I'm a very simple person. When I play computer games, I like to press the little keys with the arrows that point in the direction my character will go. It's charming in a way. I have found that I might be in the minority on this. But, behold, dear player, I have made a configuration to please the masses! Now both Arrow Keys and WASD work by default, with the roll and attack keys sitting in such a way that you can play the game one-handed OR two handed with WASD, or two-handed with arrow keys (I suppose you could play one-handed with arrow keys, if you happen to have tentacle fingers. If so, good for you). This is of course, all still remappable, but I feel this default will be a smoother ride for everyone. You can of course remap both movement key sets now, if you so desire. I also fixed some issues where rebindings would occasionally not catch until the whole settings menu closed. Other fun bugs squashed: Using large text now no longer obscures prices that are over 99 gold (a very frustrating bug, I'm sure, when the upgrade you though was 45 coins was actually 450. Sorry about that) The elevator in [redacted] no longer crawls to a stop Accelerated wheat cutting repercussions if you so happen to cut a whole dang field in one go Several small typos, missing tiles, and the like. There are one or two more bugs that I know of, but they are elusive and difficult to reproduce, so I will hunt them in my spare time. The next update will probably be an interesting new feature! I'm excited to reveal it soon. Until then, happy exploring~
Found out that if players clicked through the initial intro text with the mouse, the movement tutorial would switch back to touch. Because in the eyes of the steam deck, mouse is touch. Welp. It's fixed now. Also, still trying to fine-tune audio balances everywhere. Phone speakers are small and have terribly bass, so all the audio in the game had originally been boosted absurdly to counteract this. I did not correct for the very nice headphones everyone plays pc games with. Apologies for the ear bleed, hopefully it's fully corrected after this round. Some small things - using an item no longer also swings your sword, changed what keyboard keys are shown for some tutorials, added whole new dialog lines because I have watch several streamers do some interesting sequence breaks I did not expect. Finally, I'm getting the game set up for localization now. This includes ensuring every piece of text is in the Big Giant Properties File For Dialog. I've done my best to ensure that no dialog was harmed in the process. I'm excited to bring some more languages soon! See you then.
Yes, those are important. So it turns out that Unity doesn't play too terribly nice with UI sliders and controllers. The music and sfx settings went from "loud" to "inaudible" in about one dpad tick. Which is bad. So I rebalanced the sliders to have a little more fidelity than that. Also, the initial "talk" sfx right at the start of the game was a little abrasive, I toned it down. Some additional updates: - You can now toggle cursor visibility in the settings. Just in case you want to... use the touch controls, but with a mouse? Please don't do this. Really this is just for if you want to click ui things with your mouse. Forget I mentioned the other thing. - Fixed the relic area foreground trees disappearing if you do the whole dungeon then go back again for seconds - Fixed Joxxi talking over an item gain in the library - Fixed Clover doubling up on dialog when talking about the axe - Fixed the crow at the entrance to the nightmare woods just... not talking. At all. - Removed the machine behind the elevator in postgame And that's it! Less game-breaking bugs than last time, so this is good progress in the direction of "no bugs". Not that I'll ever actually reach no bugs. But it's a happy fantasy.
It's more common than you think. Evidently you could make Minno disappear if you said No when they tried to follow you into the nightmare woods, then went back into town and completed all their quests anyways. The good news is, the fix should be retroactive, so anyone experiencing this will get a fresh new Minno! Also fixed a hint Joxxi tries to give you near the end of the game triggering even when it was not relevant (leading to much confusion for a poor streamer I watched, sorry!) Finally, made the occasional glimpses of the traveling merchant in the blue woods less... occasional. If you are having a hard time finding their house, try stalking them! It's definitely a good and moral thing to do. And that's it! Less bugs is good, and honestly I'm surprised that there haven't been more sequence breaks due to all the weird ordering you can do things in. But really, thank the mobile players for ironing all those out for us. They did the dirty work.
Someone mentioned that disabling screen flash would be a good thing to have. And how could I not? It's one checkbox. Also, watched a streamer fall out of an area and also there were some tutorials that didn't disappear sometimes. So those are fixed too. Also fixed a bug where Joxxi playground scene could break the whole game if player quit in the middle of it. Good day overall.
Made the screen resolution dropdown work better with controller.
Fixed some odd Joystick drift on Mac builds.
Hello everyone. Despite my best efforts to avoid it, here's the day one patch:
- By popular demand, I've switched which face buttons Attack and which Roll. B and X buttons now roll, allowing you to shift between A/X and B/Y based on your preferences.
- Fixed Dodge Roll sometimes not going in the correct direction on controllers.
- The inventory and dialog tutorial now show the easier button to use (right bumper, instead of select)
- Fixed connection issues with the Send Error Report feature in settings.
Afterplace
Evan Kice
Evan Kice
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 8
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(34 reviews)
http://afterplacegame.com
https://store.steampowered.com/app/2721530 
[0 B]
Originally designed for mobile devices, Afterplace strives to bring an experience that feels both small and immense at the same time. The game has simple, fluid controls, allowing you to focus on exploration and discovery. Characters are happy to chat - or you can run right past them! You get to choose what story to explore, if any at all (we are not responsible for the consequences of ignoring the story, whatever they may be).
Game Features:
- About 10 hours of unique gameplay (and much more if you lose your way)
- No overworld map
- An open world that lets you explore any path in any order
- Tons of friends, enemies, and at least one frenemy
- The ability to upgrade weapons, purchase armor, and ingest hazardous chemicals to increase your power
- Okay maybe there is an overworld map
- Multiple endings, decided by choices you probably don't even know you're making
- Like 25 unique enemies? That's a lot, right?
- Wait, no, this overworld map is written on a napkin with crayon. That won't do.
- Secret paths that will take you to completely normal and fun places
- A cat that you can pet. With your sword.
- The 25 unique monsters are really special though. They have sparkling personalities, and aren't like other monsters.
- At least two overworld maps.
About the Author:
Afterplace is made entirely by one person, Evan Kice. A former software engineer from Austin TX, Evan quit his job (to the dismay of his friends and family) and has been working full time on Afterplace since early 2019. The initial game released on mobile in December of 2022, but Evan plans on continuing to support and polish the game when he can!- OS: Any
- Processor: PreferablyMemory: 600 MB RAM
- Memory: 600 MB RAM
- Graphics: The equivalent of a smartphone from 2010
- Storage: 300 MB available space
- OS: Any
- Processor: YesMemory: 600 MB RAM
- Memory: 600 MB RAM
- Graphics: The equivalent of a smartphone from 2015
- Storage: 300 MB available space
[ 5951 ]
[ 3198 ]