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Greetings
One year and one day ago we started our Early Access. Yes, time passes so quickly that we literally forgot about the anniversary of our grand opening. We already did some kind of recap of our last year when we released the game so we wont go into the details one more time, thanks a lot to everyone that participated in our Early Access!
Moving forward, here is what is coming to the game in October. First, we will continue the main storyline with Palenne and Badouk, trying to get to see the lord of Wellnear. To do it, you will unlock two new dungeon zones that will also offer an alternative gameplay challenge for very high-level heroes to get a new type of companions.
For the core of the game, we will release a new feature that will allow you to do offline work. For those who played the first Alpha, this is a return to an original idea that some gathering will be done offline. Our goal is to reduce the grinding feeling and to allow players to get what they need between play sessions. The first thing we will release will be linked to the Misthouse at the center of your domain, it will offer you to automatically harvest resources that you have discovered so far with your character. As a side effect, the Misthouse will also become upgradable, meaning a better building will allow you to reach better harvesting skills to get the more difficult resources.
Passive features like the one on the Misthouse will continue to appear in the game as we want to create a better balance between management gameplay and live gameplay. Our next target will be on passive work for your companions. But we will first test the features on the Misthouse.
Our current planning tells us that we will open the playtest for the new version of the game around the 17th of October and we will have an official release around October 25. This means that we will be just in time for the next shop event, the Somberseason. We will upgrade our offering compared to last year but you can expect similarities for those that were with us since the last time.
As always, we will also have many balancing fixes and some improvements based on the community comments. We tried to spot the most commonly reported problem and improve them as much as we can without breaking the basics of the game.
Happy one-year-and-one-day everyone!
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