As always, we’d like to begin by spending a moment to say THANK YOU!!! for all of the support you have given us during our Early Access. It has been our fuel and drive on this rocky ride.
With that in mind, we’d also like to announce that Sands of Aura is officially in Post-Production!
What post-production means for us is that we have completed the development of all planned content for Sands of Aura 1.0!!!
Yes, that means…
All of the previously locked islands and new ones
New allies and enemies
Epic boss battles
New items, armor, equipment
New soundtracks
The incredibly beautiful story we have crafted
…are all complete and locked in! During post-production, we will be heavily testing, polishing the content (from start to finish), fixing bugs and optimizing, and giving Talamhel the love and care it deserves.
We are also incredibly excited that we can finally bring all of the unique characters to life with our talented cast of Voice Actors!
For those that have been with us since the beginning, you have witnessed countless significant changes in the game. And we ask that you bear with us just a moment longer as you will finally be able to experience Sands of Aura in all of its glory!
While we can not divulge any official release dates just yet, we are looking forward to you joining us on our adventure in Sands of Aura. It isn’t over yet!
Thank you for playing! - Chashu Entertainment
Patch 0.04.26 Hotfix
0.04.26 Hotfix Change Log
Rebalanced initial health values after rune adjustments made the beginning of the game harder than intended.
Base Health Points increased from 20 to 50.
Reduced range of Feral Ferrum whirlwind attack.
Fixed bug causing Einar's storm to push the player much faster than intended.
Fixed placement of players lantern so they now hold it correctly.
Fixed collision issues with some objects in the world that could block progress.
Patch 0.04.25 - A Dev Blog & Camera, Animation, Combat!
Greetings Knight-To-Be,
We would like to take a moment to thank all of our players since the launch of Early Access for your continued support, feedback, reviews and suggestions. It has been a humbling and rewarding experience for us at Chashu Entertainment. Whether a comment is found in the Steam Discussions, Steam Reviews, the Sands of Aura Discord, or even in video reviews, we are actively paying attention to them all. So while we may not be able to respond to everything, please know that we hear you and take your comments seriously.
After the release of our latest content patch, The Rotted Throne, we began moving towards the final stages of development. What this entails are the final chapters of our story where our Knight delves deeper into the mystery surrounding Talamhel and how it came to be a world of sand. As we hit the final stages of development, we will actively inform you of our progress and share with you some of the challenges we’ve encountered along the way.
Ishular, The Ancient Kingdom of Man
We would first like to introduce you to Ishular:
Youngest of the ancient kingdoms of men, the holy city of Ishular was once a bastion of faith in Talamhel. With an ever-present gaze upon the celestial spheres, every action, every consideration, was entrusted to the Goddess Leisis and her prophet Atnael, The Prime Radiance. But that which was luminous has diminished, and the grace, the absolution, which once flowed abundantly through city streets, has mutated into a desperate miasma that now threatens to smother those it once served.
And while we would love to share more lore with you, we’ll keep it close to our hearts for now. Instead, we’ll share some concepts as well as some work-in-progress for Ishular!
And of course, Ishular, would not be complete without its deadly denizens:
A lot goes into bringing these locals to life for our small team. And for the curious, here is some insight into our process.
We begin with a concept for our creatures, some adorable and some horrifying. Then our animator and modeler (yes, the same person) is first tasked with creating these beautiful, yet deadly, beings for the most worthy of challengers. Next up, they’ll be given some love from our VFX and SFX specialists to really get them ready for the dance. Followed up by our AI mastermind that’ll find the most devastating way to send you back to Leisis. And finally, they’ll be sprinkled into the world for our Knights to run from defeat.
This is but just a taste of what we have in store for Ishular and there is plenty more work to be done. We cannot wait for you to experience these challenges. Throughout the rest of development we’ll be sharing with you how far they have come along in our Discord, Twitter and Dev Blogs. In the meantime, please let us know what you think so far!
Camera, Camera, Camera
Sands of Aura’s camera is probably one of the more difficult problems for our team to solve. It is also one of the most discussed features by our players. One of our goals for Sand of Aura was to encapsulate a souls-like combat with a top-down camera, instead of the more familiar, over-the-shoulder camera you’d find in most souls-like games.
This design goal of ours presented us with quite a few challenges and limitations. One of the essence of souls-like combat is being able to read and understand your opponent’s actions based upon their animations and move sets; to be able to time your strikes, blocks and dodges in such a manner that you can eliminate your foes unscathed. In a more traditional over-the-shoulder camera, your view is much closer to the action which allows you to ‘read’ the actions more easily. This becomes a problem in a top-down camera where your view is much further from the enemy and your character. Thus, the question we asked was “How do we ensure the player’s and enemies’ actions are readable with this view”.
To tackle this we first attempted to simply adjust the zoom factor and pitch values of the camera. Initially it looked like it would be the solution to our problem. However we quickly realized that trying to find that perfect spot for the camera is not as simple as we had hoped. The problems that arose throughout the adjustments had a trickling effect on the environment, enemy visuals, and combat. If the pitch was too high or too low and if the zoom was too far or too close it would affect the overall gameplay design of different levels. Players could easily miss certain areas, characters or items due to these values. Additionally it would have a large impact on combat visuals. After extensive testing, we had believed we came up with the perfect solution. Unfortunately, that was not the case. Everyone has a preferred zoom and pitch value, and we have had long discussions on what is best for our game.
The immediate reaction would be, “Why don’t we allow the players to control the zoom and pitch?” At that point in time during our development when this question was asked, this presented its own set of challenges. Many of our decisions in level designs and combat animations revolved around a fixed zoom and pitch factor on the camera. Then we also had way too many actions tied into the controllers that presented its own user experience issues as well. So while it would have appeared to be a simple enough solution, at the time it was a bit more complicated than we had imagined.
Throughout the development of Early Access, we wanted to eventually allow the players to have more control of what they can see, while still achieving our design goal of a unique top-down souls-like combat experience. In order to get there we began making adjustments to existing and new animations to improve readability, improved our visual effects, adapted and improved our level design philosophy, and focused heavily on the core mechanics of combat to simplify controls. As we continued development we implemented other changes along the way that would lead us to a much more flexible camera view.
After a year of working towards this goal we are extremely excited to announce that we have added more functionality to our camera. Players can now adjust the pitch and zoom of the camera within our design philosophy and goals for Sands of Aura.
