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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
If you enjoyed Wonder Boy: The Dragon's Trap, and until maybe someday we return to Monster Land for a new adventure, you may want to know about those other titles in the series: https://store.steampowered.com/app/1420080/Wonder_Boy_Asha_in_Monster_World Wonder Boy: Asha in Monster World is a remake of the beautiful Monster World 4, previously only released in Japan in 1994. Members of the original Westone team such as Ryuichi Nishizawa and Shinichi Sakamoto, among others, worked on this 3D remake. https://store.steampowered.com/app/449610a/Monster_Boy_and_the_Cursed_Kingdom Monster Boy is a whole new game by our friends at Game Atelier / FDG Entertainment, released shortly after our Dragon's Trap. It has been designed in cooperation and includes elements from other Wonder Boy games (such as everyone's favorite pig becoming playable!). This is an ambitious modern take and love letter to the open-world Wonder Boy genre, with large levels, puzzles, playable characters and everything you'd imagine if the Wonder Boy series carried to the 32-bits era with nice 2D graphics! https://store.steampowered.com/app/1112240/Wonder_Boy_Returns_Remix Wonder Boy Returns Remix is a remake of the original and first Wonder Boy Arcade title, which eventually got features on countless platforms back in the days. Unlike later title with pivoted the series into its action-adventure-rpg blend, this is an old school arcade game involving riding a skateboard, throwing hammers at skate, grabbing fruits and finding secret dolls. A classic well revisited and re-imagined by CFK. Hope you'll enjoy them! And in case you didn't hear what Lizardcube and Dotemu was up to after Wonder Boy: The Dragon's Trap, we released Streets of Rage 4 last year, and this year an ambitious DLC "Mr. X Nightmare" this year with a really fun and interesting rogue-lite survival mode: https://store.steampowered.com/app/985890/Streets_of_Rage_4
Greetings everyone,
Can you believe that? Streets of Rage 4 has hit your platform three months ago already.
Streets of Rage 4 has a bright future going forward. The whole SOR4 team behind the game is working hard to make it happen.
For those of you who don't know, we held an Ask Me Anything on Reddit two months ago and answered many questions about Streets of Rage 4 development and plans for the future (update, DLC, etc.) and more.
You can read it here: https://www.reddit.com/r/PS4/comments/golg88/we_are_dotemu_lizardcube_and_guard_crush_games/
We cant thank you enough for your everlasting support but also for all creation (fan arts, video, remix, etc.) you sent us these last months.
Today we decided to highlight a selection of community creations and give a proper shoutout to the creators. Take a look and make sure to drop them a follow!
CATEGORY #1: FAN ARTS OF RAGE
Credits: Zebh_BR on Twitter
Credits: Danusko_Campos on Twitter
Credits: Chloe86790300 on Twitter
Credits: CrypticDonuts on Twitter
Credits: HypolitoMarcio on Twitter
Greetings,
Wonder Boy: The Dragon's Trap and its gorgeous hand-drawn animations (by Lizardcube) and its enchanting soundtrack has a 60% discount with Steam Summer Sale.
Discover the cult classic remake and explore the lands deepest secret as Hu-Man or Hu-Girl to face the challenge of a lifetime.
Monster Land is calling you...
Today's Deal: Save 50% on Wonder Boy: The Dragon's Trap!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends October 15 at 10AM Pacific Time
Dear adventurers,
We have now updated the PC version of the game to support Traditional Chinese!
This translation was brought to us by Carlos Chen, a member of the community, and we are very happy to add it into the game today. Thank you!
With those in, the pig and nurse now speak 12 languages! :)
Best curses,
The team.
Today's Deal: Save 50% on Wonder Boy: The Dragon's Trap!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Tuesday at 10AM Pacific Time
Dear adventurers,
We've updated the PC version of the game again with 2 new languages: Polish and Swedish, brought us by members of the community. Monster Land is taking over the world, language by language! :)
The Swedish version was localized by Anton Regnander!
The Polish version was localized by Kacper Kozłowski and his group FateSick!
In addition we made some small fixes to the game:
- Fixed audio stuttering on some configuration (we changed the default audio buffer value in Settings.cfg, please delete your configuration file if you were affected by this issue!)
- Minor display fix in the DirectInput gamepad configuration screen.
With those in, the pig and nurse now speak 11 languages! :)
The team.
Good day all :)
Because the joy of monster land have no boundaries, we've updated the PC version of the game to support 2 more languages: Russian and Simplified Chinese! Those translations were brought to us by members of the community and we are very happy to add them into the game today.
The Russian version was localized by Alex Khayrullin!
The Chinese version was localized by the Project Gutenberg team at Indienova! Big thanks to west, SisseL, Canny, craft and alwaysmadowl for their joint work on this.
You can check their other work and projects there:
https://indienova.com/corp/gutenberg/en
With those in, the pig and nurse now speak 9 languages! :)
Best curses,
The team.
