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Small patch for C: aft rolling out today
Some changes are landing today that I forgot to push before. Should generally improve stability and fix minor issues.
Some changes are landing today that I forgot to push before. Should generally improve stability and fix minor issues.
Small change today that results in a larger patch size than usual.
Small change today that results in a larger patch size than usual.
Some balance and bugfixes have been performed.
Some balance and bugfixes have been performed.
For those who have noticed, C: aft has launched out of early access finally. After a little hicup, things should be good, stable, and ready to play now. This latest patch to wrap up early access brought a few small bug fixes.
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. This latest patch to wrap up early access brought a few small bug fixes.
Hi there, this update will be short My apologies for not keeping up with this, things have been getting in the way with my life during times where I can usually be productive when it comes to working on this game. The content manager has been put on hold again since it's taking more work than I'd like to put into it. What's there on github does work already for most parts of the system, you'll just have to download the source and run it yourself from a javascript development environment. Since mod support is more of an after thought feature, what's already in place I feel is good enough that I can move forward with other things. That said, there's a few small outstanding bugs that I'll be fixing with some menus that you unlock later in the game. Once those are done, the game will finally be moving out of Early Access. Thank you for the support
Hi there, this update will be short My apologies for not keeping up with this, things have been getting in the way with my life during times where I can usually be productive when it comes to working on this game. The content manager has been put on hold again since it's taking more work than I'd like to put into it. What's there on github does work already for most parts of the system, you'll just have to download the source and run it yourself from a javascript development environment. Since mod support is more of an after thought feature, what's already in place I feel is good enough that I can move forward with other things. That said, there's a few small outstanding bugs that I'll be fixing with some menus that you unlock later in the game. Once those are done, the game will finally be moving out of Early Access. Thank you for the support
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! You can install, enable, and change the load order of mods within the game's settings menu. Mods available for installation come from Github's API. To create a mod, simply go to the Github and fork the Assets repository. Any file can be edited or replaced in the Assets folder. As soon as the repository is forked, you'll be able to see and install your mod from the game. If you ever accidentally install a mod that is broken, thus resulting in the game not properly starting up or crashing, you can use the extra command line argument [noparse]--disableMods[/noparse] to disable all your mods and reset the assets directory to its original state. From there you can go through and reenable you mods one by one to find the troublemaker. I'll be adding this as a runtime menu entry on Steam so it'll be easier to remember/fix. Now that modding is supported as part of the game, finishing the Content Manager will be my full focus for this week's development in order to make modding easier and safer. Have fun with the new update!
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! You can install, enable, and change the load order of mods within the game's settings menu. Mods available for installation come from Github's API. To create a mod, simply go to the Github and fork the Assets repository. Any file can be edited or replaced in the Assets folder. As soon as the repository is forked, you'll be able to see and install your mod from the game. If you ever accidentally install a mod that is broken, thus resulting in the game not properly starting up or crashing, you can use the extra command line argument [noparse]--disableMods[/noparse] to disable all your mods and reset the assets directory to its original state. From there you can go through and reenable you mods one by one to find the troublemaker. I'll be adding this as a runtime menu entry on Steam so it'll be easier to remember/fix. Now that modding is supported as part of the game, finishing the Content Manager will be my full focus for this week's development in order to make modding easier and safer. Have fun with the new update!
