Hey there, backers! It's Miore! Welcome to our brand new monthly update.
I truly hope each and every one of you had a fantastic time during the Christmas holidays.
As we bid farewell to 2023, allow me to express our heartfelt gratitude to each and every one of you who has been there supporting us throughout the year. Your unwavering support means the world to us, and we sincerely appreciate all the kind words you've shared.
So, without further ado, let's dive into all the exciting things we've accomplished in this month!
■ Game Update
Story
Finished and improved some parts of the character events.
Battle
Improved the enemy AI.
Added more enemies to the Hard difficulty.
Improved World Map and navigation mechanics.
Created three brand-new event maps exclusively for side missions.
Added new types of enemies.
Implemented food effects.
System
Made adjustments to the number of Guild missions and their impact on the relationship score.
Implemented the maids bonus effects.
Revamped the crafting system to prevent high-level item breakage in case of Armetta the blacksmith's failure. However, players will encounter a loss of minerals and money.
Expanded our collection with numerous new items, potions, and ingredients for you to discover and utilize in your adventures.
■ Recruitment mechanic
Alright, now it's time to discover the process of recruiting the common units! As you may recall, we offer a diverse range of units that can be recruited to enhance your army and tailor your strategy. Once you complete your training at the academy (during the tutorial phase), you gain the opportunity to recruit the initial set of "starter" soldiers from the Ceredian faction, including the Swordsman, Spearman, and Archer. As you advance further in the game, you can unlock additional units by exploring new areas or by expanding and developing your land!
The process of recruitment follows a traditional approach. You have the opportunity to recruit your favorite units from a selection of 10 units in a barrack located either in the capital of Ceredia or on your own land. The list of available candidates is updated daily within the game. To bring each unit on board, you will need to pay a specific fee, which varies depending on the unit's level. Every generic unit possesses different stats, levels, and abilities, all randomly assigned. These units will allow you to create your own formidable army! In addition, each unit has a special name assigned to the Grand Backer or above tiers. Keep an eye out, as you might discover yourself in the game! However, if you prefer a more neutral gaming experience, you can easily disable the unique name option in the settings menu.
■ Beta test
Thank you so much to everyone who took the time to sign up for the beta test! We were blown away by the incredible response and enthusiasm from 86 candidates – way more than we had anticipated! We'll be selecting lucky members randomly and sending them a special message in early January 2024. We can't wait to start working with you all!
Thank you all again for this year; it has been a difficult one for us, but we look forward to the new year! That is why we want to thank you for sticking with us and reading our 12th update of the year! Thank you once more, and best wishes for 2024!
Hello, backers! It's Miore! Welcome to the new monthly update.
First off, I apologize for the delay in posting this. The past couple of weeks have been tough due to COVID, but hey, I'm finally up and about now. Despite the challenges, I've been back at work, continuing the development of WoA. However, since I couldn't put this update together myself, I asked my dear friend Pita-san to do it for me (Big shoutout to Pita-san!). Let's dive into his report and see what we've been up to in the past month!
■ Game Update
Hey there! It's Pita, stepping in for Miore in this latest update. Unfortunately, our director caught Covid, but worry not, I'll be your friendly guide through this month's updates. Kindly bear with me, as I'll do my best to fill in and add value just like she does.
Before we dive into the main topic, I just wanted to remind you about something. Unfortunately, we still don't have a confirmed release date for the game, but we're currently aiming for Q2-Q3 of 2024. We're really sorry for the delay, but we truly believe that this extra time will allow us to deliver an incredible game that you'll absolutely love.
Now, this is the list of what we have done this month!
Story
Finished and improved some parts of the character events. Additionally, we have included numerous fresh background CGs! (We are currently working on one more, thanks to our talented art director, Horie!)
