Genre: Role-playing (RPG), Simulator, Strategy, Tactical, Hack and slash/Beat 'em up
We Who Are About to Die
WWAATD EA v0.46 small patch/hotfix
The Spectacles Update v0.46 changelog
Another patch! Mostly fixing bugs but also more balancing changes.
Bugfixes
(Hopefully) fixed issue where a reinforcement soldier could get stuck in the rocks, and would not resolve to victory. *
Fixed issue where your weapon would get destroyed in career menu if you weapon broke in Draft
Fixed issue where Classic aiming didn't work (esp Up/Down aiming) on Draft and Linolian Theatre. (Your character would be locked looking up most of the time) **
Fixed bug where skills didn't train properly
Fixed attacks over 10 damage never interrupted the AI while attacking
Fixed issue where your gearset was indestructible on Uniformed (incl Draft)
Fixed issue where your gearset inherited your real career menu gear's durability on Uniformed (incl Draft)
Fixed issue where AI had too low attack-distance and would run into you constantly
Fixed issue where named Elite's got a randomly generated name
Fixed a case where your spear could flip after attacking over-arm
Fixed UNI_ showing up on the unit names for Uniformed matches
Balancing/Other
Introduced some difficulty back through many tiny tweaks. EG: AI attack a bit more, chase a bit more, predict location better (meaning its harder to backtrack). Player movement has been further tweaked
Damaging AI now has a scaling chance to interrupt them during attack, 0% chance at 5 damage and 80% at 30+ damage.
Proximity Tooltips (third person mainly) now show up on the bottom right of the screen in the same spot
Pressing ALT to stab now instantly locks your attack
Elites have slightly less armor durability (-10%)
Khunda the Pillager now spawns 3-3-1 minion waves.
Small nerfs to Survival, 1vsMany and Rabble payouts
Hid the unecessary audience engagement value. Just says "bored", "ecstatic" etc now
Small visual changes to Inner City
*if it still occurs, you can force close the game and replay the match, it is fairly rare so second time should work. ** If there are other instances of this please let us know, it is related to map so include a name of the map or screenshot!
We who are about to die salute you, Jordy
WWAATD EA v0.45 Draft update! Balancing, bugfixing... (full Changelog)
The Spectacles Update v0.45 changelog
Ave Aspirants! Here's a quick new update! We put a lot of effort into upgrading Draft, since everyone seemed to really like the idea. We'll do more with it in future but you can now enjoy quite a list of improvements and expansions already.
In this update we are introducing a brand new culture, the Dormorii. This culture of warriors, based in Dormorum, known for being a fishing industry hub. Between land disputes and control over the river Terant, the Dormorii are a long-time enemy of the Empire of Hania and routinely raids their border around the city Terantia.
For now these have gotten some basic equipment, enough to create a new faction for Draft! We will expand the Dormorii later. Can you spot the inspirations of real life cultures we mixed together? Drop a comment!
The second major goal in this update was combat balancing, especially the new dominant strategy of just holding sprint and backtracking, to avoid almost all possible damage. The new dynamic combat is working out great, but obviously too strong: anything overshadowing other playstyles is not great - it makes even dashing pointless for example. So we did a list of changes to both AI and player to bring some lethality back into the game. We also did quite a bit of general balancing after all the great feedback on The Spectacles Update, and of course, as usual, many bugfixes.
