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Hey everyone, I've been taking a break on the development for SOTS for over a year now. I'm excited to announce that development has been restarted! I'm a little behind schedule as I planned to restart in July, but we're here. There is a lot more to say, but I'll wait until things have materialized more. The next update should be in approximately 2 months, stay tuned!
Wanted to give a quick update before the year closes out. Serenade of the Sirens is still in development! Devlog updates will be infrequent until I have a new working demo available. Until then the goal for the next milestone is May 2022. That's all I have for now, Happy New Year!
Hi everyone, thanks for checking out another news update about Serenade of the Sirens (SOTS). The alpha version of the new SOTS is still in development and I hope to show off something soon. I originally planned to have a new build by the end of the year, but I need more time to develop the new version of SOTS. As of now I'm aiming to have something playable by "the end of Q1" to "the beginning of Q2" 2021. I'm very anxious to replace the current version of SOTS with the updated one and it's been awhile since I posted any new content. So as a cancellation for not having anything to show yet, I'll reveal something that can be listened to. Here is a track that I have planned for a cutscene. I titled this post after the title of the song as I have a constant longing to complete the game that will always come tomorrow...forever. Maybe it's not that dramatic, but I thought it was compelling enough of a title. Anyways, that's the news I wanted to share today. I'll post another update before the end of 2020. Since the new playable version of SOTS will be available next year, I'll definitely need play testers for the alpha version. As of now, I plan on making that available through a separate branch. More details will come in future updates.
Hey everyone! I'm still developing the new version Serenade of the Sirens (SOTS). I'm working hard to replace the current version of SOTS and I think the best way to introduce it is to add a beta branch/build once a playable build is available. I'll post an update on this in a future update once I have more info. I wanted to post an update sooner but didn't want to talk about things that are subject to change. I feel as though I'll run the risk of things changing regardless of when I reveal, so here I go:
As I continued to work on 0.11.x update I realized that I'm building on an unstable core. As I eluded to in my previous update, the biggest challenge has been shedding what's already there. I also previously rebuilt Serenade of the Sirens (SOTS) but I just recreated the same game with "better code". This time I'm rebuilding with the intention to change things radically for the better. As of now things are good so far. I'm planning to have a playable build for the new version of SOTS by the end of the year and I'll give more details in a future update. Also one thing to note is that the demo and full release versions may be identical with the initial release of 0.11.x.
Hey everyone! It's been a little while since the last update. SOTS (Serenade of the Sirens) is currently undergoing major design changes. There are things that will be added, removed, and modified. I took a break from working on SOTS to come back with a fresh new perspective. I now have a new direction that I want to take the game in and this update is the first among many that will be part of this new direction. The update includes changes to enemy health, player damage, and bug fixes. There will be more updates in the near future, stay tuned. Please be mindful that save wipes will happen occasionally before the game is moved out of early access. Changes:
Bug fixes:
A small update to save user option preferences (including key mapping).
A small series of updates to make changes to controller vibration and bug fixes. Changes:
Hey everyone, it's been a while! I have finally finished rewriting Serenade of the Sirens and 0.9.0 update is complete. The original scope of the 0.9.0 update was to update the layout of the procedurally generated levels and the item shops, but as I dove further into it I realized that a rewrite would be more beneficial as opposed to just refactoring. What I didn't expect was how long the rewrite was going to take. Instead of going down the path of the rebuilding the game, time could have been spent working on new features. The trade off was having a better structured project, making some needed changes to the fundamental systems of the game, and preparing the future for more changes. I've been striving with the last series of updates to get the core game solidified so I can expand upon it and I feel like with the latest update the core of the game is at a place I have been wanting it to be for awhile. There are still some additions and tweaks that Serenade of the Sirens need to become the game that I know it can be and they will be applied in future updates as I continue to iterate on the game. A few points before I close out. It will be awhile before the next minor release 0.10.x version update, but I will provide patches to fix bugs and make tweaks to the 0.9.x version. Last but not least, the save file has been deleted with this new update. There is a possibility that saves will be wiped in the future while Serenade of the Sirens is still in early access, but this won't happen for awhile. I'll give a heads up before the next save wipe. Thanks for reading! Changes (including but not limited to):
Hey everyone! It's been awhile since the last update. I normally give updates once I have a new version of the game out, but since the latest version has been in development for awhile now I thought I would give an update before release. In my previous update, I explained how I would be updating the levels and item shops in 0.9.0. I thought long and hard about this and decided to rebuild the game from the ground up! This was done not only to have a better level layout that fit the vision of the game but to also be able to easily add more features in the future. With the trajectory of the current phase of development, 0.9.0 should be out with the next 1 - 2 months. If anything changes, I'll be sure to provide an additional update in the future. Besides changes to the levels and item shop, there will be tweaks to the graphics as well as music/sound effects. As a cancellation prize for the current iteration of development taking so long, here is an updated version of Iceberg Depth's theme: https://soundcloud.com/chukobyte/iceberg-depths-theme
Serenade of the Sirens (SOTS) is finally widescreen! This gives Seika much more horizontal visibility. There is also a new title screen as well as changes to the background and tile colors.
