Greetings, my friends! Wraithbinder is a fast-paced action roguelike game with secrets, loot, necromancy and ability progression set in the Songbringer universe, created by solo dev and yours truly, Wizard Fu. It's now in Early Access! https://store.steampowered.com/app/2126370/Wraithbinder
The Songbringer Universe
The events of Wraithbinder take place hundreds of years before Songbringer, on the planet Yuerder, where the character Zero was born. Yuerder was once a lush, Earth-like planet but eons of thick, dark cloud cover transformed most of the oxygen-breathing life into nocturnal and bioluminescent creatures while its people built cities to float above the clouds. In Wraithbinder you play as the Captain of a sky sailor ship who discovers an enigmatic, floating city...
About Early Access
This is an Early Access game, which means there is more to come before it is finished. Act I of III of Wraithbinder's story is playable now, this represents about 1/3 of the content the game will eventually have at 1.0 launch. Plans are to be in Early Access for at least one year. Two major things are coming during Early Access: Act II and online co-op multiplayer! Act III will come along with the 1.0 launch.
Get it now or later?
It's up to you and whether you'd rather play the early version and help shape the game as it develops, or whether you'd rather play the final 1.0 version. The game is priced low right now because it is Early Access but the price will increase at 1.0 launch.
Regular Updates
During Early Access there will be small updates every week or so and big updates every month or so. Please share your feedback on the Discord, the Steam forum, or email. There are links in the game. I listen to your feedback & work to incorporate your suggestions into improving the game regularly. You can watch my Wraithbinder live development stream each week on Twitch. Feel free to just chat with me or share your suggestions.
Reviews Help!
If you like Wraithbinder, please follow it on Steam. And if you get it, please leave a review! Thanks for playing Songbringer and I hope you enjoy Wraithbinder! I appreciate your support and encouragement. Nat (the dev)
Wrathbinder is a fast-paced action roguelike indie game with secrets, loot, necromancy and ability progression set in the Songbringer universe, created by solo dev and yours truly, Wizard Fu.
Early Access launch this Monday! Wishlist link.
The events of Wraithbinder take place hundreds of years before Songbringer, on the planet Yuerder, where the character Zero was born. Yuerder was once a lush, Earth-like planet but eons of thick, dark cloud cover transformed most of the oxygen-breathing life into nocturnal and bioluminescent creatures while its people built cities to float above the clouds...
Wraithbinder launches into Early Access with Act I of its storyline. Act II and online co-op multiplayer will come during Early Access while Act III will come at 1.0 launch.
Thanks for playing Songbringer and I hope you enjoy Wraithbinder! I appreciate your support and encouragement.
Cheers everybody,
Nathanael
Hello there person, This is a simple update to Songbringer which updates the Steam SDK to the latest version and fixes a few minor bugs.
- Fixed Lucid & Pellucid achievements not triggering if you revisit a dungeon
- Fixed Smiley Gladhander achievement not triggering for Italian and Portuguese languages
It's Songbringer contest time. Who can achieve the fastest run to 100% in world seed NORRIS? The winner will be awarded ~25,000 Steam points via Awards.
To win this challenge, simply perform your 100% run all the way to the end, then post a screenshot of your victory screen to the Songbringer Discussions forum. The victory screen looks like this:
You only need to achieve 100% items. It's not necessary to get 100% of the map. Be sure you are online so that your victory is recorded to the leaderboard. I will be checking the leaderboards to verify your victory is legit.
Posting your victory screenshot to the Discussions allows me to award you the points via your post.
The contest is open to submissions until Monday at 10am Pacific, February 22, 2021. The player with the fastest 100% items in world seed NORRIS will be the victor.
Feel free to use QuaestComm's awesome 100 percent completion walkthrough.
Cheers,
Nathanael
Your old pal Songbringer is now available on the App Store. One might exclaim: "How super duper!"
So give it a download. It's free to start. Gamepads are supported and it includes the Trial of Ren DLC.
Ratings are much appreciated.
Will there be an Android version? Well, the Kickstarter hit its stretch goal for iOS but fell short with Android. The only mobile release of Songbringer will be on iOS. There will not be an Android version.
Cheers everybody,
Nathanael
Here lies a PDF map to world seed WIZARD. It's something that could help you to gain 100% items, or perhaps to discover all the things you never knew Songbringer had, like a T-Rex wearing a top hat aboard the titular vessel, the game's penultimate dungeon.
Feel free to share the link with others as you wish. Be forewarned, there are dangerous secrets ahead.
http://wizardfu.com/assets/SONGBRINGER-World-Seed-WIZARD.pdf
Cheers,
Nathanael
At long last, Songbringer's soundtrack has been released. The game's glitchy, somewhat-procedural bass music has been codified into the form of an album for the pleasure of your ear drums.
This is a gapless album. One song flows into the next to create a seamless, coherent whole. As such, it plays best start to finish rather than being shuffled.