Draft
Draft now has reinforcement based spawning
New Draft Faction: the Dormorii
New Draft unit: Captain
Main Draft units split into 2h and 1h/Shield
Visual overhaul of Draft field battle map (the city background, grass and foliage overhaul, lighting and scene improvements)
New Draft variation: Sunset
New Draft variation: Rain
New Draft fortification/ballista variation
The battle area in draft is wider, reinforcements spawn closer
Draft now has a better intro sequence with a camera fly-over
New waves on Draft are indicated with a text prompt
Audio improvements on Draft
Draft no longer rewards fame for combat performance
Draft equipment per faction has been balanced more, some adjustments
Drastically reduced memory footprint of Draft map
Made the map border indicators a bit less... ugly
Ballistae
General improvements to ballista efficacy (likely still to improve later)
The ballistae now also auto rotate down and upwards
The range of the ballistae on Draft is increased
The range indicator decals for the ballistae are removed on Draft
Balancing / Other
Combat balance - Player
Your character now immediately and continuously rotates to the camera aim when attacking, improving aim (esp on Spear, but everything)
Fixed bug where when targeting the forward attack aim was way off to the left (oops)
Reduced up and down aiming min and max (esp on Classic)
Reduced the minimum speed debuff going backwards (so moving backwards you are now faster, both sprint and walk)
Increased the range of the "backwards" debuff, so now when moving sideways you are slowed down quicker
Slightly increased stamina cost for sprinting
Stamina Regen minimum (at 0 skill) is increased slightly (meaning more Stam regen the start of a run)
Attack stamina cost is now scaled more with attack speed - attacks cost less than before when at low stamina
Slowed down skill experience gains to compensate for longer fights and to make training gear more useful
Combat balance - AI
AI will now sprint more (using the new mechanic as player, also a bit more dynamic)
AI will now sometimes continue their movement towards their target during an attack reducing attacks that got nowhere near you (harder to just backtrack and be safe)
AI will now aim predict further on left moving targets to compensate for their weapon being in their right hand
AI will back off less often when in attack range
AI will now have a cooldown for picking up shields so they don't run off immediately and there are more openings for the player
Reduced friendly fire damage
Prophet fight now has 2 additional minions
Owakhan Twins now wield slightly better weapons but have slightly lower skill (to give a better reward for a difficult fight)
Added new item: the Dormorii Daka (A falx like 1h sword)
Added new item: Dormorii shield
Added new item: Dormorii Kalas Helm
Various small tweaks to existing equipment (Myrodon Mace, Bong mace is now a Dormorii mace, ...)
Destroyed weapons are now removed during the fight, optimising the game
Early- and mid-game maps have a chance to re-appear on bracket levels 20 and more
Removed the 50% cut on the bet rewards for the Slave backstory
Bugfixes
Fixed an issue where on 2h weapons, the physics state did not reset properly (causing undesirable very floppy attacks sometimes)
Fixed issue where shield could disappear after a Uniformed matches
Fixed a bug where Wildcard was not properly increasing in level
Fixed a bug where the AI sometimes walked to their target instead of running
(most likely) Fixed bug where your armor could still take damage during Uniformed (Draft) and Insurance matches
Removed some of the NPC movement/rotation jitter
Polearm bash no longer drains a lot of stamina
Multihits no longer cost much more stamina as regular hits
Fixed issue with the ballistae where the loaded weapon would not allign correctly
Fixed issue where the ballistae would continue to shoot after the fight
Fixed issue where player could not navigate to certain scolo upgrades with gamepad
Fixed issue where enemies in the Great Pit could not get passed certain points in the map
Fixed issue where event Unforeseen Damage damaged weapon when coming back from a battle with battle uniformed trait
Visual fixes on the Great Pit
Fixed issue where return button could be pressed multiple times after battle
Fixed issue where the bet win with x% amount of favour would not pay out
Fixed issue where the bet 'surviving allies' was not registering on tournaments
Fixed issue with battle trait impatient crowd where it would use a different time than communicated on the battle panel
Fixed issue where audience favour was locked after round 1 tournament
Fixed bug where the player feet would sometimes continuously rotate in place when targeting
As usual, probably missed stuff, so go find out in-game! :)
Think we're doing a good job? Here's how to help us out (by subscribing, engaging, joining) and keep up to date:
We who are about to die salute you, Jordy
Bonus! We Who Are About To Die is set in a new universe I created years back for a roleplaying campaign. The original version was closer to the middle ages, but for WWAATD I started exploring that same world in its antiquity. Here's a first look (ever) at the full(?) world map. The red marked area is the main landmass of the Empire of Hania, and the arrow points to the city of Terantia - city of wine and games, where the entire game takes place. Draft battles -- for now -- happen just outside Terantia.
WWAATD EA v0.43 small patch/hotfix
The Spectacles Update v0.43 changelog
3 days, 3 patches!
Fixed issue where dialog events would have unselectable options on Gamepad, sometimes locking the game
Minor tweaks on Draft ballistae (range, ammo)
Changed some of the music on Draft
Minor graphics and UI fixes
We who are about to die salute you, Jordy
WWAATD EA v0.42 small patch/hotfix
The Spectacles Update v0.42 changelog
2 days, 2 patches!