The next series of updates will focus on enemy (including bosses) and item changes. This will be contained within 0.8.x versions. Version 0.9.x will have updates to levels and the item shop. There is also other changes in the works, but I won't reveal until it's further along. If any of the plan shifts I'll provide details in future updates!
Changes:
Hey everyone! Here is another update for Serenade of the Sirens. The most notable change is Seika's main attack changing from a close ranged attack to a projectile. I believe this change aligns more with the direction that the game is heading in. I would like to also make a note that due to upcoming updates, which includes newly added and updated enemies, levels, items, and end game powerups, there will be at least one save file wipe. I will go in more detail in a future post. Changes:
Hello everyone! Pushing an update to add changes to the level backgrounds, tiles, and coin sprites. I also made changes to the amount of areas in the beginning part of the game. The next series of updates will focus on polishing and tweaking the existing elements of the game. I also have additional content mapped out for the future, stay tuned!
Changes:
Small update including tweaks to level generation and coins now representing in game currency. I'm almost to the place where I want to be before adding more content. I'll give more details in future updates.
Changes:
Bug Fixes:
Happy New Years everyone! With a new year comes a new path for Serenade of the Sirens! Pushing out a new update to lay down the foundation for multiple paths throughout the underwater caves. The cave paths are currently linear but that will change in the near future. Included in this is update is the addition of persistent levels and the removal of the level timer. Stages now take slightly longer to generate, but I will fix that in future updates. Also, I felt that the level timer didn't align with my vision for the game so I'm removing it. Last but not least I'm disabling in level events until there are better integrated with the new procedural generation system. Changes:
While I was working on changes to the way levels are procedurally generated, I ran across a bug that I can't believe I didn't catch. The size of the levels weren't calculated correctly! I'm continuing to work on 0.7.x but in the mean time I've pushed an update to fix level sizes. Another change includes a slight delay to the enemy shark's attack. Changes:
Changes:
Bug Fixes:
Hello everyone! Just pushing a small update to fix a bug with the "moving blink animation". 0.7.x is still in the works and I'll continue to push updates to fix bugs and make tweaks.
Small update to make minor tweaks and bug fixes. Changes:
Added 5 new items, a new ability, and updated the sprite for ghost piranha.
Small update to fix bug with projectile recharge particles. Changes:
So I've been taking some time to plan out and redesign a few things. On the backend I've been testing out new content and will add more once 0.7.x is released. In the mean time, I thought it would be a good idea to patch 0.6.x since I've fixed a few bugs and added a few changes.
In 0.6.8 Seika starts with a chargeable projectile attack. Previously the harp item gave Seika the projectile ability, but I thought it would be better to be in inherent ability instead and have the harp argument the charge speed.
I've also added a new dash attack for Seika. This mechanic isn't fully complete as I'll add more tie ins to it as well as an introduction to how it works in game. I won't advertise it until it's complete, but you can test it by dashing against an enemy an hitting the dash/dodge button again. This also recharges Seika's projectile attack.
Other than that, I've been doing some refactoring. I've stumbled across a few bugs and fixed those as well. New items and content will be in 0.7.x before Christmas!
Changes:
Implemented random level events. These events happen infrequently at the beginning of Seika starting a new level. I will add additional events and tweak how it's currently working in future builds. There are also a bunch of minor bug fixes in 0.6.7. Changes:
Small update to add a flash to the electric eel enemy to make the attack more telegraphed. Also fixing bugs related to Seika's animation and the in game shop. Changes:
Small update to add a few changes and bugs fixes. Thanks to Sorokonojka in my steam suggestions discussion thread for suggesting a change in the "gaining a note" sound effect. A new sound effect for note gaining has been added in. Also the small coral, clams, seaweeds, etc that are decorated through out the level have a chance of giving a note. Last but not least there are fixes related to selection outline and other minor bugs.
Changes:
Added descriptions to end game power ups and outlines to objects Seika can interact with. Changes:
Small update to add in shop item descriptions, modify values in clam treasure chest, and bug fixes. Changes:
Updating procedural generation to include more variation in the size and shape of levels, more enclosed spaces (sometimes), and other minor tweaks. This is in preparation for more upcoming changes to the system including more content for stages. Build 0.6.2 also includes bug fixes for the UI. Changes:
After:
Before:
Update to add CRT effect. The CRT effect was originally just in the intro cutscene, now it has been updated and applied all the time. There are also minor bug fixes.
Changes:
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