While it is not in its final state, we believe it will be a significant improvement in what players can experience as they explore and fight their way through Talamhel. Please let us know what you think after experiencing the camera changes in full.
Animation Canceling
Animation Canceling is probably the most misunderstood term found in the feedback from our players. We say misunderstood because oftentimes what we consider as Animation Canceling may not necessarily be what our players are expecting. We are essentially receiving conflicting thoughts and opinions that have caused some confusion within our team on how to effectively address this challenge.
On the technical level, Sands of Aura DOES have Animation Canceling for attacks. The animation of an attack can be broken up into three stages: The wind up, the swing, and the recovery. The wind up stage is the initial movement of the weapon up to a certain point of no return for a swing due to its momentum. The swing stage is where the weapon has crossed a certain point in momentum that can not be stopped, players have committed to the attack. The recovery stage is the end of the swing or animation and will send our players back into a ready stance for the next action. Players can cancel the ‘wind up’ animation stage of attacks by dodging and blocking. It is also possible to cancel the ‘recovery’ animation stage of attacks by dodging and blocking, as well as attacking to chain the attacks into a combo.
Now while technically the Animation Canceling mechanic is present, the feel of it might not actually hit where we would like it to. So to better understand this, one of the first questions we ask our players is “What weapon are you using?” when they ‘feel’ that we do not have Animation Canceling or it is lacking. Most of the time, the answer seems to be on the slower moving weapons, such as a two-handed slashing weapon or combat style.
Animation Canceling in Sands of Aura is not equal in timing for every combat style. Each combat style has their own unique set of animations and timing. For example, using the slower two-handed slashing weapon the player would be locked into their attacks, or be in the ‘swing’ stage for longer than the faster one-handed stabbing weapon. Conversely, you would have more time to cancel an animation with a two-handed slashing weapon during the ‘wind up’ stage than a one-handed stabbing weapon.
So first, it is important for us to know which combat style was used in a player’s feedback to better understand their critiques. Once we have that information, we are able to more effectively dissect the usage of the term ‘Animation Canceling’ for their particular feedback.
Combat feel is the core focus of Sands of Aura, and Animation Canceling is a large part of that, which is why it is important for us to better understand the feedback and make adjustments and improvements that would elevate the experience.
In this patch we have added more options to cancel animations during the appropriate stages of an animation. Players will now be able to cancel animations during the ‘recovery’ stage for special attacks and dodge attacks.
Additionally, players can cancel animations in the appropriate stages by healing and jumping as well.
By creating more opportunities to cancel animations, we hope to create a more free flowing combat experience that will still capture our combat design philosophy.
Combat
Our philosophy in combat is that it should be deliberate and punishing. Deliberate in the way that your choice in that split second of combat can deliver victory or defeat. Punishing in the way of choosing to swing your weapon in the midst of an enemy attack that could cause you a great deal of harm. Should you attack, should you combo the attack, do you heal, how about block, or what about dodging? These are choices that players should make with every action they take during combat and this is the goal of our designs. Therefore, we are constantly striving to achieve that and the feedback from the community has been the beacon towards that goal.
With the changes to the camera and improvements to Animation Canceling, we believe we have improved the combat experience in a meaningful way. Aside from those changes we have also increased the invulnerability frames (iframes) of dodging. We have also improved the turn speed of the player during attacks. This change would allow players to quickly turn and face their enemies during attacks, and prevent them from feeling locked in place.
There are also small changes that we continue to make to improve the overall experience, such as improving the jumping momentum to increase the distance covered.
And some quality of life updates to our user interface, such as a Equipped icon on the pieces the players have equipped in their inventory.
As well as updating icons such as the rune dust icon found when deconstructing runes.
We will continuously find ways to improve the player’s experience and your feedback is invaluable to us, so please let us know what you think! We would love to hear it. You can find more information about the changes in this patch in the notes below.
0.04.25 Minor Patch Notes
Gameplay
Player
Added ability to adjust zoom and pitch of camera
Adjusted momentum when jumping to make jump feel more natural and consistent when platforming
Increased iframes during a dodge
Added ability to cancel attack recovery with healing & jumping
Added ability to cancel attack recovery for special attacks & dodge attacks
Fixed issues with sprint to idle blending in certain circumstances
Greatly increased player turn speed during attacks to more closely match player input
Changed block action queuing to remain in queue as long as the block button is held down
Boat
Set player camera to match boat camera when docking boat
NPCs
Set NPC's to only take damage if the player is alive and not loading to prevent issues from occurring with the gamestate when NPCs die while the player is dead.
Fixed bug causing NPCs to throw projectiles behind themselves in certain circumstances
Islands
Black Rot Pit
Fixed issue where multiple copies of the Aeon Crest (Inactive) could be acquired, causing a soft-lock to quest progression.
Flare Forge
Added the option to forge up to Tier 8 armor with Pleonexis at Flare Forge if siding with him instead of Cathexis.
Colossus of Radiance
Fixed an issue where dying after opening the sarcophagus at the Colossus of Radiance would cause it to permanently close, preventing items from being retrieved.
Ruins of Hurwell
Danthea can no longer be killed in Ruins of Hurwell.
Starspire
Fixed issue where Lawrence and Galina could get stuck in an unintended state if fast traveling back to Starspire after completing the quest "Well Run Dry".
User Interface
General
Updated sorting for upgrading items to push equipped items up.
Fixed scrolling in the storage with gamepad and keyboard being unresponsive
The storage window infographic keys update between keyboard and mouse and gamepad properly now
Added an icon to show items that are equipped in upgrade windows
Corrected the rune dust amount that players get when breaking down runes.
Updated the texture of rune dust to use a new custom icon instead of the sacrumite placeholder
Fixed the display showing the player the wrong amount of runes available in the deconstruct view
What’s Next?
We hope you enjoy the changes we have made in this patch and are excited for the content we are creating. What we have shared with you about Ishular is just a taste of what’s to come for the final stretch of Early Access and into the Full Release. We have been developing Sands of Aura for nearly 6 years now and we are so very close to the end. Throughout the final stretch of this journey we will provide you with more updates on our progress, so stay excited and stay tuned! Follow us on Twitter, wishlist if you haven’t, and join our Discord. And please let us know what you think!
As always, Thank you for playing! -Chashu Entertainment
Patch 0.04.23 Hotfix
Hello Knight-To-Be,
I hope you are enjoying our latest update and while we had hope it would be pristine; unfortunately a few bugs slipped through our notice. (HOW?!) So please don't mind us while we 'take care' of it.
