Spirited Thief will participate in the upcoming Steam Next Fest (starting February 6th), and we will also be playing the game live on February 8th at 17:00 CET: make sure to tune in!
Members of the Guild, we've got two big news for you!
First, we have an Announcement Trailer for Spirited Thief: it's shiny, beautiful and filled with traps for Trin & Elaj to avoid.
Spirited Thief will be featured in the Steam Next Fest starting February 6th! This is a giant opportunity for the game to be seen and played by a lot of new players.
Spirited Thief to be released by Ishtar Games Publishing
Koi Snowman Games is joining forces with Ishtar Games Publishing to release Spirited Thief in Summer 2023!
Ishtar Games is known for working on the games Dead in Vinland, The Last Spell and Lakeburg Legacies. They launched their indie publishing label earlier this year.
Ishtar Games Publishing will help me improve the game’s quality and support the funding, distribution & marketing of Spirited Thief.
Spirited Thief is among three games to be released by Ishtar Games Publishing in 2023:
Today at 19:00 CET, I will be live with Ishtar Games on their Twitch channel to introduce you to Spirited Thief: come and join us!
You can also join the Discord server, in which you can get an exclusive role for a limited time only!
To mark the occasion, the demo is updated today with the latest changes!
Changes:
Elaj and his old colleagues got a relooking... then Trin got jealous and got one too! This affects both their in-game appearance and their portrait.
New points of interest have been added that can be inspected by Trin or Elaj. They trigger reworked or new brand dialogs - and are a new not intrusive way of gathering information.
New cut scenes have been added between levels!
Guards now react differently when finding a trespasser: they will shoot on sight until their next turn. Previously, they would instantaneously calm down as soon as the culprit would get out of sight.
Quality of life:
Abilities used by Trin (curses and glyphs) are saved in a level. They are kept even after restarting the level. Hovering an ability icon highlights its current target(s) on the map.
Guards that shoot on sight have a different field of view to better highlight the danger.
New option to entirely reset a level's progression. It also removes the collected loot from the player's funds. This option can be used through the "restart level" button.
"Knock knock!" and "Weighted Punch" are now Tier 1 abilities and are thus available in the demo
Emerald: intro dialog is shorter.
Dream: added/tweaked dialogs.
Topaz: add new dialog for a specific way of finishing the mission.
Fixes
Player's keyring was not supporting rewind (and thus kept the same after a rewind/restart)
Dream: fix critical bug that would prevent from finishing the level after using rewind at a certain point.
Dream: typo fix (thx -Ali-!)
Emerald: fix vault cutscene would trigger at the start of loot phase instead of when Elaj enter the vault
Using "Next Unit" hotkey (Tab) correctly suppress the hint to use it.
Update: 0.38
Zoomed out view
Adjustment to the fully zoomed out view so that's it's easier to see the important info.
Walls are slightly highlighted to have a better sight of the rooms' layout.
Fog of war hints (items, sleeping guards, obstacles) are displayed in the player field of view to better highlight these critical information.
Bubbles/floating items are hidden as they are too small when fully zoomed out.
Fixes
Shijang correctly disappear after the alarm is rung
Npc don't leave a permanent weird mark after a rewind is used
Dream: Elaj spells are correctly locked for this level
Dream: Minor changes to dialog and level design
Update: 0.37
New Victory UI
Some objectives now award gold
Added a summary of all loot, objectives, and interactions with guards
Party members/NPCs will sometime comment on the success of the heist
New level: ???
Replaces topaz part 1
New setting and dedicated music theme
Still a tutorial level for multiple thieves' control
No spoilers ;)
Topaz part 2 is modified to be a standalone level
Misc
"Stun stars" blink when the stun is about to wear off
New icons for danger on the path (seen by guard/killed by guard/killed by a trap)
New sprites and names for gold pouches
New icon for sleeping guards
Fixes
Fixed: NPC would sometime lose their name after a rewind
Fixed: guards would get stuck on each other when randomly patrolling.
