Developer's Log - April 2023
As mentioned in the previous developer's log, the demo download has been removed from Steam and Itch.IO temporarily. As a result, I was able to update the screenshots on the store pages to match the graphics overhaul announced in November. Here are a few of those screenshots!
Regarding the demo discontinuation, it is unfortunate my development predictions haven't been great, and I admit it's a little embarrassing to take down the demo in favor of yet another "improved, revised release" in the future. But I think this is all a part of being a learning indie developer, and I recognize that this journey is not dissimilar to a dev making their first couple of games before establishing a proper process. So far this year though, the game's development process and workflow has been greatly improved, which is something to look forward to. And we hope to relaunch the demo for Steam's NextFest in the fall, ahead of Chapter 1's release.
Progress continues to be made through the various "passes" through the game. As mentioned in a previous devlog, the new process for creating the game involves going through the entire game and adding a certain type of content. We're not quite at the visual stage yet, so development these months is a lot of tell, not show. The past month, the placeholders for story were completed, so I've moved on to adding all of the "collectibles" and placeholders for NPCs. These are just empty shells of the objects that you'll be able to interact with, that will eventually have pretty graphics, flavor text, and progression (such as quests) added to them.
Really, these areas look kind of ugly right now. This is why visual updates have been so scarce. Sorry! I've been plenty "side-tracked" by bugs in the meantime as well. Interacting with objects is a lot smoother though, and overall I remain pretty proud of gamefeel--walking around the overworld and collecting stuff should just feel *good*. [hr][/hr] That's all for now. Thank you for your patience as always, and see you next month! -Jaiden
[ 2023-05-06 16:27:46 CET ] [ Original post ]
This devlog is unfortunately an extra short one. We're hard at work, but a lot of the progress made is still stuff that isn't really visually appealing or worth chronicling, unfortunately. Still happy to report what I can!
New Screenshots
As mentioned in the previous developer's log, the demo download has been removed from Steam and Itch.IO temporarily. As a result, I was able to update the screenshots on the store pages to match the graphics overhaul announced in November. Here are a few of those screenshots!
Regarding the demo discontinuation, it is unfortunate my development predictions haven't been great, and I admit it's a little embarrassing to take down the demo in favor of yet another "improved, revised release" in the future. But I think this is all a part of being a learning indie developer, and I recognize that this journey is not dissimilar to a dev making their first couple of games before establishing a proper process. So far this year though, the game's development process and workflow has been greatly improved, which is something to look forward to. And we hope to relaunch the demo for Steam's NextFest in the fall, ahead of Chapter 1's release.
Development Progress
Progress continues to be made through the various "passes" through the game. As mentioned in a previous devlog, the new process for creating the game involves going through the entire game and adding a certain type of content. We're not quite at the visual stage yet, so development these months is a lot of tell, not show. The past month, the placeholders for story were completed, so I've moved on to adding all of the "collectibles" and placeholders for NPCs. These are just empty shells of the objects that you'll be able to interact with, that will eventually have pretty graphics, flavor text, and progression (such as quests) added to them.
Really, these areas look kind of ugly right now. This is why visual updates have been so scarce. Sorry! I've been plenty "side-tracked" by bugs in the meantime as well. Interacting with objects is a lot smoother though, and overall I remain pretty proud of gamefeel--walking around the overworld and collecting stuff should just feel *good*. [hr][/hr] That's all for now. Thank you for your patience as always, and see you next month! -Jaiden
Legends of Astravia
Studio Alemni
Studio Alemni
2022
Indie RPG Adventure Singleplayer
Game News Posts 45
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
No user reviews
(0 reviews)
https://www.studioalemni.com/astravia
https://store.steampowered.com/app/1233680 
Lost within the turmoil of Astravia's past, you and your companions must find a way to unite its people before the Cataclysm brings about another age of ruin.
Thus, the wandering mystician Oliver must tread with caution as he escapes the woods of a Valican territory. Spared by a mysterious assassin and at a loss as to how he got there, the stakes are raised even higher when Oliver realizes he must pass through Valica's capitol in order to find answers about his own origins.
Features
- Exciting, timer-based battle system that relies on quick decision making. The twist: you control the timer; no more waiting for a bar to fill up or for turns to pass.
- A varied cast of playable characters, each with unique combat styles and unique abilities to help you craft the perfect team.
- Vast, explorable world filled with dungeons, caves, and towns. There are challenging puzzles to solve and treasures to find in every corner of Astravia.
- Avoidable enemy encounters. Choose your own playstyle instead of being at the mercy of randomized, repetitive gameplay.
- Modular skill system that allows you to swap abilities between characters, so you never feel locked in to a particular “build”.
- An engaging story supported by varied side-quests. Alongside a fulfilling main quest, meet characters all over the world with their own side-quests and special rewards.
Story
The world of Astravia is in conflict; severed by unrest between mysticians and humans who fear their magic. Once seen as heroes, the flow of time eroded mysticians’ feats into myth, and so anyone who shares their likeness in the present day must instead hide from the ruling country of Valica and its brutal knights.Thus, the wandering mystician Oliver must tread with caution as he escapes the woods of a Valican territory. Spared by a mysterious assassin and at a loss as to how he got there, the stakes are raised even higher when Oliver realizes he must pass through Valica's capitol in order to find answers about his own origins.
Chapter 2 & 3’s synopses will be revealed prior to their release.
MINIMAL SETUP
- OS: Ubuntu 20.04 LTS
- Processor: 1.5 GHz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 720p Screen Resolution
- Storage: 600 MB available spaceAdditional Notes: Not all Linux versions have been tested. Listed versions are confirmed working. Other distros may work. but are not officially supported yet.
- OS: Ubuntu 20.04 LTS
- Processor: 2.0 GHz Quad CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Dedicated Card. 1080p Screen Resolution
- Storage: 1 GB available spaceAdditional Notes: Not all Linux versions have been tested. Listed versions are confirmed working. Other distros may work. but are not officially supported yet.
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