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Hello everyone! First of all Merry Christmas! I wanted to let all players know that due to the last patch (1.3.38) which fix quite a few things, there are also some downgrades. This is because I work on the console port and the code is heavily changed to improve and fix some technical stuff that is not compatible. So the last 3 days I worked on finding those minor difference and making them works as expected again.
Hello everyone!
Its been a while since Ive written anything, either here or on Kickstarter, and I apologize for that.
The last few months have been a mental hell, and its been very difficult not to fall into depression. I owe you an explanation before getting into this patch.
The studio is almost dead; I am now officially alone. The legal battles are finally over (at last), and Ill talk about them when I have the courage. Slowly, Im climbing back up.
Regarding the studio and upcoming games, none of our public-fund requests have succeeded, and Noreyas sales are not doing great, which doesnt help.
The few remaining members of the studio have now left, leaving me alone.
Fortunately, Lune (pixel artist/animations) and Sarys (audio/music) are still working with me on our next games under a different type of contract. The important thing is that we will continue making things together, on a smaller scale!
Also, I never introduced him, even though hes been active on the forums for a while. You might come across Thelvan, who is my partner in my other company and has helped a lot with the Linux/Steamdeck version. Hes also working with me on the console port (an article is coming!). Theres also Zeksa, my other partner, who is working on UpRunner and occasionally helps me with specific points.
So, as you can tell, its a challenging period, and it doesnt make creating new patches or finishing Kickstarter rewards any easier. But as Ive promised many times, no one will be forgotten!
Thats it for the studio updates; now you know the essentials. Lets move on to the fun part of this post!
Hello everyone, Today we have a new patch that fixes the final bugs and adds a few small improvements. This is part of the ongoing work to port the game to consoles and my desire to have a game with as few bugs as possible! In this patch, we've mostly fixed things that weren't working properly or were a bit confusing. For example, the steles displayed on the world map are now lit when known, and greyed out when unknown. Another important point is the Steam achievementsthere were 3 achievements that could remain stuck: max life, max attack, and all steles. Thanks to a player who was stuck with these achievements, I was able to conduct some tests and use a bit of "brute force" coding, which should now allow these achievements to be unlocked. If you still have trouble unlocking them, feel free to open a ticket on the forum or discuss it with us on Discord, and Ill explain the procedure to fix the problem. Important: If you hadnt unlocked the teleportation spell but were still able to use it, that was due to a bug. Its now fixed, and you will need to unlock the spell in order to teleport from one statue to another. Patchlog: Fix: - input binding screen for the keyboard was showing Inputs button - fix achievement steles (memorials) count - fix skeleton hands grabbing side - fix items misplaced on map - fix steles (memorials) not displayed correctly on the map - fix some holes/mistakes in the worldmap - fix OOB in b1_08 now linking - fix falling pots in b2_05 -fix possible soft lock if no dash when going to b1_24 - fix some achievements cannot be obtained (or can be stuck) => max-attack / max-health - fix typo french - fix missing ceil in b3_08_L - fix teleport statue bug (can teleport without the skill) - fix ghost fusion - fix boss 6 errors - fix b2_20 giant worm chase does not trigger sometimes - fix swordmaster skill with ghost - fix save completion percent is not working correctly - fix hemenis was taking double damage
Greetings, Today Ive uploaded patch 1.3.2, which brings a few changes and fixes. Know that the console port is progressing; Ive written an article that I need to finalize before publishing. I hope to be able to show you the game running on the Switch soon!
Hello everyone,
I hope you're having a great vacation and enjoying your summer (hang in there if you're working like me ^^).
Today, we're delivering the new (and last?) major update of the game before fully focusing on the console versions.
It's quite difficult to stay motivated to improve a game that hasnt found its audience, but I want to finish things properly, so I'll keep updating it as necessary.
Hello,
A week after deploying patch 1.1, here we are already with patch 1.2! Indeed, a lot of things have been done since the release of the game, and not everything was ready for patch 1.1, which explains the short time between these two patches.
We have added a visual accessibility option in this patch, some visual and sound improvements, performance improvements on some problematic rooms in the "Catacombs" biome (I'm still trying to do better), an improved save system, and finally some bug fixes.
Let's dive right into these new features.
Greetings!
As the summer is gently coming around in the south France, the heat is not stopping us and we
keep improving the game and fixing bugs.
Today, we bring you the first major update since the official release of the game!