Battle
Fixed minor visual glitches in certain Story Maps. (Say goodbye to floating trees!) Increased enemy units count for the HARD difficulty! Balanced the way you earn XP for different actions in battles, while also raising the level cap! We made some adjustments to the enemy levels in the later stages of the game, specifically targeting the HARD difficulty. Added a new feature that allows players to skip battles in STORY difficulty! Now, you can fully immerse in the captivating storyline without the need to conquer each map! Enjoy the game at your own pace! Improved the AI mechanics to make them more intelligent- now they will target enemies and use items in a much more strategic manner. In addition, they will utilize skills like buffs and debuffs more frequently, making them even more formidable opponents. Improved the mechanics of the ambush system. Implemented a new system that lets our characters strike up casual conversations with neighboring companies. Get ready for some delightful chit-chats packed with humor, intriguing opinions, glimpses into their unique backgrounds, or even juicy details about their relationships with each other. You won't want to miss out on this entertaining addition to our system!
(example of siblings “love”)
We've finished working on the "your name in the game reward" for generic units! Don't miss out on our next update; we'll be introducing them to you soon!
■ Beta test
We're truly grateful to all those who have already enrolled for the beta test! You're all invited to join the beta test, and I'm eagerly excited to improving our game together with you! The opportunity to be a part of the beta test is still available, so don't miss out on this final chance. If you're a backer and would like to be considered as a candidate for beta testing, please reach out to Dan on our Discord channel at Want_Beta, or feel free to simply leave your comments below!
Remember, the door will close on 15th December!
We will run a raffle this month before we send out the invitation message. Once that's done, we'll provide you with all the details about the schedule, terms, and conditions for the beta test planned in January 2024. We're currently working on the build and related materials, so hang tight for a little while.
Thank you for taking the time to stay updated with us! Since winter is approaching or might already be here in the northern hemisphere, we hope you and your loved ones stay healthy and cozy. Take care, and remember to stay warm to avoid falling sick!
Before I start I would like to thank for all your messages on Kickstarter and Discord! Your words are so encouraging for us, and again we would like to thank you all for your understanding and support! You are the best community I could wish for!
Speaking of messages, I've been flooded with numerous questions and suggestions, and I thought it would be great to address some of them in today's update—
Lucrezia: Hey, hey guys! Sorry for the interruption! Lucrezia: But I need to know... what exciting event is this? I'm super curious! Lucrezia: Oh, REALLY?! Lucrezia: If I join in and take part, will you give me lots and lots of delicious sugary treats?! Lucrezia: Trick-or-treat?! Yay!! 🕸🎃🍭🍫🍩🍪🍬🎃🕸
*cough* Now, let's get back to the update.
■ Kickstarter Update
I wanted to kindly remind those who haven't responded to our survey yet, could you please do so as soon as possible? If you don't, we won't be able to include you in the game later on, and we wouldn't want that! This special note is specifically for those who have: 1) Want their name to appear in the prestigious in-game Hall of Fame, and 2) The opportunity to name a soldier. ■ Game Update
Here's a brief summary of all the amazing things our team accomplished this month! We're also excited to share some top-secret updates that we've been working on. Let's dive in and discover what we've been up to!
Battle
Enhance the visual effects of two story battles within the game, and undertake a complete redesign of one battle.
Additionally, introduced two brand-new event maps, coupled with two accompanying side quests.
Integrated a captivating mini battle into the characters' event.
We enhanced the victory screen and reward system, bringing a fresh look and improved functionality.
Optimize character deployment points for a balanced battle scenario.
Implemented the skill feature of area damage and integrated it into the battle menu's skill menu.
Balance, balance...balance!
Story
Retake in some characters' event story.
General
Re-test the build on a low-end PC to verify if large maps lead to any frame drops.
Added a variety of accessories that players can purchase in the in-game store. These accessories offer a stats boost, enabling players to further customize their heroes within the game.
Improve the 8 attacking animations.
Improve the visual details in the skills, especially those related to destruction and damage effects in the area where the skill was used.
