There was an issue with version 0.7.0.0 but it's now fixed. Let us know if you encounter any issues, but it should be good. We hope you enjoy all that's new!
New content available - The Desert of Marzule
Let's kick it up a notch!
You can now play through all of the game's content except for the final boss fight and ending cutscene. We will not be releasing this until the full release of the game simply because we don't want to spoil it.
With that said: Version 0.7.0.0 is now available and includes tons of new content to play through, new environments to explore, puzzles to solve, enemies to defeat and bosses to fight.
This is our biggest update yet and puts total playtime at around 12 hours if you rush through the game and do not complete any of the challenge towers, collectibles or side content. If you like to fully experience a game for what it has to ffer then there's about 30 hours of gameplay. There are side quests available to upgrade your daggers, and gold to collect which can be used to unlock challenge towers, which offer unique challenges that will reward you with increased health and fire power. The side content is optional, but we've put a lot of thought into making it as immersive and enjoyable as possible, so we highly recommend spending the time to do it as it ties in great with the main story and makes Phoenix much more powerful. Plus why would you want to complete the game with a pair of rusty daggers when you can use the Imbued Blades of the Sun which proc Burning Rage and transform Phoenix into a badass?
Check out our new gameplay trailer for the new content and be sure to check out the Steam Page for some new screenshots.
https://www.youtube.com/watch?v=ieRUyFux6Z8
Here's a breakdown of what to expect throughout the remainder of Early Access:
Version 0.7.x : Revamp/finalize level design and AI
Version 0.8.x : Add dungeon maps and teleport stones for easier map navigation
Version 0.9.x : Localize the game into all languages and make final tweaks/polish
Version 1.0 : Exit Early Access
Besides the hours of new content, here's a list of all that's been changed/improved in Version 0.7.0.0:
- Rain of Fire ability has been changed to Spirit of Flame (super speed)
- Player will perform a fast-spin attack instead of using his standard attacks while using the Spirit of Flame ability
- Game menu UI can now be navigated using D-Pads as well as Joysticks on game controllers
- Added native and xinput support for controllers
- New music on the title screen
- Improved raycasting, resulting in more accurate hit detection
- Modified level design in The Mountains of Orin
- Modified level design in Korrath Village
- Modified level design in The Green Vale World Map
- Modified Level design in The Abandoned Mines
- Modified Level Design in Challenge Level 4
- Modified lighting and ambiance in The Abandoned Mines, Geomancer's Lair and Challenge Level 2
- Modified lighting code to improve performance
- Enemies will no longer path through one another when chasing the player
- If Player collides with a moving platform while hanging from a ledge, Phoenix will now correctly drop from the ledge
- Cleaned up some environment textures in Korrath Village
- Cleaned up some enemy AI code
- Improved various visual effects and particle effects
- Various minor bug fixes
Thanks for playing The Forbidden Arts. We welcome feedback and will do our best to implement features/changes as requested. Stay posted for more updates!
New content coming soon! New Screenshots!
We are less than a week away from releasing the next major content update into The Forbidden Arts. Version 0.7.0.0 will put the total game content up to 95%. That's right, the only thing missing from the game will be the final boss fight and ending cutscene! This next update is massive. There's a new world to explore, a new dungeon, a new challenge level, and another side quest to collect the third set of daggers in the game which will take you to previously explored areas of the game and new areas only available within the quest line. There is a new ability called the Spirit of Flame and some really cool puzzles and enemies you will encounter.
The total game playtime is now estimated at around 25-30 hours, should you choose to complete all content and side quests and seek out the collectibles. There is still a lot of polish we need to add to the game, but things are constantly sharpening up, and if you haven't played the game since it first came out on Early Access... well it's night and day over what you've played then and we hope you will return to check out all that's new. Early Access has been great for the game and we've been working extremely hard to improve everything anyone has mentioned they think could use improvements, and we'll continue to do so until we are finished with the game. When we upload the new build, you can expect a lot more details on what's to come.
We will be increasing the price of the game to $12.99 USD in this next update. It's still going to be priced at a discount compared to the full release, which we are estimating to be somewhere between $14.99 and $19.99 USD. We will not be increasing the price again during Early Access.
Thank you for your support! We can't wait to release the new content and as always, we value feedback, so feel free to comment or write us an email.
Build 0.6.6.0 is Live
We are very excited to announce a new build of The Forbidden Arts has just been published. Version 0.6.6.0 adds more polish as we prepare for the next major content update which will be coming later this summer.
Besides finishing the new content we have artists working on revising existing content to improve the texture quality of all scenes. We will add in the updated graphics as our artists complete the content.
We will continue to improve AI until the game is complete as well, so expect more periodic updates on this.
The last two things we will do is create maps for the dungeons, and localize the game into several languages.