Steam Sale is over, so nows a good time to start talking about the last bits of C:\raft that'll be introduced. Until the game launches out of Early access I'm going to be posting minor status updates on a weekly basis to keep you all informed. This is probably something I should have been doing from the beginning to keep myself motivated instead of developing in bursts. Anyway, thanks to all the new faces in the community and various results from testing, there's going to be a handful of fixes throughout that should make the input in menus more consistent and less buggy. I'm also still making my way through the codebase and cleaning some things up for myself for personal maintenance reasons. For anyone who follows the Github organization, they'll be happy to notice that the game's Assets are available entirely within a repository. This is important for the 2 last things I plan on adding to wrap up the game. Mod support will be added to the game. Any asset in the game can be replaced or modified. To create mods all you'll have to do is fork the assets repository on Github. This keeps the modding community agnostic from the software distribution platform, so users on itch and steam can both benefit from the mods. Anyone will be able to install mods by simply merging branches/forks with Git because the assets directory everyone will have with the install of the game is a fully checked out local instance of the repo. To make things more intuitive to the users, I am working on integrating simple git/mod management into the game itself or with a small external tool specialized for C:\raft. To make mod creating simpler, the Content Manager is still being worked on. There's not a lot left to do for the basic management of content, but I will need to work a bit to add a new app into the Steam store so anyone can get the application through Steam itself or precompiled on itch. It's also available on Github for anyone to work on and contribute to. Now that the Assets folder is also on Github, which is all the application requires to get to work, that should make it even easier for people to test the app on or make mods without even needing an installation of the game. Hope you're as excited for these new tools as I am making them!
Steam Sale is over, so nows a good time to start talking about the last bits of C: aft that'll be introduced. Until the game launches out of Early access I'm going to be posting minor status updates on a weekly basis to keep you all informed. This is probably something I should have been doing from the beginning to keep myself motivated instead of developing in bursts. Anyway, thanks to all the new faces in the community and various results from testing, there's going to be a handful of fixes throughout that should make the input in menus more consistent and less buggy. I'm also still making my way through the codebase and cleaning some things up for myself for personal maintenance reasons. For anyone who follows the Github organization, they'll be happy to notice that the game's Assets are available entirely within a repository. This is important for the 2 last things I plan on adding to wrap up the game. Mod support will be added to the game. Any asset in the game can be replaced or modified. To create mods all you'll have to do is fork the assets repository on Github. This keeps the modding community agnostic from the software distribution platform, so users on itch and steam can both benefit from the mods. Anyone will be able to install mods by simply merging branches/forks with Git because the assets directory everyone will have with the install of the game is a fully checked out local instance of the repo. To make things more intuitive to the users, I am working on integrating simple git/mod management into the game itself or with a small external tool specialized for C: aft. To make mod creating simpler, the Content Manager is still being worked on. There's not a lot left to do for the basic management of content, but I will need to work a bit to add a new app into the Steam store so anyone can get the application through Steam itself or precompiled on itch. It's also available on Github for anyone to work on and contribute to. Now that the Assets folder is also on Github, which is all the application requires to get to work, that should make it even easier for people to test the app on or make mods without even needing an installation of the game. Hope you're as excited for these new tools as I am making them!
Hello again, it's been awhile but there's a new batch of updates coming to the game! It's been about 6 months since anything major happened, and that was primarily due to things with the game in general just winding down. No new features are planned as it's rather bloated already with nothing really perfected. In fact, some things are being stripped as they were never fully realised while others are being rebalanced. The biggest update, however, as some of you have noticed, is the full scale rebranding effort! Back in March I was demoing the game whenever I had the chance to at GDC as I walked around the halls and attended a few meetups. During that time, I had already started the effort to change the name to C: aft and was informing people to look forward to the update soon. Well, that turned into a bigger effort than I was initially thinking it would be. Almost 4 months later the game has been completely rebranded now, with new promotional art, all in-game references updated, and going around to other sites to update references there too where possible. Further more, I wanted it to be more than just a name change. In the process I've been working more on balancing content and combat to make the game more accessible and less frustrating. Also, there is now a