Did you know the game actually has all music in procedural form? The rhythms remain constant yet the melody can change slightly depending on your world seed and dungeon number. For example, world seed PEANUT might have a dungeon 1 in the key of A while world seed YELLOW might have it in the key of C#. Additionally, the game's music is adaptive, so when there are more enemies on screen the music gets more intense by adding layers.
In a way, this soundtrack is like a snapshot of Songbringer's procedural music content. It starts with the first song in the key of F# then using harmonic mixing takes steps of five to arrive at the next song in the key of C#. Thus the circle of fifths is used to lend the soundtrack a sense of cohesion and continuity. Note that some of the original songs have been split into multiple tracks.
23 tracks, 50 minutes.
Track list:
01 - Zephyr Perspective - F# - 73.5 bpm
02 - An Old Ship - F# - 73.5 bpm
03 - Ekzera - C# - 65.94 bpm
04 - Sindraphon - G# - 69.54 bpm
05 - Radruiel - D# - 69.54 bpm
06 - Metatron - A# - 109.99 bpm
07 - Murmuroth - F - 94 bpm
08 - Puriel - C - 92 bpm
09 - Lassaurium - G - 151 bpm
10 - Eiael - D - 88.8 to 120.97 bpm
11 - Deep Along Orion - A - 65.94 bpm
12 - Nearby Bellatrix - A - 65.94 bpm
13 - We Laid Anchor - A - 65.94 bpm
14 - A Planet Named - A - 65.94 bpm
15 - After the Great War - A - 65.94 bpm
16 - Kiel - E - 91 bpm
17 - A Hidden Stone - B - 69.54 bpm
18 - Velle - F# - 69.54 bpm
19 - Bath Kol - C# - 110.76 bpm
20 - Hemisphere - G# - 120 bpm
21 - Victorious - D# - 65.94 bpm
22 - Zero - A# - 69.54 bpm
23 - The Helix - F - 42.66 bpm
This album is licensed under the Creative Commons Attribution Non-commercial Share Alike 3.0 license.
Feel free to remix, mash-up, tweak and share this album non-commercially as long as you provide credit and license your work under identical terms.
Cheers,
Wizard_fu
Songbringer now has a free DLC. Own Songbringer - The Trial of Ren to unlock a bunch of fresh stuff including the new boss, Ren. It also features new achievements, items, crafting combos, boss special attacks and even a new language (Simplified Chinese).
Ren, Brother of Kiel
Once a member of Roq's scout team, and brother to the infamous Kiel, Ren awaits you in the mysterious depths of Ekzera. But somehow he's different than he was before. This will be one of the toughest boss fights yet. Can you take him down and claim the new ability?
The Cursed Ring
Those hungry for a challenge will find satiety through Eiael's Snare, a cursed ring that significantly boosts your final score yet grants special attacks to every boss. It also increases the damage and health of all enemies. Claim this item for the ultimate confrontation.
Hyper Boots and Flamethrower
There's two new item crafting combos: The Hyper Boots and Flamethrower. Both of which are wicked sweet. The Hyper Boots make Roq run incredibly fast while leaving a trail of Lightning Mines. The Flamethrower spews out jets of fire.
What Else
Besides the 5 new achievements and the Simplified Chinese language, what else are you getting in this release versus the original 1.0.0 launch version? Remember the following stuff:
- Charged Attack Update v1.1.0 - the Charged Attack, Nanosword Parry, The Shirt armor, The Ferret Drones
- Antecedent Update v1.0.5 - Velle's jewelry skin, special enemy mobs on the overworld, bug fixes
- Minor Update v1.0.4 - clearer map artwork, bug fixes
- Minor Update v1.0.3 - Top Hat bounce accuracy, sword auto-unsheath, less busy artwork
- Trading Cards Update v1.0.2 - trading cards, courage skeletons, the Ghost Hat, skip all dialogue option
- Combat Precision Update v1.0.1 - sword accuracy, blink momentum, clutch courage defense
Changelog
Here's the complete list of what is new, improved and fixed in the current version: [NEW] New Boss: Ren, brother of Kiel [NEW] New language: Simplified Chinese [NEW] New ability: Battle meditation [NEW] New item: Hyper Boots (run even faster and leave a trail of lightning mines) [NEW] New item: The Flamethrower (shoots out a jet of flames) [NEW] New item: Eiael's Snare (makes all foes more difficult and gives all bosses special attacks) [NEW] Sindraphon's special attack is a double hammer swing [NEW] Radruiel's special attack is splatting out acid when dividing [NEW] Lassaurium's special attack is filling most of the floor with ice whorls [NEW] Puriel's special attack is a ring of fire [NEW] Murmuroth's special attack is a horizontal slither strike [NEW] Eiael's special attack is eye lasers [NEW] Bath Kol's special attack is a moving wall of lightning [NEW] Kiel's special attack is an automatic freeze if he is frozen [NEW] Kusanagi's special attack is a ghost sword [NEW] Metatron's special attack is a double sword strike [NEW] Waves of enemies to fight in the Trial of Ren [NEW] New foes: Raazub, ViperFire, Drobth3, DragonAcid, Blob4 [NEW] New enemy mobs if you have Eiael's Snare [NEW] 5 new achievements [NEW] New parallax scene overlooking the Tower [NEW] New song to go with the parallax