Zofia cover
Zofia screenshot
Linux PC Steam
Genre: Role-playing (RPG), Adventure, Indie

Zofia

Update Notes for April 9th

Mostly bug fixes and changes and a few art fixes:

Art:
- Player hair styles should now be a more consistent art style
- Witches Fern and Hunter Aloe now look visually closer to the rest of the game art (They also slightly glow)
- Removed some old 'marker' materials from some objects
- Fixed Lucid robes materials
- Ghost Knights have hands/feet now (The boss/elite variants do not for now, for reasons too dumb to list here)

Additions:
- Added option to set lives amount in versus
- You can now double tap jump to pillar launch on vegetation/rock

Changes/Fixes:
- Aves now take a little longer to start flying
- Fixed an airship bug where would could flip it
- Vegetation/Rock will now correctly fire a 'leaf blade' instead of wood spikes
- Ranged attacks should no longer trigger magic attacks when attacking pillar magic
- Charged attacks no longer work with no stamina
- Stamina will now correctly flash if you attempt to do something without any stamina
- Fixed some inventory UI icons
- Fixed some text scaling issues within the inventory
- Several maps have had some minor fixes and changes

Other:
- (Experimental) Made build changes to try and eliminate an error that occurs on some Linux computers that have certain Nvidia cards installed

Update Notes for March 15th

Additions:
- New sounds!
- Added the ability to map things to quick-select
- Added some UI animations
- Traveling through certain doors will now have a fade effect
- You can now boost with the airship
- There are now additional settings you can set in the player's options (Gamma, dead zone, invert Y)
- On the first ever launch, the game will now do a quick hardware test and set graphics options accordingly (By default it launches on max and this may cause a lot of lag for lower end machines)
- You can now unequip (but not drop) your weapon with the 'H' key (There is no binding for the gamepad yet)
- Flora magic has temporarily been changed to something much closer to rock/ice magic

Changes:
- Many maps have had some visual updates/tweaks as well as audio changes
- Difficulty options are now presented before launching a map
- Introduction has been changed
- Many sounds have been tweaked/changed
- Some blight visuals have been updated
- Aves bird wings are now smaller/cleaner
- Fixed some collision issues
- Fixed some spelling errors in various dialogue ːsteamfacepalmː
- When starting to drive the airship, the player will now automatically move to the captain's spot

Known issues: (Still working on these)
- Ran into an issue with remapping keybindings. The tab for it is there within the options but you can't currently remap anything.
- The inventory UI can slightly resize when highlighting certain items/weapons.
- If you have a lot of items, some of them become difficult to select when on gamepad.

Feb 19th - Hotfix #2

Changes for a few issues we ran into when testing, and balancing changes:

- Frozen Fort music should play for all now
- Shrunk heretic sword + legion axe as they took a lot of screen space
- A bug where sound would be distorted if traveling to a new level underwater should be fixed now
- Making a new character will clear out the save slot you're using, as opposed to doing a character 'merge' of saves
- Added green markers over player head to make them visually easier to see
- Versus UI should be correct for clients now
- Adjusted water in hub that made it difficult to swim upwards sometimes
- Client players should have an easier time customizing their characters now in co-op
- Fixed some Otter animation issues with power attacks
- Changed deathmatch rules to be lives based as opposed to kill count (This is incomplete - Currently working on a way to change rule values)

Other Balancing changes:
- Light attacks no longer take stamina (for most weapons)
- Charge/heavy attacks now take considerable stamina (for most weapons)
- Kicks now take 75% less stamina to use
- Slide kicks now take stamina on use

Feb 19th - Hotfix #1

Quick fixes as certain conditions could cause the player to get stuck, and other fixes:

- Fixed a collision issue where certain objects were unattainable on Oceanside
- Added a popup note when you reach the end of the game's current content
- You will now get error messages if a level loading issues occurs (In case there is an issue like game version mismatches, or session connection issues)
- Added a failsafe check if the player gets stuck in a load screen (this shouldn't happen)
- Barrels and crates now float on water
- If you join a session that isn't the editor level without having made a character, it will now force you to create a character after you join
- Added an error message if you attempt to join an invalid session (Such as trying to join a game that someone is currently closing down)
- The escape/exit menu should now take priority over other UI/HUD elements (Even the load screen)

Update Notes for Feb 19th

Small update!

Additions:
- Added Zofia effigy to Morrison's shop, which grants you another life
- Added Steam achievements

Changes/Fixes:
- Small additions and changes to various maps
- Fixed a bug that could happen if you complimented Erin's green boots
- Changed Ward look
- You can no longer grapple onto slippery surfaces
- Changed some weapon power attack abilities (incomplete)
- Fixed a main menu bug

Small Zofia Demo Update

It has been reported that the demo will sometimes get stuck in a loading screen after making a character. - This issue should be fixed now.

The demo has also received the UI updates, options, character fixes, and some of the other minor level fixes that are in the main build.

