Progress Game cover
Progress Game screenshot
Genre: Role-playing (RPG)

Progress Game

State of Development 2 for 0.09 Maintenance

Hey everyone,

here a small progress update for the 0.09 maintenance version:

The QoL and Feedback has been mostly processed and implemented.
I now switched modes and started working on adding new spells/skills/functionality to spell-trees.

These include:

- Dark Tree (Draw on dark powers to curse your enemies and blast them to hell)
- Arcane Tree (Use the purest form of magic to blast your enemies with your mana)
- Blood Tree (spend hp to cast spells or drain life from your foes)
- Earth Tree (Use the physical prowess of the earth to bolster your defenses or smash your enemies)
- Fire Tree (Burn everything to the ground)
- Holy Tree (Use the power of the light to cast miracles and smite your foes)
- Lightning Tree (Zip zap, ligthning is a speedy route to death for your enemies)
- Ice Tree (Freezing cold, sharp ice crystals to fight at sub-zero temperatures)

- Axe Tree (Hack away at your enemies)
- Dagger Tree (Stab away in quick succession with a high chance to hit weakpoints)
- Hammer Tree (Smash your enemies and the ground with the power of this brute force)
- Shield Tree (Focus on defense and bulwark yourself, while having some utility in attack)
- Stave Tree (Its a big heavy stick, BUT WITH MAGIC. Strike your oponents with your martial prowess, infused with magic)
- Wand Tree (Blast away at your enemies with magic projectiles, utilizing your mana as ammo)
- Unarmed Tree (Master your fist, so you can master your enemies)
- Mace Tree (Smash your enemies with accuracy and spikes. There is a reason why its the favorite weapon of a Paladin)

(Maybe some passives for the gathering-trees, but not sure yet, i think that might come most likely in 0.10)

The update will act as a foundation for these spell trees with around 2-3 spells per skill-tree and a couple of passives per tree that will change the behaviour of some spells. Some of those trees already had spells in 0.09 before maintenance update, and its mainly focusing on bringing the other spell-trees on a similar level (and maybe add some more to the ones that already had spells/passives)

These will also be the foundation for changes and new stuff coming in future updates (0.10 and onwards).
My hope is that those spell-trees etc. will add a feeling of a certain class fantasy to the game.


Im working on 3 parts to make this happen:

- Functionality of the spells
- power of spells, upgrades, balancing
- Add visual effects and icons for spells/skills etc.

Looking forward to getting it in your hands to try and play.

Keep it up!

State of Development 0.09 Maintenance

Hey everyone,

after a long, well needed hiatus and slow development on the game, things are picking up steam again and im again invested into Progress Game.

Im currently making progress in regards to:

- Incorporating Feedback and QoL
- Fixing Bugs/Crashes (cant promise to fix all, as some are quite obfuscated/specific to the machines)
- Some more Content (More enchants, more Gems. Next world will come with 0.10)
- Adding missing art (Food-icons etc.)
- Adding Spells/Skills and filling the skill trees with life.

I hope everyone is doing well/getting better!

Keep it up!

v0.09.1.1b Fixes

V0.09.1.1b:

- Fixed spellbook hotkey
- cleaned up some nonexistant/obsolete signals and pointers (could maybe help with unspecified problems on certain os)
- Fixed naming for relics t4-t6 (now just called "Relic")
- Skill-Trees: Added unlock hints in the tooltip when hovering a node, which tells you what actions are possible ("left click to buy" "left click to skill", "right click to unskill"). Also Improved the displaying of the requirements to get access to certain nodes.
- Character UI: Fixed tooltip description of wisdom
- Character UI: Fixed disappearing of "assign attribute" buttons skewing the formatting
- Map: Added name labels to be seen without hovering to improve initial orientation on the map. (on some pcs hovering the Zones on the map seems to not bring up the tooltip, or they dont register it as it is popping up delayed after 0.5 seconds)
- Earth armor: Readded mana cost display to tooltip
- Option Menu: Added Quit button (useful for if you are in full screen and cannot/dont know to use alt+f4)

v0.09.1.1a Hotfix



- Player: Fixed attack animation not sped up by attack speed multiplier
- Fishing Hut/Mine: Fixed mass donation not granting gathering mastery exp
- Skull Ring can be sacrificed
- Relics: The Relics of lower tiers than your highest tier relic can now be sacrificed. If you are already in tier 6 (red) you might have to unequip and equip the tier 6 relic once, to be able to sacrifice tier 5 (purple) relics.

Keep it up!

V0.09.1.1 Hotfixes

v0.09.1.1:

- Fixed double dipping for multipliers: If a player had 10 armor and 20% increase, correct would have been: 12 but it did 14.4 instead
- Fixed Paladin Trait needing 4 armor pieces instead of 3
- Added Armor requirements to armor tree node tooltips

V0.09.1 Hotfixes

Some small hotfixes:

v0.09.1:
- Added Hotkeys to side panel buttons (also added them to the tooltips)
- Crafting Tree: Jewelery/gems: Changed unlock hint "Find the jeweler Kit" to "Buy the jeweler Kit"
- Cloth Tree: Fixed "spell mastery" not unlockable
- Town_UI: Fixed smith dialogue typo
- Town_UI: Fixed "unlock: Unlock X" redundancy

Keep it up!

0.09 Major Update Release

Hey @everyone
I know it has been a very long time since you've got good news from the game in this channel, but here it is:

0.09 is out

Thank you for being patient and staying with us. I hope you will enjoy this new version.
And a big thank you for everyone that helped by providing their feedback and ideas and those that helped playtesting the game!