Good day all :)
Because the joy of monster land have no boundaries, we've updated the PC version of the game to support 2 more languages: Russian and Simplified Chinese! Those translations were brought to us by members of the community and we are very happy to add them into the game today.
The Russian version was localized by Alex Khayrullin!
The Chinese version was localized by the Project Gutenberg team at Indienova! Big thanks to west, SisseL, Canny, craft and alwaysmadowl for their joint work on this.
You can check their other work and projects there:
https://indienova.com/corp/gutenberg/en
With those in, the pig and nurse now speak 9 languages! :)
Best curses,
The team.
Hello all :)
Hello all :)
Michael W Hillard and his dad Ernest were kind enough to provide their talent and record trumpets, tenor sax, trombone in their studio to replace our sampled ones in two tracks of the game ("Staff Roll" and the second variation of "The Last Dungeon" that plays when you return to the castle with Hawk-Man). Michael, between two concerts, went back and integrated the new recordings and remastered the tracks.
We also started rebalancing the Hard mode. I think it is better balanced now it will be a little easier in early stages and harder in later stages. Your feedback is appreciated!
Here's a summary of what happened:
- Music: Updated "Staff Roll" and "The Last Dungeon - Encore" tracks with real recordings for Trumpet, Cornet, Trombone (Michael W Hillard) and Tenor Sax (Ernest W Hillard).
- Audio: Better overall audio balance for retro PSG/FM sfx and music. Lowered retro sfx volumes relative to respective retro music volumes. Upped retro music volumes by 10% to match modern music volumes.
- Gameplay: Hard mode balancing: Timer turns every 30 seconds (instead of 25).
- Gameplay: Hard mode balancing: Timer resets when entering Dragon Room.
- Gameplay: Hard mode balancing: Timer removes health proportionally to current health amount (typically easier in early stage, harder in later stages of the game, vs old code didn't do much in later stages).
- Gameplay: Hard mode balancing: Various minor tweaks in Sky Palace.
- Gameplay: Hard mode balancing: Made the Yellow Shadow have little less Attack Points in Hard mode.
- Achievements: Now it doesn't grant "Hard-Earned" achievement on Hard Clear if the slot was started from a password.
- Graphics: Added floor reflections in the magical room prior to the Sky Palace.
- UI: Added Sky Palace location banner.
- UI: Fixed Ending Credits play time being rightfully included in the saveslot timer when returning to title screen, but not actually saved to disk, so quitting immediately would remove a few minutes on the timer.
- UI: Fixed in-game door & mouse rotate popup timers from triggering when Pause is active.
- UI/Retro: Fixed the Hourglass rotation in Retro UI from being painfully slow.
- Audio: Fixed playing the "Landing" sound effect when appearing in the Last Dungeon after the Intro.
- Credits: Added Seaven's Pascal & Olivier young faces.
- Graphics: Enable the option to change the fullscreen resolution.
- Graphics: Frame Limiter back on by default.
- Graphics: Double default windowed mode size on 4K screens.
- Inputs: Fixed legacy non-xinput controller remapping referring to xinput buttons names ("A") instead of actions ("Jump").
- Inputs: Disabled UP/DOWN analog threshold added on Build 1884005 which makes Mouse-Man harder to play.
You can follow day to day patches (pushed to the BETAS branch of the MAIN branch) at http://steamcommunity.com/app/543260/discussions/0/1354868867711830598/
Thanks for reading!
Michael W Hillard and his dad Ernest were kind enough to provide their talent and record trumpets, tenor sax, trombone in their studio to replace our sampled ones in two tracks of the game ("Staff Roll" and the second variation of "The Last Dungeon" that plays when you return to the castle with Hawk-Man). Michael, between two concerts, went back and integrated the new recordings and remastered the tracks.
We also started rebalancing the Hard mode. I think it is better balanced now it will be a little easier in early stages and harder in later stages. Your feedback is appreciated!
Here's a summary of what happened:
- Music: Updated "Staff Roll" and "The Last Dungeon (Return)" tracks with real recordings for Trumpet, Cornet, Trombone (Michael W Hillard) and Tenor Sax (Ernest W Hillard).
- Audio: Better overall audio balance for retro PSG/FM sfx and music. Lowered retro sfx volumes relative to respective retro music volumes. Upped retro music volumes by 10% to match modern music volumes.
- Gameplay: Hard mode balancing: Timer turns every 30 seconds (instead of 25).
- Gameplay: Hard mode balancing: Timer resets when entering Dragon Room.
- Gameplay: Hard mode balancing: Timer removes health proportionally to current health amount (typically harder in later stages of the game, vs old code didn't do much).
- Gameplay: Hard mode balancing: Various minor tweaks in Sky Palace.
- Gameplay: Hard mode balancing: Made the Yellow Shadow have little less Attack Points in Hard mode.