We feel the game is in a very stable state and it plays smooth and at this point in development we are having a lot of trouble finding any bugs at all (which is a good thing), so if anyone finds something please let us know so we can fix it. We value feedback very much.
Here is what's been updated in version 0.6.6.0:
- Added fire particles to spirit towers once reconstructed
- Updated game controller plugin
- Updated music for Geomancer and Enchantress Boss Fights
- Increased the camera distance in the Geomancer Boss Fight
- Adjusted level design in Mountains of Orin
- Revised the snowball explosion particle FX in Mountains of Orin/Northern Wastes Challenge Level
- Revised level design in Korrath Woods and Green Vale Challenge Level
- Modified some dialogue
- Modified particle effects for siphoning fire
- Increased the default volume levels for all audio types
- +1 damage inflicted by Yetis and Minotaurs
- Adjusted music volume in Bitty's Igloo
- Various bug fixes in the Geomancer boss fight
- Fixed some rotation issues with certain enemies that fire projectiles
- Fixed a bug where mushroom men would sometimes not properly reset pathing after firing multiple projectiles at the player
- Fixed a bug when displaying the number of shards collected for Dragon's Eye quest
- Various other minor bug fixes
Thanks for following along, and stay posted for more updates. Lots of great things to come!
Recent Changes and things to come
We made a video highlighting some of the big changes we've made recently, as well as what's to come in the coming months. Check it out on Youtube:
https://youtu.be/XKBv5SGCeUg
Sometime within the next week you can expect another build that adds a few more features and bug fixes to the existing content. We're working hard on improving everything as we get closer to releasing the next big content update later this summer, which will put the total game content up to 90%.
Stay posted for a new build sometime in the coming week.
Version 0.6.5.0 is live!
Hey all,
Sterling here from Stingbot with another exciting bit of news. Version 0.6.5.0 is live on Steam and it includes tons of improvements and some big changes graphically. We have modified the beginning of the game, including many of the textures and graphical assets, and in the process we have also improved performance! This is still a WIP for the entire game and we'll be polishing everything as we continue development, so expect lots more changes to come. Here is a quick view of how we've changed things:
Our main focus is finishing the next bit of content, which will add several more hours of playtime as you explore The Desert of Marzule. More info to come on this soon!
Here is the notes of what's been changed/improved on in version 0.6.5.0:
- In Video Options, we changed the default anti aliasing method from high quality to low quality. The reason being is that there is some bleeding due to the post processing effect which applies anti aliasing. We will fix this in a future update, but we recommend that if you play with anti aliasing turned on, that you change it from high quality to low quality for the time being.
- New textures for The Green Vale and all levels located within
- New animated grass for all levels located within the Green Vale
- Smoothed the camera movement on the world map
- Added a poison DOT ailment to the player when Phoenix is struck by projectiles from the frogman in the Pools of Murk, as well as giant yellow spiders in The Hives. Ticks for +1 extra damage to the player
- Adjusted various colliders on the world map
- Only the necessary music tracks relative to the loaded scene will now be loaded into memory, thus reducing memory usage
- Fixed various bugs related to the ground roll that could potentially freeze the player
- Fixed an animation bug that occurs when attempting to crouch and jump in the same frame
- Decreased the projectile reset time for bixies, golden spiders and mushroom men
- Player now has less of a chance to take damage from enemy projectiles if Phoenix is performing an evasive ground roll
- Updated game engine and various plugins
- Adjusted character animation speeds in the first cutscene
- Menus can now be navigated using WASD, Up,Down,Left,Right arrows, and game controller joysticks. Controller D-Pads will be integrated in a future update. We have to adjust a lot of input to get this to work but it will eventually.
- When you have used the maximum amount of save files and you attempt to save a new file, you will now be notified to delete or overwrite an existing file to create a new one
- Updated water shaders
- Adjusted enemy pathpoints in Mountains of Orin
- Fixed a bug in the mountains of orin where destroying the ice block would sometimes not unveil a shard of the dragon's eye
- Fixed a bug where game could not be paused after completing Bitty's riddle in the Mountains of Orin
- Fixed a bug in the enchantress boss fight where Phoenix would remain stunned at rare occasions when killing the summoned shadow knights
- Fixed a bug where fire source would sometimes remain lit when phoenix is siphoning fire and slides out of range on a slippery surface
- Various other minor bug fixes
Version 0.6.2.0 is Live! + News
Version 0.6.2.0 is live and includes some more big changes and improvements, but before we get to that, I'd like to quickly discuss the state of the game and where it's headed.
