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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hi friends!
I wanted to share the good news, that Vidar has been chosen for the Indie MEGABOOTH at PAX West this coming September! It's an insane honor, and I can't believe the game is going to be sharing space with some mega-indie titans like Ron Gilbert's Thimbleweed Park, and Lucas Pope's new game as well.
I'm preparing a special demo experience just for PAX players, so if you happened to be one of the lucky ones to grab a badge, make sure to stop by the booth!
- Dean
Hi friends!
I wanted to share the good news, that Vidar has been chosen for the Indie MEGABOOTH at PAX West this coming September! It's an insane honor, and I can't believe the game is going to be sharing space with some mega-indie titans like Ron Gilbert's Thimbleweed Park, and Lucas Pope's new game as well.
I'm preparing a special demo experience just for PAX players, so if you happened to be one of the lucky ones to grab a badge, make sure to stop by the booth!
- Dean
Hi friends! So the last patch managed to do a little damage to the Boulder Cave. I'm deploying a hot fix that should resolve that, including correctly spawning some blocks that were missing in the puzzles. If you've had any crashes of bizarre puzzle spawning in the Boulder Cave, this should address it. Additionally, this hotfix resolves bug related to ending the day while still latched onto a gargoyle. The gargoyle should now correctly disengage when you return to town. - Dean
Hi friends! So the last patch managed to do a little damage to the Boulder Cave. I'm deploying a hot fix that should resolve that, including correctly spawning some blocks that were missing in the puzzles. If you've had any crashes of bizarre puzzle spawning in the Boulder Cave, this should address it. Additionally, this hotfix resolves bug related to ending the day while still latched onto a gargoyle. The gargoyle should now correctly disengage when you return to town. - Dean
Hi friends! It's been just under 2 weeks since launch, and already it's been really exciting to see people playing, posting videos on Youtube, and of course reporting bugs. Vidar has gotten some great coverage in IndieGames.com, KeenGamer, Siliconera, and elsewhere. Also, some of y'all have achievements that I don't have, and that seems unfair. So I should probably get on that. Today I've pushed a hotfix that addresses a handful of crashes and other nasty things. The nice thing is that, as a result, it unlocks a brand new quest ("Smoke Them Out") which basically wasn't accessible before, and it allows completion of another one ("Vodka Stinger"). Fun fact, until a bug report came in about Vodka Stinger, I had completely forgotten it existed. In hundreds of playthroughs, I had never seen it. Thanks so much for bearing with me with the inevitably-rocky launch, and hopefully your visits to Vidar going forward are a little more stable! - Dean
Hi friends! It's been just under 2 weeks since launch, and already it's been really exciting to see people playing, posting videos on Youtube, and of course reporting bugs. Vidar has gotten some great coverage in IndieGames.com, KeenGamer, Siliconera, and elsewhere. Also, some of y'all have achievements that I don't have, and that seems unfair. So I should probably get on that. Today I've pushed a hotfix that addresses a handful of crashes and other nasty things. The nice thing is that, as a result, it unlocks a brand new quest ("Smoke Them Out") which basically wasn't accessible before, and it allows completion of another one ("Vodka Stinger"). Fun fact, until a bug report came in about Vodka Stinger, I had completely forgotten it existed. In hundreds of playthroughs, I had never seen it. Thanks so much for bearing with me with the inevitably-rocky launch, and hopefully your visits to Vidar going forward are a little more stable! - Dean
Hi friends! Vidar 1.0 is finally here! This patch includesan entire architectural overhaul for the Windows build that brings it into conformity with the Mac and Linux clients (and moves the Windows client off of RPG Maker's default code entirely). This includes enabling the Steam overlay (and taking screenshots!), reducing lag, improving legibility, and all sorts of other fun stuff. New Game+ is also available. For those of you who have already beaten the game during Early Access, you'll need to load up your last save file and finish it again to activate New Game+ in the title menu. Enjoy! - Dean
Hi friends! Vidar 1.0 is finally here! This patch includesan entire architectural overhaul for the Windows build that brings it into conformity with the Mac and Linux clients (and moves the Windows client off of RPG Maker's default code entirely). This includes enabling the Steam overlay (and taking screenshots!), reducing lag, improving legibility, and all sorts of other fun stuff. New Game+ is also available. For those of you who have already beaten the game during Early Access, you'll need to load up your last save file and finish it again to activate New Game+ in the title menu. Enjoy! - Dean