scene [NEW] Boss switch / miniboss music is now procedural [+++] All music has been refined with better bass, mids and highs [+++] Swordless music now has an additional layer when foes are near [+++] Frozen water is now remembered across area transitions [+++] Refined the display of Japanese, Traditional Chinese and Simplified Chinese languages [+++] Underground swordless entrance and Tower entrance are easier to walk into [+++] After using Ferret Drones previous item is auto re-equipped [+++] Added missing characters such as '¡' to fonts [+++] Improve the display of keyboard keys, allowing longer text to be visible [FIX] Fixed Jib's shield crafted elements not being applied to Ghost Hat [FIX] Fixed scanner drones inneffective if used back to back [FIX] Fixed scanner drones sometimes launching from the wrong start point [FIX] Fixed setting fire to swordless 2 puzzle causes shield pillar to be destroyed [FIX] Fixed Drobth Miniboss sometimes not moving to within range [FIX] Fixed having to "Hold to Skip" twice on first cutscene [FIX] Fixed HUD not updating buttons if controls are remapped [FIX] Fixed settings menu labels going off the edge in some languages [FIX] Fixed profane seeds being shown on leaderboards [FIX] Fixed pressing A / X button immediately closing the leaderboard [FIX] Fixed pause menu background lightening too much when switching to "Okay" video performance [FIX] Fixed some world seeds having blocked stairs [FIX] Fixed being able to walk through a short section of mountains in some world seeds [FIX] Fixed some fire pillars not retracting when others nearby set alight [FIX] Fixed Velle stuck unanimated after using some courage refills [FIX] Fixed some glyph language dialogues invisible if switched to at run time [FIX] Fixed accidentally being able to use sword in swordless dungeon if accidentally auto re-equipped [FIX] Fixed alien dialogue and item descriptions missing in glyph languages [FIX] Fixed waterfall statues showing as dungeon entrance statues [FIX] Fixed save icon being paused on pausing the game [FIX] Fixed re-mapped Nanosword switches back to A button on continue [FIX] Fixed controls sometimes getting stuck when pausing and unpausing [FIX] Fixed pillars flickering on some area transitions [FIX] Fixed double Puriel boss starting music twice [FIX] Fixed water being added and possibly blocking the Tower entrance [FIX] Fixed shield glow disappearing when switching video performance setting [FIX] Fixed Ferret Drones revealing Enlightenment [FIX] Fixed meditation revealing the same secret walls multiple times in the same room That's all for now, Nathanael @wizard_fu
The Charged Attack has now been unleashed! Hold the sword button to charge up, then release for a powerful strike. Especially helpful in areas crowded with enemies. Makes the game more interesting as there are multiple ways to use the sword from the get go. Check it:
Sword Parry Ability
Also, this Parry Ability can be found. Charge up the sword, then keep holding the sword button as you collide with an enemy to parry and deflect all damage. Especially helpful when you do not know what kind of attack might be coming.
The Shirt
Additionally, The Shirt. This is armor which protects Roq. Players who need a helping hand (ahem, those who die a lot) will happen upon this vigilant preservative.
The Ferret Drones
Another new item: The Ferret Drones. These drones will help you locate all the missing items in the entire game so that you can get 100% without having to hack through your Log.txt.
The Other New Stuff
What about all that other fresh content mentioned in the last update post? The new boss? The new achievements? The Hyper Boots, Flamethrower and Battle Meditation? The cursed ring and the new boss special attacks? It's coming soon in a synchronous release on all platforms, including the PS4 and Xbox One versions. Stay tuned. If you want to play it now, you can switch to the beta version.
What Else
What else are you getting in this release versus the original 1.0.0 launch version? Remember the following stuff:
- Combat Precision Update v1.0.1 - sword accuracy, blink momentum, clutch courage defense
- Trading Cards Update v1.0.2 - trading cards, courage skeletons, the Ghost Hat, skip all dialogue option
- Minor Update v1.0.3 - Top Hat bounce accuracy, sword auto-unsheath, less busy artwork
- Minor Update v1.0.4 - clearer map artwork, bug fixes
- Antecedent Update v1.0.5 - Velle's jewelry skin, special enemy mobs on the overworld, bug fixes
The Charged Attack has now been unleashed! Hold the sword button to charge up, then release for a powerful strike. Especially helpful in areas crowded with enemies. Makes the game more interesting as there are multiple ways to use the sword from the get go. Check it:
Sword Parry Ability
Also, this Parry Ability can be found. Charge up the sword, then keep holding the sword button as you collide with an enemy to parry and deflect all damage. Especially helpful when you do not know what kind of attack might be coming.