It has been difficult for me to read all the reviews and decide what I wanted to change. I aspire for Noreya to remain a simple to pick up game, and I understand that some people would like to have everything from the start, but thats not my vision of a good video game.
In any case, this update should please many people!
Hello everyone,
While waiting for the next patch we have a good news to share.
We love pixel art games, and we know you do too. So, lets celebrate together
Were super excited to share that Noreya: The Gold Project joins PixElated Festival next week!
This festival is featuring some of the best pixel art games on Steam.
From retro-style classics to contemporary indie gems all in one place!
There will be discounts live streams art contest demos developer chats all centred around your favorite games.
Check out the official line-up and more information about the event here: http://pixelatedfest.com/
We will be streaming the game during the event, but also this Thursday 25th around 6PM CET on Twitch, talking about gamedev stuff and the rewards of the Kickstarter event.
The PixElated Festival sounds like an awesome pack of indie games and I'm excited to discover all those new games and try some demos.
See you there!
Almost two weeks have passed since the official release, and I have been very happy to watch plenty of streams, videos, feedback, and reviews. While some people do not appreciate the simplicity and mobility offered by the game, many players have achieved 100% completion and overall enjoy the experience, with speedruns starting rules the game and post new records. Although I am convinced that each game is different and cannot please everyone, Noreya was designed to be accessible in terms of difficulty and navigation within the world. The comparison to the two major titles that everyone uses as a reference is enough to objectively compare the relevant points. In this sense, I will not make hasty changes to please a few peoples, in the first 30 minutes of gameplay. Noreya will offer you a unique experience (which I believe is very good) but not in such a short time. However, with the game's release, many interesting suggestions have been made! ANd if you've been reading the dev blogs, you know I like to include player's ideas. Some are already implemented in this new patch, and others are coming. Let's talk about it, you know the format (and if you are new here, welcome! I invite you to read the previous ones).
Hello everyone, Quick patch before I leave for my vacations I was supposed to take already lol (I leave tomorrow so this time, it's the last patch before I'm back !!).
Hello there, Here is a small update after the launch, it was required so I did it rather than sleeping XD
With a lot of joy, I am happy to announce that Noreya: The Gold Project is now released!
It's time for you to join the adventure of this game, and I believe it is a wonderful one.
We got a price change issue, so it is still the Early-Access prices, instead of 28$ + the 15% planned (in the end it is the same).
As usual, let me know any bug or trouble you have through the Steam forums or directly on Discord (I am more active here because I receive the notifications).
I will keep maintaining the game and doing updates along the console ports.
It was a long journey, but I am happy to be here to see all the work the team and I achieved.
I truly believe Noreya is a great game and stand along the other Metroidvanias I played since I was a kid. And I will happily watch your lives, videos and whatever you make about the game!
Thank you all! Next week I will go on vacation a little bit. Time to be cool.
See you soon.
~Inateno
Hello!
Today is a day filled with excitement and stress.
With just 24 hours until release, we still have some fixes to make despite our hard work.
Alongside that, the final additions are made, some new tweaks here and there, all in all, lots of exciting and stressful things.
We have deployed version 0.9.99 on the testing branch, and we will make a few more versions by tomorrow, still on this testing branch until we reach version 0.9.99999 and finally, the ultimate 1.0.0!
Let's take a look at whats changing in this final version that I hope will meet your expectations.
Greetings! First of all, I hope you are all doing well and not feeling too hot (were good here, its a very mild and pleasant June, and Im enjoying biking to work in the morning, a nice breath of fresh air before a busy day, haha). Yesterday, I released a new version of the game, version 0.9.66 (quickly patched to .67, a bit disappointed because 66 was still cooler). This patch contains a lot, including a huge list of bug fixes! But lets start with the content. One week away from the final release, Im still adjusting things in the games balance, and thats perfectly normal, as my attention has been on optimization. Let's start with a visual treat.
Today I am really excited to share with you the final release date of the game! Noreya will in fact be released as final version the 21 of June. It has been quite a long and exhausting journey to make this game, and I am really happy to see the final result we have been able to create along the years! [previewyoutube=OoJBNvEWKOw;leftthumb][/previewyoutube] We will upload a few minor version until the 21 to fix the last bugs and finish the optimization I wanted to do. Final localization will be added for the final version, and we will open the file to be translated by the community, because we cannot support the cost of translating professionally all languages. After that, I will take a small break of vacation, no computer (hopefully ahah) and then, starting to work on the console port. Thank you everyone for the support.
Hello everyone!
Its been almost a month since we released patch 0.9, and we havent been idle since.
