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This patch addresses the comments that the game looks pretty bad in open spaces where there's basically just a green field. I've added a bunch of random decorations to all areas, grass patches, sticks, small stones et cetera. It also fixed a couple of minor graphical glitches such as the player not being properly layered behind certain buildings or when moving through doors. A couple of chests and other items has been slightly moved to allow for better movement.
This is version 1.6.0, which will be the last patch that will add anything to the game, any additional patches will only be bugfixes (and maybe smaller graphical updates to the map)!
The most wanted feature has been added: The world map!
The map is not an exact replica of what the world looks like, but you should easily be able to make out which road to take to get to a certain place. After you've followed the main quest for a bit so you'll unlock the quest to kill the six guardians the skulls will show up on the map. One of the skulls will be red, and that is the dungeon that you should head to next, you can of course pick any other dungeon but you might not be able to complete it since you are lacking the items required to do so.
The map will be slightly changed after clearing certain areas (like the toxic forest and swamp).
Version 1.5.0 is now released and it contains three additional languages, Japanese, Simplified Chinese and Korean! The entire game is translated as well as the steam page, and all of the acheivement names and descriptions! Additionally there's been several minor bug fixes and graphical fixes.
I've added two additional menu options specifically to make it easier to speedrun now that there's been one official attempt/record, difficult not to get the record when you are first =D
One option is to skip the intro, because that takes up a full minute and there's nothing you can do to speed it up. The second is "Lock Cursor To Window" this is on by default, by turning it off you can, in the case of the speedrunner, vanni_van, scroll through your notes outside of the window while still actively playing the game using the keyboard or a controller.
Here is the video of the current world record for any% of Adventure of Rikka: The Cursed Kingdom =)
https://www.youtube.com/watch?v=vFICHAKZubQ
This patch also has a couple of minor bugfixes that was discovered during the speedrun.
Patch 1.3.0 includes a fast travel system. The system is unlocked by freeing the man in the machine, he will unlock the temple and your start area teleporters, if you have already met him in your save file then those will be available, but with all others you have to walk up to them once before they become activated There's also been about 30 bug fixes since the last published patch notes (1.2.5)
This post explains that the game works on the steam deck. There is a waiting list on being able to submit your game to become steam deck verified and that's reserved mainly for popular games, but hopefully we might get that stamp in the future =)
The UI of the game was actually built to fit the Steam Deck display and is then scaled up for larger monitors.
The game works without any touchscreen interaction, you can of course if you want to press the screen to navigate the menu, but just the built in controller (or any other controller) is recommended.
The Steam deck image below might be a bit distorted because I had to shrink down the screenshot to fit the picture of the deck =D
I tried taking a picture of my actual Steam Deck but it didn't look good because of glare and lighting =)
Screenshot of a dialog:
Screenshot of the inventory UI:
A huge exploit was fixed where you could break the layer transition with the grappling hook so as long as you had a layer transition anywhere like some stairs, you could effectively go up or down while staying on the same layer making you able to walk through walls. Thanks to Beardlass for finding this bug! =) Another huge thing in this patch is that the knockback that enemies suffer when you are hitting them is sooo much smoother now. It's an actual animation instead of an instant knockback effect.
A lot of minor things has been fixed, mostly small visual bugs.
The game actually contained 52 coins and 92 shards even though the achievements for a 100% run would be 50 and 90 respectively.
So those extra ones has been removed and replaced by purple (100 silver) coins.
A new part of the collections tab has been added to help the people who are trying to find everything in the game =)
It now contains the number of coins, chickens, orbs and shards available in an area.
The Orb counter (a maximum of 19) is showing you the number of orbs you have picked up, NOT the number of orbs you have created by combining shards.
Three new achivements were added:
Achievements has been added to the game! They will be retroactively activated once you start your game (and chooses continue game to load your save file). Good luck getting the Collect all 90 shards of Amulah achievement =D
The demo has been updated to match the full version (v 1.0.14). A lot of the areas are blocked of though.
A huge thanks to Darkshoxx and Saurados for helping me identify a bunch of bugs! I have published 6 patches since I last wrote patch notes, I'm probably missing a lot of stuff.
Fixed the damage of the second dungeon boss, he did next to no damage because I had lowered it during testing.
Tiny patch to enable a falling pit in a certain area. Changed the message when picking up chickens to be the correct value (two if you pick up your first one since you get one "for free" at the farm. Fixed a bug where the golden door in the second dungeon might not have spawned. Thanks to Saurados for reporting these issues. (and lots more, which will be fixed shortly)
The game is now available in all 6 languages as stated on the store page
It took three years, but the full game, version 1.0 is finally released! Unfortunately there was a little snag right at the end which made the translations not work properly, I'm working on this and will patch it as soon as possible. Right now no matter which language you choose you will still get the game in English. This will be fixed as soon as possible!
This update has many small things that I cannot fully remember, here's two big things.
A table was removed in patch 1.1.4 because steam user Rob noticed that it had no colliders so you could walk through it. Alicia also didn't have any dialog (she has different dialog in the real game, I will probably keep something in about Rob ruining her table though).
Fixed a game breaking issue where the camera could get stuck when using an ultrawide screen.
Just a tiny visual bug. I thought it was pretty funny, made a twitter post about it. https://twitter.com/PoorlyDrwnSquid/status/1737593238297461177
This is the last planned demo update, from now on all updates will just be done in the hidden development branch. (Which is sort of like a closed beta). If you would want to help out to try it please get in contact with me on the discord server (link is in a sticky discussion of the game). This update contains: The fisherman quest rewards are finally working. As you can see in the Collectibles tab your fish will be stored there when you catch them (after you've found the fishing rod, obviously). And you can hand them in to the fisherman when they have a silver star next to them as well as a gold star. For each fish there are two rewards. The interface has been changed a bit with clearer colors on the gold/bombs/arrows in the top right because it was really difficult to make out what they were when the background was black before. All the colors of the water has been changed into a darker shade of blue instead of the old baby blue. There will be graphic updates in the future (but not to the demo) to make the waters a bit animated like the ocean.
An option to turn off the lightning effects has been added, it's prompted when you start a new game as well as being available from the settings menu.
There should be no real changes, the game is using a much (2 years) newer version of Unity because I had some issues with creating a linux build. Some things might be a bit strange.
I will be live streaming for Steam Next Fest 2023 October. The livestream will last an hour and I will probably mostly just be talking and wondering around in the game. It's a difficult game to showcase since I would be basically giving away how to find and solve stuff.
I will be live streaming for Steam Next Fest 2023 October. The livestream will last an hour and I will probably mostly just be talking and wondering around in the game. It's a difficult game to showcase since I would be basically giving away how to find and solve stuff.
Hi there, this is the first of, hopefully, quite regular update events I will be creating here on the steam page. Because I have never written any post like this for the game, the only previous communication has been short video clips on twitter, I thought I would make a detailed post of which stage the game is in and what's left to do.
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