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Howdy! It's Jack again.
Little patch for the beta build; I fixed the stars in the sky drawing strangely and a couple of critical crashes preventing progress in chapter 1.
There are still a bunch more but I fixed a few of them!
Let me know if you see any improvements and let me know if you like this type of update style!
Howdy yall, it's Jack! The beta branch now has a highly unstable build of 6.0.0 with lots of bugs, it is merely a tech demo of the new combat system. This project has been through a lot over the years, and the team and player community has experienced a lot of highs and lows around this title. There have been a lot of missed opportunities, unmet expectations, and struggles with designing and developing this game. It has sort of served as the background project for developing Lasso Games as a company, and as a result of not turning away other opportunities that have presented themselves, we have gotten to do a lot of really cool things with other more successful projects and endeavors that you may have seen. (See MiniLaw and Highway Rampage) I have been pushing myself lately to try and make progress on this title, in spite of all the struggles, roadblocks, rocks, broken glass, spiders, and dragons I've run into while working on it. The Tradewind is patched and busted, but she sails still yet. I hope that you will consider the work that has been put into this beta build and be patient with the incomplete work I am presenting. I also took some time to get all our store and library assets updated in Steam to prepare us for the upcoming future development plans! Some things to notice that will be different from the 4.0.0 build we published as the Early Access build of the game:
Hello everyone! It's Jack. I know it has been a long time since the last update. I have good news this time! Lasso Games has recently converted into a worker co-op and has gotten a lot of new activity lately, and I think we are going to be able to put together a plan to get this game finished! I'm providing a super high-level development road map to let yall in on what we are planning. Levantera: Tale of the Winds Game Development Roadmap Phase 1: Framework and Core Mechanics Objective: Establish the basic framework and core mechanics of the game. Tasks:
Howdy everyone, Jack here. I've spent a little over a month trying to figure out how to write this announcement.
Howdy, Jack here.
I know a lot of yall have been wondering why there have been no updates to this game in like...a long time?
Well, the folks that have been hanging out in our discord, following us on twitter, and those that know us personally know that there have been a lot of things going on behind the scenes this whole time, and a lot of things that have come up in our personal lives that took Lasso Games off track a bit.
But! This is not a bad news announcement. It's a good news announcement!
A lot of major overhauls are underway that will completely transform the gameplay experience of this title.
A couple examples:
The combat system is getting completely overhauled. We are looking to totally transform the way combat is done in this game. As much as I love the old school Castlevania style combat, we just don't think that it is going to make for an engaging play experience in 2021. So we are adding attack combos per weapon, blocking, a sprint mechanic, the ability to walk backwards and parry/riposte to the arsenal of combat options for The Captain.
Shields are gonna be a thing! You will be able to block more effectively with them, or bash with them so you can actually use them as a melee weapon in a pinch! This will tie in with the new stamina bar somehow and affect your combat options to make the whole experience more fun and strategic.
The enemy AI is getting WAY more sophisticated. Each enemy went from having a handful of properties like HP and move speed to a whole bunch of robust and customizable advanced behaviors. This overhaul will allow us to create a broader array of enemy types that are smarter and more engaging to encounter. Now they will do things like be alerted, back away from you, duck, block, have attack sequences, and so on. And this is all just from any standard enemy, not even counting bosses or advanced enemy types.
You will be able to dual wield! Like a proper pirate, you can have two swords if you want, a sword and a pistol, sword and shield, a two-handed weapon, or the classic sword and sub-weapon combo. We've had to totally overhaul the way the weapon logic works to make these configurations possible but it should make for a robust and dynamic play experience as you travel Cerrawyn.
We are experimenting with some new visual effects to help us clean up your screens and collect garbage from our code. As badly as we wanted to be NES-Pure early on, we realized that it was coming at a great cost to our artistic vision and limiting us in ways that just kept us from being able to get our art into your hands. Subtle things like particle effects and shaders will help us to reach our visual style goals more effectively without having to spend time trying to fit our round peg into the square hole of the medium.
As always, these steps take time and effort and energy that has been in short supply these days. Many of us are struggling to survive these days and have faced a terrible onslaught of tribulations this world has brought upon us. We cannot thank all of you enough for your support over the years as we work on this at a pace that keeps us all from losing our sanity. There will surely be releases in the future that have bugs, or features that need to be addressed. But after all is said in done, we are most interested in bringing this project to you as a fully realized work that is FUN first and foremost.
Thank you all so much for your continued support, and as always, follow us on social media for more updates:
Twitter:
https://twitter.com/lassolevantera
https://twiiter.com/lasso_games
Discord:
https://discord.gg/0kFlC9iiGca986Yq
Howdy! Jack here again, I know it's been a very long time. Before we get started, I just want to remind and reassure everyone that this project is still very much underway and we have no plans of giving up on it. At all. Ever. It's going to be finished and that's that, so you are stuck with us. This update is primarily bug fixes, but there has been quite a bit of content added that I think will give mid-game play a lot more mileage. We are in the middle of a major re-balancing so feedback on weapons, item drop frequency, and overall gameplay is always welcome. Do be aware we did not fix every bug so the forums will still act as the top priorty bug report but there are many channels to get your feedback to us for action. **WARNING: YOU WILL NEED TO START A NEW GAME FILE DUE TO IMPROVEMENTS WITH THE SAVE SYSTEM. THESE WILL ALLOW US TO IMPLEMENT MULTIPLE SAVE SLOTS IN FUTURE UPDATES.** Here we go:
Howdy! Been awhile since the last update, but we've got a big hinge in place now to springboard gameplay to the end of the main story. Here's some of the stuff that got done:
There was a window-sizing bug that went unnoticed for a few days that was induced in one of the recent updates, and it is now patched. Thanks for the reports in the bugs forums! Still working on the Linux controller crashes, hope to have something in there in the next update.
