. If you're a collector you're probably going to do this anyway.
Hats off to anyone who gets Monotheist.
See you soon with another update.
Early Access Update #3
Here it comes. We've expanded the final scene so the game doesn't end suddenly after the last fight. Also, we've changed the way you trigger the story boxes. They don't disappear now. We've improved translations in several languages. Thanks a lot to Ruzy from estenoesmijuego.es. FPS should be slightly higher.
Now it's turn to prepare some achievements.
Please let us know about any problems you will ecounter.