Name | StoryMode - A Game About Crafting | ||
Developer | Nicholas Hydock | ||
Publisher | Nicholas Hydock | ||
Tags | |||
Release | 2017-10-02 | ||
Steam | 5,69€ 5,19£ 6,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  0  | ||
Steam Rating | Mostly Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 19 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 19 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | [135.71 M] |
Small patch for C:
The exe part is important because apparently Steam does not allow Steam Link streaming or Broadcasting without it. With this patch it should fix a long standing issue of having a green screen when streaming with Steam. Thanks @tenukibozu for identifying the bug with the crafting counter and providing me with the save data to help me fix it. |
Some changes are landing today that I forgot to push before. Should generally improve stability and fix minor issues.
Changes
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Some changes are landing today that I forgot to push before. Should generally improve stability and fix minor issues.
Changes
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Small change today that results in a larger patch size than usual.
Bugfixes
Noto is about 16mb by itself. Double that because of the usage of git for the mod system, and that's why the patch is about 30mb instead of the usual couple hundred kilobytes.. |
Small change today that results in a larger patch size than usual.
Bugfixes
Noto is about 16mb by itself. Double that because of the usage of git for the mod system, and that's why the patch is about 30mb instead of the usual couple hundred kilobytes.. |
Some balance and bugfixes have been performed.
Bugfixes
This patch marks the first post launch adjustments. There should not be too many of these. |
Some balance and bugfixes have been performed.
Bugfixes
This patch marks the first post launch adjustments. There should not be too many of these. |
For those who have noticed, C:
From this point on there will be no new feature development, only bug fixes, as I focus on my next endeavor. Thank you for joining me on this ride! |
For those who have noticed, C:\raft has launched out of early access finally. After a little hicup, things should be good, stable, and ready to play now.
From this point on there will be no new feature development, only bug fixes, as I focus on my next endeavor. Thank you for joining me on this ride! |
Hi there, this update will be short |
Hi there, this update will be short |
I'm sure some of you have noticed, but an update was pushed late last night. This update adds simple mod support to the game! |
I'm sure some of you have noticed, but an update was pushed late last night. This update adds simple mod support to the game! |
Steam Sale is over, so nows a good time to start talking about the last bits of C:\raft that'll be introduced. |
Steam Sale is over, so nows a good time to start talking about the last bits of C: |
Hello again, it's been awhile but there's a new batch of updates coming to the game!
Notices This update does break save files, you will have to start new |
Hello again, it's been awhile but there's a new batch of updates coming to the game!
Notices This update does break save files, you will have to start new |
Hello again! Been quite some time since the last update, so I thought I'd try and throw down something new and special to celebrate the end of 2016. |
Hello again! Been quite some time since the last update, so I thought I'd try and throw down something new and special to celebrate the end of 2016. |
There’s also be a slew of smaller, more engine related changes regarding graphical performance and stability improvements. Code’s also be refactored quite a bit, and things like dungeon generation have been restructured to allow for additional algorithms, though I still have yet to take advantage of that. And for reference, this is what happened in the past year of on-off development. That’s quite a bit for a project that’s managed by a single person who isn’t good at keeping track of how much he changes on a file-by-file basis and commits in bursts. Also, a good portion of the file additions were just resources and not code, so the game’s code-base is still manageable (only about 240 source files). Here’s to hoping the game continues to get better. Also here’s to hoping I can finally feel comfortable with wrapping this game up and marking it as a full release. |
Theres also be a slew of smaller, more engine related changes regarding graphical performance and stability improvements. Codes also be refactored quite a bit, and things like dungeon generation have been restructured to allow for additional algorithms, though I still have yet to take advantage of that. And for reference, this is what happened in the past year of on-off development. Thats quite a bit for a project thats managed by a single person who isnt good at keeping track of how much he changes on a file-by-file basis and commits in bursts. Also, a good portion of the file additions were just resources and not code, so the games code-base is still manageable (only about 240 source files). Heres to hoping the game continues to get better. Also heres to hoping I can finally feel comfortable with wrapping this game up and marking it as a full release. |
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Another big update, coming along. Sorry for not posting any updates in June or during the summer sale, I’ve been rather busy the past 2 months and couldn’t put as much time into this as I would have liked (rather I spent my free time trying to de-stress from programming all day by playing other games like FFXIV).