The Shirt
Additionally, The Shirt. This is armor which protects Roq. Players who need a helping hand (ahem, those who die a lot) will happen upon this vigilant preservative.
The Ferret Drones
Another new item: The Ferret Drones. These drones will help you locate all the missing items in the entire game so that you can get 100% without having to hack through your Log.txt.
The Other New Stuff
What about all that other fresh content mentioned in the last update post? The new boss? The new achievements? The Hyper Boots, Flamethrower and Battle Meditation? The cursed ring and the new boss special attacks? It's coming soon in a synchronous release on all platforms, including the PS4 and Xbox One versions. Stay tuned. If you want to play it now, you can switch to the beta version.
What Else
What else are you getting in this release versus the original 1.0.0 launch version? Remember the following stuff:
- Combat Precision Update v1.0.1 - sword accuracy, blink momentum, clutch courage defense
- Trading Cards Update v1.0.2 - trading cards, courage skeletons, the Ghost Hat, skip all dialogue option
- Minor Update v1.0.3 - Top Hat bounce accuracy, sword auto-unsheath, less busy artwork
- Minor Update v1.0.4 - clearer map artwork, bug fixes
- Antecedent Update v1.0.5 - Velle's jewelry skin, special enemy mobs on the overworld, bug fixes
This minor update is (once again) full of improvements, bug fixes and other stuff that helps to prepare for the upcoming major update.
The good news is that all of the new content is finished, including a new boss, an arena with waves of enemies and many new items and abilities such as the charged sword attack, a sword parry ability, shirt armor, drones which help find 100% items and a cursed ring which makes enemies more difficult but increases your final score.
Because the major update will be launched on all platforms simultaneously (including PS4 and Xbox One), some more time is required to test for quality assurance and go through the approval and validation processes on those platforms. While these things are being finalized, you can try everything out in the beta version. Just switch to the beta and give it a shot. Instructions on how to switch to the beta version here.
So here's two changelog lists, one for the upcoming major update (v1.1.0) and one for all the fixes and new features in this current version (v.1.0.5):
-=: Version 1.1.0 - (Coming Soon) :=-
[NEW] New Boss: Ren, brother of Kiel
[NEW] New ability: The charged Nanosword attack
[NEW] New ability: Nanosword parry
[NEW] New ability: Battle meditation
[NEW] New item: Roq's Shirt (armor)
[NEW] New item: Ferret Drones (helps with finding 100% items)
[NEW] New item: Hyper Boots (run even faster and leave a trail of lightning mines)
[NEW] New item: The Flamethrower (shoots out a jet of flames)
[NEW] New item: Eiael's Snare (makes all foes more difficult and gives all bosses special attacks)
[NEW] Sindraphon's special attack is a double hammer swing
[NEW] Radruiel's special attack is splatting out acid when dividing
[NEW] Lassaurium's special attack is filling most of the floor with ice whorls
[NEW] Puriel's special attack is a ring of fire
[NEW] Murmuroth's special attack is a horizontal slither strike
[NEW] Eiael's special attack is eye lasers
[NEW] Bath Kol's special attack is a moving wall of lightning
[NEW] Kiel's special attack is an automatic freeze if he is frozen
[NEW] Kusanagi's special attack is a ghost sword
[NEW] Metatron's special attack is a double sword strike
[NEW] Waves of enemies to fight in the Trial of Ren
[NEW] New foes: Raazub, ViperFire, Drobth3, DragonAcid, Blob4
[NEW] New enemy mobs if you have Eiael's Snare
[NEW] 5 new achievements
[NEW] New parallax scene overlooking the Tower
[NEW] New song to go with the parallax scene
[NEW] New easter egg in the sword cave
-=: Version 1.0.5 - Antecedent - 2018.02.11 :=-
[NEW] New item: Jewelry (replaces the Jibstashe if you have Velle)
[NEW] New special enemy mobs on the overworld if you have the first Demon's Tooth
[NEW] Frozen water has more organically shaped edges
[NEW] Added more Drobth to the initial cryo scene to give the sense of an army
[NEW] The Jibstashe -- if acquired -- can be seen in both endings
[NEW] Mechanics for changing floor patterns
[NEW] Mechanics for enemy waves
[+++] Jib's light upgrade item now applies to Velle too, though she starts without any light
[+++] Jib's mustache skin is complete for all animations
[+++] Refined boss music to have clearer sub frequencies and louder mid to high range
[+++] Roq automatically unsheaths sword after drinking flask if sword was previously unsheathed
[+++] After using Scanner Drones or Bio Detector, re-equip previous item
[+++] Drobth2 is more distinct with green glowing eyes
[+++] Secret sky blocks also respond to Velle
[+++] Refined secret sky blocks so they don't accidentally reveal themselves
[+++] SandFountain sinks into sky or water if it lands there
[+++] Dispelling Metatron is more immediate
[+++] Foes are not damaged very much by foe bombs
[FIX] Fixed Xbox wireless controller not having rumble on Linux
[FIX] Fixed menus not working after binding the enter key to a button