tutorial on the first time you enter the main menu to explain what everything is. The biggest change you'll notice is that I've also gone ahead and incorporated a brand new soundtrack provided by IMANKITA to help give the game a better, more unique, more hype sound. And of course there's the usual slew of bug fixes being throw into the mix. These updates will be pushed out incrementally (you've already seen the name change one). As always, please report any bugs you find so I may fix them ASAP for you. This will be the last set of major updates I'll be making before launching out of Early Access. After a little more polish and bug fixing, I'm things will be raring to go. Plans are to launch out of Early Access no later than the 2 year anniversary of launching on Steam. It's been a fun journey taking this joke too far. Also, thank you to all the new faces who found my game during the Steam Summer Sale this year! I hope you're all having fun and are looking forward to seeing what comes next! tl;dr here's a changelog
Hello again, it's been awhile but there's a new batch of updates coming to the game! It's been about 6 months since anything major happened, and that was primarily due to things with the game in general just winding down. No new features are planned as it's rather bloated already with nothing really perfected. In fact, some things are being stripped as they were never fully realised while others are being rebalanced. The biggest update, however, as some of you have noticed, is the full scale rebranding effort! Back in March I was demoing the game whenever I had the chance to at GDC as I walked around the halls and attended a few meetups. During that time, I had already started the effort to change the name to C:\raft and was informing people to look forward to the update soon. Well, that turned into a bigger effort than I was initially thinking it would be. Almost 4 months later the game has been completely rebranded now, with new promotional art, all in-game references updated, and going around to other sites to update references there too where possible. Further more, I wanted it to be more than just a name change. In the process I've been working more on balancing content and combat to make the game more accessible and less frustrating. Also, there is now a tutorial on the first time you enter the main menu to explain what everything is. The biggest change you'll notice is that I've also gone ahead and incorporated a brand new soundtrack provided by IMANKITA to help give the game a better, more unique, more hype sound. And of course there's the usual slew of bug fixes being throw into the mix. These updates will be pushed out incrementally (you've already seen the name change one). As always, please report any bugs you find so I may fix them ASAP for you. This will be the last set of major updates I'll be making before launching out of Early Access. After a little more polish and bug fixing, I'm things will be raring to go. Plans are to launch out of Early Access no later than the 2 year anniversary of launching on Steam. It's been a fun journey taking this joke too far. Also, thank you to all the new faces who found my game during the Steam Summer Sale this year! I hope you're all having fun and are looking forward to seeing what comes next! tl;dr here's a changelog
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. With the forthcoming update, the Daily Dungeon Server has been completely rewritten. So let's go over what this means for the gameplay.
python dungeon.py
By default the http port will be 8080, and tcp port 8081. You can edit the python file to change these values.
If you want other people to connect, the address and port mappings are configurable in the network tab of the Settings Pane.
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. With the forthcoming update, the Daily Dungeon Server has been completely rewritten. So let's go over what this means for the gameplay.
python dungeon.py
By default the http port will be 8080, and tcp port 8081. You can edit the python file to change these values.
If you want other people to connect, the address and port mappings are configurable in the network tab of the Settings Pane.
It’s crazy thinking about just how much has changed in the past year alone thanks to Steam Early Access. Some stuff had already changed thanks to the push for Steam Greenlight compared to what the game was when it was exclusively distributed on Desura. Let’s summarize all the big changes from each update
Its crazy thinking about just how much has changed in the past year alone thanks to Steam Early Access. Some stuff had already changed thanks to the push for Steam Greenlight compared to what the game was when it was exclusively distributed on Desura. Lets summarize all the big changes from each update
It’s been a year since StoryMode entered Early Access on steam, and I swear the game isn’t any less broken than it was when I started. On the plus side, though, there’s been a lot of new features added since then, and in a lot of ways the game is nothing like it was. It’s probably a good time to update the trailer too, but I’m not good at stuff like that, so whatever. There’s some new features arriving with this update too, and like usual old save data is no longer compatible. Instead of giving a long write up on what’s changed, I’ll just direct you to some blog posts that I did while the changes were still just ideas fluttering about in my brain. Here’s a summary:
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). Anyway, this update includes the culmination of everything I’ve been working on and talking about in the dev blog for the past two months. Particularly, it includes the following features that I’m going to talk to you in detail about!
