Prometheus Wept cover
Prometheus Wept screenshot
Genre: Role-playing (RPG), Strategy, Indie

Prometheus Wept

Prometheus Wept V0.654 Out Now - QOL, bug fixes, and work on Act 2 has begun!

[p]Hi there,[/p][p]I hope you're having a nice weekend! Prometheus Wept V0.654 is now available for your gaming pleasure. The focus of this update has been twofold – first, as usual, a number of community suggested quality of life improvements and bug fixes have been made. Second, work in earnest has begun on the first location in Act 2: The Valley of Wrath. As a courtesy, I'd like to let you know in advance that the cost of the game will increase when the Valley of Wrath is added.[/p][p][/p]

Quality of Life & Bug Fixes:

  • [p]Fixed an issue with a cyberspace node disappearing in Hec8 labs, under certain circumstance. (Thanks, Vlodril)[/p]
  • [p]Merchants have a different icon, to distinguish them from quest givers. (Thanks, Vlodril)[/p][p][img src="https://clan.akamai.steamstatic.com/images/37632978/ae643dd8c3bb4007c31b64febf5c315a68508f5f.png"][/p]
  • [p]You can now mouse over the morale bars, for tooltips describing the effects of morale. (Thanks Vlodril)[/p][p][img src="https://clan.akamai.steamstatic.com/images/37632978/577d68c4ff0d4e4bee7e36964dc9420149e7d0e3.png"][/p]
  • [p]Data for attack lethality is now displayed. I'll add a section to the guide soon to explain this mechanic in more depth. (Thanks Hurrry and Vlodril)[/p][p][img src="https://clan.akamai.steamstatic.com/images/37632978/8904880aba1d1f00cd19719268fffc751619fc19.png"][/p]
  • [p]Fixed Gordina receiving horror show perk in error. Psionic robots were never in the design documents, so Gordina now receives Machine Durability instead, which increases her damage thresholds. (Thanks, Vlodril)[/p]
  • [p]Fixed a rare issue with character item slots, which could cause an item to disappear. (Thanks, Vlodril)[/p][p][/p]
[p]Vlodril has kindly been covering the game and providing loads of helpful feedback on his Youtube channel. Check it out![/p][p][/p]

The Valley Of Wrath

[p]After resolving the situation in Sunny Pines, you must journey through the Valley of Wrath. Unfortunately, this area is occupied by former humans who have been preserved in a strange half-life by corrupted tech implants. This is a slightly surreal segway between acts, where you will have to negotiate a path through undead influencers and political extremists to reach Neo Carthage, the area's primary trade hub. Here's a quick outline of the progress:[/p]
  • [p]Made 5 character models for The Valley of Wrath[/p]
  • [p]Started working on first of two maps in the valley of wrath. This map is around 40% complete.[/p]
  • [p]Wrote three encounters for the first map[/p]
[p]Hopefully, I'll have something visual to show you on the next update. [/p][p][/p][p]That's all for this update – I'll be around if you have any comments, questions or suggestions![/p][p]Daithi[/p][p]
[/p][p][/p]

Prometheus Wept V0.652 Released - The bug forum redemption arc begins!

[p]Hi there-[/p][p]Hope all's going well for you! It recently came to my attention that I wasn't subscribed to the bugs forum, and to more than a little horror, found a number of bugs that had been reported some months ago. This led to an hasty, unplanned update, which addresses all but one of these bugs and other issues which have been reported in the mean-time.[/p][p]Before declaring a CONDITION RED! and scurrying to fix these bugs, I'd started work on Act 2, and have prepared a number of character models and started finalising the design. There's a fair bit of background work to do here, maybe another half dozen models, several maps, design work and writing.[/p][p]The good news is that none of this work requires changes to the game, so it's possible to continue providing updates which improve stability and user friendliness in the meantime. In particular, there are a couple of intermittent bugs, which have proven difficult to replicate that I'd be relieved to get fixed.[/p]

User Friendliness:

