Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Indie
Xecryst Remains
0.96.10 - New Animation Blend, Exploration UI, and Crash Fixes
0.96.10 Finally an update after months of hiatus. Just to knock some rust off, so this patch is not really big. Didn't test much, so expect bugs and crashes.
Important
Older sessions save are not compatible due to changes in the save code.
Major - Combat Animation Blending Improvement (For Player, NPC, and major Aetherel) - Added Attack Cooldown animation. - Added Miss Cooldown animation. - Run animation is now blended with weapon stance animation. - Smoothen Turn animation - Exploration UI Rearrange and Improvement. Separating most of the buttons from Main Menu. - Camp-related function was moved to Game Lobby UI. - Can now drop items and share an item from Stash UI. - Quick Slot can be configured in Stash UI. - Shared items can now be shared back or with other party members. - Abandoning Objective (party wipe or retreat) now increases the progress multiplier and reduces the enemy spawn rate when restarting that objective based on how low the time spent.
Minor - New Trader Icon. - New switch hand icon. - Added Wipe Recovery Icon. - Added Stash Icon. - Swapping Quick Slot function.
Bugfixes - Crash from Inventory/Stash. - Crash during session saving if Permanently Reject item from AI. - UI selection not work correctly when sorting or filtering. (Crash included) - NPC duplicating items. - Player's share to anyone not working. - Player's shared item not returned when retiring the campaign. - Chat timestamp is wrong. - Stash capacity is now set when starting the campaign instead of based on the player's profile.
TBH. I'm not sure what should I focus on next. I try to write some story script but I realize I can't write ****. Before working on multiplayer I need most of the system in place first because I could accidentally break things and it is harder to work with multiplayer, so I probably might have to do a textless quest. (Like the series of objective in different areas)
0.96.02 - Alternate/Balance Wield Style, and crash fix
TD/DR: Added alternate wield style for shield and hybrid wield style, balanced some wield style, couple UI update, and some crash fix.
Important
This build is now set to the main branch and the old version (the Roguelite style) can be reverted by using the beta branch instead, in case you wanna see how far the game had gone.
Old Session may crash when loading in this version, but you should be able to retire.
Major
Added Alternate Wield Style to Shield and Hybrid.
Minor
Added Wield about attack speed and movement slowdown information to Weapon Infocard.
Change the player stats Infocard in HUD to the new one.
Character Infocard now display modified stats during the main menu.
AI should stop spam Healing Weave. (Stop poor Weaver to KO all the time)
Objective Orb now moves closer to a player instead of randomly when timed out.
Balance
0.96.01 - Crash and Small hotfix
A small hotfix to include more bugs.
Important
Session save from 0.96.00 will have Enemy Power, Party Level, Camp Energy, and Wipe Recovery reset.
Minor
Block Ability no longer toggling off when using other ability.
Incapacitate Dizzy Debuff now has a particle effect.
Adjustment to Enemy Power, Party Level, Camp Energy, and Wipe Recovery code internally to prevent save and loading the wrong value. (Might cause more bugs though)
Slightly improves Character Infocard to include buff from Perks during the exploration phase.
Bugfixes
Block code rewritten which should no longer crash and cause memory corruption.
Movement Speed showing higher than it should.
Infocard being stuck if hovering on the object then moves the cursors to the sky.
Current Game Settings did not load correctly.
Cannot play the Training Stage.
Cannot use Camp Energy if the current Camp Energy is the same as the cost.
Small typo and text.
0.96.00 - Merged game mode and Finalizing the UI
Not really a big update but rework how the game is set up by merging Campaign and Arcade mode into one game mode "Xecrystal Hunt" which allows players to customize how the game is generated. In the future, it will be added as a "Scenario" instead which will be included during the generation. Multiplayer-related UI has been removed for now until it is being readded later and thus finalizing the UI change for the moment.
Important
Old Session Save is not compatible but should be able to retire for rewards.
Major
Engine updated to 09 November 2021 version. and using Visual Studio 2022.
