A phenomenal work of art by Jonatan Järpehag, Paulina Palmgren and Kristian Johansson. We owe so much of the feeling, mood and atmosphere in the game to you musical geniuses!
The most underrated soundtrack of the year...? Have a listen.
New lower pricing on Rain of Reflections - starting now!
We’re so thankful for the warm reception of the first Rain of Reflections this far, and so happy to see that critics and Steam buyers alike seem to enjoy the unique adventure-strategy blend we’ve really poured our hearts into!
Ever since the release we’ve been actively engaging with you, listening to and reading your feedback, and trying to answer any questions you’ve had.
One major take-away from these discussions has been that the pricing for the different Chapters has not been motivated and communicated clearly enough.
So, starting today, we’re adjusting the pricing to 9.99 euros/dollars across the board - this will be the pricing for each one of the three Chapters individually, moving forward!
For all you early adopters/buyers (to whom we’re so very thankful), we will offer compensation for this sudden change in pricing. You will get to choose from one of these two options:
A second, free Steam key for Chapter 1 (for you to give away).
The price difference (7-9 euros/dollars) in the form of a Steam voucher.
We are encouraging you to contact us on support@lionbite.se with your Steam handle (with which you bought the game), specifying which of the two options you’d like us to compensate you with.
Thank You for your continued support and understanding as we continue trying to do our best, and – this goes without saying – keep listening to your feedback!
Last but not least, we want to take the opportunity to make a clarification of the Chapters.
We have three Chapters planned, each a full game release focusing on a different protagonist and their unique perspective and abilities.
The very idea is to have the Chapters stand firmly on their own, not depending on each other, while at the same time eventually connecting them together.
As we’re sure you’re already aware, the first Chapter, “Set Free”, has you playing Wilona with cloaking and hacking tools to her disposal. Meanwhile the next Chapter, “Open Eye”, will focus on Dwennon in the cyberpunk-esque Cluster, and he in turn will offer new abilities and different gameplay relative to his character. Then finally comes resistance fighter Imra in Chapter “Undercurrent”, starting off her journey in the Infrared shelter, the Root, bringing even more fresh locations and gameplay into the mix.
Part of the vision is always keeping it intense, fresh and moving forward – never overstaying our welcome.
We have so much exciting stuff left for you to experience, and we will start showing the upcoming Chapters off as we keep progressing.
Third update’s a charm
For lore consistency but also clarity, this third patch update has been focused on naming convention fixes and snappier objective notifications. We also ironed out a number of bugs and fixed some timings of events in encounters.
The current version of your game is shown in the upper right corner of the main menu. It should now be at 33230.
Update 33230 contains the following improvements and fixes:
Cinematic Mode toggle in Settings is now being disregarded on native 21:9 setups and above, since they don't need the setting to show the game in that aspect ratio.
Clarified naming conventions between Battery Pack and Charge pickups.
Shortened and clarified objective notifications.
Adjusted timing of some tooltip popups.
Fixed an achievement trigger.
Fixed a disappearing dialogue interact in Trench.
Removed observe camera from the Lever interact so that you can interact with it directly from exploration.
Tweaked a battlefield volume for a better camera panning experience.
Updated the logic at start of an encounter so that thoughts, arrow popup and objective update happens before player turn starts, and you no longer can open the action wheel while those events are playing.
Updated some hacking interact logic.
Fixed a Lightning Rod bug.
Made some quality-of-life fixes to a dialogue.
Tweaked keyframes in electric fence pole animations.
Added cover functionality to two covers by goal markers that wasn't marked as covers.
Added a load state at the last location.
Time for the second game update!
Another update of the game is now live - this time with some really convenient “quality of life” fixes to the story event flow, but also performance optimizations to the characters, especially in the battlefield.
The current version of your game is shown up in the right corner of the main menu. It should now be 33126.
Once again we encourage our community to report any bugs or issues to support@lionbite.se, and we’ll try to wrestle them down accordingly. Thanks in advance!
Update 33126 contains the following improvements and fixes:
Optimized character models for performance.
Replaced all instances of random Firewalls with custom-made ones.
Fixed a situational bug that could make Wilona's and/or Luca's ammo and charge numbers be wrong between scenes or when quitting the game and then reloading during encounters.
Changed some naming conventions to be more consistent over the game.
Tweaked intro camera.
Made some lighting improvements.
Made it impossible to enter the elevator before the door has opened completely.
Sorted out a weird event flow in the Lobby encounter.
Made lighting improvements for unit clarity on a battlefield.
Adjusted the battlefield volume so that when playing with a gamepad, the grid marker cannot move down to strange, lower floor levels when moving the marker outside of the edges of the battlefield.
Removed the necessity to click a certain interact in Cab to advance the story.
Made it easier to select some interacts in when playing with a gamepad.