I will add more polish/content to the live version in the close future (more spells, spell schools, polish/improve assets)

The previous version 0.08 will be available in an extra branch as to preserve the experience and make it possible to be still played.

Any feedback/ideas/critique is greatly appreciated!

Changes:

- Major UI overhaul
- The game now consists of multiple zones within individual worls. For now there are 2 worlds, but with more to come
- Added Item Enchanting: Add an enchant to your items to improve the aspects that you like for your character
- Added Gathering Encounters: The Player will now mine after 2 successful fights
- Added Quests
- Added Spells + Auto Caster
- Added mastery and spell school Trees
- Added Town: Improve your buildings and unlock new features or gain resources
- Added Shop: Buy recipes, items, food or sell surplus resources for a quick penny
- Added Cooking: Cook Food resources to boost your power

I hope everyone is well/getting better!
Keep it up!

v0.09 final playtest is available

Hey all,

i released the current playtest (playtest-7) for 0.09, which is the final playtest before i release 0.09 on the live branch.

So if you want to check it out early and/or help testing.

The playtest contains all the features that will be released with the initial 0.09 version. 0.09 will receive some more polish after its release. Then i will start working towards 0.10, which contains World 3 and Alchemy.

Some assets are still a bit rough or placeholder and will be improved/replaced over 0.09's lifecycle.


I hope everyone is doing well or getting better!

Keep it up!

V0.09 Teaser #2

Hey all,

After posting the last [SOON] announcement, i noticed it might have made sense to add screenshots or other stuff to give a feeling for what to expect.

Like mentioned in the last post, the game underwent a major overhaul. With the basic idea persisting but adding more complexity and ways to progress you character's power. (and more to come yet)


The First Dungeon in Progress Game:
The Hive:


here you can see a completely overhauled ui, with independent Windows for each System like "Inventory, Crafting etc." Currently there is a bit of a struggle to make it less cluttery but im sure we will get there.

Enchanting is here:


With enchanting you can add bonuses on your items depending on the type of item. Add some major stat boosts to your chest piece, or add a powerful trait to your amulet.



Fight in 2 new Worlds, with 3-4 Zones and ~40 monsters (some old and mostly new ones), like for example:
Meet Factory Fish:


He is happy to be a productive part of marine life and give you a hard time, supporting his kinfolk the sea-slugs.

Spell schools:


For now there will be 3 active and available spell schools with certain spell-themes:
- Holy: Smite thou enemy with the holy power
- Earth: Throw boulders/sharp rocks and protect yourself with earthly elements
- Fire: Burn your enemies to a crisp and warm yourself on the glow

All spell schools will be expanded heavily and more spell schools will be added:
- Blood: Sacrifice and leech health from the enemies to damage them or reap benefits
- Ice: Slow, freeze your enemy
- Lightning: Turn up the voltage!
- Dark: Curse your enemies and apply the dark forces on them
- Arcane: A mana based spell school that uses and channels mana to deal high damage.

There are also weapon and armor mastery trees, which are currently pretty bare-bone, but i plan to add a lot more stuff to them that you can unlock and use.

There is a lot more systems that got added, but this will be it for now, maybe i will do another sneak peek.

I hope this news finds you well!
I hope you are well/getting better!

Keep it up!

v0.09 soon/Preview

Hey everyone,

long time no see. Just wanted to post an info about the next incoming version 0.09.

I have been working on the playtest 7 for the last year, which adds more systems and has major improvements, including world 2.

Due to the size of those changes and how different 0.08 is from the current development, i am planning to push this next playtest 7 as version 0.09 to live as i feel it is a big step into the direction which is much closer to my final vision of the game.

The current live 0.08 version will still be available in an exclusive branch, for people that prefer that state of the game or want to experience that version again.

0.09 will entail:
- World 2 (Dry Praerie): Discover the reason for some weird occurences and help out some friends and descend into the first iteration of a dungeon.
- T3: Find recipes strewn around the new zones for stronger items that you can upgrade even further
- More spells/skills including spell-schools (not too many right now, will add more over time)
- Get exp for using your spells/skills and upgrade them for gold.
- Spell Auto-Caster: Cast spells while you are away, including multiple spell cast slots
- Relic item to boost the functionality of the auto-caster even more.
- Food/Cooking: Cook Food to improve your mastery with the recipes and gain permanent bonuses. You can donate that food to the Mine/Fishing Hut to boost your resource production.
- Passive resource income via Mine/Fishing Hut (build in town)
- Shop: Buy Resources, recipes from the new Shop (build in town to access)
- Enhancing: Add special effects/boosts/bonuses on your items (unlock by buying from the shop)
- Gems: Socket gems that grant attributes into your items. Your items either have sockets from the start or get more empty sockets when upgrading their quality.
- Plus-rolling: Gamble your resources and try to boost your equipment even more. Multiplicatively improves the stats on your items, so its a good synergy with the quality upgrades on an item.
- Rings/Amulets: Craft Rings and Amulets that have a random combination of stats, giving you somewhat of a goal to get a good ring.
- Readded attribute point allocation + reset for gold functionality


The features are functional and close to ready to be release on the live branch, and the game requires some balance passes from me and some assets are still missing. But i want to make it available as soon as possible.

The game will keep receiving polish and improvements, incorporating the feedback from you the players.

With 0.09 there were some major reworks for many backend systems, which now enables me to work in a more iterative approach and do changes to 0.09 without running the risk of bricking existing saves/progress.