We have begun the first steps towards a final graphical version of the game, which includes a major texture overhaul and loads of 3d and 2d graphic re-design. We really want the game to shine in every aspect, and this definitely includes aesthetics. In another month or so I'll show some new screenshots of where the game is headed, and we'll gradually push out new builds with final graphical polish as we finish stuff up. We have huge improvements coming including the following:
1. A complete re-texturing of every single environment. As you may know, the game's world is created out of a 3d tile set. It was designed this way on purpose, but one thing this leads to is a very "tiled" look. We are working not only on creating brand new textures for each environment (and I must say the new texture work is looking FANTASTIC), but we are also going to create more variation in the tiling so it looks less "tiled."
2. New bushes, new grass, new trees, new rocks, new environments! We are upping the quality level on all 3d assets. It's costing a pretty penny, but it's necessary for my vision to be fulfilled. This is a passion project after all, and I want the end product to shine.
3. Enemy AI - later content such as the Swamp of Green Mist and The Desert of Marzule has a bit more challenging and intricate AI, but as the game is feeling pretty balanced now, we are revisiting old enemy behavior to increase difficulty and adjust placement. It's in the works, but you won't see a lot of this until later in development because it requires changing a lot of the level design, which is being done simultaneously as we update textures and environment props.
4. New Content - I'm constantly programming new content and the next content update should be released sometime in July if all goes well. August at the latest. This will increase the total game content to 90%, leaving only the ultimate craziness for the end.
Here's what's new in Version 0.6.2.0:
- Modified and fine tuned the character controls and camera controls on the World Map. It's been a long process but I believe we've finally got a nice and smooth control scheme for 3D exploration on the world map. It's probably got a few minor tweaks left, but I feel it's now very solid. Please let us know if you find any issues, bugs or have requests for improvements.
- Changed some spawn points on the World Map
- Modified Level Design in Korrath Village
- Modified Level Design in Korrath Woods
- Modified Level Design in Black Fang Pass Overworld
- Modified level design in The Hives
- New music in The Hives and the Hives challenge level
- Fixed a bug where frogman would sometimes evade player and jump through a wall
- Fixed a bug where Frogman would not attack the player after lunging forward if he got too close to the player
- Player can no longer switch abilities while shooting a fireball or rain of fire is active
- Fixed a bug with the Drake Projectile in Mountains of Orin would push the player into the background upon entering the wind zone
- Fixed a rare bug where enemy projectiles sometimes would not properly reset after being fired
For those that have jumped in early we can't thank you enough. Positive or negative feedback: we listen to it all. This is what Early Access is all about and there are lots of great things to come!
Major Update version 0.6.1.0 is live!
It's been a very busy few weeks and I'm excited to announce the release of version 0.6.1.0, which is now live on Steam Early Access.
Version 0.6.1.0 includes tons of changes and improvements to the game, as well as some major design overhauls. Please have a look at the list below to see what's changed. If you use keyboard controls you will 100% want to read what is below as we've revamped the entire controls from scratch.
- Starting hit points for Phoenix has been increased from 2 to 3, resulting in a +1 to overall health
- Phoenix can now perform an evasive ground roll by pressing crouch while moving. If you are standing still then you will crouch like normal, but if you are moving you will perform an evasive ground roll. Quite handy against those frogmen in The Pools of Murk!
- Completely re-designed Black Fang Pass overworld. It's brand new, so check it out! We feel it flows a lot smoother now and now you cannot die anymore :)
- Keyboard controls have been updated for both 2d and 3d control schemes. All key bindings have been reset, so if you had something custom you will need to set it again.
- In 2D control schemes, players will now move Phoenix with WASD and can use the left mouse button to melee attack and the right mouse button to use an ability. Alternatively you can use keyboard buttons to attack/use abilities as well.
- In 3D control schemes, players will now move Phoenix with WASD and use the mouse to pan the camera around the player, similar to how a dual stick controller works.
- Added a control scheme display for keyboard controls in the options menu
- Added music to The Mountains of Orin
- New music in Black Fang Pass overworld
- Added a missing collider in the pools of murk that allowed the player to fall through a wall near 3rd gold piece
- Fixed a bug where Hydromancer would not show up at the river before player crossed the river on the raft
- Ranged enemies will now fire projectiles at static speeds (no variation based on player distance / trajectory)
- After evading a melee attack, frogmen will now always attempt to jump back in to the fight if the player is within sight distance
- Fixed how the player reacts when taking damage while attempting to pull up a ledge. He now falls much more natural.