Multiplayer UI removed from Main Menu and Lobby. (Will add as a dedicated UI once Multiplayer is ready again)
Merged Campaign and Arcade Mode to Xecrystal Hunt mode allowing to mix and match both game settings. (Also added savable preset for this)
With the new merged mode, Multiple Vent-Xecrystal can be allowed to spawn in one region.
Equipment Set can now be saved into the quick bar. (Along with the new buttons for this in the Inventory UI)
3 New Objective
Loot: The Orb will spawn powerups, pick these powerups to progress the objective.
Slay: Kill Enemy Abstract Focuser x times. (A reverse Guardian objective)
Convert: Killing Enemy will spawn a friendly object which progresses the objective.
3 New Fire Region stages.
Rebalance Shield Weapon damage reduction. (Better if block the same element but block less on opposite elemental)
Readjust the Objective Speed Bonus to not give too much during low region stage count.
Rebalance and Rework some Accessory Equipment. Most now gives a timed buff instead and the Knockback effect got replaced except On-Hit Accessory.
Minor
1 New Main menu music.
Updated Game Result and Session Loading UI.
AI Mercenary positioning now based on player's current weapon. Using Ranged weapon with Melee AI will make the AI stay in front of the player and Ranged AI will stay near the player. Using Melee weapon with Ranged AI will make the AI stay behind the player and Melee AI will stay near the player.
Reduce Session Save file by not including a random generated props/decoration and will be regenerated in-game instead.
Load Screen now uses the Game Box image. (Also added Options to make it black screen)
Changed Default Session save name to unreadable text.
Game Object hint Infocard updated.
Added Cast Time to all Ability. (This is a "Blending-in Cast animation time" and does not include the actual animation time)
Artifact Objective is now a normal objective instead of a survival objective.
Added Random Main Menu music in Options -> Sound.
Changes Gold Artifact to Replica Artifact. (For Lore thing)
Added Weapon available wield style stats to the Infocard and can see what it does stats-wise. (Shield when using with other One-Handed now show damage reduction for example)
Character Infocard added more stats and now update in almost real-time.
Added Disable Stage Background particles in Options -> Graphic.
Bugfixes
Parry and Block Maneuver crashing.
Bonus Victory Reward not working.
Search item in Vault UI not working.
Stage Generation related bugs.
Chat UI not working.
Loot Progression not save. (The loot bar in Inventory UI)
Auto-save after objective complete not saving party stats or loot on the ground.
Disallows Serphys to spawn in the same stage.
Some trees not becoming barren exploded by Xecrystal.
Minor things I do not remember.
As usual, no bugs are harmed during working on this patch.
This version is available to Discord and old players. If you want to try first head over to the Discord for a Steam invite and beta code.
Discord: https://discord.gg/UaZxxFyr9y
0.95.80 - Packed with Information
One big addition update focusing on adding the integrated tutorial and more information. This should be the final update before focusing on decoration for the store page and a public re-release. There won't be new content, maybe a couple of adjustments and bug fixes.
Major
Engine updated to 22 August 2021 version.
Added Mouse Over Interactable Infocard as an integrated tutorial. Default On[Options -> Gameplay -> Accessibility]
Added Mouse Over Loot. Default On [Options -> Gameplay -> Accessibility]
Added Temporal Anti-Alias. Default On [Options -> Graphic]
Added Objective Direction to Exploration UI.
Added Game Contrast settings [Options -> Graphic]
Added Infocard to most interactable object.
Added Ambient sound to weather and stage background.
Minor
Added Elemental icon to Enemy, Weapon, and Armor infocard.
Adjust Weather to last a bit longer.
New game box image.
Bugfixes
Fixed Stage and primary objective disappearing from Arcade mode generation.
Fixed the ability to advances time and weather during Stage preview.
Couple UI adjust.
More random small issue bug fixed.
As usual, not bugs are harmed during working on this patch.
This version is available to Discord and old players. If you want to try first head over to the Discord.