Trin correctly respawn when "killed" by traps
Update: 0.36
Shop Rework
Shop now have ability tiers that unlock as campaign progresses (only tier 1 is available in the demo)
New abilities
Unlockable shop tab for Besk
New music theme
Reworked ability cost so they are more consistent and give more choices
Removed "Entangle" ability: it is replaced by "Dirk" which serves a similar purpose (get rid of a guard but leave evidence).
Guards
New "sentinel" guards: never roam - even at high danger level, but they enrage as soon as they are alerted.
New appearance for "Investigator" guard
New: hover a sleeping guard to preview their patrol path.
Players can move over sleeping guards (same as stunned guards)
Guards leaves footprint when waking up, as stationary guards do
Guards change path instantly when they get blocked (rather than wasting a turn trying to use blocked path).
Level changes
Emerald: main entrance guards are now sentinels.
Emerald: added statues to main hall to reduce bottleneck effect when leaving the vault
Topaz (part2): exterior is a bit more forgiving at high danger level, middle path is slightly easier to open more possible strategies.
Levels now have different their own color themes.
Added unique statues to some levels
Beds are now bunk beds
Difficulty settings
Added more danger difficulty options
New difficulty level icons
Advanced difficulty settings auto-expand when selecting 'Custom' difficulty setting
Fix sliders not correctly updating for "novice" difficulty setting
Misc
Added scroll by touching screen border
Camera is bound to the level limits.
"Next unit" centers on current unit if there's no other unit available.
Improved fog of war visual
Improved "ability target" fx
Performance improvements
Fixes
Fix inconsistent sleeping guards when resuming a save
Fix scroll speed was fps-dependent (resulting in very fast scroll speed in some cases)
Fix "pickpocket" action was displayed when hovering not visible guards
"New objective" UI doesn't appear during dialogs.
Guards are correctly alerted when failing to open a locked door because the player stole the key they carried.
Developer Live Stream - Expert+ run
I (Koi Snowman) will be live-streaming a play-through of the Spirited Thief demo for the Steam Next Fest! Unfortunately, my spoken English is not great, so I won't be talking. ːsteamsadː Watch me fail miserably with all difficulty options set to the max! ːsteamhappyː
Roll&Turn Gaming Live Stream of Spirited Thief
Bruns will be live-streaming the Spirited Thief demo.
Watch him infiltrate heavily guarded vaults and steal all the loot!
Update: 0.33
New unlockable abilities!
"Knock knock!" (Elaj) uses doors to create distractions
"Cursed Door" (Trin) guards get stunned every time they open a cursed door.
"Action Glyph" (Trin) creates a glyph that refills all actions.
Minor changes to levels to add more gameplay oportunities with doors.
Improved "kill-cam"
Trin respawns when seen by a guard instead of dying.
Added short dialogs that trigger when Trin respawns.
When Trin respawns, scouting progress is lost in the room (no change)
Rewind can still be used when Trin is caught and will be replenished at the end of the scout phase (no change)
When a thief is seen by a guard, the guard briefly blink
When a guard kills a thief, a short animation is played.
Misc
Add a new options menu for audio settings and scroll speed.
The camera is now lazier and will only follow a controlled character when they reach the screen's border.
Improved danger wheel visuals and added a tooltip describing danger level increase effects
Improved feedback for impossible actions (i.e., Trin trying to loot or use a lever, or any thief trying to use a lever or pickpocket while seen by a guard).
Improved exterior visuals
Added sprite variants for chests
Added a different background color on tooltips for contextual actions (pickpocket, activate, loot...)
Improved sliders and toggles visuals in all menus.
Added a "+" icon when several fog-of-war hints are at the same position.
Fixes
Fix several difficulty settings that were not correctly saved and always at the minimum value after a restart. Concerns "danger increase on alert," "all guards are alerted at danger level 4", and "all guards are enraged at danger level 5".
Fix tooltips would merge (i.e., a guard standing on an opened gate)
Topaz theft (part 2) wasn't validating the scout phase objectives correctly after a restart.
Guards can't walk on exit tiles anymore
Escape!: Rewinds are correctly refunded on reaching a checkpoint