0.04.23 - Hotfix Patch Notes
General
Added end credits after completing the Black Rot quest "Scions and Succession".
Fixed crash that could occur when exiting the game.
Fixed cases where effects could still be applied to targets that blocked, dodged, parried, or otherwise avoided an attack.
Fixed bug causing action queue to not properly clear when the player jumps causing delayed actions to occur.
Fixed bug causing sneak attack pommel fx to appear even if the attack didn't cause any damage.
Starspire Refuge
Cleaned up state issues that could occur when purchasing Festival rewards from Mysha.
Flare Forge
Fixed Elite Ferrum unintentionally respawning under certain conditions.
Colossus of Radiance
Fixed ladder that was behaving as if it needed to be lowered, when it did not.
Updated elevator states to more clearly convey when it is usable.
Fixed leftover object that would remain in place after cutting it free from the rope.
Fixed issue where the item within the sarcophagus could be obtained multiple times.
NPC
Increased stun duration for human enemies.
Fixed bug causing human enemies to sometimes lock up after being stunned.
Increased the health for the Hashara Princess web traps.
Boat
Adjusted loading method when exiting the boat to fix issues that could occur with the game state.
Increased the embark and disembark speed for the boat.
User Interface
Fixed an issue that was causing the player to get stuck in Keybinding menu if they made a change to the Axis mapping
Thank you for playing and your continued support! - Chashu Entertainment
Localization Changes
Hello Knight-To-Be!
We believe this topic warrants its own announcement, separate from our recent update -- The Rotted Throne.
Previously we have had Sands of Aura localized to various languages and continued to provide partial support of it throughout the Early Access development. We say partial because some of the language translations were not completed to the latest content nor were they updated to reflect the changes made throughout development.
We have had a significant amount of changes made throughout the entirety of the game which have left us with an improper localization overall.
While we were excited to bring Sands of Aura to the language of your choice throughout early access, we have ultimately decided to disable it for now.
We fully intend to revisit localization when we reach version 1.0 and hope to provide our players with a complete experience at that time.
We apologize for any inconveniences caused. Thank you for understanding and your continued support.
- The Team at Chashu Entertainment
Sands of Aura - The Rotted Throne Update
Greetings Knight-To-Be,
It has been awhile since our previous update, Citadel of Steel, so we figured it was about time we dust the sand off and release our next major update: The Rotted Throne!
In the Rotted Throne, you will be able to explore the brand new major island, Black Rot Chasm; as well as some new smaller islands. Alongside it we have made some significant upgrades to combat, rune crafting, improved fast travel, some tweaks to our overall narrative, and much more to improve the gameplay experience from beginning to end. More details can be found in the notes below, but here are just some of the things that we’d like to highlight.
Quick Start
We know that our previous save wipes have been daunting and our players would like to just jump into the newest content right away. In the previous patch we implemented the Quick Start feature that provides you with ample resources, items and gear to get started. It also completes all of the required quests in the story to allow you to jump right into the latest content. While we encourage players to experience the game from start to finish, this option is available. When you enter Start Game, the Quick Start option is at the bottom of the list of files.
Black Rot Chasm
With the storm of the Flare Forge quelled and the threat of its mysterious core addressed, all hope now rests within a single jewel of crystalline fire, within a simple vial of aged elixir. From the frigid depths of The Coldwell to the suffocating darkness of The Grave, come the sounds of your footsteps, the luminous gleam of your lantern, as you strive to exhume from Talamhel every secret of its sands.
But perhaps there are some things that are best left buried…
Unexpected events have broken open the belly of the world and set loose a wave of worry regarding those brooding beneath… Once thought eternally buried, with the emergence of the Black Rot Chasm comes the threat of a new age. An age ruled not by men, not by kings nor Ferrum, but an ancient, subterranean horror known as the Hashara.
Within this mire of sickening rot, between districts inlaid with shimmering greed, waits a tale of betrayal, a tale of rebirth. As you cleave through new unrelenting enemies, as you forge new friendships and struggle to recover the secrets of the past, you must decide whether the shadow of one’s history should forever determine their future, or if the crimson stains of antiquity can truly be forgiven…
It is up to you, Knight, what emerges from that subterranean darkness…
Is it a beginning? Or is it an end?
Combat
Let us talk about our feelings, “Combat Feel”, to be precise. In any action RPG, combat is the main focus of play and if it falls short, it harms the beauty of the world we are creating. Which is why this is one area where we are actively seeking ways to improve it, while also ensuring it fits our goals and designs.
In this patch, you will be able to experience Jump Attacks and Dodge Attacks! This has been requested by the community and feedback, and we wanted to make sure it worked. And by Leisis, it is amazing.
There are other seemingly small things that can make a big impact in combat, such as sound and visual effects. We took some steps to improve this area so be sure to turn up the volume and immerse yourself in your adventures!
Rune Crafting
Runes were items you found in the world to upgrade your armor with the stats that you wanted. This update you can take that a step further with the rune crafting. Our old friend Seldom is here to help! Be sure to recruit him back to Starspire to help you unlock your armor’s potential.
You can now deconstruct the unused runes you’ve hoarded and reconstruct them into the rune you’re targeting for your build.
Fast Travel
We get it, our world is huge! While some like to enjoy the cool hot breeze flowing through their hair as they sail across the sand sea, others like to just get there on auto pilot. While Talamhel does not have any self-driving boats, we do have Fast Travel!
Previously you were able to travel between the different islands you have visited, but now we moved that system to allow you to travel between any bell you have rung.
Guardian Armor
We are extremely excited that you may now equip the Guardian Armor set!
What to look forward to next!
From here on out we will begin our final ascent to completing our world. What this means is that while this update will have a Save Wipe, it will be the last one until the release of version 1.0. And to be clear, progress during Early Access will not carry over at the Full Release. We are very excited for the final chapter of our Sands of Aura journey. We will provide more details in the future, but until then please enjoy the new update and thank you for playing!
0.04.00 - The Rotted Throne Patch Notes
Island & Environment
General
Added new quests for Black Rot Chasm, Starspire Refuge, Colossus of Radiance, and the Dune of Creation.
Reworked the main questline path to better integrate certain characters into the story, improve clarity, and remove bugs.
Updated appearance of some NPCs to remove duplicates and look-alikes.
Fixed some cases of characters' skin tones not being consistent across multiple appearances.