Discord: https://discord.gg/UaZxxFyr9y
0.95.60 Pre-re-release is out
Another update before public release, a short one.
Haven't been playtested but should be fine. I guess?
Changelog New Addition
Training Mode. Allows to use and change to any ability/perk in the training stage.
Conjure Shrine.
Menu Hint.
Donation Menu.
Minor
Some text is now loaded from XML which allows for translation. (Not all, just some)
Balance
Beam ability is less effective for Critical Damage Amount.
Bugfixes
Yep. Some more bugfixed.
This build is now publically available by joining Discord (If you didn't own the Steam version, you can request a game code there.) but not yet publically for Steam.
I'll focus on improving the Steam store page, a better gameplay video, screenshot, and game box before re-releasing on Steam again.
Discord: https://discord.gg/UaZxxFyr9y
0.95.40 (Private) is out
It has been half a year now since the last announcement. It is slower than I would like but having to work, play and code the game while keeping myself sane enough under pressure is something. Anyways here is the update for the private version of the game.
Overall Changes: (0.95.20 included) Major:
Save & Load functionality, both profile and mid-game saving.
A better Infocard UI with on-hover description in some UI.
More time-saving features like Quick Shrine, Quick Loot, Auto-unlocker, and Loot directly during Exploration.
A better item and ability searching.
A lot of improvement to AI, using less CPU-cycle and most bug fixed.
Armor and Accessory Model with Remodel function.
Vastly improved the visual in both texture and other shenanigans.
Shrine Reworked for more impact.
Destroying Xecryst reward is more impact.
Esenthel Engine updated to July (Released) build.
Minor:
Elemental Weakness is now Opposite Element instead of Rotation Element.
Some more Gameplay Options.
Equipment enchantment is now replaced for free up to the last tier.
Lot of bug fixes that didn't write down.
This build is probably a final build for private only and I'll focus on fixing text (less broken English), make a better gameplay trailer, some small Reddit marketing (and get down-voted from not being visual appealing!), some localization support, training mode, and a tutorial. As for the Story Mode will be made later until I am satisfied with the Arcade mode (the meat of the game).
Too Long, Didn't Read from 0.94.x version. A game flow rework.
Game Flow reworked from 5 Round-based to a bigger 1 round with Exploration mechanic with its UI.
Separate the game into Story and Arcade mode. Story Mode is 1 region with optional story content (WIP). Arcade Mode is all-region with some customization (Current is randomized and Vent Xecryst count)
3 Regions added (Water, Earth, and Dark)
Weather System.
Allied Mercenaries are much better and more player-like.
Most UI are reworked.
Only DirectX11 and 64bit are supported.
Sound Effect reworked, More music.
Removed Multiplayer (planned to add sometimes down the road)
You can try the Private Build if you are a Patreoneer or brought the Steam Donator DLC before.
Join the Discord if you want to chat or follow random news drop: https://discord.gg/UaZxxFyr9y
0.95.0 (Private) Released
A bit late than it should be, but watching AGDQ (Awesome Games Done Quick 2021) and a couple of late-night sleep are always worth it.
Anyways, so here is the new game trailer. [previewyoutube="60qnef7uY3k;full"][Trailer][/previewyoutube]
I also launched Patreon, Discord, Reddit if you would like to join. Check the links below. And I'll drop a post on Subreddit /r/Games and /r/PCGaming, hopefully, it will not get negative downvotes, I'll post them later in the comment.
As for the 0.95.0 private version, it is now available to download on Discord (Patreon required) and on Steam beta section (Password required). If you already have a Steam Donator DLC and want to try it, please message me.
This version will have a few features disabled, namely the Research system and Save & Loading (Work-In-Progress), but will have some crash-prone and the newest ability to try. The game currently uses DrDump crash reports, if the game crash then please do allows a crash reporter to upload the crash dump so I can fix it (You can skip the 'Send Additional Infomation' because it's HUGE). It's not the best bug reporter but it gets the job done.
