Devlog #4 - Fixes, improvements and... new character?!?
Alex, one of our artists has been working on some pretty amazing new concept art for our next upcoming character we don't want to spoil the surprise too much at this stage but... check these new weapons out! What do you reckon this character could be?
Fellipe just finished creating some new projectile behaviors, that you may or may not see soon with some new content that is coming... PS, visuals are placeholder! [previewyoutube=IRxc03D4SyA;full][/previewyoutube]
Our last update brought with it a few performance improvements specially around memory, but some players noticed a decrease in performance. We have been hard at work using every tool at our disposal to investigate, replicate and fix these issues, and for the next update we already have a few major changes that should bring considerable performance improvements, we will talk more about those in the next devlog! However, one curious issue we finally addressed that could cause a bit of "random" stuttering, is related to the destructible objects in the scenario and minerals. To alleviate this, we considerably simplified their colliders and fragments, and made the code controlling those parts a lot simpler, making those essentially free during gameplay. Here is a before and after image of what this looks like.
Here you can check out a video of how it was before and how it is now in-game. [previewyoutube=rGT46wL-DrE;full][/previewyoutube]
Lucas has been working on something that the players have been asking for. Your locked skills and power ups will no longer be consumed by replacing your choices with passive power-ups (but will still be consumed in every other scenario, like rerolls, etc). You can check that out in the video below: [previewyoutube=420-6QcQgkI;full][/previewyoutube]
Now that the Unholy Cathedral is released, Gama, our sound expert, wanted to share a few more details about everything that went into its creation, so here are a few words directly from Gama: "The Cathedral music theme was defined to be an obscure kind of church music, filled with organs and voices. Here is a little video to illustrate these:" [previewyoutube=ffeSFNfyWNg;full][/previewyoutube] "As we have 5 different cycles before facing the final boss, we created 5 different music arrangements. With each cycle the music grows in complexity, to try and help convey the idea that the stakes are getting higher. Heres a small sample of the dynamic music for the normal music working:" [previewyoutube=DGMhRd9859I;full][/previewyoutube] "For the first time we also played with a spacial soundtrack, with an extra organ layer which is attached to the actual organ located inside the cathedral, so if you walk around the scenario and into the altar, you will hear more and more of this layer." [previewyoutube=LEEtkQN63Oo;full][/previewyoutube] "We got plenty of other ideas to explore for the new content we are developing and Im excited to see how those will turn out!" Pssss, too soon to be sharing stuff about that Gama! Ahem... I guess it's better we finish this devlog here! Is there anything you would like us to talk about? Let us know in the comments below! There is still a ton of exciting stuff coming and I personally think it's going to be legendary! We hope you all have a lovely day or night,
~Soulstone Team
[ 2024-08-22 17:03:50 CET ] [ Original post ]
Welcome to our fourth Soulstone Survivors Devlog! As we continue to work on delivering the next major update, In this devlog you are going to catch a glimpse of some exciting sneak peeks and some stuff we have been working on.
Next major update is already getting closer and closer, so we also invite you to sign up to our new mailing list and be among the first to find out when its released!
Sneak Peek: New character
Alex, one of our artists has been working on some pretty amazing new concept art for our next upcoming character we don't want to spoil the surprise too much at this stage but... check these new weapons out! What do you reckon this character could be?
Sneak Peek: New projectile skill behavior
Fellipe just finished creating some new projectile behaviors, that you may or may not see soon with some new content that is coming... PS, visuals are placeholder! [previewyoutube=IRxc03D4SyA;full][/previewyoutube]
Performance: Stuttering and fps issues
Our last update brought with it a few performance improvements specially around memory, but some players noticed a decrease in performance. We have been hard at work using every tool at our disposal to investigate, replicate and fix these issues, and for the next update we already have a few major changes that should bring considerable performance improvements, we will talk more about those in the next devlog! However, one curious issue we finally addressed that could cause a bit of "random" stuttering, is related to the destructible objects in the scenario and minerals. To alleviate this, we considerably simplified their colliders and fragments, and made the code controlling those parts a lot simpler, making those essentially free during gameplay. Here is a before and after image of what this looks like.
Here you can check out a video of how it was before and how it is now in-game. [previewyoutube=rGT46wL-DrE;full][/previewyoutube]
Quality of life: Locked power ups
Lucas has been working on something that the players have been asking for. Your locked skills and power ups will no longer be consumed by replacing your choices with passive power-ups (but will still be consumed in every other scenario, like rerolls, etc). You can check that out in the video below: [previewyoutube=420-6QcQgkI;full][/previewyoutube]
The Unholy Cathedral soundtrack
Now that the Unholy Cathedral is released, Gama, our sound expert, wanted to share a few more details about everything that went into its creation, so here are a few words directly from Gama: "The Cathedral music theme was defined to be an obscure kind of church music, filled with organs and voices. Here is a little video to illustrate these:" [previewyoutube=ffeSFNfyWNg;full][/previewyoutube] "As we have 5 different cycles before facing the final boss, we created 5 different music arrangements. With each cycle the music grows in complexity, to try and help convey the idea that the stakes are getting higher. Heres a small sample of the dynamic music for the normal music working:" [previewyoutube=DGMhRd9859I;full][/previewyoutube] "For the first time we also played with a spacial soundtrack, with an extra organ layer which is attached to the actual organ located inside the cathedral, so if you walk around the scenario and into the altar, you will hear more and more of this layer." [previewyoutube=LEEtkQN63Oo;full][/previewyoutube] "We got plenty of other ideas to explore for the new content we are developing and Im excited to see how those will turn out!" Pssss, too soon to be sharing stuff about that Gama! Ahem... I guess it's better we finish this devlog here! Is there anything you would like us to talk about? Let us know in the comments below! There is still a ton of exciting stuff coming and I personally think it's going to be legendary! We hope you all have a lovely day or night,
~Soulstone Team
Soulstone Survivors
Game Smithing Limited
Game Smithing Limited
2022-11-07
Indie RPG Singleplayer EA
Game News Posts 84
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(18898 reviews)
http://www.soulstonesurvivors.com
https://store.steampowered.com/app/2066020 
[1.61 G]
Soulstone Survivors is an action roguelite where you slay hordes of foes and face titanic bosses while learning powerful skills to enhance your character. Play as a Void Hunter, and with the spoils of every match craft weapons, unlock new characters, upgrade your skill tree and equip new runes, all in your quest for godlike powers.
With deep RPG mechanics intertwined with Roguelite elements, Soulstone Survivors offers a condensed, yet deep Action RPG experience:
We have prepared the roadmap below which outlines what to expect as the game evolves:
We are a tiny team that chose to stay independent and continue developing a game we love and would like to thank you very much for your attention and interest, and to all our existing community for all the help so far, we wouldn't be here without you!
With deep RPG mechanics intertwined with Roguelite elements, Soulstone Survivors offers a condensed, yet deep Action RPG experience:
- Explore almost 150 unique Active Skills (and growing!);
- Unlock and play with 14 Characters, with many more to come;
- Experiment with hundreds of Passive Skills and Runes to customize your characters;
- Progress through the Skill Tree with your Soulstones;
- Face and defeat powerful Bosses;
- Choose Curses that increase your challenge in interesting ways;
- Overcome extreme challenges to craft legendary weapons;
- Complete dozens of achievements and unlock new powers;
We have prepared the roadmap below which outlines what to expect as the game evolves:
We are a tiny team that chose to stay independent and continue developing a game we love and would like to thank you very much for your attention and interest, and to all our existing community for all the help so far, we wouldn't be here without you!
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