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. In addition to the quick fixes, I’ve added in the CRT filter as a video option that can be toggled on and off. Be careful, as since it does distort the rendering space slightly, mouse-based input may not be pixel perfect towards the edges when it’s turned on. The update has already been pushed out on Steam. Itch.io will be updated shortly. Also of notice, I've created an official dev blog on tumblr that'll feature more kinds of background to the game's development. You'll be able to ask me questions directly and see screenshots and videos of features in development. Steam will continue to receive changelog posts, but anything else will be on the blog.
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! So let's talk about these changes
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. The new settings menu is a priliminary design and will be improved according to user feedback. Additional optional settings for the game have yet to find their way into the new interface, but that'll be adjusted. In the future there will be a networking setting that'll allow you to configure things such as your upstream connections to services like Steam and what you send to daily dungeon servers. Color palettes have been moved into the settings pane instead of being a "hidden" feature along the number row. This means that the number row no longer changes the palette. Color palette settings are also now saved alongside every other setting, so when you start up the game again it'll be in the same palette that you last played in. The general bugfixes include some odd ones with rather obscure execution requirements that'd cause crashing (one only happened if you were playing from save data instead of a new game), so overall the game should be more stable now.
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. The daily dungeon script which you can host yourself has been updated to include all that's necessary for making a daily dungeon server. The script is a python flask application, but you're free to implement it in whatever language and framework you feel like using, as long as the responses are the same. Because the daily dungeon application has changed, so has the server URL. If you weren't already using a custom daily dungeon server that you intend on updating yourself, you will have to revert your settings to the defaults in order to pick up the new url. This update is a very basic update to the game to show off the new feature. Detail and polish will be made in later updates. I've also updated the game's dependencies on LibGDX and complimentary libraries to the latest versions with this build. I'm still running on the LWJGL2 backend as long as the LWJGL3 one is still in development. Once it's marked stable I'll be looking into adopting it for improved support, stability, and performance. My apologies for any game breaking bugs that are currently out there, I'm trying to fix them up as they appear. Remember, the more logs and reports the better, any bit helps to make a greater game! Thank you
Hello again for yet another monthly update full of new features and bug fixes! Continuing on with the party system introduced with the last update, I've gone ahead and done what I said I was planning to do: Redesign the Boss Fight combat system.
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! This time I've added a new feature that will help StoryMode feel more like a traditional RPG and make the game a bit easier, if you become good at utilizing the strategy that is.
Hello everyone, it's time to announce the latest new feature! This time I've added what every game of this generation has: resource gathering! Now you can fish and mine for bunches of items, which is a great way expand upon the pacifist approach introduced with the previous update.
A fix has been pushed that should prevent dungeons from crashing on floor change (it was a bug regarding the new torch system) In addition to the bug fix, windowed mode now allows for resizing by dragging the border. Due to texture scaling, it's possible that the game will look pretty dang ugly if you resize it manually. Also, the daily dungeon server is currently down. I'm in the process of finding a new server to host on, something cheaper and smaller in scale because I really don't need much. In fact, with the new update you may manually override the url of the daily dungeon server by changing the value in the settings.json. If you want to have fun and try hosting your own daily dungeon server, here's the script to generate the file. All you need to do is create a http server, then point the url to whatever is the public route to the file generated by the script is located. Setup is really easy and lightweight. I personally just ran NGINX and had the dungeons generating using a cron job on Linux. Good luck and have fun everyone. Even if I don't get around to answering every report personally, thanks you for filing them.
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. The two big changes that are immediately visible are torches and a pacifist approach to the game.
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! The big new feature that's been in the works and is finally out is...
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. To highlight what's new and what was done
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. Over the weekend I patched up a few reported bugs, and I patched up a few more today as well. To summarize some of the changes
Greetings once more! In the process of fixing up the Boss Battles bug tonight I decided to throw in more features that I had been bouncing around in my head for awhile. To summarize the changes
Hello there! First I'd like to thank people in the forums for reporting bugs for the game and providing criticism. The game is a lot more stable and less clumsy now because of your help. Launch was a bit bumpy but it should be smooth(er) sailing from now on. For this weekend I went out and redid the item database to follow some new rules. The changes are as follows
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