How We're Doing & Where We're Going
When you last heard from us, we made the announcement that we wouldnt be able to hit our previously set release date of August 30th. Today we would like to give some more insight on why this decision was made and where we're at in development. But first things first: on behalf of the entire team at Might and Delight I would personally like to thank every one of you for the amazing understanding and support that you showed us when we announced this delay to you. It was clear that many of you were disappointed, just like we were, but the overwhelming majority of you still voiced your support and faith in our decision and it's hard to explain how comforting that was to us. So, once again, thank You so much for still being with us! Now, onwards...
As we described in the delay announcement, it was thanks to the feedback and data provided by our beta testers that we realized that we werent in a releasable state. And while there are many things that could use some ironing out, it was mainly three issues that we felt absolutely needed to be looked at before launch. Since I'm so cool and edgy I've been calling this set of bugs The Unholy Trio". The Unholy First, and probably the most annoying out of the three, is a severe case of rubberbanding. This would have our players click to move somewhere, only for the game to slingshot them back to a previously occupied location and it made travelling take much longer than it should. Obviously this would be a problem in any game, let alone one called Book of Travels. Worse yet, it didn't only affect the player, but also things like NPCs and our combat system. The Unholy Second made it so that things started spawning in places where they shouldnt. Events would appear in the wrong positions on the map, forest animals could be seen in densely populated cities and enemy characters would pop up into tea houses. Is there any place more inconvenient to be ambushed in than a tea house? The Unholy Third is simply making NPCs invisible to the player, which happened randomly here and there. We cant have that, now can we?
Now, I'm happy to report that the team is very close to fixing all three of these issues so that none of the players jumping in on launch day will be haunted by them. Of course, since we are launching into Early Access, we do want to emphasize that the game will have issues like bugs and balancing issues on release. Its just that these particular bugs were too prevalent and too detrimental to the general play experience for us to just roll with it, despite the fact that Early Access titles arent expected to work flawlessly right out of the gate. The Unholy Trio needed to go. Besides polishing work, theres another upside to the extra time that we've allowed ourselves. The team is currently deepening the experience further than we wouldve had time for previously, with more quests and dangers for the player to dive into. Additionally, we are making new areas that well add to the game world early in the Early Access period. We will have a more detailed roadmap of what is to come after launch soon. Were not announcing the release date today, but we have decided on one and it's not as far off as some of you have been speculating. Were so excited to start this journey with you, and that's what it is going to be a journey. That's why we're doing the Early Access period, because we want to shape Book of Travels together with our players. The game we envision in our dreams wouldn't be possible to make without you and we're so appreciative of every one of you who wants to be a part of it. Until next time, Oliver & The Dev Team xx https://store.steampowered.com/app/1152340/Book_of_Travels/
[ 2021-09-02 17:59:02 CET ] [ Original post ]
Dear Traveller,
When you last heard from us, we made the announcement that we wouldnt be able to hit our previously set release date of August 30th. Today we would like to give some more insight on why this decision was made and where we're at in development. But first things first: on behalf of the entire team at Might and Delight I would personally like to thank every one of you for the amazing understanding and support that you showed us when we announced this delay to you. It was clear that many of you were disappointed, just like we were, but the overwhelming majority of you still voiced your support and faith in our decision and it's hard to explain how comforting that was to us. So, once again, thank You so much for still being with us! Now, onwards...
The Unholy Trio
As we described in the delay announcement, it was thanks to the feedback and data provided by our beta testers that we realized that we werent in a releasable state. And while there are many things that could use some ironing out, it was mainly three issues that we felt absolutely needed to be looked at before launch. Since I'm so cool and edgy I've been calling this set of bugs The Unholy Trio". The Unholy First, and probably the most annoying out of the three, is a severe case of rubberbanding. This would have our players click to move somewhere, only for the game to slingshot them back to a previously occupied location and it made travelling take much longer than it should. Obviously this would be a problem in any game, let alone one called Book of Travels. Worse yet, it didn't only affect the player, but also things like NPCs and our combat system. The Unholy Second made it so that things started spawning in places where they shouldnt. Events would appear in the wrong positions on the map, forest animals could be seen in densely populated cities and enemy characters would pop up into tea houses. Is there any place more inconvenient to be ambushed in than a tea house? The Unholy Third is simply making NPCs invisible to the player, which happened randomly here and there. We cant have that, now can we?