  • [p]Separated camera rotation and movement speed, so they can be adjusted seperately, and increased the maximum speed to 300%. (Thanks, Hurrry)[/p]
  • [p]Better detail is now provided when mousing over a door or container. The current state is shown, along with the action that will occur when you click on it. Also, occasional errors on reporting the door/container state have been fixed. (Thanks, Darcek)[/p]
[p][img src="https://clan.akamai.steamstatic.com/images/37632978/249fb411f62863eed20825ea28c1880cdb00dd32.jpg"][/p]

Bug Fixes:

  • [p]Fixed an issue causing combat to unexpectedly end when fighting the pair of turrets in the server ante room in Hec8 Labs. This was a fairly serious bug, which was difficult to replicate, but could potentially soft-lock or restrict your options for proceeding. (Thanks, stormfireandwind and Vlodril)[/p]
[p][img src="https://clan.akamai.steamstatic.com/images/37632978/c853f8bc430feae5136704a4b59a280c7b0156ff.jpg"][/p]
  • [p]Items which can be bought and sold for the same price no longer contribute to trade skill gain. This created a situation where trade skill could be maxed without technically buying anything. (Thanks, thomas.vanbriel)[/p]
  • [p]Fixed crafting component quantities not being updated when crafting multiples of weapon components. (Thanks, Nordom)[/p]
  • [p]Fixed Cleaver Blade showing when trying to craft rubber bullets. (Thanks, crimsonlegion)[/p]
  • [p]Fixed an errors occuring when any skill was increased to the maximum of 150. (Thanks thomas.vanbriel and Nordom)[/p]
  • [p]Fixed the incorrect interaction text appearing when you mouse over the well in the drag. (Thanks, Hurrry)[/p]
  • [p]Fixed an issue with the camera view range causing visual artifacts in cyberspace.[/p]
  • [p]Container open/closed visual state is now correctly displayed when loading a game.[/p]
  • [p]Fixed an issue with certain notifications not firing.[/p]
  • [p]Closing a door when inside a building no longer disables the roof.[/p]
[p][/p][p]That's the bulk of this update. I'm sorry for my oversight on the bugs reported on the bug forum. Please keep the feedback coming in and I'll keep chipping away at it :)[/p][p]All the best,[/p][p]Daithi[/p]

Update V0.650 - Day/night cycle, weather, new effects, custom portrait and more!

[p]Hi there,[/p][p]I hope you're doing well! Thanks for your continued support – chats on the forums, helpful feedback and reviews – they all help keep the “encouraged” status effect active.[/p][p][/p][p]Things are somewhat back to normal after moving from my house, which is due to be demolished and rebuilt in the future. This update took longer than usual, mostly because a play-through was required, to ensure the addition of the day/night cycle didn't cause any technical issues or story inconsistencies.[/p][p][/p][p]Several extra visual effects have been added. My favourite is for the SRD (spacial relocation device), which is found in a optional quest in a seemingly haunted, underground research bunker. This device allows you to relocate a number of tiles away – useful if you want to put some space between you and a baseball bat wielding lunatic.[/p][p][/p]


Security Fix Applied:

[p]You may have heard about a security vulnerability found in the Unity Engine recently. This update to Prometheus Wept includes the security fix.[/p][p][/p]

Gameplay: Weather Conditions and Day/Night Cycle
[img src="https://clan.akamai.steamstatic.com/images/37632978/d1d89b4c3afe687c744bc3764605234a09b2ae26.jpg"]

[p][img src="https://clan.akamai.steamstatic.com/images/37632978/bda8e1d1b0b8fb47b8c9c8844046f057855ee521.jpg"]
A day/night and weather cycle has been integrated into Prometheus Wept. Unless a particular condition is required by the story, time will pass and weather will change as you move between areas. These conditions don't just modify the appearance; they also affect gameplay. Night, for example, reduces the chance to hit of ranged attacks and makes stealth checks easier. Rain decreases fire damage, but increases energy damage.[/p][p][img src="https://clan.akamai.steamstatic.com/images/37632978/8b8f497c4c5b4c6dceaf5965d17b3b6db3e05b2b.jpg"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37632978/808085bf9cc4f44adb845c43513cc9326e7fce16.jpg"][/p]

Gameplay: Certain Utility Items Reclassified as Tools

[p]A number of utility items which increased skills: the lock-picking kit, chemistry set, etc. have been re-classified as tools, and no longer need to be equipped to provide benefit. A desire to improve user experience motivated this change – I'd much rather you spent your time having fun with Prometheus Wept, than going through the tedium of re-arranging your load-out whenever you want to craft something![/p]

