Name | Zofia | ||
Developer | 74 Ninjas | ||
Publisher | 74 Ninjas | ||
Tags | |||
Release | TBA | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Partial Controller Support | ||
Players online |  n/a  | ||
Steam Rating | Need more reviews to generate a review score | ||
Steam store | |||
Public Linux depots | Zofia Linux Depot [1.42 G] |
Small fixes and additions: |
This patch is mostly some small fixed and adjustments. |
Mostly minor changes and fixes: |
Another hotfix for some reported issues: |
Fixed an issue where, if certain conditions were met, music from HUB/Border/Oceanside/Ravines levels would continue playing even after entering the next level. |
Minor Fixes: |
Fixed a critical issue where, if certain conditions are met, an asset load conflict would cause the cliffside map to fail to load and boot you to the main menu instead. |
Zofia is now officially in 1.0! |
A bunch of random fixes and additions: |
Mostly random fixes and additions for this patch:
Fixes/Changes:
The Demo has also been updated with these fixes/changes. |
Some minor fixes and level additions/changes: |
Its a little too early to give a specific date but we're getting closer to getting out of Early Access - Which will be the completed 'blight' campaign. |
Hopefully this is the last hotfix for a while! |
This is largely a splitscreen focused patch but it includes some other elements as well.
So we're transitioning back to the original UI health indicator, which is a single target blue icon that turns black as the enemy is damaged. There are more adjustments to make on this, but for right now it should work well. Other fixes and changes: - The airship now has an on-board compass rather than a definitive distance marker. This is to clear up screen UI. - Asking Luna for directions will now show an arrow, rather than a definitive distance marker. This is for both cleaning up UI elements and making Luna a bit less 'gameified'. - Changed the 'sword' icon over player heads to a smaller 'V' icon - Added a checkpoint in the tower within the border crossing level - Map Select now can be closed out easily with escape/back button - Editor menu can now be closed out with escape/back button - Fixed an issue in Frozen Fort where there was a weird hole in the ground - Fixed clipping geometry in Labyrinthian Caves - You can now zoom with medallions again - You can no longer cancel traveling in Oceanside which would cause you to be unable to beat the level - Reduced the wood break hit volume - Fixed a magic issue on bunker metal panels - Increased wood man's damage - Removed health bar from Specters entirely - [Splitscreen] Player overhead names will now show your character name and not your Steam name - [Splitscreen] Fixed lighting issues that only occurred for Player 2 in several levels - [Splitscreen] Fixed a save corruption issue - [Splitscreen] You can no longer overhear local player's conversations in splitscreen - [Splitscreen] Elemental UI effects now play on the correct player's screen - [Splitscreen] Fade to black door transitions now play on the correct player's screen |
Some more fixes and balance changes: |
A quick hotfix for a couple of obvious nagging issues: |
There will be another update here 'soon' to fix about a dozen other issues. This one is getting pushed out a little early as we found some critical bugs and needed to get them knocked out. |
A quick hotfix! |
This update is actually a little early but I ran into a few critical bugs and had to push it out a little early. Also this seems to have happened last update too. steamfacepalm |
When we first put Zofia in Early Access, we anticipated a 2023 release date. We have (most of) the quests added and have been testing them internally, but as we have been playing through the whole game, we're finding a few things that aren't clicking, so we're pushing the 1.0 release to 2024. |
This update was intended to be the big introduction to quests. Well the quests aren't quite ready yet so this update is intended to fix some combat issues and other details that came up during the recent expo we were presenting at. |
I know I ironically posted there would be a bigger update coming up next, but unfortunately we found a pretty critical bug that we needed to patch immediately, so here is a smaller patch as a quick fix, as well as some other stuff: |
If you think we're being a little quiet lately, its not just you! |
We've had a few reported issues that we're working on, but here is a hotfix for a few critical ones and a few lesser ones: |
This is a slightly experimental build as we've made some combat changes, minor UI updates, and made a few level changes. |
Sorry this will hopefully be the last hotfix for a bit. |
Resolved some bugs and issues (In no particular order): |
This is a quick fix, a more definitive fix is on the way. |
=== UPDATE TEMPORARILY ROLLED BACK === |
A small but quick update! |
This was going to be one large update, but I got knee deep into some combat and other changes and decided I should get this update out to fix some notable bugs. |
Hey everyone! I was trying to generally keep going with an update every month, and if all goes well, there should be an update towards the end of May. |