Update Notes for Jan 31st

New testing map! And some fixes of course:

Additions:
- New Map (Oceanside) that happens after Cliffside - It's still incomplete as we're doing multiplayer testing with the airship (among other things)
- New sounds
- Parrying is now possible again and grants shield on a successfully parry. Most melee enemies will stagger when parried, opening them up for extra damage
- Added several extra items (Hunter Aloe Potion, Witches Fern Potion, Greater Health Potion, Spiced Tea, Scrolls, Wire, Orpal Crystal, and several more)
- Added purchasable Hunter Aloe Potion to Morrison's shop
- Added a grapplehook aim helper into the options (Still a bit finicky, working on it)
- Main Menu has been updated, you can now switch back to the profile select, and the options menu is a little better
- Main Menu options has been updated to include more graphical options, such as V-Sync, HDR, Frame Rate limits, etc (There is more to be done here)

Changes/Fixes:
- Chests/Baskets loot tables have been completely redone, and added a rarity system so different chests will yield different loot tiers
- Hunter Aloe now stops poison as it was supposed to
- Poison now stops after you die
- Moved the 'continue' button for dialogue to where the other dialogue answers are
- Fixed candle flame sound
- Significantly reduced direct damage from the Stone/Ice pillar magic attack (It's high damage and knock effect often triggered fall damage if the enemy is knocked high enough, leading to way more damage output than intended)
- Fixed the floating gravestones in Frozen Fort
- Fixed the roof lighting in [Secret area] of Frozen Fort
- Added a small new area in Cliffside (that will get more attention later)
- Added some various details to the Frozen Fort
- Lowered Sentry HP
- Disabled magic on magic launching temporarily until a weird bug can be fixed with it (Using magic on a magic cast will now just destroy it)
- Ghost Knights now die properly
- Changed ghost death animation
- Added more details to Johnson ghosting the player
- Fixed lights on Unified Magic Switches
- Ghost Knight will now use magic sword projectiles if in range
- Made magic platforms more distinguished
- Fixed an issue with the airship falling out of the sky when game was running in background
- You can no longer kill enemy airships by hitting them with your airship's propeller blades
- Fixed most magic projectiles as they were using a less-than-ideal collision setting, causing them to sometimes invalid targets
- Fixed some meshes that had bad collision or a bad UV map
- Fixed a minor water issue

Upcoming Updates - January

The new year has definitely been bringing in some new challenges. I intended on having some of the new levels out but I've ran into some interesting issues.

The Airship



I have some transition maps where you can pilot the airship. The idea being, some of these areas are quite far from each other so you can have a generally more 'adventurous' open section where you can go through a lot of vertical space but also new enemies.


(This area is still a work in progress)

This has introduced a lot of unanticipated problems where the airship starts becoming a liability to deal with, which isn't really what I intended.

I suspect there will be some major revisions with the airship, but it may go down to just putting it out there and seeing how it goes or what people think.

The Grapplehook



The grapplehook is a little quirky to mess with - I have tweaked it in the past to go faster, have more dramatic swing, or allow super jumps, but if it goes too far it can actually hinder the utility of it.

That being said, an unintended effect is that it's become a precision tool, where sometimes you end up needing to make very accurate shots on small wooden targets. This is alright, but on gamepads (especially on splitscreen) this makes some grapplehook areas way more difficult than intended.


(Not the final icon... probably)

The solution will be some sort of light auto-target that aims the grapplehook at wood if its relatively near your center cone of vision. This might only activate if you're using a gamepad, but that might require more testing.

The Main Menu



I built the main menu awhile ago now, and its in need of an overhaul. Specifically, I hope to include more host options, better options, and some additional buttons for ease of use.



Not exactly exciting, but definitely a thing.


Character Editor



I don't actually get a lot of feedback on the character editor, but one of the things that has been bothering me is you can't select your starting skills, only your attributes, and you have no options on starting gear.



I'm actually currently unsure if the end result will be a point-buy, choosing a background to determine skills/attributes, or another system entirely.

Regardless, the character editor is also in need of some updates, so I hope to expand that here soon as well.

Let me know your thoughts on any of these.

Update Notes for Jan 9th

Minor patch:

Additions:
- Player can now bounce off of walls again. The wall has to be on your left or right side and must be relatively vertical
- Player can now slide on the ground again (This is still a work in progress)
- Player can kick enemies while sliding (This is also a work in progress)
- Player can now 'pillar jump' if they press the jump button in mid-air and are above a stone or icy surface, as pillar jumps can be harder to pull off on gamepads or certain combat circumstances so this should make it easier
- Updated some armor sets for the otter characters (still incomplete)
- Added some animations to actions that did not previously have any (Vaulting, wall bouncing, certain types of magic charge)
- Saved characters can be seen on the main menu after a slot is selected

Changes:
- Metal/Cloth magic can now 'overcharge' the armor shield higher than your current armor level. At some point this will put you into higher weight classes but for now it can be used as a buff

Fixes:
- Fixed some animation issues with kicking and sliding, as well as enemies falling animation
- Fixed enemy drops where sometimes an enemy drop would correctly trigger but award no item
- Fixed some collision issues on certain objects
- Game will now save correctly if you're piloting the airship and trigger a game save
- Fixed the door transition in the underground HUB area
- Various minor map adjustments

Hotfix #3 for Dec 19th patch

This should fix some of the online issues people have been seeing:

- Character race and equipment should be synced significantly better now, there are still some situations to test but so far I have not run into the issues players have reported

- Fixed some issues where some animations were not playing correctly online. There are still some that are not playing across all clients correctly (Such as the Ave flying animation), but I am still working on that

- Fixed an issue where the player's name would sometimes be incorrect when playing online