Custom Portrait Feature Added

[p]You can now add a custom portrait for the player character. For time efficiency's sake, the implementation of this is simple, allowing you to add a specific type of image file to overwrite the player character portrait. The portrait can be added or removed at any time. For more details on how to do this, please refer to the Steam Guide. Thanks to Stocking for the suggestion.[/p][p][/p]

User Interface and Informational Improvements:

  • [p]The status effects for highlighted characters is now anchored to the mouse pointer and the key you need to press to toggle the status effects is displayed. [/p]
[p][img src="https://clan.akamai.steamstatic.com/images/37632978/03a52aaa062b1420b8af80f6b73e98edf235081f.jpg"][/p]
  • [p]Mousing over an item that can be recycled now displays the resources you will recover. (Thanks, Murkki017) [/p]
[p][img src="https://clan.akamai.steamstatic.com/images/37632978/40eef6412174c2b4626bac0fa1e44f0896c3fa5b.jpg"][/p]
  • [p]Improvements have been made to notifications and quest trackers. They now collapse when you enter a screen which is primarily made up of user interface (i.e. character screen, inventory) and revert to their previous state when you leave the screen.[/p]
  • [p]The Steam Guide has been expanded with sections to better explain Morale, Action and movement points, Levelling up, and Custom Portraits.[/p][p][/p]

Fixes:

  • [p]The Diner Chef's conversation icon is now removed when he can no longer be meaningfully interacted with. (Thanks, Ashem2) [/p]
[p][img src="https://clan.akamai.steamstatic.com/images/37632978/e0b579aadf0c745bd5a45c93f1b15d7cbeac9639.jpg"][/p]
  • [p]Fixed issue with crafting shotgun casings. (Thanks, Vlodril)[/p]
  • [p]Fixed a wooden door being hackable :( (Thanks, Vlodril)[/p]
  • [p]Fixed an issue with enemy fleeing logic. (Thanks, Ashem2)[/p]
  • [p]Fixed unnecessary notifications appearing on loading a game.[/p]
  • [p]Fixed a bug whereby the shotgun cone of fire could remain active after combat[/p]
  • [p]Fixed an issue with mine logic.[/p]
  • [p]Fixed an issue with characters having more than 1 conversation icon[/p]
  • [p]Fixed an issue which allowed smoke to be deployed from off map support, inside certain buildings.[/p]
  • [p]Fixed a number of objects whose models were not accurately mapped on to the underlying tiles.[/p]
[p]That's the bulk of what's happened in this update. On Monday, I'll get started on the next update. As always, I'm very interested to hear your feedback and suggestions. Have a nice weekend![/p][p][/p][p]Daithi[/p]

V0.644 Adds Improved Crafting, Camera Control and More!

[p]Hi there,[/p][p]I hope you're having a nice weekend! Version 0.644 of Prometheus Wept is now available, and continues the focus on quality of life improvements. As a courtesy, I wanted to let you know Prometheus Wept and my other games will be on sale from tomorrow - just a small discount for PW, but with the others more substantially discounted.[/p][p]I'm going to keep working on quality of life for another few updates before breaking ground on act 2, so if there's a rough edge you'd like me to look at, or a system you feel isn't well explained, please let me know.[/p][p]Talk soon![/p][p]Daithi[/p][p][/p]

Crafting Screen Improvements:

[p][img src="https://clan.akamai.steamstatic.com/images/37632978/0e7036d5166d1fae992b995e902a379e6d6e09e6.jpg"][/p][p]Not all components need to be added to see the stats of the item you are crafting. Now, a basic version of the item will be immediately generated, and modified as you add better components.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37632978/b9ef98dd8bdec7c9496ca9b845cd3a6a8ea1484a.jpg"][/p][p]Feedback on crafting has also been improved - the number of the item you have in your inventory and the skill gain from the crafting will be displayed when you complete a crafting operation.[/p][p]Thanks to Taka-Haradin and DedZedNub for the suggestions.[/p][p][/p]

Camera Improvements & Notification Dismissal:

