Name | Cathedral | ||
Developer | Decemberborn Interactive | ||
Publisher | Decemberborn Interactive | ||
Tags | |||
Release | 2019-10-31 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | Mostly Positive | ||
Steam store | |||
Public Linux depots | Cathedral Linux Content [54.59 M] |
Hey there! |
The next update is here!
We'll have even more fun updates in short! Hope you'll enjoy these updates, and as usual, a big thank you for the feedback we've gotten! |
The next round of updates have arrived! This time, it's mostly small adjustments and bugfixes. The complete list is:
As usual - a big thank you for the bug reports and suggestions we've gotten from our community! Oh, and PS. If you wonder about our weird version numbering (what happened to 1.1.2 - 1.1.6?), it's because we have an automatic system for it. Every time we work on the game, the version is bumped, even if we don't release it! So you might sometimes see an increase like this when we do several things at once :) |
The next patch is here! This patch mostly consists of minor bugfixes. The complete list is:
We'd like to say thank you to the people who have taken the time to report these bugs. As usual, these improvements have been made based on feedback from our community! |
Cathedral was built during several years as a passion project by a very small team with a tiny budget - it still IS a passion project in many ways, and we're still trying to improve the game whenever we can. Of course, we don't want to change the fundamental experience, but we still consider our game to be a "living" product, and sometimes things need to evolve a bit.
Before we start, a big THANK YOU to our community and to the feedback you've provided! We have more updates planned in the long run, but do continue to voice your ideas in the forums! Without further ado, here's what the updates mean in detail: User marks (exclamation point icons) added to map legend We actually managed to forget to put this in! User-placed exclamation points on the map are now listed in the map legend: A fix to avoid truncating save files So, this is how saving works, in a nutshell: We save your game in a user folder, depending on platform: (%APPDATA%\DBornInteractive\Cathedral on Windows, ~/.local/share/DBornInteractive/Cathedral on Linux, and ~/Library/DBornInteractive/Cathedral on OSX) Whenever we save, we write to a file "profileX.bin.tmp", where X = 1, 2, 3 or 4. The game saves everytime you perform an interesting action in-game (like, pick up money, unlock something, kill a boss etc). If everything went well, we copy that save from profileX.bin.tmp to profileX.bin (which is the actual save we read from). On SOME occasions, the file would get copied even on a failed save, leading to a corrupted save (which is less fun when you're 20 hours into the game!) - this is now fixed. Soul possession charm text fixed This is a tiny one! When you picked up the charm Soul Possession, it said "Soulfly" in the title, which is another charm (yep, we copy-pasted it!) Stop NPC interactions while moving One legitimate complaint that we've seen pop up a few times is that whenever you run past either NPCs or any other item you could interact with (such as signs, valves, letters, charm shrines etc.), the controller is too sensitive when you hold the analogue stick slightly up, accidentally opening interfaces or interacting with things you didn't intend to. We've tried to mitigate this by simply restricting interactions to when you're standing still. The exception is treasure chests - you can still open these on the go! Make it possible to disable green flame shooters in the graveyard This one was actually something we saw a streamer try live (https://www.twitch.tv/jasubakuhatsu). Basically, he tried to disable the skeleton flame shooters by lighting them with the lantern. Sadly, this didn't work, but when we saw that idea, we really liked it.. So.. Now you can! After playing through the graveyard a few times and testing, it feels much more fun as well, since you can strategically disable the flame shooters! Add the options menu to the inventory "carousel" The options menu is finally where it should have been all along! We used to have it as a small item in the lower left corner of the inventory screen (and it's still there, in case you're used to it!). Now, we've moved it to be a screen of it's own in the left/right cycling menu: Fast travel portal added to Icepeak Castle It's been pointed out that we didn't add a fast travel portal to Icepeak castle, but to all other areas. Allow us to explain: When we first added fast travel portals, we intended to have much fewer of them: There wasn't a hard rule that there was supposed to be one per major area, but rather strategically placed throughout the world. After a while, "strategically placed" simply meant that we had placed in most major areas EXCEPT Icepeak Castle. In retrospect, it simply doesn't make sense that we never added a portal here. So, now there is one: If you already have the achievement for all portals, you still have it! If not, you simply have one more portal to enable first (and it's not in a hidden room, for what it's worth!) Added a new shop item - the compass One of the bigger things this update add is the compass. In order to save yourself trips back to the checkpoint (or to waste 10% of your gold by killing your character), the compass allows you to travel back to the last used checkpoint. After enabling it from your inventory, you have a period of about 5 seconds before being transported away. That graveyard and that backtracking! We hear you! The backtracking isn't fun in this area! We didn't catch this because we simply didn't see a problem with it during the design phase. The very first version of the game had 4 checkpoints (one in each branch) that you COULDN'T avoid. We realized this was a bit too much after getting feedback from players, and removed two of them, plus moved the remaining two out of the way so you weren't forced to enable them. The problem is that if you see a checkpoint - you're likely to enable it (why wouldn't you?), and it's easy to feel cheated by the game when you realize that you just locked yourself somewhere deep inside the graveyard, and the only way back is where you came from. First of all - apologies for the long waiting time on this! This one is something we've had to think about for a long time. Especially how to change things without majorly redesigning the graveyard, and we hopefully have a working middle ground. First of all, we left the checkpoints in - but instead of forcing you to backtrack, each of the four paths have some alternate path back to the center of the graveyard (alternatively, you can use the compass). If you open your game after updating and check your graveyard map, you'll see that you have a few new rooms on the map! We'll let you try these out yourselves, but hopefully it should address the most annoying backtrack parts of the graveyard! Where does this house lead? Until next time! We do have more updates coming, but nothing concrete to share at this point. Is there anything you'd like to see? Drop a suggestion in the forum - even though we might not be able to do everything that is suggested, we always seriously consider all suggestions we see! |
We just updated the game to version 1.0.30. |
We have a few smaller changes that we just went live with. The next version (1.0.29) contains the following changes:
Enjoy! |
We've had the issue of some players not being able to start the game without running it in admin mode. |
Over the course of the last few weeks, we've gotten a lot of comments, feedback and ideas. It's been crazy seeing something that we kept so close to our vests for so long be out there in the real world! |