- Frogmen will no longer double up on each other if they get close attempting to evade or lunge at the player. Improved collision detection between between frogmen and nearby enemies/environment
- Revised Frogmen evade logic
- Revised level design in Korrath Woods
- Improved the shadow step of male assassins in Korrath Woods
- When opting to return to the overworld from the challenge level in the Swamp of Green Mist, you will now return to the correct spawn point
- Fixed a bug when creating a new save file after deleting one that would prevent the user from scrolling down to select the new save file
- Fixed a bug related to dialogue triggers on the world map that would allow the player to initiate dialogue repeatedly
- When player dies while climbing a wall, he will now fall to his death, not die in place as though he's on the ground
- In the Caves Puzzle - When lift raises to top position, boulder will no longer freeze if active
- Increased music volume in Abandoned Mines
- Further improvements to the camera on the world map
- Blades of the Sun will now auto equip after you first receive them
- After receiving blades of the sun, phoenix will now rotate to face towards the aeromancer
- Fixed some minor issues with Phoenix take damage from Hydromancer's spray attack when he shouldn't be
- Various other minor bug fixes
As if this wasn't enough, we've also made loads of progress on more new content from The Desert of Marzule, and it's shaping up quite nicely. I didn't think I'd like anything more than the swamp of green mist, but as I keep working on the game and everything keeps improving, I want to make the end content amazing and the desert starts off with a bang! It'll be a few months before it's in the game, but it'll be well worth it. By far, the coolest challenge level so far! :)
Stay posted for more updates and thanks for following along. We appreciate feedback as always!
New Content Available - The Swamp of Green Mist
I'm excited to announce the release of The Swamp of Green Mist in The Forbidden Arts. This area takes the game to the next level and the latest build also includes loads of changes and improvements, so read on to see all that's been done, and be sure to check out the new video trailer and screenshots on the Steam store page.
After completing the Northern Wastes you learn that the Hydromancer is being controlled by a mysterious relic known as a Soul Stone. Things are worse than you thought as Voltaire has entered the Underworld and is preparing his army to breach the world of the living by capturing the souls and controlling the mind's of various faction leaders. You must venture deep into the Swamp of Green Mist and destroy the stone to restore order. While adventuring into the Swamp you will encounter lots of new enemies, discover new abilities and encounter all sorts of puzzles and fights to conquer. The swamp is not for the faint of heart.
This new content brings the total game content up to 75%. Also included is some changes/fixes to the game. Here's a list of what's been updated:
- You can no longer die on the world map, except for Black Fang Pass because we have yet to modify this overworld. This will be changed in another update soon.
- Modified level design for each world of the world map except for Black Fang Pass. This world needs a total overhaul and it will be fully redesigned in a future update. Remaining world maps will also keep receiving revisions until we're satisfied. The next few months will contain lots of gradual improvements.
- Added music to the Abandoned Mines
- Minor Improvements to camera controls on world map (there will be a complete overhaul coming soon that will improve everything)
- Fixed a bug with ranged enemies where they would sometimes not properly reset after being attacked
- Fixed some code related to the Heat Vision ability
- Fixed a bug where enemies would sometimes not follow through with their attacks
- Fixed a rare bug related to player falling through ground after casting a fireball in the air
- Adjusted enemy damage for most enemies
- Fixed a bug where player could collect a heart if one spawned after the player died
- If an enemy dies while on a moving platform they will now remain fixed to the platform instead of fading into air if the platform moves
- Changed some text for various parts of dialogue throughout the game
- Fixed a bug where the player could move around while engaged in dialogue with the Aeromancer after receiving Blades of the Sun
We hope you enjoy this new content and please stay posted for more updates. Lots to come!
New Content Status Update
It's been a busy few weeks and I'm pleased to say the next content update is now complete minus a few small things. I personally believe the next content update offers the most interesting content of the game yet, from the enemies/AI you will encounter, to the environments, graphics, sound fx, music etc etc. I have spent a lot of time in this area to really strengthen it as much as possible. Some important things to note:
1. I'll be adding achievements in this week for the new content so if there is any type of achievements anyone specifically likes to earn, let me know and I'll see if I can come up with something cool.
2. The new melee combat abilities will not be added in to this new release because of some communication issues with my animator and he's on vacation for the next month, so I'm out of luck unless I hire someone else, which I don't want to do. They will be added in as soon as he's back.
I want to do about another week's worth of testing and improvements before I push this out, so thanks for your patience. I have made other improvements/additions to other parts of the game as well, but I've withheld from publishing a new build simply because so much has changed that it was going to be tough doing a partial build and exclude a lot of the changes the new content adds.
I love this new area so much I'm also going to make a new video trailer, dedicated specifically to this area, so expect this with version 0.6.0.0 as well!
Following the release of the swamp content there is only 2 more areas of the game to complete: The desert of Marzule and the Underworld. This content will not be released for several months as the next couple of months I'm going to be spending time polishing and improving existing content, from creating lots of new, higher quality textures, add in a lot more music, update the world map (which has already begun), and just simply tighten/improve everything else.
The swamp should put the total game content up to about 15 hours for the average player, but for those who want to collect all the gold and earn achievements I estimate about 25 hours.
Expect the new content soon once testing is complete and I hope you enjoy it. By far my favorite part of the game yet, and I hope it will be your favorite too!