[p][img src="https://clan.akamai.steamstatic.com/images/37632978/c5fcfa8cc87496628646533e8356b3ea7191b461.jpg"][/p][p]The camera can now be set to continually rotate while the rotate button is held, in addition to rotating in 45 or 90 degree increments. Due to issues with notifications dissappearing too quickly, they will not appear until manually dismissed, which can be done for all or individual notifications.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37632978/b551f8db1142ecbf148ac2db3e8c79a216018ec6.jpg"]Sometimes you can be moved from an area to another, and this can cause confusion about your current location, so your current location will be coloured differently to clarify this.[/p][p]Thanks to Vlodril for covering Prometheus Wept, and providing many helpful suggestion on his Youtube Channel.[/p][p][/p]

Improved Information on Ally Skill Allocation:

[p][img src="https://clan.akamai.steamstatic.com/images/37632978/620c85c258e0fb36cbf17b538d81a03a91879f00.jpg"][/p][p]When an ally levels up, some of their skill points are automatically allocated in line with their tendencies, and some can be allocated by you. A display has been added to show which skills are emphasized by automatically allocation, so you can allocate your own skill points in a more complementary fashion.[/p][p][/p]

Prometheus Wept v0.642 released & a summary of QOL updates to date

[p]Hi there-[/p][p]Prometheus Wept v0.642 has just gone live. This update adds a navigation helper system and addresses a bug. I intend to continue working on quality of life in the short term, so if you find an aspect of the game difficult to interact with or understand, please let me know! [/p][p]Below, you will find a video covering all QOL improvements since EA launch, starting with the navigation helper added in today's update.[/p][p]Thanks for reading/watching![/p][p][/p]

Quality of Life: Navigation Helper

[p][img src="https://clan.akamai.steamstatic.com/images/37632978/6398af6f37435b37bee12a61af09bba15e98ec4c.jpg"]The navigation helper, enabled by default, displays icons at the edges of the screen to help you locate merchants, other interactable characters, and quest locations.[/p]

Bugs:

  • [p]Fixed an issue with a transparent panel blocking clicks on the trade button at certain resolutions. (archon_tito | LDI Cesare)[/p]
[p][/p][p][/p]

Prometheus Wept Version 0.640 Released!

[p]Hi there- [/p][p]I hope you're doing well. An updated version of Prometheus Wept is now available for download. The newest version adds a number of quality of life improvements and fixes and number of bugs.[/p][p]Thanks to everyone who provided feedback. Please keep the feedback coming and have a nice weekend! I'll get started on a new QOL focused update next week.[/p][p]All the best,[/p][p]Daithi[/p]

Quality of Life Improvements:

[p][/p]

A more readable character screen:

[p][img src="https://clan.akamai.steamstatic.com/images/37632978/85bcb5a8d72d7226736c25a844810d8a115dc7bc.png"][TAG-20][/p][p]There are quite a few stats, derived stats and skills in Prometheus Wept. This can make it challenging to piece together the relationship between the various components of the character system. With the newest update, mousing over a stat or derived stat will highlight all related attributes, allowing you to quickly come to grips with the character system.[/p][p]Thanks, Liessahl and DedZedNub for the suggestion![/p][p][/p]

Improved Resolution Support:

[p][img src="https://clan.akamai.steamstatic.com/images/37632978/03217866ccd37419588f8b5ac962a8ee2dd69e2b.jpg"][/p][p]Prometheus Wept gathers all available resolutions your monitor can support at startup. High resolution monitors can have a LOT of potential resolutions, which can mean a lot of clicks to find the right one. Version 0.640 first tries to match the current resolution of your main desktop monitor. If there's an issue, or you'd prefer another resolution, you can use the aspect ratio selector in graphics options. After doing so, each click to change resolution will skip to the next instance of this resolution.[/p][p]Thanks, Brigand231 and pierrick.lesommer for bring this issue to my attention![/p][p][/p]

Help Screens:

[p][img src="https://clan.akamai.steamstatic.com/images/37632978/44c16a9f94324a401ef25bf805fbd7f24ae5195c.jpg"][/p][p]I've added a number of help screens to the game, so you can get better information on what each of the user interfaces do. Whenever a help screen is available, the button indicated above will be visible. If you click on it, a screen which highlights key functionality will appear:[/p][p][img src="https://clan.akamai.steamstatic.com/images/37632978/9902fba08ebb14ddbcbbd6e50ed21877e3abf300.jpg"][/p]