Howdy!
Took a long Memorial Day vacation to meet up with my family and some of the long distance dev team! Was good to get together, but ready to get back to work.
Couple big things we are trying out in this build.
One major bug that was fixed was highlighted in a couple stream events I had the pleasure of seeing last week, and that was a sequencing bug with Crow's back story.
The flashback sequence should be a little more palatable now and less prone to bugs.
Another thing we are kicking around is a prototype of a card game called "Sea Devils." It's going to be a narrative device for another crew back story but if I can get the gameplay nice and balanced we will probably deploy players around the world of Cerrawyn and implement some kind of extra-curricular gameplay goals. :)
If you can figure out how the system works, feel free to critique it and let me know how I can make it better!
New patch should be up for Linux too, just haven't had a chance to address the Xinput bug yet. Sorry, still working on that one :(
As always, be sure to click Follow to be notified of announcements like these! Also, check us out on social media. It always helps to have people like and share our social media content. If you're on facebook or twitter, look us up! :D
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Uhhh waddup...it's Jack!
I got a Linux build pushed out to a new OS depot and updated the store page. I got the Linux build to compile on a VM but I can't exactly playtest it in that kind of environment, so the ball is in your court!
I added the Linux depots to the default branch and will try to keep them up to date alongside the Windows builds.
Let me know if you have any questions or bugs with installation and I will try to get them sorted!
Also, let all your $root sudo apt-get install -y cmd penguin hat notwindows buddies know there is another game out there for you! (Sorry I'm a Linux noob, forgive me!)
Howdy! Jack again. This time with patch notes for a minor update. I have spent a lot of time in the last 2 weeks fixing bugs from the forums and adding new content to Cerrawyn! Hope you guys have a more enjoyable play experience and find some new things in familiar places.
Howdy, Jack here. This new build has lots of improvements on things that have been reported in the community hub, and a couple of things that have just been outright broken.
Howdy! Jack again. You guys have been absolutely shredding the bug reports! We've been trying to keep up. Here is another build as promised with the following fixes per your requests:
Howdy! Jack again. You guys have been absolutely shredding the bug reports! We've been trying to keep up. Here is another build as promised with the following fixes per your requests:
Howdy! Jack again. Turbulent waters for launch week! Glad you frontliners have been here to help us swat the bugs! Here's some stuff I did for the patch:
Howdy! Jack again. Turbulent waters for launch week! Glad you frontliners have been here to help us swat the bugs! Here's some stuff I did for the patch:
Howdy! Jack here. So, for our first update, we wanted to focus on squashing as many of the major complaint bugs as possible in the shortest time frame. You guys have been phenomenal at reporting bugs and giving feedback and we owe it to you to follow up with action! Many have asked what engine was used to develop this project. We started out using GameMaker: Studio 1.4 and several month ago converted the project to GameMaker: Studio 2 (Highly recommend checking out the /r/gamemaker subreddit, they are an amazing group of talented and helpful developers). In the conversion process, there were a lot of compatibility glitches and minor hiccups here and there that resulted in an amateur hour look in some places, and we are still swatting those bugs daily. Hang with us! We are making good progress. Here are some of the things we've fixed since the first release:
Howdy! Jack here. So, for our first update, we wanted to focus on squashing as many of the major complaint bugs as possible in the shortest time frame. You guys have been phenomenal at reporting bugs and giving feedback and we owe it to you to follow up with action! Many have asked what engine was used to develop this project. We started out using GameMaker: Studio 1.4 and several month ago converted the project to GameMaker: Studio 2 (Highly recommend checking out the /r/gamemaker subreddit, they are an amazing group of talented and helpful developers). In the conversion process, there were a lot of compatibility glitches and minor hiccups here and there that resulted in an amateur hour look in some places, and we are still swatting those bugs daily. Hang with us! We are making good progress. Here are some of the things we've fixed since the first release:
Howdy! Jack here. Super thrilled that you guys are into Levantera and have been posting bug reports. I wanted to give you a look at what we have worked on since launch! Last night our good friend Highsight did a short gameplay event for Levantera and brought up some great feedback, much of which has also been brought to our attention here in the Steam Community Hub. We are currently prioritizing the hub and emailed bugs as #1 issues, and are devoting all our development time to fixing those bugs and managing those reports. Here's a look at our commit log from the last day:
Howdy! Jack here. Super thrilled that you guys are into Levantera and have been posting bug reports. I wanted to give you a look at what we have worked on since launch! Last night our good friend Highsight did a short gameplay event for Levantera and brought up some great feedback, much of which has also been brought to our attention here in the Steam Community Hub. We are currently prioritizing the hub and emailed bugs as #1 issues, and are devoting all our development time to fixing those bugs and managing those reports. Here's a look at our commit log from the last day:
Howdy! Jack here.
Early Access release is just around the corner! We are working hard to iron out a last pass of game-critical bugs and crashes to get Levantera into your hands in as stable a build as possible!
Here's some good stuff expect on release day:
Howdy! Jack here.
Early Access release is just around the corner! We are working hard to iron out a last pass of game-critical bugs and crashes to get Levantera into your hands in as stable a build as possible!
Here's some good stuff expect on release day:
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