Updated human NPCs move speed to properly sync up with their walk and run animations.
Fixed animation blending issue on some non-human NPCs (such as Furn).
Dialogue cleanup and polish pass to account for story and environmental changes.
Added new dialogue for Felker when approaching an island for the first time.
Added additional lore for some items and armor and armor that had none.
Fixed issue that could cause the camera to not move to its correct target during dialogue.
Fixed issue that could cause the camera to abruptly snap its rotation during dialogue.
Added additional checks to clear out unused and/or unneeded quest items from the player inventory after completing the relevant quest.
Fixed issue where bosses would not properly be reset after Player death under certain conditions.
Fixed crash that could occur when triggering certain events and interactions.
Fixed bug that could cause the player to get stuck in a mid-attack state after clearing some encounters.
Added option to control Grainwake movement and acceleration on a button toggle rather than a button hold.
Fixed issue where the player could die while fast traveling or entering levels after defeating The Flare Knight.
Dune of Creation
Fixed issue that would allow entry into the Dune of Creation at the wrong times.
Fixed issue where a tiny version of Aura could appear in the Dune of Creation.
Fixed quest softlock that could occur during "The Weight of Relief" if the player died or fast traveled during certain interactions.
Flare Forge
Added storm VFX while approaching Flare Forge (which can be quite shocking if approaching the Ferrum stronghold without the proper equipment).
Updated Furn's dialogue and quest descriptions for "The Remains of Redemption".
Fixed issue that would cause Furn to despawn after completing “Remains of Redemption”.
Adjustments to prevent the "Bones of a Hurwellian Royal" quest item from reappearing in Furn's inventory.
Fixed sequence break that could occur after defeating The Flare Knight.
Radix Stronghold
Fixed sequence break that could occur after defeating The Wilgram Twins.
Malek's Menagerie
Fixed issue causing Felker to fall through the floor at the dock of Malek's Menagerie.
Fixed issue causing the Fetters of Translocation to remain in the inventory after being used.
Added additional interactions in the world after "To Shield or Smother" is completed.
The Coldwell
Fixed issue where the Splintering Pike was not required to claim the Dustfall Talisman in The Coldwell.
Ruins of Hurwell
Updated some item interactions in Ruins of Hurwell that were not consistent with the rest of the game.
Fixed issue where Ulbur could enter an unintended state during his interactions at Ruins of Hurwell.
The Belfry
Polished interactions with Kauzzum at The Belfry.
Gameplay
Player
Adjusted jumping physics to give more weight to the player and reduce "floatiness".
Reworked 2 handed slashing attack animations.
Added dodge attacks.
Added jump attacks.
Reduced the maximum multiplier granted to special attacks by corruption.
Setup better shadows for player and human NPCs to be more grounded in their environments.
Added/Improved visual and sound feedback for hitting enemies and getting hit.
Reworked sprint calculations so that positive and negative speed modifiers apply more consistently.
Fixed bug causing certain attacks to hit targets multiple times in a single attack.
Fixed a bug causing attacks that hit rapidly to not hit as frequently as they are supposed to.
Fixed delayed actions occurring when landing from a jump. Input should feel more responsive in this situation.
Added/Improved visual and sound feedback for blocking mechanics.
Added animations for stopping from sprinting and turning around while sprinting.
Added Martial spellblade.
Fixed bug causing newly acquired healing bells to be lost if you died before resting.
NPCs
Fixed bug that could cause bonus hits from various effects to more quickly trigger an enemies unstoppable state.
Fixed bug that could cause NPCs to die immediately after loading by taking fall damage.
Fixed bug allowing friendly NPCs to take damage in rare circumstances.
Reworked stagger system and added more feedback when enemies are unstaggerable.
Added Hashara Bloodsucker ranged and melee enemy variants.
Added Hashara Spindlebug melee and explosive enemy variants.
Added Hashara Elite enemy.
Added Hashara Hive Guard enemy.
Added Hashara Princess enemy.
Reworked Danthea AI and abilities.
Reworked Kauzzum AI and abilities.
Added visual effects for human enemies doing special attacks.
Items
Rescaled runes to level from 1 - 6 instead of 1 - 20 to streamline upgrading and reduce item clutter.
Added ability to deconstruct and upgrade runes.
Fixed bug causing overflow armor effects to only be triggered by healing bells and no other sources of healing.
Rebalanced armor and health values on armor as well as bonuses from runes so that effective HP is equivalent between armor and health.
Rebalanced Amplified armor effect.
Rebalanced Tithe armor effect.
Rebalanced Opportunists armor effect.
Added Devourers armor effect.
Added Woundweavers armor effect.
Added Brawlers armor effect.
Reworked Crags Cognac brew to now increase armor. Negative effect remains the same.
Reworked Wilgrams Whiskey to only increase damage of regular attacks. Negative effect remains the same.
Added Rugged Rum brew.
Added Seethers Sake brew.
Added Verdant Vodka brew.
Rebalanced Poisoner pommel to scale well with fast attacking weapons.
Reworked Corruptive pommel to now only generate corruption while in combat.
Added Hashara codex.
Refactored naming and icon generation for crafted weapons.
Added Sinful Greed talisman.
Added Reflectile talisman.
Music
Added new music when the player enters a combat state.
Systems
Improved fast travel system to allow travel to specific bells rather than just docks.
Added auto dismount when you reach the top/bottom of ladders.
User Interface
World Map
Added an additional menu that allows the player to pick the bell that they wish to travel to.
Increased the area that the player is able to use the fast travel function from near bells and the docks.
Made it so controller navigation would not snap the cursor to the center of the screen when moving around at the edge of the map.
Fixed a problem that the map could go offscreen when zooming in and out while near the edge of the map.
Rune Upgrades
Runes can now be broken down and upgraded at the rune carver to help the player build the stats that they want
Weapons
Weapons have a different naming convention that better describes how they are made in the game
Weapon icons have been updated to help lower confusion on how the weapon will work
Inventory
Added a way to rotate the player when in the Inventory
Options
Boat movement toggle has been added
In game brightness / gamma controls have added additional images to make it easier to control how dark or bright that the game should look
Combat
Added a border to damage numbers to make them more apparent
Added an indicator that shows on the health bar of an enemy that shows when an enemy is in the Unstoppable state where they can no longer be staggered when hitting them.
Localization
Localization options for all languages have been removed.