Reactive shortcut designed to instantly end the battle. This is available for beta testing purposes only.
Introducing new features in our game.
Added a legendary armory set that can only be equipped by select characters.
We have implemented a brand-new card system. Stay tuned for more details!
A brand-new element system has been added to the game. Stay tuned for more information!
The Arena System has undergone a complete redesign. More details will be revealed soon!
The level-up system has been redesigned, and development points have been removed. Now, characters will level up based on their own planned direction. This decision was made to ensure balance in the game.
During battle, a new condition called Jisu's Blessing has been introduced.
Excitingly, Pita together with Archer will be introducing the soldier recruitment system in the upcoming update! So be sure to look forward to it!
Q&A
Q: I just started using Discord, could you kindly explain how I can participate in the beta test? A: First, you need to join our Discord server by clicking on the following link: [join here]. Once you have joined, locate a channel called "want-beta" in the "WAR OF ASHIRD" group. Then leave a comment that you want to participate in the beta test! If you require any assistance, please feel free to send a direct message to our community manager, Danテディ, who will be more than happy to help you. We are excited to have you on board!
Q: Can I participate in the beta test if I'm not a backer? A: Unfortunately, access to the beta test is exclusively for backers.
Q: I missed the opportunity to order the art book. Is it still possible to place an order? A: Unfortunately, we are currently unable to accept new orders for the art book. However, we will be releasing a digital version of the art book alongside the release of the game, allowing you to access its contents.
Q: Will the game include support for additional languages in the future? A: Adding new languages to our game involves significant localization costs. Therefore, we currently do not have any plans to introduce additional language support. We appreciate your understanding.
In today's update, I would like to issue a statement about our development, share the roadmap of the current situation, and present the vision for our development, as well as our plans for the future!
Let me start by saying that my decision to delay the release in order to improve all elements of the game was not easy for everyone. I strongly believe that every developer wants to showcase their game in the best possible way. They truly do, but sometimes they are forced to rush the release for various reasons. Here, I want to strongly emphasize that I do not support rushed releases when players are essentially treated as beta testers. You all trusted us, especially me as the creator of this project, and that trust between developers and all supporters (backers and late backers) is crucial to me as the Director. It's a great token of trust that I must repay to all of you by delivering a GOOD game with solid gameplay and a memorable story. I want to make you all proud that you have been a part of this project from day 1.
Current estimate: What you can expect in the upcoming months! January 2024- We anticipate opening the close-beta of the English version exclusively for backers. If you are a backer and would like to participate as a candidate for beta testing, please contact Dan on our Discord channel at Want_Beta, or feel free to leave your comments below!
Q2-Q3 2024 - Our goal is to prepare the game for launch, with the specific release date being determined by factors like the close-beta outcomes, user feedback, and bug discoveries. Be assured that we will announce this information well in advance, and our supporters will have the privilege of being the first to learn about the official release date.
What is the reason for our slow progress?
There are several factors contributing to why everything is taking so long. These include reworking existing materials in the game, adjusting the story, expanding content, creating new content, and finally implementing it into the game. Each implementation also needs to be thoroughly checked to ensure it does not cause any game-breaking errors.
Many of the things we planned have already been implemented into the game. Nevertheless, regardless of how promising they seemed on paper, the actual time spent on these tasks exceeded our initial expectations. Despite this setback, we firmly believe that the invested effort was worthwhile.
Communication is the key!
Without fail, we ensured to deliver monthly updates during the development phase. We acknowledge the significance of constant communication between our team and you, our valued backers. Just as we did previously, we remain committed to sharing both positive and negative news, accomplishments, and mistakes. This practice will persist until the project reaches completion.
Therefore, I want to extend my appreciation once more for your support and understanding!
Miore
Development Update #38
Hello, backers!
It’s Miore! Welcome to the next monthly update!
The question posted by a member of our community on our discord channel led to the creation of the current update, which I hope you will enjoy.