[FIX] Fixed an issue where the map showed ':' even though the item was obtained
[FIX] Fixed being able to bind a single button or key to actions for both players
[FIX] Fix multiple simultaneous achievements overlapping
[FIX] Fix Roq looking backwards if in motion when boss switch segue begins
[FIX] Fix Roq always looking south when walking north into a portal
[FIX] Fixed Puriel's fire spiders having green fire at the wrong visual height
[FIX] Fixed Bath Kol not triggering Survivor achievement
[FIX] Fixed player being knocked back on top of entities like water, sky or invincible tiles
[FIX] Fixed the open path around courage refill pillars being blocked in some worlds
[FIX] Fixed downstairs swordless mob from being overwritten by Shade mob
[FIX] Falling bombs no longer land on sky
[FIX] Fixed a rare case where Roq could walk backwards while picking up the Nanosword
[FIX] Fixed Velle freaking out if Roq was too near and she couldn't back up any more
[FIX] Fixed a few visual issues with Rubble entities
[FIX] Possible fix for door light visual glitch in sword cave
[FIX] Fixed leaderboard seeds overlapping names for Russian language
That's all for now,
Nathanael
This minor update is (once again) full of improvements, bug fixes and other stuff that helps to prepare for the upcoming major update.
The good news is that all of the new content is finished, including a new boss, an arena with waves of enemies and many new items and abilities such as the charged sword attack, a sword parry ability, shirt armor, drones which help find 100% items and a cursed ring which makes enemies more difficult but increases your final score.
Because the major update will be launched on all platforms simultaneously (including PS4 and Xbox One), some more time is required to test for quality assurance and go through the approval and validation processes on those platforms. While these things are being finalized, you can try everything out in the beta version. Just switch to the beta and give it a shot. Instructions on how to switch to the beta version here.
So here's two changelog lists, one for the upcoming major update (v1.1.0) and one for all the fixes and new features in this current version (v.1.0.5):
-=: Version 1.1.0 - (Coming Soon) :=-
[NEW] New Boss: Ren, brother of Kiel
[NEW] New ability: The charged Nanosword attack
[NEW] New ability: Nanosword parry
[NEW] New ability: Battle meditation
[NEW] New item: Roq's Shirt (armor)
[NEW] New item: Ferret Drones (helps with finding 100% items)
[NEW] New item: Hyper Boots (run even faster and leave a trail of lightning mines)
[NEW] New item: The Flamethrower (shoots out a jet of flames)
[NEW] New item: Eiael's Snare (makes all foes more difficult and gives all bosses special attacks)
[NEW] Sindraphon's special attack is a double hammer swing
[NEW] Radruiel's special attack is splatting out acid when dividing
[NEW] Lassaurium's special attack is filling most of the floor with ice whorls
[NEW] Puriel's special attack is a ring of fire
[NEW] Murmuroth's special attack is a horizontal slither strike
[NEW] Eiael's special attack is eye lasers
[NEW] Bath Kol's special attack is a moving wall of lightning
[NEW] Kiel's special attack is an automatic freeze if he is frozen
[NEW] Kusanagi's special attack is a ghost sword
[NEW] Metatron's special attack is a double sword strike
[NEW] Waves of enemies to fight in the Trial of Ren
[NEW] New foes: Raazub, ViperFire, Drobth3, DragonAcid, Blob4
[NEW] New enemy mobs if you have Eiael's Snare
[NEW] 5 new achievements
[NEW] New parallax scene overlooking the Tower
[NEW] New song to go with the parallax scene
[NEW] New easter egg in the sword cave
-=: Version 1.0.5 - Antecedent - 2018.02.11 :=-
[NEW] New item: Jewelry (replaces the Jibstashe if you have Velle)
[NEW] New special enemy mobs on the overworld if you have the first Demon's Tooth
[NEW] Frozen water has more organically shaped edges
[NEW] Added more Drobth to the initial cryo scene to give the sense of an army
[NEW] The Jibstashe -- if acquired -- can be seen in both endings
[NEW] Mechanics for changing floor patterns
[NEW] Mechanics for enemy waves
[+++] Jib's light upgrade item now applies to Velle too, though she starts without any light
[+++] Jib's mustache skin is complete for all animations
[+++] Refined boss music to have clearer sub frequencies and louder mid to high range
[+++] Roq automatically unsheaths sword after drinking flask if sword was previously unsheathed
[+++] After using Scanner Drones or Bio Detector, re-equip previous item
[+++] Drobth2 is more distinct with green glowing eyes
[+++] Secret sky blocks also respond to Velle
[+++] Refined secret sky blocks so they don't accidentally reveal themselves
[+++] SandFountain sinks into sky or water if it lands there
[+++] Dispelling Metatron is more immediate
[+++] Foes are not damaged very much by foe bombs
[FIX] Fixed Xbox wireless controller not having rumble on Linux
[FIX] Fixed menus not working after binding the enter key to a button
[FIX] Fixed an issue where the map showed ':' even though the item was obtained
[FIX] Fixed being able to bind a single button or key to actions for both players