Interface Issues Resolved
Removed a crash when trying to upgrade the temporal Spellblade.
Fixed the progress bar in the church upgrade interact, it would go backward if it was leveled up. It now fills to the end and then moves to the desired percent.
Made the glint pick up amount picked up stay on screen instead of counting down to make it easier to see the total.
We hope you enjoy this update as much as we did! Please feel free to leave us feedback in our discord or in the steam discussions. We are quite active in those areas to answer questions and take in comments to improve Sands of Aura.
As always, Thank you for playing! - Chashu Entertainment
Sands of Aura - Patch Notes 0.03.29 Hotfix
Greetings Knight-To-Be,
Today we are releasing a small hotfix to address some issues with the Citadel of Steel update. Along with this we have added a new quickstart option to the Load Game screen. Selecting this option will start you at the beginning of the new content released with Citadel of Steel. Thanks again for all your feedback!
New features:
Added a quick start option to start the game at the beginning of new content. You will have all the resources and items that would have been collected had you played through to the new content.
Bug fixes:
Fixed quest softlock that could occur in the Nexus.
Fixed incorrectly leveled Sacrumite Flakes that could drop from Flare Forge enemies.
Fixed a bug causing islands to flicker on and off as you approach them while sailing.
Fixed a bug causing a shortcut door at The Flare Forge to sometimes revert to the closed state.
Fixed issue where bonus attacks were contributing to diminishing returns on staggering enemies
Sands of Aura - Patch Notes 0.03.00
Greetings Knight-To-Be,
We are excited to bring to your next major update: Citadel of Steel!
The development team have been working on this quite extensively since our last release, Twin Thorns.
There are quite a few updates for you to explore: the new Talisman system, updated boat movements, new small islands and of course the Flare Forge! You can find out more about the update in the notes below. Before that here are some features that we want to highlight and provide more insight.
Save Wipes
Before we dive into the update we do want to point out a major talking point regarding our updates. Save wipes. We understand that losing your save file or needing to restart your save can feel daunting and discouraging. We understand that and we feel that pain. In all scenarios, if we are able to avoid the need to exercise a save wipe, we would avoid it.
Unfortunately, as we develop new gameplay systems, update or remove existing features we are required to do so to improve the overall experience of Sands of Aura. Most instances of our need to save wipe is because these new features can cause existing save files to not load properly.
While we wish we did not need to save wipe files, we are extremely proud of the changes we have made and features we add with each and every update. We believe that throughout this early access process we will be able to provide our players with a complete and enjoyable experience at full release.
Please keep this in mind as we progress through Early Access.
Talisman System
Prior to this patch, our players would interact with our Blessing System to improve their ability to combat enemies. We have completely replaced that with our new Talisman System!
With our previous Blessings system, you, the Knight-to-be, would go out into the world and collect Scriptures. Using these scriptures, you would return to a Priestess of Leisis and unlock different blessings (or 'power-ups') in the menu. You would then be able to unlock a certain number per tier if you had the requisite number of scriptures. We felt this system could be a bit confusing, and we heard this from community feedback, as well.
We have thus revamped the old Blessings system to a new Talisman system. With our new system, you will still find scriptures out in the world, but now there are new items out there, as well. In the new system, the Scriptures will allow you to unlock slots to equip the effects of the Talismans once they are turned in at the Church Upgrade Interactable. These new Talismans are consumable/usable items similar to the Pommels and Codices you could already be familiar with. Once consumed, you will need to return to a Priestess of Leisis to activate them.
The more Scriptures you collect, the more slots you unlock, the more Talismans you can have equipped at one time, the more powerful you become!
Grainwake Improvements
Our favorite way to travel in Sands of Aura is in our own Grainwake. We want this to be one of the highlights of your experience as you hop between islands. And now, you can quite literally hop between islands!
We have implemented the feature to apply a momentary boost to your ships movement. Timing the boost just right off of a sand wave can provide you with additional speed. Another benefit? Air time. Feel the quiet of the sky above the sand seas as you leap into the air. A moment of peace in a desolate world.
Flare Forge
The uprooting of Wilgram’s progeny has sown a renewed legacy within the wreckage of Radix Stronghold. Those tangled amongst its thorns have been liberated and the darkest corners of its brutal mausoleum have been exposed to a cleansing light. Whispers move across the sands of Talamhel. They speak of burgeoning alliances, of the germination of hope.
And yet, a storm of golden flame awaits you.
With elaborate spires of steel and stone, the Flare Forge—the very heart of the venerable Ferrum—boils against the horizon. Beneath the hiss and growl of a tempest, through a haze of hammer and spark, you will cut down specters which shamble through grand halls, discover schemes that fester in the depths of shadow, and balance upon scaffolds hung before a belly of fire. Take to the sands in an enhanced Grainwake, claim new allies, abilities and armor, as you excavate more than just riches from Talamhel’s eldest race.
There are those who would see you fail. Those who would see you broken upon the anvil of the enemy. But the choice is yours to make, Knights...
Will you restore the restraints of unfettered aspiration? Or will you embrace the inferno of desire?
0.03.00 - Citadel of Steel Patch Notes
Island & Environments
General
Added new quests for Flare Forge, Lost Laboratory, and The Coldwell.
Reworked the main quest flow to better communicate your objectives before heading to Radix Stronghold and Flare Forge.
Armor can now be upgraded to Level 8 by Cathexis, The Forge Master.
Updated items that were previously dropping at the incorrect level.
Isuthel has been renamed to Maveth, The Quietus of Totality.
Added animation hitstops to successful player attacks for some extra visual feedback.
Fixed crash that could occur while learning multiple recipes at once.
Fixed issue that could cause Human NPCs to duplicate their weapons under certain conditions.
Getting too close to the Pillar of Entropy will kill the player.
The player will no longer take damage or be attacked while in dialogue, preventing instances where some enemies decided they wanted to interrupt your conversation.
The player will now face characters they are interacting with in dialogue.
Adjustments to camera to prevent harsh snaps that would occur if quickly advancing through dialogue.
Cleaned up some unclear or inconsistent dialogue options.
The player will now lean on the bar while talking to Yilda in Indigo's Call.
Updated several items’ descriptions, lore, and how-to-use text.
Fixed inconsistent capitalization of "Ferrum".
Radix Stronghold
Fixed issue where Corrupted Moro would not properly respawn if the player died during the fight.
The sigil key has been renamed to "Embrasarian's Fractured Sigil".