- Achievements: Now it doesn't grant "Hard-Earned" achievement on Hard Clear if the slot was started from a password.
- Graphics: Added floor reflections in the magical room prior to the Sky Palace.
- UI: Added Sky Palace location banner.
- UI: Fixed Ending Credits play time being rightfully included in the saveslot timer when returning to title screen, but not actually saved to disk, so quitting immediately would remove a few minutes on the timer.
- UI: Fixed in-game door & mouse rotate popup timers from triggering when Pause is active.
- UI/Retro: Fixed the Hourglass rotation in Retro UI from being painfully slow.
- Audio: Fixed playing the "Landing" sound effect when appearing in the Last Dungeon after the Intro.
- Credits: Added Seaven's Pascal & Olivier young faces.
- Graphics: Enable the option to change the fullscreen resolution.
- Graphics: Frame Limiter back on by default.
- Graphics: Double default windowed mode size on 4K screens.
- Inputs: Fixed legacy non-xinput controller remapping referring to xinput buttons names ("A") instead of actions ("Jump").
- Inputs: Disabled UP/DOWN analog threshold added on Build 1884005 which makes Mouse-Man harder to play.
You can follow day to day patches (pushed to the BETAS branch of the MAIN branch) at http://steamcommunity.com/app/543260/discussions/0/1354868867711830598/
Thanks for reading!
The game released on Thursday, thanks to all the feedback posted in the community forums we pushed several patches on Steam+GOG over the past few days.
Here's a summary of what happened:
- We added support for legacy (non-xinput) game controllers.
- We fixed issues when the game was installed in a folder using non-ascii characters (such as local-page accents).
- We fixed issues with the mouse cursor not always disappearing.
- We fixed issues of flickering on 4:3 and 16:10 screens.
- We made the game start in Windowed mode on the first launch, because a small fraction of people are experiencing issues with Fullscreen mode. While this is being worked on, we thought it would be safer to start the game in Windowed mode. You can always press ALT+ENTER or use the OPTIONS menu to switch back to Fullscreen.
- We increase the audio mixing buffer size as some people were experience audio distortion with the default value.
- We tweaked the Retro Monitor filter so it would works better in lower resolutions.
- We fixed the vertical positioning of Japanese text relative to numbers and non-Japanese text (it was off by a few pixels!).
- We moved the default game controller mapping for Retro Audio from R3 (Right stick press) to L2 (Left Analog Trigger) to be fully symmetrical
- We increased the analog threshold to Open Door and Crouch, in case you are using an analog stick.
- We added more information into the diagnostic file WB.LOG which is useful for us to track down issues. If you have an issue, we will probably ask you to post this file so we can know more about your configuration.
- We disabled the FRAME LIMITER by default. Note that if your screen is not refreshing at 60 Hz you'll probably want to enable it.
You can more more details about day to day patches (pushed to the BETAS branch of the MAIN branch) at http://steamcommunity.com/app/543260/discussions/0/1354868867711830598/
In a future post we would also like to discuss the small updates we made to the game since the console launch (the console versions will also catch up with them later).
Thanks for your help and your patience,
The teams at Lizardcube & DotEmu
The game released on Thursday, thanks to all the feedback posted in the community forums we pushed several patches on Steam+GOG over the past few days.
Here's a summary of what happened:
- We added support for legacy (non-xinput) game controllers.
- We fixed issues when the game was installed in a folder using non-ascii characters (such as local-page accents).
- We fixed issues with the mouse cursor not always disappearing.
- We fixed issues of flickering on 4:3 and 16:10 screens.
- We made the game start in Windowed mode on the first launch, because a small fraction of people are experiencing issues with Fullscreen mode. While this is being worked on, we thought it would be safer to start the game in Windowed mode. You can always press ALT+ENTER or use the OPTIONS menu to switch back to Fullscreen.
- We increase the audio mixing buffer size as some people were experience audio distortion with the default value.
- We tweaked the Retro Monitor filter so it would works better in lower resolutions.
- We fixed the vertical positioning of Japanese text relative to numbers and non-Japanese text (it was off by a few pixels!).
- We moved the default game controller mapping for Retro Audio from R3 (Right stick press) to L2 (Left Analog Trigger) to be fully symmetrical
- We increased the analog threshold to Open Door and Crouch, in case you are using an analog stick.
- We added more information into the diagnostic file WB.LOG which is useful for us to track down issues. If you have an issue, we will probably ask you to post this file so we can know more about your configuration.
- We disabled the FRAME LIMITER by default. Note that if your screen is not refreshing at 60 Hz you'll probably want to enable it.
You can more more details about day to day patches (pushed to the BETAS branch of the MAIN branch) at http://steamcommunity.com/app/543260/discussions/0/1354868867711830598/
In a future post we would also like to discuss the small updates we made to the game since the console launch (the console versions will also catch up with them later).
Thanks for your help and your patience,
The teams at Lizardcube & DotEmu
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