Hi friends! We just patched the Mac and Linux client to fix a few bugs introduced with the latest content patch. Specifically, saving works consistently now! Hooray! For your information, the game autosaves after every in-game night (similar to Stardew Valley, if you've played that). It also saves after the puzzle generation at the beginning of the game, and after you get your first quest in town. This patch also fixes a crash associated with the journal and directory in those clients. Thanks so much for your patience! - Dean
Hi friends! We just patched the Mac and Linux client to fix a few bugs introduced with the latest content patch. Specifically, saving works consistently now! Hooray! For your information, the game autosaves after every in-game night (similar to Stardew Valley, if you've played that). It also saves after the puzzle generation at the beginning of the game, and after you get your first quest in town. This patch also fixes a crash associated with the journal and directory in those clients. Thanks so much for your patience! - Dean
Hi friends! We've got a new patch with new quests, town events, puzzles, bug fixes, and UI. Some of the new material requires you to start a new game to take advantage of it, so that's my recommendation - plus, you get to see a brand new story ;) Last week we previewed the new mechanics and UI. Here's a quick preview of two more quests.
Hi friends! We've got a new patch with new quests, town events, puzzles, bug fixes, and UI. Some of the new material requires you to start a new game to take advantage of it, so that's my recommendation - plus, you get to see a brand new story ;) Last week we previewed the new mechanics and UI. Here's a quick preview of two more quests.
Hi friends! I've been nose to the grindstone getting the next big patch ready (coming out on April 4). This one is called "Caught In Your Web," and it's going to be a biggun. In addition to lots of bugs fixes, I'll have some extra content and quality-of-life improvements. I'm ready to show off some of these new features today!
Hi friends! I've been nose to the grindstone getting the next big patch ready (coming out on April 4). This one is called "Caught In Your Web," and it's going to be a biggun. In addition to lots of bugs fixes, I'll have some extra content and quality-of-life improvements. I'm ready to show off some of these new features today!
Hi friends! The Mac and Linux clients have been updated with the latest patch, and this includes the fixes in the past two versions. Check those notes for the bugs that were squashed and things that were changed. In addition, the following Mac/Linux-specific issues have been fixed:
Hi friends! The Mac and Linux clients have been updated with the latest patch, and this includes the fixes in the past two versions. Check those notes for the bugs that were squashed and things that were changed. In addition, the following Mac/Linux-specific issues have been fixed:
Hi friends! Tonight we're launching a patch that fixes a lot of the progress blocking bugs identified in the Windows build. I can't thank you all enough for putting up with the early pains of early access - your feedback in this incredibly randomized, way-too-ambitious project has been invaluable. This build is, again, Windows only. We've noticed two pretty egregious bugs - one from Piri's blessing, and one from the Dark Cave - that are crashing the game for Mac and Linux users. We'll be fixing those this weekend, and deploying a patch for Mac and Linux that includes those plus all of the fixes from this patch and the last one. Mac and Linux are not natively supported with RPG Maker VX Ace, so everything is a little wonkier on that side. This patch also removes Dark Cave 4 entirely. The room felt way too penalizing, and the puzzles were not accomplishing what I wanted. Plus, I've been wanting to take out a single room from all biomes (bringing each down to 3) for balance reasons. But that's a big disentangling project, in part because (as I discovered for this patch), I need to scan the removed room for any important quest items that may have spawned and move them into another room. At some point, the puzzles and mechanics in Dark Cave 4 will be redesigned brought back in as an alternate possible room to explore. Until then, you're saved from the horrors of that room! We are doing previews of upcoming content patches on www.vidarthegame.com - the next one, "Caught In Your Web," is coming on April 4! We'll be showcasing the extra quests, zones, and puzzles as we approach that date.