[FIX] Fix multiple simultaneous achievements overlapping
[FIX] Fix Roq looking backwards if in motion when boss switch segue begins
[FIX] Fix Roq always looking south when walking north into a portal
[FIX] Fixed Puriel's fire spiders having green fire at the wrong visual height
[FIX] Fixed Bath Kol not triggering Survivor achievement
[FIX] Fixed player being knocked back on top of entities like water, sky or invincible tiles
[FIX] Fixed the open path around courage refill pillars being blocked in some worlds
[FIX] Fixed downstairs swordless mob from being overwritten by Shade mob
[FIX] Falling bombs no longer land on sky
[FIX] Fixed a rare case where Roq could walk backwards while picking up the Nanosword
[FIX] Fixed Velle freaking out if Roq was too near and she couldn't back up any more
[FIX] Fixed a few visual issues with Rubble entities
[FIX] Possible fix for door light visual glitch in sword cave
[FIX] Fixed leaderboard seeds overlapping names for Russian language
That's all for now,
Nathanael
This minor update is full of more improvements, bug fixes and other stuff that helps to prepare for an upcoming major update.
The major update that is coming soon will feature a new boss, a charged sword attack, a sword parry ability, shirt armor, drones which help find 100% items and a ring which makes enemies more difficult but increases your final score.
While these things are being refined and finalized, you can try them all out in the beta version. Just switch to the beta and give it a shot. Instructions on how to switch to the beta version here.
Here's a list of what else is new, improved and fixed in the latest non-beta version:
-=: Version 1.0.4 - Control - 2017.11.19 :=-
[NEW] There is now a warning before buying Kilobombs
[NEW] Stepping on secret sky blocks makes a sound
[NEW] Added a few more meditation success sounds for variety
[NEW] The escape key can now be used to end the controller binding interface
[+++] Roq faces south if starting at a defeated dungeon entrance
[+++] Added a story element to hint at how to beat Radruiel in the tower
[+++] New art makes it more clear the current map location
[+++] Ripples no longer appear on top of each other to reduce clutter
[+++] Fear Midge enemies have more contrast and do not emit blood to be more readable against the background
[+++] Drobth2 enemies are slightly bigger and have more distinct colors
[+++] Mountains in sandy overworld areas have slightly more contrast
[FIX] Fixed Virlocke opening eye before all spawn have been released
[FIX] Fixed the Bard getting confused sometimes
[FIX] Fixed slow down glitch when fighting Eiael (the wall boss) with Smith
[FIX] The manual "disableXInput 1" setting can be used to disable usage of XInput on Windows
[FIX] Axis value threshold can be set manually per controller (example: "threshold 0.5")
[FIX] Fixed buttons getting stuck down in some circumstances
[FIX] Fixed list of passive items overflowing
This minor update is full of more improvements, bug fixes and other stuff that helps to prepare for an upcoming major update.
The major update that is coming soon will feature a new boss, a charged sword attack, a sword parry ability, shirt armor, drones which help find 100% items and a ring which makes enemies more difficult but increases your final score.
While these things are being refined and finalized, you can try them all out in the beta version. Just switch to the beta and give it a shot. Instructions on how to switch to the beta version here.
Here's a list of what else is new, improved and fixed in the latest non-beta version:
-=: Version 1.0.4 - Control - 2017.11.19 :=-
[NEW] There is now a warning before buying Kilobombs
[NEW] Stepping on secret sky blocks makes a sound
[NEW] Added a few more meditation success sounds for variety
[NEW] The escape key can now be used to end the controller binding interface
[+++] Roq faces south if starting at a defeated dungeon entrance
[+++] Added a story element to hint at how to beat Radruiel in the tower
[+++] New art makes it more clear the current map location
[+++] Ripples no longer appear on top of each other to reduce clutter
[+++] Fear Midge enemies have more contrast and do not emit blood to be more readable against the background
[+++] Drobth2 enemies are slightly bigger and have more distinct colors
[+++] Mountains in sandy overworld areas have slightly more contrast
[FIX] Fixed Virlocke opening eye before all spawn have been released
[FIX] Fixed the Bard getting confused sometimes
[FIX] Fixed slow down glitch when fighting Eiael (the wall boss) with Smith
[FIX] The manual "disableXInput 1" setting can be used to disable usage of XInput on Windows
[FIX] Axis value threshold can be set manually per controller (example: "threshold 0.5")
[FIX] Fixed buttons getting stuck down in some circumstances
[FIX] Fixed list of passive items overflowing
This minor update is full of slight improvements, bug fixes and other stuff that helps to prepare for an upcoming major update. The major update that is coming soon will feature a charged sword attack ability, a sword parry ability, shirt armor, a new boss and more.