Fixed camera and state issues that could occur during Aura's pond-side conversation in Radix Stronghold.
Fixed issue causing a Level 12 Haste Rune in Radix Stronghold to disappear when approaching it.
Adjusted Ferrum walls in Radix Stronghold to not be destroyable by enemies, preventing accidental or out-of-sequence quest progression.
"A Fruitful Experience" can now be completed.
Dune of Creation
Fixed an instance of the UI flashing on screen after leaving the Dune of Creation.
Starspire Refuge
The "Use the Forge" quest has been replaced with a new forge tutorial quest, "Tending Flames", which will be started after speaking to Danaya, The Forgestoke at Starspire's lower terrace.
Lawrence and Galina will now await the player at whichever Starspire Dock the player arrives at after completing “Well Run Dry”.
Felker will also wait by the nearest dock to the Grainwake in Starspire.
The Cinderhold
Fixed issue causing a specific Feral Ferrum to despawn early.
Adjustments to Cinder Key placement and the nearby Soldier Ferrum.
Paragon's Rest
Adjusted the "Emerald Flame, Ember Heart" quest trigger to reduce the chance of Tannen's flare firing while out of view.
Fixed issue where Mott and Rory would repeat certain dialogue lines.
Tannen, The Panic-Stricken will now disengage the player if he's cornered, rather than just standing still or getting stuck.
Adjusted the camera during the fight with Tannen, The Panic-Stricken to increase visibility.
Malek's Menagerie
Updated lighting on Creature and Squab to increase their visibility in dark environments.
Sunken Tower
Added additional collision to ladders in Sunken Tower.
Tupi's Grotto
Fixed issues where "Sand Soaked" could be started after Ubaani had been killed.
Minor adjustments to some enemy spawns to keep them from bouncing after resting at a bell.
Starspire Cavern
Added additional boundaries to prevent the Feral Ferrum from falling off the map during combat.
Gameplay
Player
Infinite Inventory: There is no longer a cap on the number of items you can hold!
Storage Inventory: The player can now store items they want to keep but don't want cluttering up their inventory. Storage chests can be found near docks and merchants.
Temporal Spellblade: Manipulate the fabric of spacetime to augment your abilities with this new spellblade type.
Fixed bug causing some vfx to spawn in the incorrect location on the player.
Fixed bug allowing some damage mitigation effects to work on fall damage.
Added sound effect for weapon swapping.
Added sound effect when taking fall damage.
Fixed bug that could cause spellblade attacks to trigger multiple times if they were activated in the middle of an attack sequence.
Boat
Stability: Improved boat interactions with the sand ocean to improve flow of driving and reduce inconsistencies due to variable frame rate.
Downhill Speed Boost: Added speed boost when going down dunes allowing skillful drivers to take advantage of the sand sea and get where they're going faster.
Activatable Speed Boost: The player can now activate a temporary speed boost every few seconds while sailing. Get to where you're going faster or take to the skies with a boost of that sand dune!
Visual Enhancements: Sound and visual effects now give more feedback when boosting your boat as well as fancy new wings on the boat which enable active boosting and sharper turning.
Impacts: First iteration of effects when running into things with your boat. Sound and visual effects play when you hit things hard enough. Don't worry the sand skiff is tough!(For now). Also improved collision precision.
Fixed bug causing controls to lock up if the boat was capsized while the menu was open.
NPCs
Fall Damage: Enemies have been getting by too easy not taking any fall damage. Now when falling they take damage just like you. If a fall will kill you, it will kill them. Gravity for all!
Added Ferrum Sentinel enemy type. Big tough enemies that use an array of magical and melee abilities on intruders of the Flare Forge.
Added Ferrum Flame Spirit enemy type. They may not be as tough when not using armor but they can still be lethal!
Added Ferrum Spearman enemy type. They are known to throw their spears with deadly precision.
Added Ferrum Mage enemy type. Evasive magic users that will teleport to safety and bombard you with magical projectiles. There are rumors they are capable of resurrecting lesser Ferrum as well.
Added mini boss Coldwell Barbarian. He wields the powers of frost to chilling effect but keep your eye on his big axe too. Some say he holds the knowledge to learn frost spellblade abilities.
Added Vozryx Elite Ferrum enemy variation with new combat abilities.
Enhanced mini boss Alchemect with new abilities and effects. Don't breathe in that purple smoke!
Made adjustments to human type enemy NPCs to make their attacks more readable and attack ranges more closely match visuals.
Fixed bug causing some npcs to play unintentionally large effects when dissolving away on death.
Improved health bar location for NPCs of varying sizes.
Fixed bugs related to damage and status effects during phase 1 of the boss fight with Ubaani.
Added ability to stagger Screamer Husks. Now you'll have a better chance of stopping them before they alert their allies.
Items
Buy/Sell Ratio: The merchants of Talamhel are getting clever, they won't sell items back to you for the same price they purchased them for. They gotta make a living too!
Vigorous Vermouth: This effect has been changed now causing you to take less poise damage at the cost of healing effectiveness.
Talismans: The priest blessing system has been replaced by talismans. Scour the world for these rare artifacts that imbue your character with powerful effects.
New Armor Sets: Several new armor sets have been added (Elite Ferrum, Ferrum Steel, Cyrans, and Berins).
New Weapon Head Codex: The Ferrum weapon head codex has been added.
New Pommel Casts: New pommel casts have been added (Replenishing Guard, Overflow) - Runes: Rebalanced some rune values so they feel more impactful.
Fixed bug not allowing weapons to be craftable under certain inventory circumstances.
Fixed bug not allowing runes to not be removable under certain inventory circumstances.
Items whose only purpose is to be sold will not remain in npc inventories after being sold to them.
Reworked Amplified armor effect to trigger from healing bells rather than when resting at a resonance bell.
Added a cooldown to the Spellswords armor effect.
UI
Talisman Window has replaced the blessing menu from members of the church
Player menus added the new talisman window so you can see the equipped talismans
Fixed visual errors to the spell menu when upgrading the different spells
Added a new interactable by Navae that unlocks more slots to allow the player to equip more talisman
Added more Error messages giving the players more info on what failed, and gave them more time on screen so the player has a chance to see them
Status effects that show in the center of the screen now show multiple bars if they are a stacking effect with different cooldowns These effects also have new display text that match the effect. The dune of creation debuf is still in runic
New Storage Menu
Armor Icons have been updated with new artwork
There is now a countdown of your glint when you gain or lose any
Updated item descriptions to have a how to use and a general description
Added a shield effect for the player health when a certain armor is worn
Performance
Made improvements in performance for lower end systems running low and medium quality settings.