Before we dive into the content, a quick message for our backers. We haven't forgotten anyone.
The physical rewards take time (we're prioritizing finishing the game first), and I promised to write an article on the subject, it will be done.
I'm just very tired and cant work late at night anymore, but I will write a post dedicated to the backers :)
I also need to send the keys to the people who responded recently (~the last 2 months). Again, I apologize, but I have a ton of things to manage simultaneously. It will be done, don't worry.
Now, lets move on to this new patch!
As I explained before, content-wise, the game is complete. However, there are still plenty of small things to do here and there, and were tackling them head-on.
Hello everyone!
Today, we are pleased to announce the release of patch 0.9.
This patch is probably one of the largest in terms of content that we have been able to make along with patch 0.8, so grab some popcorn, we're going to explain everything to you in detail.
This is a news that relieves the team and will please many of you, we know.
Today's ticket provides an update on this matter (hoping that this will be the last ticket on this subject), as we want our community to know what's going on.
Perhaps our story will serve as a lesson to others, I hope so.
The life of an independent developer is already tough enough, we didn't need this on top of it.
After several months of having our morale completely shattered, we are moving forward and are on track to finish this game, which will be memorable!
Hello everyone! The 0.8 version was released almost a month ago, and as we finalize the last adjustments and content, we're also paying close attention to bug fixes! There aren't many additions in this patch, and that's normal. However, here's a little progress update to pique your interest:
Hello everyone. Only one week has passed and we already have a good patch to deploy, fixing various bugs ! Nothing major to say today, so let's get straight to the point.
Hello everyone!
Today I am pleased to present you the patch 0.8 !
Also not to forget, but the game is 20% fo right now, so if you want to promote it to your friend to help us (and push the reviews !) it's the good timing!
I trust you are prepared for this phenomenal patch.
Indeed, version 0.8 is significant as it allows you to complete the game.
Let's delve into the details of this patch before addressing the bug fixes.
I made this patch over the week-end to fix some softlock issue and "not so cool" bugs (like floating spikes). I was able to made the windows build only, Linux will come Monday. More Catacombs map art rework is available in this patch !
Some hotfix inb this minor Patch. - Hard Mode: You can't respawn on the current map - Easy Mode: Life was not well regenerated sometime - Boss 1 waves and Ghost Soldiers attack stay stuck in the walls - Player is attacking while praying for a God - Ghost and wrong grab / wrong rotation - Wrong bind with the input / inputs not binded to the menu - Changed the "tabs inputs" in order to prevent inputs overlap, it is now binded on "Skill of Gold" and "Skill of Light" (X/C) - Double skill points purchase - Crawley has been nerfed more - Reset inputs doesn't work everywhere - Gold Gem do not respawn if dying on the map - Wrong default lang in the settings menu - BOSS 3 Balance - Light Skill tree shape is to big Thanks to the community for helping us chaasing those bugs !
We are proudly participating in the Metroidvania fusion event, which features a lot of Metroidvania games. It is a good event to discover new game of your favorite genre.
This event is a good time to offer a discount on the game so don't miss it!
A Metroidvania game in Early-Access is not common and the release of the 1.0 is coming very soon.
The next patch 0.8 will feature the final boss and the complete world map. The last patchs will be dedicated to polish and balancing the game.
You are more than welcome to participate giving feed back on Steam Hub or our Discord channel : https://discord.com/invite/6ZFJJR4bzC
If you want to be part of an incredible journey and push the game with us, you are more than welcome.
But be aware, the Gods are not as gentle as we are.
Hello everyone! Here's a new interim patch before the colossal 0.8 patch. Version 0.7.5 brings some improvements and bug fixes as we finish up the 0.8 patch.
Hello everyone! Version 0.7 is now available and brings a lot of changes, improvements, additions, and bug fixes! With the Christmas takedown, we lost a lot of time and couldn't progress as much as we wanted on the game, but rest assured, 0.8 is close and will be memorable. Also, I personally want to apologize to our Kickstarter contributors who have been waiting for their keys since mid-December. This "legal" matter of Noreya/Noseka has had a significant negative impact on my morale, and financial difficulties for the studio have been added to that. It's challenging to be creative and original, and being attacked in this way when we have done no harm to anyone is mentally tough. It's unfair, but that's how it is, and we continue to move forward. With this patch, you should all have received your keys (up to February 12). No one will be left out, so feel free to contact us if you think you have been overlooked. Let's move on to the content of this 0.7
First of all, Happy new Year to everyone! In the name of the team I have to apologize. The game has been taken down by Valve because someone complained for a trademark infrigement. Quick explanation, so you know what happened. Then, content of the update and what is coming next !