Background dressing tweaks.
Made it so that the encounter ends when some specific events happen.
Fixed a bug that could cause strange Action Wheel behavior if opening it before the first goal arrow has showed up.
Corrected an instance where Wilona would think stuff to herself even though Luca was present.
Fixed an instance where opening the Action Wheel during the intro camera focus events would cause some strange behavior.
Sorted out some strange animation behaviour on a battlefield.
Fixed a bug that could cause Luca to not follow Wilona properly after some encounter instances.
Fixed a bug that could cause Bolts to react as if they spotted Wilona when cloaked.
Missing handgun case solved for Leader.
Corrected an instance where Wilona blended into her starting pose in a dialogue if Wilona was alone.
Made it so that the hand scanner is showing proper statuses.
Fixed some strange delays in the sound scene during which player input was disabled.
Fixed a bug that could cause a certain interact to be visible when it no longer shouldn’t.
Updated wetness on characters outside in rain.
Fixed transparency on a character’s visor.
Put in failsafes for events in a specific encounter.
Replaced some interact animations.
First update is live!
Heads up in the rain - we've just made an update for you!
We want to thank you, our community, for your effective bug-hunting skills that has helped us with this update, and we encourage you to report any of your future findings to support@lionbite.se. Thanks in advance!
The current version of your game is shown up in the right corner of the main menu. It should now be 33068.
The update in question contains the following improvements and fixes:
- Adjusted frequency and difficulty levels of hacking puzzles. - Improved performance in several areas. - Fixed a bug that could prevent some achievements to register. - Updated unit vision so that certain enemies can't spot Wilona in places you would expect her to be hidden. - Fixed a bug that could have a certain status effect get applied to Wilona over and over. - Fixed some animations. - Made drone transition animations smoother when turning. - Fixed a logic issue in a conversation. - Fixed a prop geometry clipping problem between floors. - Fixed an issue where not just a set, but all falling rain effects would be hidden from the camera. - Fixed a problem where an invisible cover was present on a battlefield. - Fixed a bug that could make ladder interacts visible during cutscenes or the encounter itself. - Fixed a bug that could prevent the terminal screen from changing to an active state. - Fixed a bug that could have Wilona getting stuck if player pressed the exit button too quickly in some instances. - Fixed a bug that could have Wilona reacting as if a terminal is locked, even though you’ve unlocked it. - Interact logic tweaks in Cab. - Removed a texture in hacking that was unused. - Multi-screen covers on podium now have additional meshes. - Made a terminal screen show the correct state in a certain outcome. - Made it possible to exit a certain terminal hack. - Fixed an edge-case bug that could cause players to get stuck in a certain window interact logic.
Rain of Reflections is finally out on Steam
So, here it is, finally...
Rain of Reflections: Chapter 1 is out as of... Now!
To begin with, I want to say that I am so thankful for your continous support and interest in the product - not to mention your patience - throughout all of this!
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Here’s a little “good to know” list for you all:
1. Please note this is a genre blend - don't just brush it off as a "point and click" or something of the sort. For starters, the game will adapt to your input of choice - whether you use a mouse or a gamepad - try it! The game also contains so much more than any regular adventure game - especially the deep character interactions and the turn-based encounters (not to mention the hacking minigames) offer so much variety to the formula.
2. The turn-based encounters in themselves are completely unique in the sense that they are all centered around the characters and their “motivation”, which you can affect in so many different ways, and we’re trying to bring all the other aspects and elements of the game in there as well, to really place emphasis and relevance to the strategy.
3. It’s NOT indended to be episodical. We consider every Chapter a full game release, but they’re all going to belong together in the bigger chronology of things, of course. The game is comparably short - clocking in at around 3-4 hours - but it's jam-packed with details, content and variation - the idea being not to overstay our welcome and keep it moving and fresh and varied all the way. I hope we've succeeded in this. Let us know.
4. At the end of the day, I just really hope you'll like it! At least we've done our very best.
If you're still on the fence about it, check out my walkthrough videos below:
Part 1: https://www.youtube.com/watch?v=T4ZvmgMpznc Part 2: https://www.youtube.com/watch?v=iZRSaLU2YlE
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Please feel free to contact us on support@lionbite.se if you run into any technical issues or want to report bugs that you stumble upon. We’re going to work tirelessly to sort out any issues as soon as they pop up, in a true “whack-a-mole” fashion, and patch continuously after the best of our abilities. But let’s hope that you get a painless (?) and smooth experience!
If you find yourself enjoying the game in the end, we would really appreciate if you could help us in spreading the word about it - for example through a Steam review here on the store page, by mentioning it on social media or boards, or just by commenting in the game’s Steam community forum. After all, we’re just a tiny indie team of eight people in Sweden, that are gonna need all and any help to get the word out!