A few minor fixes to achievements, audio, and quality of play.
Version 1.9 Update
Hi All,
Thanks to those who have played through R-Naught so far. The feedback I've gotten has been really helpful! I've updated some things and I'm pretty ready to move on to the next project. I'll continue support for any glaring errors though so don't hesitate to notify me about bugs!
The Bad - No MacOS support for now. There is a Mac version on itch.io, but uploading to Steam requires a few additional hurdles and the level of interest for the game (especially on Mac) doesn't justify following through with that.
- No official controller support. Unofficially, you can play the game with a 360-style controller. To get Steam approval for even partial support is a lot though. Unity releasing a new input system during all of this was also a headache.
The Good - Price drop! It's obvious that price is holding some people back. I stand by my original pricing, but I'd rather people play it than be turned away by the cost.
- Accessibility features added! If you're finding the game too difficult OR just getting tired of turn-based battles, there are now ways around them. It's encouraged not to abuse these features as battles are a core aspect of the game, but if you just want to experience the story then you're no longer barred from that.
- Previously, if noodle-hands were slapping your keyboard and sloppin' on your mouse mid-battle, you could skip turns and glitch the game out. Battles are now noodle-proof!
- Added Fruit Boots to the game. So, if you think the walk speed is too slow, head to the 'Excessive Doors' cave!
- There was an achievement that got silenced during another update. It's back on!
- A thousand other miniscule adjustments that you won't notice!
Again, thanks to everyone that has given the game a try so far. Please reach out if you have any comments, questions, etc.!
Pre-Launch Notes
Hi All,
R-Naught is ready to launch! There are some last-minute things to note though:
I've removed Partial Controller Support from the page. It's something I hope to have locked down soon but I'm troubleshooting some issues across different controllers. Mouse and keys are the way to go for now.
The game is forced to 1920 x 1080. If you're playing at that resolution (or larger), everything is good. Playing on a smaller screen, though still playable, you may see some funky things.
I have a lot of material I'd love to add, but I'm at the point where sales will dictate how much more time I invest in this project. With no budget and minimal marketing (I stink at self-promo...), I'm hopeful that anyone who enjoys this game will spread the word. Otherwise, R-Naught has been an amazing learning experience and I'm happy to move on to the next thing!
Thanks for reading this and for your support!
-Phil
Release Extention
So, this is my first big project. The release date of October 29th was arbitrary and, as I'm now realizing, ambitious. R-Naught wasn't kickstarted or funded in any way so I hope the disappointment doesn't go much further than myself. It's a solo passion project I'm learning a lot from. I hope you'll excuse me as I continue to learn from it and try to turn it into the best thing it can be. I'm truly sorry if this news causes you to lose interest in the project.
The game is coming along great. The story is fun, battle mechanics are wild, and the ending is truly something to behold. That said, as I'm endlessly testing everything I'm realizing I need more time. I can't even submit a build to Steam for review yet. I don't want to drag this out, but I do want everything I promised to work - to work. Right now it's only 80% there. I've been stressed, ignoring life, and pushing people aside to stick to my own self-imposed deadline and it's not healthy. So, in short; for the sake of me and the game, I'm moving the release date back a few weeks.
What I plan to do in that time? I haven't given much attention to Steam, so expect overhauls to the store page. Achievements and Steam-specific in-game things haven't been configured yet, and I'd like those to be intentional. The game will only benefit from extra playtesting (if you're interested in testing, please reach out!) and further balancing of, well, everything.
Oh, and to address the question that everyone seems to have: R-Naught was not made with RPG Maker. I built it from scratch with Unity.
I appreciate your support and patience as I navigate my way through a first release. Please feel free to reach out with any questions, comments, or concerns.