Hello everyone!
It's been a few weeks since we released patch 0.4.5, which was an intermediate patch between patch 0.4 and patch 0.5.
We took a bit more time than expected because you provided us with a lot of feedback, and we wanted to focus on those points before moving on to the content. Things are now generally stable, and we can, once again, add content to the game.
This new patch adds quite a few things, so let's dive in.
Hello everyone! I hope you're doing well and enjoying playing and discovering the world of Noreya. We've received a lot of feedback, help in finding bugs, ideas, and suggestions. Thank you all for your participation <3 Yesterday, on Friday, November 17th, we released patch "0.4.5," marking the transition between patches 0.4 and 0.5. We've added quite a few things in this patch, including content that was supposed to be in 0.6/0.7! In a way, 0.5 takes longer to arrive, but subsequent updates will be faster. Here are the highlights of this update.
Hello everyone.
We are now in Early Access, yay!
However, we continue to be proactive, listen to your feedback, and take note of the bugs very carefully!
We didn't post anything for the official 0.4 release because we were focused on the release, and it's important not to get distracted.
So here's a BIG patch note because we decided not to release 0.5 right away in order to focus more on the quality of 0.4 (and all the bugs). However, we added and prepared content that was supposed to be in 0.6!
We're also making many changes to the game's balance. There are now areas that are easier than before and others that will be much harder.
Please give us your feedback; it helps us move in the right direction.
Before we get to the notes, here is some dev blog story.
Minor locales fix And a major bug fix on the map b3_42 (before the boss).
[previewyoutube=7hkY95q91PA;full][/previewyoutube] Hello everyone! Today, Noreya: The Gold Project lands on Steam Early-Access. Which means you can purchase the game, with a special launch discount of 15%!
Hello everyone! This is a quick post to shoot the Patch of the previous updates we've made, fixing a lot of issues in the game while adding some features and content. We have made several update, so this is one post with all the content. We will do a new post for the 0.4 with more details of each novelties. PS: only Windows build for now, others platform are coming, we are fixing linux/mac also as we are running issues depending on the OS/Version.
Have you played the Noreya Demo yet? Well its Steam next fest and we are here to play it with you and field your questions and feedback live on stream!
Hello everyone!
Since the release of the demo and the beta, we have released several patches that have allowed us to fix and improve the game on many aspects, thanks to you!
Many of you have tried the game and everything that was possible to do. Some of you have even found passages we thought were impossible. Congratulations to all of you because we are so used to the game that we always do the same thing and are not able to discover some bugs due to unusual manipulations.
Today, we are releasing a new patch 0.2.3 that brings new fixes as well as new languages to the game.
The next major patch is 0.3.0 and will bring a large new area of the game as well as 2 new bosses! This update will be released next week.
We will also announce the planned program for future updates and the game's release date (which will be modified).
Here is a summary of what is included in this patch, as well as a summary of previous patches:
PATCH NOTE 0.2.3 (2023/09/30)
Hello everyone. Once again, this article is directly written by Inateno, for the sake of simplicity in writing. In this new update, we will discuss the demo and closed beta. First and foremost, if you are eligible to participate in the beta because you supported us on Kickstarter, please check your Kickstarter private messages to complete the process and receive your "beta" Steam key. In any case, the demo will be publicly accessible to everyone starting at 6 PM, French time.
Hello everyone, Once again, this article is directly written by Inateno, for the sake of simplicity in writing. Today, we have a condensed blog post in which we discuss quite a few things. First and foremost, I invite you to add the game to your Steam wishlist, even if you don't plan on getting it from that platform. Wishlisting helps the game gain visibility, which is crucial for the project's future. Share the game with your friends, family, on the internet and on social media it's really important. Thank you! Here's a quick summary of what we will discuss in this dev blog.:
Hello everyone!
Once again, this article is directly written by Inateno, for the sake of simplicity.
At the beginning of June, we launched a major call to our beta testers to help us with a first playtest session.
And the first word that comes to mind is "wow," followed by "Thank you!"
Indeed, "wow" because I was impressed by your participation and willingness to help us.
And truly, thank you because this session has taught us a lot!
It helped us find many bugs, of course, but above all, it helped us understand the strengths and weaknesses of the game. To be honest with you, we were afraid to launch these playtests! We didn't know how you would receive the game, whether you would like it or not.