Primary:
Fixed erratic physics flailing on distant characters
Fixed issue where Steam did not close the game down fully/properly
Many fixes on AI navigation: should be less issues with AI not entering the arena (but probably not 100% fixed)
Fixed issue where AI would run off very far distances to grab shields, especially on Draft
Spear combat:
Fixed the up/down aiming curve on Classic Mode, it was aiming too much "up" on the flat section. Especially affected spears stabbing up & being hard to aim
Fixed additive animations being too strong during readying attack, especially spears. Now weapons will be more steady during attacks
Minor:
Fixed the stamina bar sometimes not visually updating
Fixed instances of kicking sometimes resulting in a full stamina drain
Fixed armor durability damage despite Insurance or Uniformed traits being active
Fixed reverse material colors on the Spiked Mala's
Senator Elite's minions now always have different weapons from each other
Fixed gamepad tooltips not appearing on elite / tournament battle panel
Fixed light baking issue on market cloth in Lion's Roar
Fixed 2H offhand arm being stretched out / not holding weapon on distant characters
If we broke anything please join our Discord and report! - DISCORD
We who are about to die salute you, Jordy
WWAATD EA v0.41 small patch/hotfix
A quick first patch for The Spectacles Update!
Fixed issue where you could get permanently stuck in slow-zone water areas
Fixed wrong link in the main menu
Fixed issue where player could get knocked sideways on the City Center entrance and get stuck
Fixed issue where Uniformed could show up on Wildcard mult team pitfights
Potential fix/improvement: navigation issues causing AI to not enter arena, or get stuck behind gates etc.
Already working on v0.42! (Physics flailing at low FPS on distant characters, Draft stuck enemies & snowballing balance, AI picking up shields across the map, and more.)
We who are about to die salute you, Jordy
MAJOR UPDATE: The Spectacles Update OUT NOW! + 40% discount
Over 6 months in the making, the Spectacles Update is finally here! This is our largest update by a lot! So much so, that we had to leave out quite a few things from this changelog and update overview video to keep it manageable!
Check out this overview video and jump into the game and enjoy the Spectacles.
https://youtu.be/MzHAZ6IDNKE
Early Access v0.4 - The Spectacles Update
Full Changelog
IMPORTANT: Note that the Spectacles Update will reset your current active character save.
MAJOR new content & features
New "Rare Fights" & Gamemodes
New game mode Elite Fights (Boss fights with wave based minions)
New game mode Draft (Army field battle)
New game mode Tournament (Round based combat, 2 teams)
New game mode Grand Tournament (Round based combat, 3+ teams)
New game mode Survival (Wave based combat)
Total Animation Overhaul
Completely rebuilt all locomotion animations
Reworked Sprint: you can now sprint omnidirectionally
You can now perform all actions while sprinting / strafing
Added additive upper body animations
Reworked weapon stances
Added animation details such as falling states
Fixed character proportions (upper body especially) - characters look normal now!
Total AI overhaul
Added new movement system (avoids bumping etc!)
Improved AI flanking and surrounding logic
Added changing turn rate based on weight and actions (this allows you to flank AI!)
Added skill-based telegraphing of attacks
Rebalanced AI skills and attack pacing
Added AI shield aiming
Content
New Map:The Grand Plaza
New map variations (many!)
New Content: 21 new items
Total Audio overhaul
Completely reworked all combat audio assets
Added three new voice sets
Footstep sound and particle effects have been added for walking and running
Improvements on the Impact sounds logic: sounds are now based on the item types and their materials
Added variations on shield damage. Sound now scales based on amount of damage
Added weight based heavy armor sound
Added logic for falling objects hitting the ground
Added new music tracks and SFX and intro music for special fights
MINOR (Content, features, balancing changes)
New Character Overview Panel
New Battle Trait: Rabble
New Battle Trait: Uniformed
New Battle Trait: Impatient Crowd
Added a smart Enemy team colour selection so opposite colours are used during a fight
Buffed stamina regeneration on Player
The max Stamina penalty from low HP now slowly regenerates over time
Stuns now actually stun the player: can’t attack defend nor shield bash/kick during a stun
The game now has a smart Battle Trait Curator that better selects battle traits
Added two new character skins
Slight changes to the camera position and FOV for Third Person Camera mode
Lowered amount of weapon drops on city center map
Added a warning message on the claim victory button
Clamped Patron Bribes slider to 10k
Added various new unit types (Elite Minions etc.)
