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Exciting Changes Coming to the Blade of the Fallen God We Want Your Input!
The Steam Summer Sale approaches, and with it another special event for Stone Story RPG! From June 27 toJuly 7, the Summer Moonstice in-game event will take place. Keep your eyes peeled and Stonescripts ready!
The development team has been hard at work on a number of different things! One of those is a design change for the Blade of the Fallen God. When we first released the Blade of the Fallen God we designed it to be powerful, where the Smite buffs you gain interact with your other weapons. We were perhaps naive about the importance of debuffs in later updates and did not consider how adding more debuffs and easier ways of applying debuffs to the game would affect the overall power of the BFG. Since then we have added two very impactful items, the Aether and Fire Talismans. These items make it possible to debuff all foes in the game consistently and a large number of times, without sacrificing either of your equipment slots. Combined with the original design of the BFG/Smite and the normal ways to apply debuffs this has made the Blade of the Fallen God grow wildly out of balance. The problem is that Blade of the Fallen God has become the dominant late-game item, where Smite damage overshadows all other tactics. This hinders our future ability to continue expanding the game with new items and new strategies. Furthermore, any new items added will continue to make Smite even more dominant. This powerful artifact is a favorite among many of you, and we want to make sure any updates we roll out enhance your gameplay experience in the best possible way.
[ 2024-06-24 01:17:46 CET ] [ Original post ]
Summer Moonstice Event
The Steam Summer Sale approaches, and with it another special event for Stone Story RPG! From June 27 toJuly 7, the Summer Moonstice in-game event will take place. Keep your eyes peeled and Stonescripts ready!
Reworking the Blade of the Fallen God
The development team has been hard at work on a number of different things! One of those is a design change for the Blade of the Fallen God. When we first released the Blade of the Fallen God we designed it to be powerful, where the Smite buffs you gain interact with your other weapons. We were perhaps naive about the importance of debuffs in later updates and did not consider how adding more debuffs and easier ways of applying debuffs to the game would affect the overall power of the BFG. Since then we have added two very impactful items, the Aether and Fire Talismans. These items make it possible to debuff all foes in the game consistently and a large number of times, without sacrificing either of your equipment slots. Combined with the original design of the BFG/Smite and the normal ways to apply debuffs this has made the Blade of the Fallen God grow wildly out of balance. The problem is that Blade of the Fallen God has become the dominant late-game item, where Smite damage overshadows all other tactics. This hinders our future ability to continue expanding the game with new items and new strategies. Furthermore, any new items added will continue to make Smite even more dominant. This powerful artifact is a favorite among many of you, and we want to make sure any updates we roll out enhance your gameplay experience in the best possible way.
We have made a few changes to the Blade that we would like to share with you:
- The activated ability animation is now 1.4 instead of 2 seconds.
- The activated ability damage now only scales with star levels and is unenchantable.
- The activated ability now grants Smite stacks on hit, instead of on kills.
- The Smite stack limit is now enchantable and increases the number of Smites you get per foe hit.
- Smite now deals flat damage instead of scaling with stack size.
- Smite buffs are reset upon ability activation.
- The Smite stack decreases by 1 each time Smite damage is dealt.
- Switch to the Steam beta branch for Stone Story RPG
- Join the official Stone Story RPG Discord server
- Join the #beta channel
[ 2024-06-24 01:17:46 CET ] [ Original post ]
Stone Story RPG
Martian Rex, Inc.
Developer
Martian Rex, Inc.
Publisher
2019-08-08
Release
Game News Posts:
145
🎹🖱️Keyboard + Mouse
Very Positive
(804 reviews)
The Game includes VR Support
Public Linux Depots:
- Stone Story RPG Linux [294.55 M]
Available DLCs:
- Stone Story - OST
In a realm of perpetual evil, a single stone could change everything.
Stone Story is an RPG set in a dark and vile world. The game's fluid ascii art is painstakingly animated in plain text by a single insane game developer. The game has been in development since 2014 and is presently in closed beta testing. It features 8 locations to explore, 8 boss fights, mind-blowing ascii cutscenes and plenty of loot to discover.
The casual play contrasts with the retro visuals, providing a unique experience that blends nostalgia with modern design principles. One of the game's defining mechanics is that you have no direct control of the player character. You choose what items to equip, which location to visit and relax while an artificial intelligence does all the exploring, combat and looting. That doesn't mean this is an idle game. Potions and special abilities are maximized by good timing. Boss fights are intense and can keep you at the edge of your seat, requiring quick item swaps if the boss changes patterns. Additionally, an item crafting system allows you to combine otherwise disposable items--rewarding experimentation, giving you interesting choices and making full use of all the gathered loot.
Initial language support is English, Portuguese and Chinese. Further localization will be added based on regional demand.
Stone Story is an RPG set in a dark and vile world. The game's fluid ascii art is painstakingly animated in plain text by a single insane game developer. The game has been in development since 2014 and is presently in closed beta testing. It features 8 locations to explore, 8 boss fights, mind-blowing ascii cutscenes and plenty of loot to discover.
The casual play contrasts with the retro visuals, providing a unique experience that blends nostalgia with modern design principles. One of the game's defining mechanics is that you have no direct control of the player character. You choose what items to equip, which location to visit and relax while an artificial intelligence does all the exploring, combat and looting. That doesn't mean this is an idle game. Potions and special abilities are maximized by good timing. Boss fights are intense and can keep you at the edge of your seat, requiring quick item swaps if the boss changes patterns. Additionally, an item crafting system allows you to combine otherwise disposable items--rewarding experimentation, giving you interesting choices and making full use of all the gathered loot.
Initial language support is English, Portuguese and Chinese. Further localization will be added based on regional demand.
MINIMAL SETUP
- OS: Ubuntu 18.04+
- Processor: 64bit. SSE2 instruction set supportMemory: 400 MB RAMStorage: 280 MB available spaceAdditional Notes: Potatoware friendly
- Memory: 400 MB RAMStorage: 280 MB available spaceAdditional Notes: Potatoware friendly
- Storage: 280 MB available spaceAdditional Notes: Potatoware friendly
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