And overall, among the 49 responses we received on the form, you all loved the experience and what the game offered.
Of course, nothing is perfect, and thanks to your feedback and our analysis system, we managed to identify the little hiccups that bother us.
This article is dedicated to the playtest debrief. We will explain "how it works" and show you some graphs!
PS:
As a reminder, the purpose of a playtest is not just to find bugs (although it comes with it, it is not the central objective).
In our case, the playtest had several objectives:
Hello everyone!
We haven't been very active on Steam, and we apologize for that.
In order to have a continuous thread of DEV BLOG updates, we have decided to repost the articles originally posted on Kickstarter.
The other articles will follow shortly, and we hope you will enjoy reading them!
-- this article was originally posted: 04/21/2023
Hello everyone!
Once again, this article is directly written by Inateno for simplicity in writing.
A closer look at biome 2: an underground and labyrinthine biome in which you will face creatures capable of moving on walls and ceilings.
Creatures that will chase you and jump on you!
Today, I propose to delve a little into the content offered by this biome, but I still keep a lot of surprises for you.
Biome 2 therefore requires a type of enemy that can walk on walls, ceilings, and jump on us. And as you may already suspect, we naturally thought of spiders. Except that many of you are arachnophobic. After realizing this, we changed our plans.
Last time, I talked about my inspirations for creating Gold Project. Today, I will explain how and why we decided to remove the visual designs of spiders in the game, and what we replaced them with!
PS: throughout this article, I will show spider designs in pixel-art, no real spider images. I hope arachnophobes won't be too scared seeing these images, I apologize in advance if it bothered you.
Choosing spiders to meet the need for "monsters that walk on walls and ceilings" was obvious to us, so without thinking much, we started making this kind of design.
For non-arachnophobic individuals, it may seem cool. After some in-game tests, it was quite successful. Being chased by numerous spiders without any environment or music was already oppressive. That's exactly what we wanted... but.
But here's the thing, we didn't consider arachnophobia and how many players it affects.
After showing our progress to a friend who also works in the gaming industry, he mentioned arachnophobia and the fact that it affects nearly 30% of players!
We realized that we would have a problem, and surprisingly, we don't have anyone on the team who is arachnophobic... so we just didn't think about it.
Hello everyone! We haven't been very active on Steam, and we apologize for that. In order to have a continuous thread of DEV BLOG updates, we have decided to repost the articles originally posted on Kickstarter. The other articles will follow shortly, and we hope you will enjoy reading them! -- this article was originally posted: 03/10/2023 Many of you have asked us about it, and the "late Kickstarter" store is now available! To keep exclusivity for Kickstarter participants, we have significantly changed the prices of certain packs and have not added all of them. It is still possible to join the "beta" or to have a tombstone with your name in the game. Remember, pre-ordering the game provides us with considerable support to finish the game (thus allowing us to spend more time on the game and less time on client orders). All information and articles have been compiled in one place: Gold Project
Hello everyone! We haven't been very active on Steam, and we apologize for that. In order to have a continuous thread of DEV BLOG updates, we have decided to repost the articles originally posted on Kickstarter. The other articles will follow shortly, and we hope you will enjoy reading them! -- this article was originally posted: 03/02/2023 Hello everyone! Today, Inateno is writing directly to you! I hope you're doing well and found the previous articles interesting to read. In this new article, I want to address a rather personal and subjective topic: what are the inspirations for Gold Project? This is a question that comes up often, so I thought it would be interesting to discuss. But before we dive into that, let's talk about the development progression!
Hello everyone! We haven't been very active on Steam, and we apologize for that. In order to have a continuous thread of DEV BLOG updates, we have decided to repost the articles originally posted on Kickstarter. The other articles will follow shortly, and we hope you will enjoy reading them! -- this article was originally posted: 01/08/2023 Good news fella ! Today we are showing you some images Of course, everything is not final and can change over the coming months. We thought it would be cool to explain the process of creating monsters in the game.
Hello everyone! We haven't been very active on Steam, and we apologize for that. In order to have a continuous thread of DEV BLOG updates, we have decided to repost the articles originally posted on Kickstarter. The other articles will follow shortly, and we hope you will enjoy reading them! -- this article was originally posted: 12/11/2022 Hello everyone! Its already December, the end of the year is coming and today in this new blog post we wanted to do a global summary about what we have done so far, what is left and what is coming in 2023! As a reminder, we had 4 biomes planned, a fifth has been unlocked with the KS stretchgoals. 19 monsters are planned, 3 mini-bosses and 6 bosses. When we are talking about progression there are many things to consider and Ill try to list all of them:
Hello everyone!