Added durability UX/UI scaling. A scale from Yellow to dark red
Fame rebalance and fame is now indicated by % in victory screen
Added new Weapon icons per weapon type
Added new Unit Icons for elite fights
Added the Ballista trap to different level variations
Added the Gong trap to different level variations
Added Moving Structures to different level variations
Added 'slow zones' level variation to different level variations
Added thunder to The Great Pit, The Pit and the Grand Villa
Updated the Grand Villa garden
Bugfixes
Potential fixes on several different crashes
Fixed bug where AI had full durability on their shields instead of damaged shields (oops!)
Fixed bug where two ranks where highlighted at the same time
Victory screen now shows correct battle type and bracket level
Fixed exploit where a player could go back and forth between the career and main menu to get backstory effects and payouts
Fixed bug where Former Soldier health bonus was not applied correctly
Fixed bug where equipping a Farerdaka in the armory would destroy an equipped shield
Fixed bug where an locked inventory slots would get a repair icon on Blacksmith backstory reroll
Fixed issue where sometimes you could not buy a shield, even if inventory or shield slot was empty
Fixed bug where kill 3,4 or 5 enemies-bets would not pay out
Fixed bug where some godly items would not show up in the shop
Match timer now starts when entering the arena after the countdown and stops on killing the last enemy standing
Corrected collision boxes on Lion’s Roar Arena so player cannot get stuck anymore
And definitely more stuff, but you'll have to find out inside the game!
If you like what we're doing, please consider sharing this update and the game with your friends: we still rely on word of mouth more than anything.
And as always -we who are about to die salute you, Jordy
The Spectacles Update: Preview #4! 1 Day to release!
Dear Aspirants!
With The Spectacles Update coming out tomorrow, it's time to finally reveal the fourth and last preview on the Specatcles Update! To conclude, we are revealing & highlighting the character animation overhaul and new maps and content.
Animation Overhaul!
The game received a major animation overhaul! Especially the locomotion (movement animations) have been completely redone from scratch. Take a look at some of these before and afters:
Base movement is vastly improved, with a normal walk cycle when you are far from enemies, which blends dynamically into a "combat stance" pose.
Weapon stances are vastly improved. In the old version, the upperbody was completely stiff. Now, with a new system in place, the upper and lower body influence each other, everything looks much more fluid and natural!
Dashing animations have been removed and redone completely, and now just use the underlying movement logic. Instead of a bespoke dashing animation its more of a movement 'impulse' now.
And this isn't just visual: one major change is you can now "sprint" omnidirectionally. In the old version, when moving with shift you were largely unable to perform actions like attacks and defends, and you would turn to move to your movement direction. Now, sprint simply is a faster version of the same movement. You can attack sprint, dodge away with shift and much more.
We also tightened up movement input so everything feels nice and snappy on the gameplay front.
Last but not least, to go with this overhaul I finally managed to fix the character proportions. There was a deeprooted issue related to the physics and animation which "squashed down" the torso so to speak. Now characters have the proportions I always intended.
There's more to it - including small details like lifting the arms when falling, knees compressing on landing etc. Literally almost everything was redone - but its too much to cover! Overall, this fundamentally changes the look and feel of the game and it feels amazing to fix what was, for me, the biggest issue with the game.
Worth noting, like many things in this update, this is not fully ready yet, there's still a lot more fixes and details I intend to add.
THE GRAND PLAZA!
To honor the advent of the new Spectacles, the patrons spared no expense in their preparations. To host these festivities, a new quarter of the city is opened up to live combat: The Grand Plaza! At the heart of the city, located next to the majestic Stadium and under the watchful eye of the Grand Temple, the Grand Plaza emerges as the central gathering place for all Terantians.
The Grand Plaza already has a whole spread of map variations and a day, evening and nighttime light variation as well.
Word has spread that more areas within the Inner City will soon be unveiled!
More Content!
It feels like I could keep going! There are a bunch of things that didn't even make it into these 4 previews. Luckily, the Spectacles Update is coming out tomorrow for all to play, so you can discover the rest for yourself. I will also be posting an Update Overview Video to go with it!
Thank you for standing by our side as we build this game, it means the world.
If you like what we're doing, please consider supporting us. Tomorrow is the big day after 6 months of hard non-stop work, please help share the Steam page tomorrow as well as the upcoming Update Overview video and help make our launch spectacular.