Mostly bug fixes and changes and a few art fixes: |
Additions: |
Changes for a few issues we ran into when testing, and balancing changes: |
Quick fixes as certain conditions could cause the player to get stuck, and other fixes: |
Small update! |
It has been reported that the demo will sometimes get stuck in a loading screen after making a character. - This issue should be fixed now. |
New testing map! And some fixes of course: |
The new year has definitely been bringing in some new challenges. I intended on having some of the new levels out but I've ran into some interesting issues. |
Minor patch: |
This should fix some of the online issues people have been seeing: |
Mostly random fixes from issues brought up, but also some incomplete additions: |
Quick fixes: |
If you were on the beta branch, there was an UE5 build out there but we've run into some notable issues and have reverted it. As of now, the 'beta' is the default build. |
This is mostly some minor fixes and changes, with a few additions: |
I was originally planning to have one of the new maps out around now but I have found myself backtracking slightly. There are several smaller elements that previously were brought up but aren't meshing together as well as they should. |
Discovered a few critical bugs that needed addressing, but also some additions to make way for some future changes: |
Just some minor fixes |
I was aiming to have the new areas available here by the end of October but I've had a few life events that have delayed things more than I thought. |
Quick fixes: |
Sorry - This isn't the new levels update :( |
In making progress for the next few areas, there are a few things that I realized needed some attention and I got sidetracked on, so I feel I should talk about them a bit: |
The primary focus for the next update is just more content - More enemies, more equipment, and more levels. |
This is actually a little sooner than expected as I found a couple of issues that warranted a quicker patch, so here is an additional patch for the base game: |
Some quick updates for the main game of Zofia. |
Zofia is launching into Early Access now! |
Zofia will be launching into early access September 27th! |
A quick demo patch to resolve some performance issues. Previously there was only a Windows Demo, so the Linux/SteamOS demo is live now too. |
I have got a lot of unusual feedback this last month, so in turn I have a lot of unusual changes: |
We're closing the open beta playtest for now - There will be some notable changes based on the feedback, but such changes might not be ideal for regular updates. |
This update is for the demo only, an update to the playtest will out be relatively soon while will expand and complete 'the Frozen Fort' and add onto the HUB. |
The playtest beta will be live here in a little while. |
I am aiming to have Zofia's open beta within the next few weeks at the end of May - It will be open sign-ups and be done via Steam's playtest tool. It shouldn't look much more different than downloading the demo. |
Normally I try to be formal with these posts but today I am vibing with just talking about everything: |
I am aiming to have a demo of Zofia out sometime this week. Currently, Zofia as a project is on hold, but it isn't fair to the others or myself to just never release anything from it. |
Due to unfortunate timing and personal reasons, Zofia has temporarily been placed on hold. |
This dev talk is going to go over some nitty gritty details about game development and some of the issues we've ran into during 2020. This will be greatly summarized.
That's it, I'm hoping by my next update we'll have some good answers to things. |
Admittedly, nearly this entire year hasn't really gone to plan. We've made some stumbles, changed some core design, and ran into several things we weren't really expecting. |
A few weeks ago we sent out about a dozen private beta keys to start gathering some feedback for the project. This seemed like a good time to get thoughts on the current direction and the best steps to move forward. |
First things first, the team has grown somewhat. We have brought on: |
The weeks leading up into the holidays always get kind of crazy. I actually intended to have an update sometime during the first week of November but that just did not pan out. |
We got a lot of feedback from demoing the project and having anyone who wanted to come up and play it. There were definitely bugs that are being ironed out so I won't talk about those, but I will write about some notable topics people brought up, as well as observations from me.
There are other minor gameplay and UI elements we're going to re-evaluate or refine, though most of the core elements I believe will stay the same. That being said I was hoping to prepare for an early access or beta release as the next major thing post-expo, but I don't think the game is quite there yet. |
We have been invited to showcase our game at the Name Your Game Expo in Tulsa, Oklahoma. Should you happen to be in the area October 5th/6th, you should swing by and check out what we got. |
So there has been like a whole lot of changes that I haven't been talking about much. The last few months have been crazy and I suspect that will continue for a while. |