I'll update the Steam Depot soon on the beta section but will require a password, which I'll post on Discord to download. I'll also update the Steam page, Early Access description, and screenshots, someday.
Happy New Year 2021, how's your new year's celebration going? Mine is just like an ordinary day, eating instant ramen and light soda. Working on the game, playing Game Pass and Zero-K but with occasional music from a nearby house. Not that I complain because of how messy 2020 was.
Anyway here is the Road Map of the game.
These are merely guidelines and not set in stone, some might be postponed or move around. But will definitely get added eventually.
Version 0.95 will be available soon on the Discord channel, once I finish the new Game Play trailer, Reddit, Discord, Patreon and, other pages. It will be required at least Tier 1 Patreon ($1) to download it. This is made to prevent troll and individual that hatred toward new early access game and work solely to demoralize them. As seen on my first Early Access Steam Launch.
The private version (0.95-0.99) is for test purposes only, it will have content limited but will include new or crash-prone content. Save (once available) won't compatible with the release version as well.
Stay safe people!
Progress Update, December 2020
Yeah, I was once said to drop the project due to the in-real-life stuff, stress, burnout, and whatnot, though I still working slowly but surely less than what I used to. But now things are rather settled and I have been working on the game for months, gathering feedback the constructive part from the Forum and Steam Review, planning the Roadmap, and redesign some stuff to make my obscured features more stand out and not to get compared to a certain game too much.
Current playble build will gone soon
I will be pulling back the public download version next week and move the game to private only until the next update because much has changed, the save file is not compatible yet, multiplayer removed, and some base code is being rewritten. Also, the old patch is rather rough and will probably give the already bad impression even more.
Moving to Patreon Only Donation
And as I mentioned before that I'll do a Patreon style instead of DLC. No MTX, No BS. Just a donation for you if you like, I hope this approach should allow me to work on the game(s) as a passion instead of a product.
Some highlight on upcoming update and plans
1. Reworked Round-based to exploration based. This should no longer confuse most of the people about the game objective and round related, item locked out and things I don't remember now. Also, all the regions are now available in one game with save and exit feature. This is quite a big one, code-wise!
2. 3 new Regions (Water, Earth, Dark) All the story-related regions are all completed but there will be more stage layout on all of the 5 regions on the ongoing update.
3. New Combat Sound Effects and new music. Much much better Melee and Hit sound effects. Also, more music from Crinkles! one custom and from released albums.
4. Weather Effect All-weather have an in-game effect as a global buff, both player and enemy.
5. New Loadout and Lobby UI Both are now a big dedicated UI and should look better, gives all the information, and easier managing which should reduce confusion from the older one.
6. First of the Five parts of the story. (Just a short introduction) The story is Region-Based, so there will be 5 parts, the first one is mostly just how the Harvester and Artifact being placed all over the place. Also, there should be an incentive to replay the story in some way, but not grinding for a chance that is for certain.
7. Training Stage. This should be the place you can test the number, practice, and other tools. I haven't designed them yet, but I do have something planned.
8. 32bit/x86 and directX9 are no longer supported Esenthel Engine is not supported anymore
9. Multiplayer removed and to be rewritten later. While the current code is sorta working but it required port-forward. It also doesn't go well with Steam. Also, due to the new system above, I decided to nuke the Multiplayer support for now. The new one should go well with Steam and no more port-forwarding.
10. Localization will come later after Infocard Update I'll need to rewrite the current XML Infocard file, and the UI to allows Localization and better usability.
11. Linux and Controller supports Linux might come in sometimes later, depends on how the Esenthel Engine works. The controller supports could be tricky because I don't even have a controller and I'm not sure how UI control.
I'll release more news, details, and sneak peek, a Discord, Reddit, Patreon, trailer with store page rewrite, etc once the certain hype is settling down, probably around January or February. There's a lot of things to be done before the private alpha build will be available as well.
I hope you're sticking with me even though I said about giving up before. But hey, don't just give up the dream, and third time's the charm, right?