Hi friends! Tonight we're launching a patch that fixes a lot of the progress blocking bugs identified in the Windows build. I can't thank you all enough for putting up with the early pains of early access - your feedback in this incredibly randomized, way-too-ambitious project has been invaluable. This build is, again, Windows only. We've noticed two pretty egregious bugs - one from Piri's blessing, and one from the Dark Cave - that are crashing the game for Mac and Linux users. We'll be fixing those this weekend, and deploying a patch for Mac and Linux that includes those plus all of the fixes from this patch and the last one. Mac and Linux are not natively supported with RPG Maker VX Ace, so everything is a little wonkier on that side. This patch also removes Dark Cave 4 entirely. The room felt way too penalizing, and the puzzles were not accomplishing what I wanted. Plus, I've been wanting to take out a single room from all biomes (bringing each down to 3) for balance reasons. But that's a big disentangling project, in part because (as I discovered for this patch), I need to scan the removed room for any important quest items that may have spawned and move them into another room. At some point, the puzzles and mechanics in Dark Cave 4 will be redesigned brought back in as an alternate possible room to explore. Until then, you're saved from the horrors of that room! We are doing previews of upcoming content patches on www.vidarthegame.com - the next one, "Caught In Your Web," is coming on April 4! We'll be showcasing the extra quests, zones, and puzzles as we approach that date.
Hi friends! Before I jump in I just want to say THANK YOU to all of you who have bought the game already! You're all amazing, and a particular shoutout to those sharing bug reports here or on Reddit, to those emailing me with feedback, and to those leaving reviews on the store page. Vidar is a massive game (about 15 hours of gameplay!) almost all of which is randomized in ways that make it incredibly difficult to test. So to those hitting walls in the game, I'm sorry; and to those telling me about it so I can fix it, thank you again <3 My goal going forward is bigger, more meaningful patches. During Alpha we had content patches with 2-3 quests, a few puzzle options, etc. coming out every few weeks. Moving forward, my goal is to combine these into a bigger patch roughly every two months, so it gives you something to really sink your teeth into. And for those who have beaten the game, it gives you something you can try to track down, not just a one-off quest. We're keeping roughly the same schedule for Early Access, and still plan to launch in late Fall. But reducing the frequency of patches I think is better for you (so there's more to play) and better for me (so I can do more thorough testing, and am less likely to introduce new issues every 2 weeks). That being said, today we've got a small hotfix! This is to primarily address an issue where a ghost could spawn in Ice Cave 4b in a place that would block your path. That spawn location has been removed from any future new files. If you've run into this problem already, the ghost will be moved to a wider area the next time you load the game. Please note this build is for Windows only right now. We'll move it to Mac/Linux next week, along with a fix to Piri's blessing that is impacting only those clients. - Dean
Hi friends! Before I jump in I just want to say THANK YOU to all of you who have bought the game already! You're all amazing, and a particular shoutout to those sharing bug reports here or on Reddit, to those emailing me with feedback, and to those leaving reviews on the store page. Vidar is a massive game (about 15 hours of gameplay!) almost all of which is randomized in ways that make it incredibly difficult to test. So to those hitting walls in the game, I'm sorry; and to those telling me about it so I can fix it, thank you again <3 My goal going forward is bigger, more meaningful patches. During Alpha we had content patches with 2-3 quests, a few puzzle options, etc. coming out every few weeks. Moving forward, my goal is to combine these into a bigger patch roughly every two months, so it gives you something to really sink your teeth into. And for those who have beaten the game, it gives you something you can try to track down, not just a one-off quest. We're keeping roughly the same schedule for Early Access, and still plan to launch in late Fall. But reducing the frequency of patches I think is better for you (so there's more to play) and better for me (so I can do more thorough testing, and am less likely to introduce new issues every 2 weeks). That being said, today we've got a small hotfix! This is to primarily address an issue where a ghost could spawn in Ice Cave 4b in a place that would block your path. That spawn location has been removed from any future new files. If you've run into this problem already, the ghost will be moved to a wider area the next time you load the game. Please note this build is for Windows only right now. We'll move it to Mac/Linux next week, along with a fix to Piri's blessing that is impacting only those clients. - Dean
