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Patch Notes [0.0.11]

New Features


Lot's of polish and small additions happened for the demo release on Steam that I'm now patching to this build. Generally, the game is now a little more aesthetically pleasing!

Poison & Tide (formerly Drowning)


The two status conditions were reworked to focus around your dice. Poison stacks from the animon are randomly assigned to available dice at the start of your turn. Using a die with poison stacks will deal damage to the active animon. Tide on the otherhand will make dice unusable if they roll below the number of Tide stacks that you have. Rolling doulbes circumvents that effect.

First German Localization


Added German translations and language settings to the settings screen. There are still parts missing that needs translation, please let me know if you find any (comments or e-mail at hello[at]swordandquill[dot]games)

New Art


  • Added backgrounds to Hammam (formerly Kiosk), Arcade, Treasure, and Victory screen
  • The three regions now also have individual background and indentities and parallax effect when scrolling
  • Some techniques got new battle effects
  • Item Cards got a visual rework, rarity and costs now showing more distinctively

Fixes & Improvements


Balancing


  • Difdagua's Fidgety quirk now triggers when summoned, not when benched (except for when summend for battle start)
  • inventory and switching costs now reset after each turn so the first item and switch is free -each- turn
  • reduced damage of Double Slap

Tweaks


  • added transitions for entering and exiting battles
  • (Mouse Controls) Added click-and-drag scrolling to map screen
  • (Mouse Controls) Added clickable menu button to map and battle screen
  • added tooltip delay time and tooltip offset values to settings screen
  • added elemental starters to starter selection
  • (TTS) added more details to starter selection screen
  • tweaked technique buttons to stretch with longer strings
  • added level-up effects to leveling up during combat

Bug fixes


Major
  • fixed issue with missing dice loadout data for later animon battles to cause a crash
Minor
  • fixed adaptive not working correctly
  • fixed tooltips getting out of screen when hovering over enemy content
  • fixed issue qhere switching animon after defeat causes error due to missing dice references
  • fixed ui scaling for battle screen
  • fixed focusing on first technique instead of selected technique after execution
  • fixed automatic technique selection ignoring adaptive techniques
  • fixed special damage being applied twice (e.g. scorching body)
  • fixed enemy intelligence paying for already paid technique from double effect
  • (TTS) fixed hearing controls button not working at start of battle before confirm is pressed
  • (TTS) fixed tts enable hint waiting for splashscreen animation to finish
  • (TTS) fixed repeat button not working after input refactor
  • (Mouse Controls) fixed bug where dice weren't dragable after rerolling them (in no-dragging mode)


[ 2025-02-17 11:38:31 CET ] [ Original post ]

Alpha-Testing Registrations Open

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


[ 2025-02-17 10:24:27 CET ] [ Original post ]

Soulblaze Forms - First Preview

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.



[ 2025-02-08 11:52:38 CET ] [ Original post ]

Soulblaze
Sword & Quill Developer
Sword & Quill Publisher
Coming soon Release
Game News Posts: 3
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)

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!

Features

  • 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


MINIMAL SETUP
  • OS: Linux Mint 22
  • Processor: 2.3 GHz Dual-Core Intel Core i5Memory: 16 GB RAM
  • Memory: 16 GB RAM
  • Graphics: Intel HD Graphics 5500
  • Storage: 100 MB available space
GAMEBILLET

[ 6044 ]

29.74$ (15%)
42.47$ (15%)
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MacGamestore

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