Blessings in disguise
Now, I'm happy to report that the team is very close to fixing all three of these issues so that none of the players jumping in on launch day will be haunted by them. Of course, since we are launching into Early Access, we do want to emphasize that the game will have issues like bugs and balancing issues on release. Its just that these particular bugs were too prevalent and too detrimental to the general play experience for us to just roll with it, despite the fact that Early Access titles arent expected to work flawlessly right out of the gate. The Unholy Trio needed to go. Besides polishing work, theres another upside to the extra time that we've allowed ourselves. The team is currently deepening the experience further than we wouldve had time for previously, with more quests and dangers for the player to dive into. Additionally, we are making new areas that well add to the game world early in the Early Access period. We will have a more detailed roadmap of what is to come after launch soon. Were not announcing the release date today, but we have decided on one and it's not as far off as some of you have been speculating. Were so excited to start this journey with you, and that's what it is going to be a journey. That's why we're doing the Early Access period, because we want to shape Book of Travels together with our players. The game we envision in our dreams wouldn't be possible to make without you and we're so appreciative of every one of you who wants to be a part of it. Until next time, Oliver & The Dev Team xx https://store.steampowered.com/app/1152340/Book_of_Travels/
Help us bring Braided Shore to life!
Book of Travels
Might and Delight
Might and Delight
2021-10-11
RPG MMO
Game News Posts 134
🎹🖱️Keyboard + Mouse
Very Positive
(1410 reviews)
http://www.tmorpg.com
https://store.steampowered.com/app/1152340 
Book of Travels Linux 64bit [5.82 G]
Join The Book of Travels and become a part of a unique social roleplaying experience that doesn’t hold your hand. Inspired by genre classics, this is a serene adventure that sets you adrift in a fairytale world... but it’s also an invitation to roleplay without the restraints of linear missions and plotlines. Feel at liberty to travel the free wilds and vivid cities of the Braided Shore peninsula. Wander deep into the layers of this hand-drawn world, stumble upon its hidden places or unravel one of its many mysteries. There is no overarching goal, no real beginning or end, but for mortal characters the stakes can be high.
Braided Shore is a vast and intricate world, but meetings with other players are few and far between so your chance encounters will be something special. Choose to collaborate together or to survive alone, either way, you’ll be part of the birth of an exciting new online community, one where many stories will be told.
But take note: This is a game for wayfinders and wanderers and it won’t plan out your route. Instead it will trust you to to play in your own style and to shape your own journey. Whichever way you choose to travel, you’ll soon be adding your own chapters to the Book of Travels.
- Authentic roleplaying and individual playstyles
Pick one of 20+ Forms in a detailed character creation sheet that focuses on personality and identity rather than stats and classes. The game allows you to play in a style that matches your character and to set your own personal goals. Are you a danger-seeking adventurer, a stoic practitioner of magic binding, or a carefree tea drinking gambler? - Boundless narrative that won’t hold your hand
Your travels will present you with countless randomly occurring events making your story unique, and each session different from the last. Peel back the layers of diverse plotlines and discover an immensely deep fairytale world. - TMO - Tiny Multiplayer Online
Other players are few, but your paths will cross - it’s up to you to choose to travel together or go it alone. Find vehicles to reach far flung places or just amble through woods together. The absence of guilds and social structures makes your temporary fellowships unique and memorable. - A beautiful world of uncertainty
An intricate and unique world that draws inspiration from old-world fairytales, Eastern mythologies and early industrial eras. Tons of intricate events chains that unlock items, characters, deep world secrets, and hidden gameplay features and tricks. - Communicate using symbols
Learn to use a unique set of symbols to communicate with other players. Unlock new symbols as you encounter new features and places (e.g. you’ll gain the symbol for “city” only after you’ve visited a city). The limitation in communication lays the foundation for a rich and friendly multiplayer experience. - Innovative RPG systems
Define your character by unlocking and mastering 300+ abilities, magical skills and passive feats that will have a huge impact on your character and open up different experiences of the game. Gain experience in numerous ways: by exploring, being courteous, gathering and trading. Battles can be rewarding, but you will learn more in defeat than in victory. - The world is a hand painted diorama
Experience a unique game view perspective ‘painted’ in a richly detailed artstyle. Click to walk like old school RPGs but in scenes with 3-dimensional depth. - Commiting to the world - together
Might and Delight studio is fully committed to making this online world grow and live for a long long time - together with you. Much like a dungeon master we will hint about new mysterious scenarios, but it will be up to you, the players, to let us know what we should explore next. Additionally, we’ll add new levels, constantly making the vast world even bigger, adding new playable characters and of course thousands of storylines and events. Stories will change and evolve and eras of new narratives will follow.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: Intel Core 2 Duo 2.4 GHz. AMD Athlon X2 2.8 GHz or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA Geforce GTX 660. ATI Radeon HD 2xxxNetwork: Broadband Internet connection
- Storage: 2 GB available space
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