Demonic Weapon
Ashird's salvation or curse.
As we are all aware, the story in Ashird revolves around Deegan and the decisions he makes in the world of Ashird. However, it is not just limited to that. In order to ensure a coherent and complete storyline, we must also acknowledge the crucial presence of the Demonic Weapons, which play a significant role in the continued existence of Ashird as we know it.
What are demonic weapons, exactly?
All living things in the realm of Ashird are infused with the essence, including demons in addition to humans and demi-humans. Humans created weapons that were infused with the crystals left behind by dead demons during the Demon King's invasion of the continent in an effort to put an end to the conflict.
The so-called final hope unexpectedly became the savior for the united human army, as only the demonic weapons had the power to defeat the Demon King.
Since the explanation of the creation of the Demonic Weapon is a part of the prologue taking place during the rule of the Demon King, I will discuss only the elements relevant to the main game in order to prevent any spoilers that may arise in the additional content. Nevertheless, in the main game, the Ceredian generals are observed using these weapons!
In discussions about Demonic Weapons, there is one name that stands out in our community: Vindicus (Vindi) and his distinctive, occasionally troublesome bond with Keiko.
Therefore, I will attempt to provide some assistance to him today.
The Obsidian Sword known as Vindicus
(From the initial stages to the final design, here are the concept artworks showcasing the evolution of Vindicus in its current form.)
What was my intention when I was creating Vindicus?
My initial goal was to create a character with an alluring personality and a mischievous sense of humor who, after failing, loses interest in everything. As a result, he commits all of his time and energy to pursuing his passion. Despite becoming a demonic weapon, Vindicus neither became a friend nor foe to humans; instead, he could be viewed as someone who delights in observing situations from a distance and engaging in playful antics.
What led to Keiko becoming the owner of Vindicus?
Keiko owns Vindicus? You should state that it is completely different. Vindicus selected Keiko as his puppet because she is easily controlled and can be told what to do, making it an ideal situation for him.
However, in addition to our Vindi, there are other infernal weapons too!
Deathspade, Dawn of Chaos
Cailleach, the Arctic Blade
Zhurong, the Dragon Fang
Rachamim, the Wall of Sincerity
Hoemaru, the Adamant Blade
Inhert, the Crescent Moon Reaper
Sol Oriens, the Annihilator
Guess what, who owns those weapons? I eagerly await your responses!
I appreciate everyone's time and look forward to seeing you in the next update!
Once again, it's Miore here with a fresh monthly update! The weather is extremely hot outside, and there are also constant updates on all the ongoing developments around us! Hopefully, all of you are enjoying the summer weather!
Pita-san from the IT team will provide us with the update for today.
Hey all! It's me once more, your comrade Pita! In case you are unfamiliar with me, I am the main person responsible for coding, and one of my significant tasks includes coding the entire story that all of you will experience in WoA. I must emphasize that it is incredibly large.
Feel free to visit our official discord and say hello. Don't hesitate to share your thoughts about our game!
So let's move towards the latest update on the new development!
3D World Adventure
Today, I want to discuss the topic of the 3D world and provide an overview of the progress we have made regarding each battle map in recent months.
By referring to the 3D world, I am including all types of battle maps, whether grid-based or turn-based.
(previewing the quality of an engine without considering light and shadow)
(previewing the quality of an engine without considering light and shadow)
Kumiho-chan has taken up all our time with her numerous demands, making me realize how challenging it can be to satisfy a woman... but let's return to our main discussion.
We are all aware that battles are the primary source of enjoyment in our game, which is why it is crucial for each map to be captivating and intriguing. This includes having various settings and objectives. However, it is also important to ensure that the design is visually appealing and doesn't strain our eyes. Considering it is the year 2023, we expect to see a high standard of quality.
Each map contained numerous intricate elements blended seamlessly so that players could only perceive the final result. To instill more confidence, I would gladly share numerous development images illustrating the construction process of each map. Please bear in mind that all of them are in a preview quality and do not possess any effects that can provide you with the desired enhancement in the game.