Hi friends! A last minute change to the saving structure meant that Mac and Linux users this morning couldn't see their save files in the continue screen. They should be there. Note that the game autosaves every night, and the autosaving was working correctly. Vidar just didn't want to show you that ;) I'm aggressively monitoring bugs and trying to fix the worst of them as fast as I can. Yay Early Access! - Dean
Hi friends! Vidar is now available on Early Access! I'm not panicking, I swear. To all of you who are newly discovering Vidar, please check out the "Early Access" section on the store page, which explains where I am in development and why I think Early Access is the right call for this game. If you're excited to see the random narrative grow in scope with me over the next few months, I hope you'll consider joining the community. And please make liberal use of the forums to report any bugs you find! <3 Dean
Hi friends! In anticipation of tomorrow morning's Early Access launch, version 0.8.0.0 of Vidar is now live!
A quick patch tonight, to address some old save files. Any games that were created in version 0.7.6.6 or earlier (so, before Jan 20) could not be loaded after that patch. This is a fix so that you can load the save file, but please note: some of the bug fixes will not be applied to that save file. If you're not too far into the game, I'd suggest making a new game. After Early Acess launch, we'll be focused on backwards compatibility and retroactively fixing bugs! - Dean
Hi friends! We're a week out from Early Access, and I wanted to test two new changes out, so a short patch went out tonight. First, a town map is available! The map can be opened from the menu screen, and shows a full map of Vidar. Icons for each of the townsfolk are drawn on the map to indicate where that person is. It's part of a 3-part solution to those who are having trouble finding their way or their quest giver in town. The other two parts will be released after 1/31. You can get the map from Dani, assuming she doesn't die. Second, the cap on save files has been lifted! You can now have as many save files as you'd like, and the continue screen should feel more adaptable and flexible as well. We're still crunching bugs as fast as we can over here. One more week left! In the meantime, if you've had some experience with the game, please consider drafting a review! While you can't post it now, we'd love your feedback on our store page the very first day we launch next week. Also, today at noon eastern time, Anna Cail is back streaming more Vidar on Twitch. I'll be hanging out in chat to answer any questions you have - see you at AnnaGeeks.com! - Dean
Hi friends! This patch fixes a bunch of miscellaneous bugs that have cropped up. The big improvement this go around relates to Csaba's charity. Previously, giving her key charity items while a quest was pending could cause that quest to stall - she was really only designed to take those items once a critical NPC died, as a way for you to empty your inventory of unnecessary items. But since people clearly want the freedom to improve her disposition and access her other quests regardless, I wanted to make sure that it all works! To that end, your journal and everyone's dialogue should update appropriately if you give a key quest item to Csaba from here on out. Additionally, ALL of the music has been remastered by the wonderful Adrian. Revisit your volume settings to find a balance that you like, and grab your favorite pair of headphones to really marinate in some amazing tunes. The Mac and Linux clients saw updates to the font, and some additional features that were missing like screen flash, depth transparency, and music fading. A memory leak has been fixed that should make the game MUCH more playable on Mac and Linux. This is probably the last patch before Early Access is launched on 1/31! Early backers and players, please note - you will likely need to start a new game when Early Access comes out, and any save files made before that date will probably have some bugginess. Which sometimes is fun, but be warned ;) We'll be at Playcrafting NYC's Winter Expo next Thursday. If you're reading these notes but don't have the game yet and want to try it out before 1/31, come visit us at Microsoft on 1/26 to come play the full game. - Dean
Hi friends! I'm heading out for the long weekend, but just in case anyone else LetsPlays or streams Vidar before I'm back, I wanted to make sure the latest version was out. This patch is primarily designed to fix a few puzzle options that were spawning without a critical component (and thus were unsolvable). But some user-friendly polish made it in as well. We'll likely have 2 more patches before Early Access launch on 1/31 - make sure to tell ALL of your friends about Vidar!