Bug Fixes:

  • [p]Fixed a collider not being disabled, allowing the same encounter in Homestead Heights to play repeatedly. (Murkki017)[/p]
  • [p]Fixed an inventory issue causing stacks of items to be duplicated in certain circumstances. (Darcen | Murkki017)[/p]
  • [p]After the “Rabble Rouser” quest, it is possible to become trapped behind a temporary all, forinc ghr player to use the map to continue. (LDICesare)[/p]
  • [p]Fixed an issue with the credits screen. (Murkki017)[/p]

A Preview of Prometheus Wept V0.640

[p]Hi there,[/p][p]Hope you're having a nice weekend! Here's a quick look at one of the improvements coming next week. It has been pointed out that give the number of stats, skills and derived stats, it can be difficult to understand how all the elements of the character systems work together. To address this, I've added code to highlight related elements when you mouse over a stat or skill.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37632978/85bcb5a8d72d7226736c25a844810d8a115dc7bc.png"][/p][p]At a glance, we can tell that the Dexterity Stat affects 5 skills, and two derived stats. Thanks for all the feedback so far, it's been a great help in improving the game![/p][p][/p][p]All the best,[/p][p]Daithi[/p][p] [/p]

Prometheus Wept V0.638 is out now!

[p]Hi again,[/p][p]Prometheus Wept version 0.638 is now available to download. The focus is primarily quality of life improvements, with some bug fixes, based on your feedback. I had a report of an issue with ultra widescreen monitors, and if you've experienced an issue (or it's working for you), please consider dropping in here.[/p][p][/p][p]This is the first step to improving the game. Tomorrow, I'll start working on the next update, which will focus on in-game help screens, UI improvements and your suggestions. [/p][p]All the best,[/p][p]Daithi[/p][p][/p]

Quality of Life Improvements:

  • [p]Greatly improved the visibility of the icon for characters who can be interacted with. (The Mogician)[/p]
[p][img src="https://clan.akamai.steamstatic.com/images/37632978/6b73b85828f3ab5d826f60e4814135c4b896b227.png"][/p]
  • [p]You will now be warned if you attempt to leave a map to which you can't return. (Shining Hector)[/p]
  • [p]Added better information for the "Mummified" status affect, along with a toggle in the healing interface, which will warn you if you're applying bandages too often. (cssneed)[/p]
  • [p]Started a Steam guide, which is linked in game. This will be expanded as I get feedback on less well explained systems. [/p]
  • [p]Highlight is now a toggle, enabling you to more easily see objects which can be looted / interacted with. (The Mogician)[/p]
  • [p]Fixed a typo (Shining Hector)[/p]

Bug Fixes:

  • [p]Increased the size of the collider which triggers the fight with Antuan in Homestead Heights, to make it easier to progress. (Murkki017)[/p]
  • [p]Fixed an issue where the efficient harvest perk was not being applied to some objects. (Shining Hector)[/p]
  • [p]Fixed a couple of maps where not all objects were being highlighted. (Shining Hector)[/p]
  • [p]Fixed repair kit MK 3 being the same as the MK2 version (Shining Hector)[/p]

A big "thank you" to pre-release testers & first update incoming!

[p]Hi there,[/p][p]I hope you're doing well! Thank you for your support and feedback to date - I'm getting close to releasing the first update to Prometheus Wept. It will be a small update to deliver a quality-of-life focused boost to PW, later today, or tomorrow. [/p][p]Things got a little hectic coming up to the early access release, and I'd like to take a moment to thank the brave pioneers who gave feedback and helped improve the game before it released on early access. It wasn't possible to address all feedback before launch, so I focused on stability, but I'll address more of your feedback in the near future. [/p][p]Given the complexity of Prometheus Wept, even with 1000+ hours of testing in a very methodical manner, I wasn't able to remove all the bugs. Your help massively improved the game, and I'm really grateful for that.[/p][p]Apologies in advance if I missed anyone, it's been a hectic time. If anyone who reported bugs or gave feedback would like their name in the credits, let me know how you'd like to be credited![/p][p]Talk soon,[/p][p]Daithi[/p][p][/p]