Personally, I am a huge admirer of the significant impact light has on constructing the world. This becomes evident while experiencing the first battle map in the demo version. I sincerely hope that all of you will appreciate it as much as I did! However, have you observed the map in its appearance without the presence of those magnificent light effects?
Take note of the contrast. You get it? :)
So our second objective has been to improve the overall visual quality of the maps. We have incorporated a wider range of vibrant colors, enhanced the lighting effects, and elevated the level of detail in the landscapes.
However, there is more to it - we have also dedicated efforts towards enhancing the performance of the maps. (I absolutely despise the word 'optimizing'...)
We understand the significance of ensuring that you enjoy a fluid and effortless gaming experience, and we are fully committed to achieving this goal.
In order to improve the performance and dependability of the maps, we have made significant upgrades that aim to reduce CPU usage. As a result, even those with less powerful computers can now fully experience and enjoy playing our game.
(An illustration showcasing the lower settings)
Furthermore, we have taken into account your valuable feedback and incorporated some captivating additions to enhance the immersive experience of navigating through the 3D environment. We have incorporated interactive features that allow users to engage and interact.
We would like to express our gratitude to all of you for your patience and support as we work diligently to incorporate major enhancements into our game!
We deeply appreciate having an incredible community of players who generously offer feedback, enabling us to develop the most exceptional gaming experience achievable.
Keep following us for further updates, as we have some amazing surprises prepared just for you!
Bye! Your Pita-san, the guy who consistently caused errors in the code...
It's Miore here, and I'm happy to introduce another monthly update!
We've had an eventful month, and we wanted to give you a quick update on what we've been up to. So, let's dive in!
Firstly, we are happy to announce that we have closed the orders for our artbook. We want to extend a huge thank you to all those who have supported us in this endeavor. We are incredibly grateful for your enthusiasm and belief in our project. Our talented art director, Horie-san, will soon be providing more details on the organization and preparation of the artbook. I can personally assure you that the illustrations are truly charming and a feast for the eyes, even from the perspective of a woman (not that it should matter!).
Secondary, today, we're diving into the intriguing world of in-game balance and why it's such a crucial aspect of this epic adventure.
Now, we all know that in a strategy RPG, having a balanced gameplay experience is the key to ensuring that players can fully immerse themselves in the fantasy realms of War of Ashird.
Nobody enjoys feeling like they're either too overpowered or too weak to take on the game's challenges, right? That's where in-game balance comes into play, making it an absolutely important element for both players and developers alike.
So, what exactly does in-game balance mean in the context of War of Ashird? Well, it essentially refers to the equilibrium between different characters, abilities, and strategies within the game. It ensures that no one specific approach or character type dominates the battlefield, allowing for a dynamic and diverse gameplay experience.
We painstakingly analyze and adjust various aspects of the game to achieve this delicate balance. Closely examine the strengths and weaknesses of each character, the effectiveness of abilities and spells, and the overall difficulty of encounters. Through extensive playtesting and player feedback, we fine-tune every aspect to ensure that no single option becomes the ultimate powerhouse or the underdog that's always left in the shadows. (We sincerely appreciate all the backers who have so kindly offered their opinions and are actively helping us with this process!).
But why is in-game balance so important, you ask? Well, it's simple. A balanced game provides the best experience for all players involved, regardless of their playstyle or skill level. It allows newcomers to jump right in and still have a fighting chance, while also providing a challenge for the seasoned veterans. This balance keeps the gameplay engaging and ensures that players must continually adapt their strategies, keeping the experience fresh and exciting.
So, strap on your armor and sharpen your blades, because in War of Ashird, there's a thrilling, balanced battlefield waiting for warriors of every caliber. Get ready to embark on an unforgettable adventure where strategy and balance hold the key to victory!
