Exactly a year ago today, we released Stonefly, an action-adventure game set in a universe of micro-scale mechs piloted by tiny adventurers.
During development, tons of people asked if we'd ever share the artwork that was created to make the game. So, we've put together a 200-page art book, including character development, color scripts, concept art pieces, and even sketchbook pages.
We're nearly done with the layout and we need your help to make the book a reality!Back us on Kickstarter to help us reach our goal of printing a beautiful hardcover book to celebrate this big milestone.
A few book features we think you'll love:
200 pages of nearly every piece of art created for the game in an 8.75” x 8.75” beautiful hardback edition!
A world-expanding approach: the book itself is set within the Stonefly world, designed as if it were Annika's journal.
Jump in your mech, crank the Natureboy Flacko tunes, and take on some buggos. Vote for Stonefly right now!
Camp Patch 1.1 Available Now!
Our first update, which we're calling the "Camp" patch, is available now! We've addressed some of the major issues and imbalances that we've heard from you all, including finding your way back to camp, reducing the grind, and keeping down the onslaught of bugs during some frustrating encounters. We've also fixed a number of important UI and input bugs like color customization with mouse and keyboard and the addition of a Dead Zone controller option.
We can't thank everyone enough for the reviews and feedback you've given, it's helped us a lot as we've focused on these changes. Check out the updates and let us know what you think!
Here's the full list of changes in Patch 1.1:
Economy - Reduce the grind! - Change the cost of various bottleneck items to reduce how much grinding is necessary in mid and late game
Gameplay - Improve AI of several buggos to reduce how many simultaneous attacks and unfair onslaughts they can perform - Reduce damage from being knocked out of world from 400 > 150 - Return important buggos to gated encounters when they get stuck outside the boundary - Improve Popcorn Flea behavior to just be less annoying, push away from the center of the level, and overall be more fun to work with - Increase Longsnout cooldown from 1.5s > 4s - Increase Blink input window from 0.12s > 0.17s to make it easier to perform in tutorial level - Decrease Star Spider attack radius from 550 > 400, and fix accuracy of it's attack vfx and other glitches - Add or improve some buggo sfx and feedback - Rebalance Noka Basin encounters to be less unfair - Prevent backtracking right away when following alpha tracking paths - Limit one alpha tracking path per bush - Disable alpha tracking paths once tracking is completed - Decrease out of range radius for tracking fly paths so that they reset more easily - Decrease intensity of Prime Stage 2 encounter slightly - Fix navmesh not fully generating in small areas and islands, which caused some buggos to hang out in bushes and not do much - Fix ability inputs getting blocked when holding cc ability context on gamepad and pressing a keyboard key - Fix knockback launch trail improperly appearing on buggos (meant for player only) - Fix Popcorn Flea and Mantis push projectile appearance - Fix Star Spider attack vfx not matching collision
UI - Added Japanese, Korean, and Chinese (Simplified and Traditional) languages - Add Dead Zone control setting - Add new larger and animated gamepad cursor - Make Camp button more visible and add quest marker when next step is in another level - Fix mech color customization not possible with mouse and keyboard - Add or improve several UI sfx and some ability sfx - Add player menu icon to HUD - Improve navigation guidance icon - Hide abilities when player menu is active - Improve sfx and fix animation issues in Pilot Down cutscene - Show alpha info for each region once discovered, instead of after the first time tracks are gathered - Add tooltips to disabled Custom Style and other customization buttons - Aways display repair ability when health is showing - Show Repair help text through the first couple chapters - Fix dialogue actors not being registered after Twirly, New Threads, and ObsidianReveal cutscenes - Fix hardware mouse cursor not using the correct assets - Fix alphas page not showing info about any alpha when first unlocked - Fix Continue input still showing after Lost cutscene finishes playing naturally
Other Stuff - Allow skipping ALL dream sequences (notably the ones after being knocked out and returning to camp) - Add highlight to tracking fly bushes - Add post process to dream sequences - Add missing background to thief LongGone cutscene - Add missing unsafe volume to hanging branch after Joyride wind gust - Add tracks and objects to indicate Bull's Hollow trail - Cleanup and remove extraneous objects from nav mesh in Noka Basin - Fix peeking tracking flies position - Change find shoemaker quest to highlight starting patrol location instead of a locked location - Improve blue fade pickup and environment at the end of Big Oak - Fix and improve several cameras in Maple Canopy patrol - Fix ledge where buggos can get stuck in Thief boss arena - Fix spawn points over pits or in the ground in Bull's Hollow - Fix tutorials overlapping and being left on in first encounter of Joyride - Fix navmesh holes in Prime encounter stage 1 - Fix kill volume affecting player mech in PrimeStage2 cutscene - Fix Annika wearing the wrong outfit in some end game cutscenes - Fix gap in Marsh Canopy tracking grid that made it much harder to find Bull's Hollow from the starting location - Fix for pathing issue near Nightlight cosmetic - Fix missing unsafe volumes in Joyride (placed around branches that are off the main path and near wind volumes) - Fix clipping outside playable area in Marsh Patrol (around the big log just before the hermit) - Fix softlock zone in Nightlight patrol (just past the town)
Upcoming Patch 1.0.1 and Beta Branch
Hey Stonefly ppl!