As for right now, you can subscribe to our Youtube (a video I made on the development of the game is almost at 1 million views!!!), Newsletter, and join the Discord:
The Spectacles Update: Preview #3! + Release date!
Dear Aspirants!
Time for the third preview on The Spectacles Update!
Rare Fights: Elite Fight!
One of the new modes is the Elite Fight. Elites are bigger, stronger and unique, named enemies. That's right, boss fights are coming to We Who Are About To Die! Many are also sporting unique equipment and their own unique minions.
Elite Fights are optional challenges that present themselves during your run at specific weeks. As we have it currently, 3 Elite Fights (each a seperate tier of difficulty) show up during a run, although like most things in Early Access this is prone to change. We're always striving to give you new creative ways to definitely die, you're welcome!
New game mode: Survival
Survival enters the arena -- a brand new base gamemode like 1 vs 1 or Many vs Many.
Survival is similar to 1 vs Many, except enemies come into the arena in waves. If you kill all enemies in a wave the next one comes in, but if you take too long to kill them the next wave will come in after a timer runs out.
Survival also always comes with the new Rabble battle trait (see below). It's all about explosive quick combat and not letting the enemies snowball out of control. High risk, high reward.
There are many new Spectacles to enjoy. Elite Fights, Draft, Survival, Tournaments and Grand Tournaments. Worth noting that we intend to also expand and improve all these new modes as we go, especially if people enjoy these first iterations of them. Let us know.
New Content & "minor" features
The Spectacles Update introduces a bunch of new content and minor features, from items and battle traits to new map variations, UI icons, QoL and more. Here's a few random things that come to mind!
Visual improvements and details across the game
Audience anim, visual and interaction improvements. They now cheer based on the action, and turn to watch it!
Optimisation: for example we added LODs to all of the hundreds of static meshes in the game.
New enemies and countless unit balancing tweaks
Tons of balancing on items, rewards, game progression and so on
The Gong you saw in the Preview #2 is actually a physically interactable entity, what might happen if you hit it?
New UI icons:
Battle traits:
Environmental modifiers; puddles that slow you down:
Many new items, especially 2 handers:
New (and more) rain and thunder effects:
And more!
SPECTACLES WHEN?!
It's not long now! Next week we will post the 4th and last Preview.
The Spectacles Update is set to release next week, June 19th! Please help spread the word! If you sign up for the newsletter below, we'll make sure to send you a reminder.
Whew. 3/4 Previews done. We really have been going hard on this one, it's worth of the title "Major" Update, right? Think we're doing a good job? Help us out:
Time for the second preview on The Spectacles Update -- this time we are revealing & highlighting some of the more Character-related features.
Physics Melee Bundle
Before we start, I'm super happy to announce our first bundle. We are teaming up with Hellish Quart, made by Kubold, another small indie. Its an amazing physics based fencing game, and if you like WWAATD you should definitely try it. If you already own one of the games you can still pick up the other, at a 10% discount!
This is also a fantastic way to share our games with others, since both of us very much rely on word of mouth. Please put out the word! Thank you <3
Click this image to be taken to the bundle page:
Skill Overhaul
The Spectacles Update introduces a Skill Overhaul. It tweaks and changes almost every area related to skills. The way Skills actually affect combat, AI skills balance and how training affects skill have been balanced/adjusted.
One big thing we wanted to do is make Stamina less dominant as a skill. While still important, Stamina is now less frustrating and overwhelming in combat, assuming you keep an eye on your character's loadout and general situation.
In the Armory, you can now switch between the Shop and the Character Overview panel, which is a nice QoL feature. This overview shows your characters current status.
AI Overhaul
I'm happy to reveal we have made some serious game-changing progress on the AI side of things.
Steering Behaviour
We've added something called Blended Steering Behaviors. (inspired by a study about wolf hunting patterns!) This solves the problem of excessive friendly fire, erratic movement and tons of bumping into each other.
We gave each NPC two rules to follow: They have to separate from their allies (red line) and seek their target (green line). Blending these two behaviors (white line), results in an emergent surround and much smarter and less reckless movement.
By tuning the parameters we can also make AI seem more aggressive or cautious. Some emergent dodging even occurred during testing. While this affects all combat scenarios, 1 vs many scenarios now especially feel less random and more like a puzzle to solve.