Until next time, happy gaming and may the battles in War of Ashird be forever balanced!
Once again, thank you for your continuous support. We appreciate your patience and dedication to our project. We are working hard to bring you an amazing and memorable experience, and we can't wait to share more updates with you soon!
*Waves her hand* It's me again, Horie! Did you guys miss me?
Last month we shared a sneak peek of land management, and this month I would like to reveal it in full.
Land management comes with new design structures, and the in-game story has also been adjusted to reflect the mechanic.
Previously, you simply took over the land with a duty to build buildings and keep your town prosperous. While we had the general concept down, we also had the feeling that we could do better. We're always asking ourselves, "would our players enjoy this?" That's how our big update for land management was born.
We've added land levels, new buildings, and stories around each milestone as you make progress during your lordship. Our goal was to integrate it seamlessly into the game.
In summary:
• You gain lordship of the land during the story, but the game will not force you to take an active part in land management. Of course, skipping the mechanic means you will miss a lot of side stories, items, and fun! Land management is like a big side quest with tons of mini features and stories.
• New first impression of your land when you first gain lordship. The town is completely destroyed, and its reconstruction is split into a series of levels. :3
• "I want to build!" We heard you loud and clear, which is why you now have full control over the building process. Previously you were locked into placing buildings in specific regions, now you can place buildings wherever you want. Every town will have a unique look based on the player's design. :3
• Land management levels will unlock new types of buildings, along with people, stories, and quests.
Each building has a unique role, for example when you build a farm or herb garden, you will receive an extra ingredient each time you visit your land per in-game chapter.
Guess what will happen when you build an Onsen?
Your personal maid, picked at the start of land management, will guide your adventures in construction. Pay attention to who you choose, because each of maid has a unique personality and brings something different to the game :3
So, what do you think about our land management update? Do you think this is a good direction? Maybe you have a suggestion, or would like to share your thoughts? Like always, we look forward to hearing from you!
See you all in the new update!
Development Update #34
Hello, dear soldiers!
It's Miore here and I'm happy to introduce another monthly update!
Firstly, let me start with a small Q&A because we have received many questions. I want to make sure to have answers visible to everyone who is interested!
Please remember that you can reach us at directly at contact@kumihosoft.com
if you have any additional questions
Q&A
Q: When can we get and play the game?
A: As we mentioned in the past Update, the release date is TBA. We are sorry for the wait. We will announce it as soon as the scope is clear!
Land Management...?
*cough* *cough* It's me again, Horie! Today it is supposed to be a “surprise” by Maribald-san, but his update is a bit late - the amount of work and the draft of the Update regarding land management hasn't given me butterflies in my stomach just yet. But don’t be hard on him. Our team members call me a picky art director because it's very hard to please me ^^”.
We didn’t want to leave you without an update, so let me show off a piece of our work while I ask you all to please wait for his update next time (where I will make sure to help him give me those butterflies :3)
Here is the developing materials for the new Land Management. Because I don’t want to ruin Maribald-san's surprise, I will only share all materials in WIP quality, which won't include in-game textures and the official renewed UI.
Concept of the new land management in progress
You wonder why it looks destroyed? Well….let's wait for his update ^^
Concept of new building in progress
And here is the best element of the new land management..tons of new buildings….okey okey, no spoilers…
There are many more spicy changes so please stay tuned for further information about the land management from Maribald-san! Go go Maribald-san!
Date Events
It's Miore again. We know it is disappointing not to see the Land Management content yet. To make up for that, let’s turn our eyes to another feature of the game; dates with the characters!
As you know, players can pick a favorite character and experience their Character Events. By developing strong enough relationships with the characters, you'll get the chance to go on a date!
Such as walking around the town with Mayumi in her casual attire…
Enjoying some sweets with sweet Lucrezia…
Or chilling out with Astar and some morning coffee… There are examples of various events for each main character.