Of course, since this patch introduced new features, there’s bound to be some new bugs introduced. Please report all that you find to either the steam forums or github issue tracker as you find them, so I can squash them as soon as possible. Thank you for your patience and enjoy the update! |
Found some bugs shortly after pushing yesterday’s update. I fixed what I saw and made a few cleanups here and there. Something that I forgot to mention in the last update post was the fact that the dungeon generation backend has been completely refactored to allow for different algorithms to be plugged in. Right now it’s still using the classic algorithm based on RoguelikeLib, but I’ll be looking into adding support for Angband and Perlin-nose/Cave style dungeons. As a result of the refactor, some things were temporarily broken with the classic dungeon generation that have been fixed with this patch. |
Big update falls this month in Storymode. As we're approaching the one year mark since I uploaded Storymode to Steam Greenlight, I thought it'd be a good time to change quite a bit with the game's features and presentation. So let's go over the changes in detail (it's gonna be a long one) |
Hi everyone, back for yet another update! Sorry for the long-ish period with no new content or word from me. Things have been a bit hectic, but hopefully what'll be dropping in the next day or two will have been worth the wait! |
Patch has been put out featuring a new settings menu and a slew of bugfixes. Also added a few more tombstone phrases so you can laugh some more at people who died in the daily dungeons. |
Some reworking has been made to the daily dungeon system. Deaths are now tracked each day for every user who dies in the daily dungeon. When you load up the dungeon, you'll see tombstones on each floor indicating where someone else has died. These tombstones are non-blocking, so you can walk right on through them. Hovering your mouse over the tombstone will show you the name of the user and what they died against. |
Hello again for yet another monthly update full of new features and bug fixes! |
Hello everyone! Merry Christmas, or Merry Dies Natalis of Sol Invictus for you traditionalists, it's time to announce the latest new feature added just in time for the holidays! |
Hello everyone, it's time to announce the latest new feature! |
A fix has been pushed that should prevent dungeons from crashing on floor change (it was a bug regarding the new torch system) |
It's been awhile since I went ahead and released an update. This new update fixes a few bugs that were present in the current version and adds a two new features as well. |
Lastest update to StoryMode has just been pushed complete with a whole new slew of features and more than likely a new slew of bugs too! |
Several small fixes and updates made it into the game this past week. It's been a rather hectic one with I swear a new update being pushed each day.
additionally, the big highlight of the week is... Minimaps They're now a thing and they're simple and nice. They display walls that you've discovered, allowing you to plot out the shape of each floor. The maps persist between floors so you never lose progress on your run. Maps also persist between visits to the dungeon, with the maps being cached into the tmp folder alongside the dungeon's cache data. So if you visit a file multiple times in a sitting your exploration progress will not be lost. Just like dungeon progress and visit history, maps do not persist between times you open up the game. As always, thanks for the feedback and bug reports. |
Thanks to IndieGala there's been a surge of new bug reports and testers. I appreciate the support you guys are providing me so StoryMode can become a bigger, better game.
It appears the error dialog pop-up was not functional for most people, so instead the system has been changed to automatically create a log file in the game's installation directory whenever it crashes. This should also fix the error where the game would disappear but would still be "open" according to Steam. So now you will no longer have to go through steps to set up a debug environment through command line to track errors. Hopefully now reporting errors will be easier. Thanks for the feedback |
Greetings once more!
As always with the introduction of new features, there's bound to be some bug that slipped through the crack because I'm awful at testing things. Hope you have fun! |
Hello there!
In addition to the change in items, I decided to just throw together a little detail that allows you to adjust the resolution of the FOV shadows. It's not the best system, as it really just subdivides the cells and isn't actually doing anything optimially like Box2D lights would be. I recommend continuing to play with 1x Shadow Detail as that's how the game was designed to be played. This is just a stupid little feature added in for the heck of it. |