Weight & Dynamic Turn Speed
Previously all equipment had a "Stamina Regen" debuff, we've taken that as a base and expanded it into the starts of a weight and encumbrance system. Now this weight affects the AI in a new way.
One major flaw in WWAATD so far was the NPCs have a 100% sticky turn rate towards their target. In other words, you can't really flank them. Especially when that NPC is carrying a large shield, its particularly hard to find an opening. All that has changed now. All NPCs now have a turn speed that changes based on the current action, skills and (especially) weight. (As you may have picked up, we designed all of these systems to work together and intertwine and allow for emergent gameplay in typical WWAATD fashion)
NPC's get a serious turn speed debuff (based on armor and weapon weight) briefly after an attack for example. A well timed movement or dash allows you to completely flank the enemy and hit their back opening up a completely new dimension to the entire combat system.
(We plan to further expand the weight system and have it affect the player in new ways too after The Spectacles Update)
This and other changes on top of heavy balancing have had deep ramifications on the overall flow of combat.
NPCs are generally much more competent at fighting - they land more hits, move more intelligently and combat flows much faster and smoother. The player also enjoys this increased pace and many other new benefits, so don't worry about difficulty!
You aint seen nothin' yet!
Its both exciting and scary to make such fundamental changes to a game while in Early Access. It sometimes feels like a whole new game. I can't wait until the community gets their hands on this.
Believe it or not, we haven't even revealed some main features of this Major Update yet. I'll make a video combat demonstration soon to showcase this and the upcoming reveals in action, and of course: Preview #3! Stay tuned for more!
And if that wasn't enough: to finish off, some new fun toys.
We who are about to die salute you, Jordy
Click this image to be taken to the bundle page:
The Spectacles Update: Preview #1! + Spring Sale Discount!
Dear Aspirants!
It's finally time to start revealing some info about the next Major Update - here's the long awaited Preview #1 on The Spectacles Update!
It has been so hard to keep quiet about what we've been cooking up day and night for months now. This has turned out to be a vast update - much bigger than the previous one. Our core goal was to take the game and start making new content with all the existing tools and mechanics - the priority was to break up the overall game-loop with special scenarios and events. That said, the update has turned out to revamp pretty much every area of the game including making some very fundamental changes. In short - hold on to your Daka's and Chaka's, it's gonna be a big one.
Rare Fights!
Introducing a totally new mechanic: Rare Fights! Sometimes brand new special events will pop up. These rare events have a very special reward which I will get into in a later Preview.
For this preview I wanted to showcase 2 of the possible rare events:
Rare Fight - Tournaments! (And Grand Tournaments)
At certain times of the year, Terantia transforms for its festivities - and with those come Tournaments and Grand Tournaments. Some die-hards out there will know tournaments are actually making a comeback from the pre-release playtest. That said, we've added multiple bespoke tournament map variations and the mechanics have also changed. In short, in tournaments you will fight multiple rounds with a break in between, until there is one man standing. They are large challenging fights of endurance you should prepare carefully for.
Rare Fight -Draft
The imperial Hanian army will sometimes recruit and draft soldiers including even Terantian Aspirants. When fighting for the military you take a step out of the arena and fight the enemies of the Empire for some Hanian coin.
Draft will take you to the battlefield. We inspired this mode heavily on classic PS2 games, where you are fighting in a limited area (the rest of the Legion is fighting outside the play area) and you and your squad fight many enemies until the day is won!
Audio Overhaul
The update will feature a complete audio overhaul -- from bespoke footstep sounds for different floor surfaces to all new combat sounds. To go with this is a new material system under the hood, so wood clashing on metal sounds different to metal on cloth, and so on. Armor for example now also makes a sound when you just move around, depending on the armor type. Many things that had no sound or custom sound before now do. This is just a footnote here, but the overhaul involves literally hundreds of new high quality assets (much higher than before), the vast majority handmade!
There is so much more, stay tuned for the next previews as we continue polishing the update. In the meantime, we'd love to read your thoughts and even your speculations about what else might be in the update - plenty of hints have been dropped here and there!
Note everything you see in this post is still under construction! Here's some more screenshots to wrap it up:
Final note - tomorrow the Spring Sale starts and the game will be 30% off!
Want to stay up to date on the game and studio's development?
PS. I will be at GDC next week in San Francisco! Any lurking developers and game industry folks who might want to meet up -- reach out to me in a Discord DM!