Hi friends! This hotfix is mostly for Anna Cail, who is currently streaming and finding bugs.
Hi friends! A rare-ish bug has been discovered where, under the right circumstances, you can try Erik's puzzle again after the first attempt. And it causes the whole game to crash. Of course, every single press outlet has found it immediately ːralphhurtː This patch is to address that, and a few other fixes from the HyperRPG stream this past Monday!
Hi friends! Today (Jan 9) at 1:00 pm Eastern, join me with Hyper RPG on Twitch as they play the latest build of Vidar! It's at twitch.tv/hyperrpg - hope I'll see you there! Speaking of the latest build, a number of people have rightly noted that the mechanic in Erik's cave isn't really well explained. This patch is intended to address that by changing the UI to make it clearer *and* more responsive. A few other bugs are addressed as well! - Dean
Hi friends! Another little patch tonight, because some users were reporting seeing strange white boxes in the cave. While it wasn't progress blocking, it was gross. This includes some additional minor fixes that I've been working on the past few days as well.
Hi friends! This month will be filled with "aggressive polishing" of Vidar as we spiral on a crash course to Early Access on 1/31. This week I got a few small fixes in, and significantly updated the Linux build's stability, so I thought a patch was in order. The store page and trailer video arrive this week - stay tuned!
Hi friends!
Happy holidays to all of our alpha testers! Today is the release of the final pre-Early Access content patch, and it includes new puzzles, a new town event, and a fun new mechanic. It also inlcudes a ton of bug fixes for the final conclusion.
Hi friends, A hotfix went out for Windows late last night to address a potential launch bug related to the VLC library and video player. Apologies if you had problems launching the game, it should boot up fine after the patch. This build also came with a handful of additional bug fixes, and one major quality-of-life improvement: control bindings. In theory, you should have a lot more flexibility when it comes to your input. This includes resetting your keyboard keys to something more comfortable, remapping an XBox Controller, and switching between a keyboard and controller profile. Previously, if a controller was plugged in, you could not use they keyboard whatsoever. That restriction has been lifted.
This past week, the nominees for Playcrafting's annual "Bit Awards" came out, and Vidar is nominated for Best PC/Console Game of the Year!! Which is really just pretty dang awesome. The award show will be on December 15, and if you're in the NYC area, it'd be great to see you there. Tickets are on sale here.
"Bad Trip" is the penultimate content patch before Early Access. The next one will come out in late December, as we try to cram as many possible bug fixes in as we can. There may be additional patches after that for still more fixes, but it's unlikely any new quests etc. will be added until February (although never say never!)
Hi friends! This is the innaugural post for the Vidar community hub on Steam! ::flails wildly:: It coincides with the second of our big content-pushes in advance of Early Access launch (January 31, 2017 - mark your calendar!). This patch is focused on Groa, Csaba, and Tomi and reworks some of their quests, along with adding cutscenes and quests for them. As always, lots of bug fixes are in. Let us know what you think! This weekend, we're headed to the first ever GaymerX East! Come get your diversity-in-games fix and play the latest Vidar demo. If you plan to attend, make sure to buy your tickets in advance, as I've been told they will not be selling tickets at the door.
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