We haven't been very active on Steam, and we apologize for that.
In order to have a continuous thread of DEV BLOG updates, we have decided to repost the articles originally posted on Kickstarter.
The other articles will follow shortly, and we hope you will enjoy reading them!
-- this article was originally posted: 10/28/2022
Hello everyone, this is the second dev blog post about the Gold Project.
Today it is Inateno whos gonna talk about Game Design.
In order to make the writing and the reading easier, this dev blog is made using the first person.
Before jumping in, it is maybe useful to explain what is Game Design because it is something people heard a lot, but the meaning is probably unclear for you.
Most of the time, some people confuse design with something that is visual or is somehow related to visual arts.
To make it short, the Game Design is the making of the rules and mechanics which allow the game to exist and run, in order to let you live an experience (what you feel by playing).
When we say rules it is for example when the HP reaches 0 the player is dead.
When we say mechanics it is for example activate a switch.
Seems pretty simple right?
Today the focus is made on the mechanic of Karma and everything involved.
Some other aspects of the Game Design will be concerned, but we do our best to keep you away from the spoil, so this article is pretty safe.
The idea behind this dev blog is to explain how we represent Karma in order to create rules.
The word Karma is most of the time understood as good and evil (and you probably think about the game Fable right now). Some others use this word to describe the fact you receive good after being good, and bad after being bad.
Fable 3 screenshot and the Karma system.
Fable 3 screenshot and the Karma system.
We tend to think that Karma is the binary opposition of two states, like on and off.
And if, for most of the people, Karma is good or evil without anything in between, when you deep the definitions around the Karma and the origin coming from the Buddhism, we find this:
In the Buddhist tradition, karma refers to actions driven by intention, a deed done deliberately through body, speech or mind, which leads to future consequences.
Make it short, Karma is a series of actions which will change destiny.
We decided to use the gauge of Karma with two ends, because it is the most simple form to understand it and draw it. You can be Luminated or Golded with a graduation.
Screenshot of the prototype during the preproduction with the old Karma system.
Screenshot of the prototype during the preproduction with the old Karma system.
It could have been more complicated, and it is pretty hard to make something that works without perturbing all the ecosystem of the game, including people (you !) must understand it, and many designers forget this and create overwhelming mechanics.
I have to say it again, none of the Light or Gold is good or evil, you can think that if its make you feel more comfortable or is easier to understand (and there is no problem with it), but you will be able to understand the true deepness of what we wanted to create by searching everywhere in the game!
At the beginning of the preproduction (before the prototype) we wanted to change the impact on the Karma each time you kill and absorb an enemy. This was laborious and boring. Too much repetitive.
Also the fact that you can change the balance of the Karma in any place was a huge problem and it was possible to lock the player in the game (while becoming Gold in a place you shouldnt be Gold for example).
It was required to think about this entire mechanic to find something more interesting that works with every part of the game.
As explained in the first dev blog, now you will have to find statues and decide to enlight/golden it, this will give a ratio and define your allegiance.
Those statues will also be used as checkpoints.
Sadly, I cant reveal everything hidden behind the statues without spoiling you and ruining the plot of the game, but some details can be explained.
Hello everyone! We haven't been very active on Steam, and we apologize for that. In order to have a continuous thread of DEV BLOG updates, we have decided to repost the articles originally posted on Kickstarter. The other articles will follow shortly, and we hope you will enjoy reading them! -- this article was originally posted: 09/02/2022 So here is the first post-campaign update of Project Gold! First we apologize for the months of silence. We know you are a lot awaiting news of the game and we decided to not talk before we have enough to tell. Making a game is not something to be rushed. It is a marathon and we decided to take the time we need to set up every required process in the team and for the production. Today, we cannot show you anything yet because we want to show you the final rendering of the game. But time flies and we did not inform you of what was going on. This post is only written stuff, and we will try to make others devblogs to tell the progress, what we are doing and where we are going. And when we have the chance, we will show you very nice things! Be aware, if you want to keep aside any kind of spoiler (even small) and discover the whole game once finished, you probably should stop reading from here, the goal of a devblog is to show and explain a part of our work. Of course, we wont spoil the whole game and even if you decide to read this post, you will have plenty of things and secrets to discover! Our goal is to reward curious players, be attentive to everything and maybe you will be able to find the mysteries we are hiding in the game.
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