Improved the auto detection for graphics settings
We hope you enjoy this update as much as we did! Please feel free to leave us feedback in our discord or in the steam discussions. We are quite active in those areas to answer questions and take in comments to improve Sands of Aura.
As always, Thank you for playing! - Chashu Entertainment
Sands of Aura - Patch Notes 0.03.27
Greetings Knight-To-Be,
We are excited to bring to your next major update: Citadel of Steel!
The development team have been working on this quite extensively since our last release, Twin Thorns.
There are quite a few updates for you to explore: the new Talisman system, updated boat movements, new small islands and of course the Flare Forge! You can find out more about the update in the notes below. Before that here are some features that we want to highlight and provide more insight.
Save Wipes
Before we dive into the update we do want to point out a major talking point regarding our updates. Save wipes. We understand that losing your save file or needing to restart your save can feel daunting and discouraging. We understand that and we feel that pain. In all scenarios, if we are able to avoid the need to exercise a save wipe, we would avoid it.
Unfortunately, as we develop new gameplay systems, update or remove existing features we are required to do so to improve the overall experience of Sands of Aura. Most instances of our need to save wipe is because these new features can cause existing save files to not load properly.
While we wish we did not need to save wipe files, we are extremely proud of the changes we have made and features we add with each and every update. We believe that throughout this early access process we will be able to provide our players with a complete and enjoyable experience at full release.
Please keep this in mind as we progress through Early Access.
Talisman System
Prior to this patch, our players would interact with our Blessing System to improve their ability to combat enemies. We have completely replaced that with our new Talisman System!
With our previous Blessings system, you, the Knight-to-be, would go out into the world and collect Scriptures. Using these scriptures, you would return to a Priestess of Leisis and unlock different blessings (or 'power-ups') in the menu. You would then be able to unlock a certain number per tier if you had the requisite number of scriptures. We felt this system could be a bit confusing, and we heard this from community feedback, as well.
We have thus revamped the old Blessings system to a new Talisman system. With our new system, you will still find scriptures out in the world, but now there are new items out there, as well. In the new system, the Scriptures will allow you to unlock slots to equip the effects of the Talismans once they are turned in at the Church Upgrade Interactable. These new Talismans are consumable/usable items similar to the Pommels and Codices you could already be familiar with. Once consumed, you will need to return to a Priestess of Leisis to activate them.
The more Scriptures you collect, the more slots you unlock, the more Talismans you can have equipped at one time, the more powerful you become!
Grainwake Improvements
Our favorite way to travel in Sands of Aura is in our own Grainwake. We want this to be one of the highlights of your experience as you hop between islands. And now, you can quite literally hop between islands!
We have implemented the feature to apply a momentary boost to your ships movement. Timing the boost just right off of a sand wave can provide you with additional speed. Another benefit? Air time. Feel the quiet of the sky above the sand seas as you leap into the air. A moment of peace in a desolate world.
Flare Forge
The uprooting of Wilgram’s progeny has sown a renewed legacy within the wreckage of Radix Stronghold. Those tangled amongst its thorns have been liberated and the darkest corners of its brutal mausoleum have been exposed to a cleansing light. Whispers move across the sands of Talamhel. They speak of burgeoning alliances, of the germination of hope.
And yet, a storm of golden flame awaits you.
With elaborate spires of steel and stone, the Flare Forge—the very heart of the venerable Ferrum—boils against the horizon. Beneath the hiss and growl of a tempest, through a haze of hammer and spark, you will cut down specters which shamble through grand halls, discover schemes that fester in the depths of shadow, and balance upon scaffolds hung before a belly of fire. Take to the sands in an enhanced Grainwake, claim new allies, abilities and armor, as you excavate more than just riches from Talamhel’s eldest race.
There are those who would see you fail. Those who would see you broken upon the anvil of the enemy. But the choice is yours to make, Knights...
Will you restore the restraints of unfettered aspiration? Or will you embrace the inferno of desire?
0.03.27 - Citadel of Steel Patch Notes
Island & Environments
General
Added new quests for Flare Forge, Lost Laboratory, and The Coldwell.
Reworked the main quest flow to better communicate your objectives before heading to Radix Stronghold and Flare Forge.
Armor can now be upgraded to Level 8 by Cathexis, The Forge Master.
Updated items that were previously dropping at the incorrect level.
Isuthel has been renamed to Maveth, The Quietus of Totality.
Added animation hitstops to successful player attacks for some extra visual feedback.
Fixed crash that could occur while learning multiple recipes at once.
Fixed issue that could cause Human NPCs to duplicate their weapons under certain conditions.
Getting too close to the Pillar of Entropy will kill the player.
The player will no longer take damage or be attacked while in dialogue, preventing instances where some enemies decided they wanted to interrupt your conversation.
The player will now face characters they are interacting with in dialogue.
Adjustments to camera to prevent harsh snaps that would occur if quickly advancing through dialogue.
Cleaned up some unclear or inconsistent dialogue options.
The player will now lean on the bar while talking to Yilda in Indigo's Call.
Updated several items’ descriptions, lore, and how-to-use text.
Fixed inconsistent capitalization of "Ferrum".
Radix Stronghold
Fixed issue where Corrupted Moro would not properly respawn if the player died during the fight.
The sigil key has been renamed to "Embrasarian's Fractured Sigil".
Fixed camera and state issues that could occur during Aura's pond-side conversation in Radix Stronghold.
Fixed issue causing a Level 12 Haste Rune in Radix Stronghold to disappear when approaching it.
Adjusted Ferrum walls in Radix Stronghold to not be destroyable by enemies, preventing accidental or out-of-sequence quest progression.
"A Fruitful Experience" can now be completed.
Dune of Creation
Fixed an instance of the UI flashing on screen after leaving the Dune of Creation.
Starspire Refuge
The "Use the Forge" quest has been replaced with a new forge tutorial quest, "Tending Flames", which will be started after speaking to Danaya, The Forgestoke at Starspire's lower terrace.
Lawrence and Galina will now await the player at whichever Starspire Dock the player arrives at after completing “Well Run Dry”.
Felker will also wait by the nearest dock to the Grainwake in Starspire.
The Cinderhold
Fixed issue causing a specific Feral Ferrum to despawn early.
