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Happy Pride month! I've been hard at work working on bugfixes and quality of life improvements for this update but managed to squeeze in a little content. A new Animon to celebrate Pride: Jellmeel! It's a Curiosity and Wisdom type which introduces a new feature: Color varations. Jellmeel comes in many, many Pride flag colors. This marks also the first time, I'm running an in-game event.
Capturing Jellmeel, which appears now in the Demo, contributes to a global goal. If at least a 100 of them are caught, I'll add it to the full game. You can see the progress in the main menu of the demo (hit the inspect button if you're playing with the TTS mode)
I also added a few new stickers for you to enjoy and fill that album of yours!
[img src="https://clan.cloudflare.steamstatic.com/images/45478228/f81ddc4f006dac905d23770210d0a400387a0aeb.png" alt="17 variations of a new Animon: Jellmeel. It looks like a jellyfish, eyes closed and with a gentle smile on the face. The arms come in different color palettes, representing several of the LGBTQIA+ pride flags."][/img]
I discovered that my stat scaling was not working at all, meaning none of the Animons that you encounter above level 1 hat increased stats, including the bosses. I fixed that now which is good but also means I have done balancing work on the wrong basis before. Big oopsie!
I have adjusted exp and HP scaling a bit to make up for it. Additionally, you now get to spend 2 points on stats per level-up which makes it a little easier to hit those "for every 4 points" markers. The trick costs have also been adjusted as several tricks of the buff, debuff, and heal category had too low dice costs. Some are now more costly, others got a bit cheaper. I will continue to work on smoothing out all the values.
You can send Feedback directly from the game, there's a new link button at the bottom of the main menu and you can send Bug reports from the pause menu which conveniently link your game logs and a screenshot of the last screen you were on. This helps me narrowing down where bugs happen a lot!
Hi, wonderful humans! It's time for another devlog. The Creature Collector Fest is over but the Next Fest is right around the corner! Juggling priorities gets harder and harder between improving the demo, working on the main game, making sure the Twitch integration works, adding Animons, [s]capturing[/s] fixing wild bugs, marketing. I'm trying to use Codecks more consistently which definitely helps. Did you know I have an open board? You can check what I'm working on or what I have planned and even up-vote features you like to see most. You can find it here. With another upcoming event, the Access-Ability showcase, I've been prioritizing accessibility features like optimizing the UI for scaling to reduce cases where elements get pushed out of the screen. Next, I'm trying to tackle adding more options for photosensitivity. You can already disable screenshake but there's currently no option for reducing flashing lights. [img alt="Soulblaze battle screen, Rashikan vs Escurida. Player has around 10 dice which scale up bouncing in a satisfying way when the mouse hovers over them"]https://i.imgur.com/xV4OCdf.gif.io/post/3lpceejf2es2m[/img]
This update contains new settings to reduce some visual effects for players with photo-sensitivity. The "Reduce Flashing/Flickering" settings now removes the red flash when taking damage and makes other effects slower. This is still work in progress so please try at your own risk. For the Twitch mode, there's now an overlay toggle that renders most of the Twitch UI on a separate window which you can then grab via OBS. Viewers can then still see what they can interact with but it won't be in the way of the game. You can also toggle if you want a transparent window or a green chroma key background. This is still experimental but worked when I tested it quite well.
Bugfixes
Hurray, it's the Creature Collector fest and Soulblaze is here with a freshly updated demo!
The update adds several new tricks that you can teach your Animons, adding more complex combination of effects and introduces a few negative effects. These negative effects, like knockback-damage or applying status conditions to yourself, reduce the cost of the trick so they can be valuable.
Additionally, the visual feedback for making decisions has been improved. You will now see which of your Animons can learn a trick you are about to pick, before picking it. The inventory now also shows how many of the presented items you currently have while browsing.
I have also implemented carrying over progress to the full game. There are no persistent upgrades in the demo but you can collect a limited amount of marbles (currency to buy upgrades) which you will have when the full game releases. Your collection will also be carried over. The best part, though, is unlocking the cute Tanina, when beating the boss of the demo. Tanina will then be added as a starter Animon later!
So, grab your bindshards and go smack that boss!
I have dedicated April to adding and improving the accessibility features in the game and with the nice coincidence that Steam is adding accessibility tags to the store, I thought this was a good time for another devlog!
Hello, wonderful humans! It's been a while since my last devlog... I'll try to be more consistent with this! A lot has been added and changed since the last entry. I want to write a bit about the design process I had when finding some problems and how I chose to tackle them.
Hi soon-to-be animancers!
Registrations for an ongoing playtest are now going. You get to play the version that I am currently working on so it has all the up-to-date development features. It includes 3 regions with their own animons and three bosses to beat. I'm adding content, tweaks, and fixes usually at the end of each month.
Since this is an alpha version, there's prone to be bugs and some missing animations and such. You can help the development by posting feedback or reporting bugs in the corresponding forums here on the discussion board!
Streaming and talking about the game is allowed and encouraged! Please let me know if you're a Streamer and would like to stream the game. Early content creators will get an exclusive build with a custom made starter-animon, just for your stream! Shoot an e-mail to hello [at] swordandquill [dot] games
Hi everyone! I'm working hard on fixing and improving the gameplay loop but also adding more content and mechanics. The titular mechanic, Soulblaze, is a special form for animons that you can activate once you have filled the Soulblaze bar. This is not implemented yet but high on my list... as evolutions and form-change are among the coolest things about creature collecting games, right?
Here are first sketches for how the three "starters" could evolve. Soulblaze forms are temporary, and last a few turns before they revert but during that time you get a lot of buffs and advantages.
Welcome to Soulblaze!
Grab your bindshards, pet your animons, and go on an adventure. This game is a creature collecting and dice rolling roguelite. Fight your way through several regions and beat their bosses, build your team as you go, find items and techniques, and become the strongest animancer!
unique hand-drawn creatures that each have their own passive ability
combat hybrid between classic creature-collecting RPGs and TTRPG dice-roll mechanics
upgrade and customize techniques by combining tags to create your own individual builds
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