We’ve been making fixes and updates to Stonefly and wanted to announce that we've just opened up the Beta branch on Steam for anyone looking to try them out early! The upcoming patch will be about covering some of the big hitters: reducing the grind, keeping down the onslaught of bugs during some frustrating encounters, and other important fixes.
All of the feedback and reviews you've been giving us is really appreciated, and helps us as we look at improving the game. We're still working on this patch, so the list below is not final. Let us know your thoughts on any of the new changes, and we'll keep you posted about when it will be released!
Here’s what we’ve tackled so far in Patch 1.0.1:
Economy - Reduce the grind! - Change the cost of various bottleneck items to reduce how much grinding is necessary in mid and late game
Gameplay - Improve AI of several buggos to reduce how many simultaneous attacks and unfair onslaughts they can perform - Reduce damage from being knocked out of world from 400 > 150 - Return important buggos to gated encounters when they get stuck outside the boundary - Improve Popcorn Flea behavior to just be less annoying, push away from the center of the level, and overall be more fun to work with - Increase Longsnout cooldown from 1.5s > 4s - Increase Blink input window from 0.12s > 0.17s to make it easier to perform in tutorial level - Decrease Star Spider attack radius from 550 > 400, and fix accuracy of it's attack vfx and other glitches - Add or improve some buggo sfx and feedback - Rebalance Noka Basin encounters to be less unfair - Fix ability inputs getting blocked when holding cc ability context on gamepad and pressing a keyboard key - Fix knockback launch trail improperly appearing on buggos (meant for player only) - Fix Popcorn Flea and Mantis push projectile appearance - Fix Star Spider attack vfx not matching collision
UI - Make Camp button more visible and add quest marker when next step is in another level - Fix mech color customization not possible with mouse and keyboard - Add or improve several UI sfx and some ability sfx - Add player menu icon to HUD - Improve navigation guidance icon - Hide abilities when player menu is active - Improve sfx and fix animation issues in Pilot Down cutscene - Show alpha info for each region once discovered, instead of after the first time tracks are gathered - Add tooltips to disabled Custom Style and other customization buttons - Fix alphas page not showing info about any alpha when first unlocked - Fix Continue input still showing after Lost cutscene finishes playing naturally
Other Stuff - Allow skipping ALL dream sequences (notably the ones after being knocked out and returning to camp) - Add highlight to tracking fly bushes - Fix peeking tracking flies position - Change find shoemaker quest to highlight starting patrol location instead of a locked location - Improve blue fade pickup and environment at the end of Big Oak - Fix Annika wearing the wrong outfit in some end game cutscenes - Fix gap in Marsh Canopy tracking grid that made it much harder to find Bull's Hollow from the starting location - Fix for pathing issue near Nightlight cosmetic - Fix missing unsafe volumes in Joyride (placed around branches that are off the main path and near wind volumes) - Fix clipping outside playable area in Marsh Patrol (around the big log just before the hermit) - Fix softlock zone in Nightlight patrol (just past the town)