With this update you can maintain your blink momentum after transitioning to a new area. Also the Top Hat bounces more accurately, which really helps for combat in close quarters. Roq also is smart enough to keep his sword unsheathed across some transitions to add a little more speed to runs.
Here's a list of what else is new, improved and fixed in the latest version:
-=: Version 1.0.3 :=-
[NEW] Roq can keep his sword unsheathed while celebrating a new item
[NEW] After using stairs, Roq will unsheath the Nanosword automatically if it was previously unsheathed
[+++] The Top Hat bounces more accurately, allowing more precise combat in cramped quarters
[+++] Roq is only damaged by his own bombs if standing too close to them
[+++] Blink combo momentum is able to be kept through the transition to a new area
[+++] The art for all dead enemies has less contrast to keep the screen from getting busy
[+++] Blood and burn marks fade out completely after awhile to keep the screen from getting too crowded
[+++] There are less hopping insects on the overworld to make the art less busy
[+++] The map colors have been adjusted for a little more contrast
[+++] The Survivor achievement now triggers the instant a boss dies so that it is obtained more often
[+++] The Wizard achievement is double-checked whenever viewing the Achievements menu
[+++] The DroidBat is no longer able to fly off the edge of the current area very far
[+++] Expanded the hit box of Zurrubs (burrowing overworld enemy) to be more accurate
[+++] Refined the mixing and mastering of the theme song
[FIX] Fixed a startup crash on Linux due to missing libcurl-gnutls
[FIX] Fixed a situation where controllers would not be recognized
[FIX] Fixed Jib getting stuck looking to the left or right forever
[FIX] Fixed not being able to re-enter the first swordless dungeon after completing it or teleporting away
[FIX] Fixed battle zoom hiding the action on the east and west edges of the current area
[FIX] Fixed a situation where swinging the sword during a Tower boss battle would trigger the elevator
[FIX] Fixed a one-frame glitch in Roq's artwork walking downstairs
[FIX] Fixed a visual glitch in Roq's artwork for picking up the sword
[FIX] Fixed leaderboard entries sometimes being in the wrong ranking order
[FIX] Fixed glitch in cave door light animation on Windows
That's all for now,
Nathanael
This minor update is full of slight improvements, bug fixes and other stuff that helps to prepare for an upcoming major update. The major update that is coming soon will feature a charged sword attack ability, a sword parry ability, shirt armor, a new boss and more.
With this update you can maintain your blink momentum after transitioning to a new area. Also the Top Hat bounces more accurately, which really helps for combat in close quarters. Roq also is smart enough to keep his sword unsheathed across some transitions to add a little more speed to runs.
Here's a list of what else is new, improved and fixed in the latest version:
-=: Version 1.0.3 :=-
[NEW] Roq can keep his sword unsheathed while celebrating a new item
[NEW] After using stairs, Roq will unsheath the Nanosword automatically if it was previously unsheathed
[+++] The Top Hat bounces more accurately, allowing more precise combat in cramped quarters
[+++] Roq is only damaged by his own bombs if standing too close to them
[+++] Blink combo momentum is able to be kept through the transition to a new area
[+++] The art for all dead enemies has less contrast to keep the screen from getting busy
[+++] Blood and burn marks fade out completely after awhile to keep the screen from getting too crowded
[+++] There are less hopping insects on the overworld to make the art less busy
[+++] The map colors have been adjusted for a little more contrast
[+++] The Survivor achievement now triggers the instant a boss dies so that it is obtained more often
[+++] The Wizard achievement is double-checked whenever viewing the Achievements menu
[+++] The DroidBat is no longer able to fly off the edge of the current area very far
[+++] Expanded the hit box of Zurrubs (burrowing overworld enemy) to be more accurate
[+++] Refined the mixing and mastering of the theme song
[FIX] Fixed a startup crash on Linux due to missing libcurl-gnutls
[FIX] Fixed a situation where controllers would not be recognized
[FIX] Fixed Jib getting stuck looking to the left or right forever
[FIX] Fixed not being able to re-enter the first swordless dungeon after completing it or teleporting away
[FIX] Fixed battle zoom hiding the action on the east and west edges of the current area
[FIX] Fixed a situation where swinging the sword during a Tower boss battle would trigger the elevator
[FIX] Fixed a one-frame glitch in Roq's artwork walking downstairs
[FIX] Fixed a visual glitch in Roq's artwork for picking up the sword
[FIX] Fixed leaderboard entries sometimes being in the wrong ranking order
[FIX] Fixed glitch in cave door light animation on Windows
That's all for now,
Nathanael
Songbringer trading cards are here. There are now 5 regular profile badges, 1 foil badge, 8 trading cards, 5 profile backgrounds and 5 emoticons. The drop rate is currently set to 1 card per hour of play time. You can combine the cards to make badges, earn the backgrounds and earn the emoticons.