Also, the reward to complete the relationships is not only seeing these events and their CGs. Strengthening your relationship will give you a reliable partner with new powers, helping you in battle! In addition, you can get one more thing that is not announced yet… We will introduce it to you when the time comes.
As you can see, many many new aspects of development are popping out and we have even more that are not yet announced, so please stay tuned. Like always, we look forward to hearing your comments!
We wish you all a happy holiday for the start of May, and will see you all in the next update!
Development Update
Welcome to the new monthly update! The upcoming updates will be presented by Horie-san. Without any delay let’s share message from our art director:
Ohayo everyone! It’s me again! I’m always so nervous when it comes to the Kickstarter Update so please take good care of me. I will try my best to explain my ideas.
It’s been a while since the last time I did a presentation of my work, so let’s talk about what changed from 0.6.1 to 0.9.5 Pre-release version and it’s considered to be ( I hope! ) final version. Story UI Update
Story is the part where the players will spend most of their time beside battle, so I tried to adjust it to get the best possible outcome in the functionality. Here's a big shout out to all Visual Novel fans that have sent in suggestions and wishes for what they would like to see in the official version! Even if we all know that War of Ashird isn’t a VN, that doesn’t mean we shouldn’t think more deeply about story UI right? So here I’m with a fresh version of Story UI.
What changed? First, I removed all secondary elements such as Quest and Menu icons and added functions that would come very handy during story mode, like fast forward, skip button and log.
[[0.6.1]]
[[0.9.5]] Pre-release version (Final version may be subject to change )
As you can see in version 0.6.1 we had such an ugly gap on the left side that did not give me peace of mind, so in the new version of the UI we completely abandoned covering the screen by the menu responsible for displaying text and freed both sides of the screen.
In-game UI update
We can't forget about another very important aspect of the UI, which is the battle and menu. Many aspects of the UI from version 0.6.1 remain the same. While we again we added new elements, it’s part of game improvement and balance that Miore-san said in the December update and I’m not allowed to talk much about it. For now, I will share a screenshot and leave the topic for our director to explain it better. (Yes…no spoilers from me this time! T_T )
[[0.6.1]]
[[0.9.5]] Pre-release version (Final version may be subject to change )
[[0.6.1]]
[[0.9.5]] Pre-release version (Final version may be subject to change )
Here goes another shoutout, this time to Yuzu who has been helping me during the upgrade process; sharing suggestions and impressions on how to find the best way to present in-game information.
As you can see there was a lot of work done, and still there is always something I would like to improve or approach from a different perspective. Sometimes it's great work , but there are sometimes where I waste a whole day and end up with something that I don’t like. So if there is anyone who wants to become an artist in future, don’t be discouraged and don't give up! Such days in life are normal, and you are doing great work! Keep it up! The Special Artbook Progress
As a sweet dessert to end the update, I was green lit to tease you with an illustration created by Satchely-san from our Artbook “Wonderland of Ashird,” which was directed under my eyes!
For people who missed our information about the “Wonderland of Ashird”:
the artbook is a collection of illustrations by Satchely-san depicting the daily lives of the characters. In addition, the book will have more pages, and will also include illustrations by talented artists such as: hai-san, hi-na-san, Com-san, and Kaname-san! Also, I'm afraid I will be contributing one illustration as well...! Please keep in mind this is a KS and PayPal crowdfunding Exclusive Reward, which means you won’t be able to get it outside the crowdfunding campaign. If any of you have not yet ordered one, please note that our order window will only be open until the end of June. After that date we won’t be able to receive new orders!
For people who will miss the exclusive physical release, there is still hope to get a Digital version of Artbook as DLC after the official release.
That's all from me today guys! Thank you very much for having me today! Next Update will be presented by Maribald-san who will talk about an aspect of the game that may surprise you ( I hope in a positive way ) as part of our hard work of improving the game so that each part has its purpose, giving a feeling that everything has a meaningful and immersive part in the game's world.