Additions:

  • [p]Opening cutscene added. (Monty)[/p]

Bug Fixes:

  • [p]Fixed an issue preventing the game from launching if the demo was installed. (Corwin)[/p]
  • [p]Fixed a game breaking bug, which prevents the rebellion storyline from advancing (LDi Cesare, Bernd)[/p]
  • [p]Fixed a bug preventing the main character from getting up after a defeat in combat (Might be Crusty)[/p]
  • [p]Fixed an issue which interupts player movement in real time. (Might be Crusty)[/p]
  • [p]Fixed drones being able to fire through certain parts of a wall. ( LDi Cesare)[/p]
  • [p]Fixed the UI dissappearing when the player interacts with a cyberspace node for the second time. (Bernd)[/p]
  • [p]Fixed options not updating when moving between tabs. (liessahl)[/p]
  • [p]Fixed friendly turret in Hec8 labs being added to battles it shouldn't be. (LDi Cesare)[/p]
  • [p]Fixed roofs being enabled when player characters are inside building (Bernd, LDi Cesare, Murkki017)[/p]
  • [p]Fixed doors opening to wrong position (LDi Cesare, Modron)[/p]
  • [p]Fixed an item container having an incorrect item (Bernd)[/p]
  • [p]Fixed issues around item saving and loading (Modron)[/p]
  • [p]Fixed objects in Sunny Pines allowing movement to the tiles they covered. (Murkki017)[/p]
  • [p]Fixed errors in the crafting system (Modron)[/p]
  • [p]Fixed not being able to attack servers after drones destroyed in Hec8 labs (Brigand231)[/p]
  • [p]Fixed an issue causing Zeke to teleport before a fight in the Drag. (Murkki017)[/p]
  • [p]Fixed an issue with inventory items disappearing (Modron)[/p]
  • [p]Fixed characters not appearing where they should (Murkki017)[/p]
  • [p]Fixed an issue preventing progress if you convince kindle to defect from the firemen. (Brigand231)[/p]
  • [p]Fixed an issue preventing progress if you visit the water plant after meeting Gordina. (Polydeuces, Modron)[/p]
  • [p]Fixed an issue with overwatch. (Modron)[/p]
  • [p]Fixed an issue allowing you to visit more search sites than you should, when searching for DR Kriesler. (Modron, Bernd)[/p]
  • [p]Fixed an issue with raising rebel faction morale. (Modron)[/p]

Quality of Life

  • [p]Modified dialogue text to improve its visibility on Steam Deck (KezCrash)[/p]
  • [p]In character creation, you can now revert stats and skills to their original state (LDi Cesare)[/p]
  • [p]“Continue” button in dialogue is hidden when not used (LDi Cesare)[/p]
  • [p]Added a “Youtube Mode” to prevent any music tracks which might interfere with video monetisation being played. (Vlodril)[/p]
  • [p]Did a quick pass on optimising level load times. (Gloomseeker / Liessahl)[/p]
  • [p]Pressing space, or clicking anywhere on the dialogue panel now advances dialogue (Sneko)[/p]
  • [p]Adjusted position of difficulty select panel (Monty)[/p]
  • [p]Music volume starts lower (Monty)[/p]
  • [p]Increased size of current AP Text (Modron)[/p]
  • [p]Improved lighting in The Drag (Murkki017)[/p]
  • [p]Fixed objects highlighing in error on the character creation screen. (awg)[/p]
  • [p]Moved tutorial window so it doesn't obscure quest panel. (Sneko, Murkki017)[/p]

And... we're... live!

[p]Hi there![/p][p]It's been a hectic time in a long, long journey, but Prometheus Wept is now available! I hope you enjoy it and that it has been worth the wait. I've recently added pinned threads on short & medium term development plans, to better explain what's next for Prometheus Wept, so feel free to check them out.[/p][p]I'll be especially active on the Steam forums - I'm looking forward to getting your feedback and talking about the game. If you have any questions, comments, or suggestions, please leave a comment, or create a thread in the forums.[/p][p]Talk to you soon,[/p][p]Daithi[/p]