Adjustments to Cinder Key placement and the nearby Soldier Ferrum.
Paragon's Rest
Adjusted the "Emerald Flame, Ember Heart" quest trigger to reduce the chance of Tannen's flare firing while out of view.
Fixed issue where Mott and Rory would repeat certain dialogue lines.
Tannen, The Panic-Stricken will now disengage the player if he's cornered, rather than just standing still or getting stuck.
Adjusted the camera during the fight with Tannen, The Panic-Stricken to increase visibility.
Malek's Menagerie
Updated lighting on Creature and Squab to increase their visibility in dark environments.
Sunken Tower
Added additional collision to ladders in Sunken Tower.
Tupi's Grotto
Fixed issues where "Sand Soaked" could be started after Ubaani had been killed.
Minor adjustments to some enemy spawns to keep them from bouncing after resting at a bell.
Starspire Cavern
Added additional boundaries to prevent the Feral Ferrum from falling off the map during combat.
Gameplay
Player
Infinite Inventory: There is no longer a cap on the number of items you can hold!
Storage Inventory: The player can now store items they want to keep but don't want cluttering up their inventory. Storage chests can be found near docks and merchants.
Temporal Spellblade: Manipulate the fabric of spacetime to augment your abilities with this new spellblade type.
Fixed bug causing some vfx to spawn in the incorrect location on the player.
Fixed bug allowing some damage mitigation effects to work on fall damage.
Added sound effect for weapon swapping.
Added sound effect when taking fall damage.
Fixed bug that could cause spellblade attacks to trigger multiple times if they were activated in the middle of an attack sequence.
Boat
Stability: Improved boat interactions with the sand ocean to improve flow of driving and reduce inconsistencies due to variable frame rate.
Downhill Speed Boost: Added speed boost when going down dunes allowing skillful drivers to take advantage of the sand sea and get where they're going faster.
Activatable Speed Boost: The player can now activate a temporary speed boost every few seconds while sailing. Get to where you're going faster or take to the skies with a boost of that sand dune!
Visual Enhancements: Sound and visual effects now give more feedback when boosting your boat as well as fancy new wings on the boat which enable active boosting and sharper turning.
Impacts: First iteration of effects when running into things with your boat. Sound and visual effects play when you hit things hard enough. Don't worry the sand skiff is tough!(For now). Also improved collision precision.
Fixed bug causing controls to lock up if the boat was capsized while the menu was open.
NPCs
Fall Damage: Enemies have been getting by too easy not taking any fall damage. Now when falling they take damage just like you. If a fall will kill you, it will kill them. Gravity for all!
Added Ferrum Sentinel enemy type. Big tough enemies that use an array of magical and melee abilities on intruders of the Flare Forge.
Added Ferrum Flame Spirit enemy type. They may not be as tough when not using armor but they can still be lethal!
Added Ferrum Spearman enemy type. They are known to throw their spears with deadly precision.
Added Ferrum Mage enemy type. Evasive magic users that will teleport to safety and bombard you with magical projectiles. There are rumors they are capable of resurrecting lesser Ferrum as well.
Added mini boss Coldwell Barbarian. He wields the powers of frost to chilling effect but keep your eye on his big axe too. Some say he holds the knowledge to learn frost spellblade abilities.
Added Vozryx Elite Ferrum enemy variation with new combat abilities.
Enhanced mini boss Alchemect with new abilities and effects. Don't breathe in that purple smoke!
Made adjustments to human type enemy NPCs to make their attacks more readable and attack ranges more closely match visuals.
Fixed bug causing some npcs to play unintentionally large effects when dissolving away on death.
Improved health bar location for NPCs of varying sizes.
Fixed bugs related to damage and status effects during phase 1 of the boss fight with Ubaani.
Added ability to stagger Screamer Husks. Now you'll have a better chance of stopping them before they alert their allies.
Items
Buy/Sell Ratio: The merchants of Talamhel are getting clever, they won't sell items back to you for the same price they purchased them for. They gotta make a living too!
Vigorous Vermouth: This effect has been changed now causing you to take less poise damage at the cost of healing effectiveness.
Talismans: The priest blessing system has been replaced by talismans. Scour the world for these rare artifacts that imbue your character with powerful effects.
New Armor Sets: Several new armor sets have been added (Elite Ferrum, Ferrum Steel, Cyrans, and Berins).
New Weapon Head Codex: The Ferrum weapon head codex has been added.
New Pommel Casts: New pommel casts have been added (Replenishing Guard, Overflow) - Runes: Rebalanced some rune values so they feel more impactful.
Fixed bug not allowing weapons to be craftable under certain inventory circumstances.
Fixed bug not allowing runes to not be removable under certain inventory circumstances.
Items whose only purpose is to be sold will not remain in npc inventories after being sold to them.
Reworked Amplified armor effect to trigger from healing bells rather than when resting at a resonance bell.
Added a cooldown to the Spellswords armor effect.
UI
Talisman Window has replaced the blessing menu from members of the church
Player menus added the new talisman window so you can see the equipped talismans
Fixed visual errors to the spell menu when upgrading the different spells
Added a new interactable by Navae that unlocks more slots to allow the player to equip more talisman
Added more Error messages giving the players more info on what failed, and gave them more time on screen so the player has a chance to see them
Status effects that show in the center of the screen now show multiple bars if they are a stacking effect with different cooldowns These effects also have new display text that match the effect. The dune of creation debuf is still in runic
New Storage Menu
Armor Icons have been updated with new artwork
There is now a countdown of your glint when you gain or lose any
Updated item descriptions to have a how to use and a general description
Added a shield effect for the player health when a certain armor is worn
Performance
Made improvements in performance for lower end systems running low and medium quality settings.
Improved the auto detection for graphics settings
We hope you enjoy this update as much as we did! Please feel free to leave us feedback in our discord or in the steam discussions. We are quite active in those areas to answer questions and take in comments to improve Sands of Aura.
As always, Thank you for playing! - Chashu Entertainment
Sands of Aura IndieLiveExpo Showcase!
Greeting Knights-to-Be!
We're excited to announce that Sands of Aura will be showcased at Indie Live Expo this weekend! Check out Indie Live Expo’s stream showing off the game at the following link: https://indie.live-expo.games/en/
Thank you all for your support throughout our Early Access. If you haven't already, please consider leaving us a review. Or if you want to join our community, you can follow us on Twitter or join our Discord.