ːsbhatː ːsbcactusː ːsbcactusː ːsbcactusː ːsbswordː ːsbjibː ːsbtoothː
Courage Skeletons
A new feature in this update is courage skeletons. When Roq dies in a regular, non-boss, non-switch dungeon room a courage skeleton is left behind. On returning to that room and dying again, the skeleton releases a burst of courage, refilling 3 teeth in the nick of time. Just enough to get out of a tight spot or push through a particularly difficult room. Since Songbringer is such a permissive game, one can end up in difficult rooms beyond one's current capabilities and strength. These Courage Skeletons are a way to keep the game just as permissive, yet help out for anyone who is persisting in an attempt to clear a certain room.
Ghost Hat
In swordless runs and swordless dungeons, the Ghost Sword becomes the Ghost Hat. This allows any crafted elements to still be usable in swordless dungeons and also enables usage of the Ghost Sword's projectile when Roq has not picked up the sword. If Roq has picked up the sword or is playing a regular dungeon, the Ghost Sword functions exactly as it always has.
100% Features
The equipment menu will now show your progress towards 100% map and 100% items as long as either are greater than 25% for the current run. This ought to help out tracking progress towards the 100% achievements. There's one more hidden feature for anyone going for 100%. Whenever you beat the game, a list of unattained items is printed to Log.txt. It will tell you what items you have not obtained and will hint at their location without giving away the exact position. For anyone that is almost at 100% and wondering why, this feature is for you.
Speedrun Option
Meant for speed runs, there's now an option in the Input Settings menu to "Skip All Dialogue." This makes the game skip all dialogue and cutscenes automatically. Handy for shaving a few minutes off the run. You can enable or disable this option at any time in the Settings > Input menu and it takes effect immediately. Here's the complete list of what is new, improved and fixed in version 1.0.2: [NEW] Steam trading cards, badges, profile backgrounds and emoticons [NEW] Courage skeletons drop when Roq dies in non-boss, non-boss-switch dungeon rooms [NEW] Courage skeletons give Roq a 3 tooth boost when reaching zero courage [NEW] Ghost Sword becomes the Ghost Hat in swordless runs and dungeons so its elements can still be used [NEW] Map and item percentages are shown on the equipment menu if either is greater than 25% [NEW] Input settings option to skip all dialogue and cutscenes (meant for speed runs) [NEW] Fire dungeon music is now procedural [NEW] Added 16:10 window ratio option [+++] When losing or gaining courage, the teeth on the HUD are animated [+++] Diamond quantities in stores flash red if hero doesn't have enough diamonds to purchase [+++] Water now surrounds acid horns so there is another way to overcome this challenge [+++] Water glows when meditating or eating a cactus if it contains a hidden item [+++] Story elements for Jib and Velle can now happen in the same room back to back [+++] Provide hints to locations of unattained items in Log.txt on beating the game [+++] Dungeon 1's downstairs key card is shown as a point of interest on the minimap [+++] Dialogue text is a little closer to white for more contrast and readability [+++] Hide bomb, cactus, superbomb, and courage refills from store if already at max [FIX] Fixed not being able to meditate in front of upper-floor tower monoliths [FIX] Fixed kilobombs causing some secret walls to close [FIX] Fixed a situation where bombs would not re-equip if acquired and then exhausted since last save [FIX] Fixed Jib not responding to kilobomb if enemies on screen [FIX] Fixed overworld area rewarding the same important item after save, quit and resume [FIX] Fixed open walls sometimes overwriting hidden items (rare situation) [FIX] Fixed not being able to obtain a hidden item on the overworld (rare situation) [FIX] Fixed some types of secrets not being revealed by cactus or meditate [FIX] Fixed some kinds of foes dying when jumping into walls [FIX] Fixed being able to be crushed by the moving goal room stones [FIX] Fixed boss roar not playing for Radruiel in some worlds [FIX] Fixed a rare crash on Windows [FIX] Fixed a crash on Linux in bomb rooms if using a controller with rumble [FIX] Fixed Jib swooning endlessly if over a fire [FIX] Fixed rare issue where the fear dungeon's locked boss door could block a tease room Cheers, Nathanael
Songbringer trading cards are here. There are now 5 regular profile badges, 1 foil badge, 8 trading cards, 5 profile backgrounds and 5 emoticons. The drop rate is currently set to 1 card per hour of play time. You can combine the cards to make badges, earn the backgrounds and earn the emoticons.
:sbhat: :sbcactus: :sbcactus: :sbcactus: :sbsword: :sbjib: :sbtooth:
Courage Skeletons
A new feature in this update is courage skeletons. When Roq dies in a regular, non-boss, non-switch dungeon room a courage skeleton is left behind. On returning to that room and dying again, the skeleton releases a burst of courage, refilling 3 teeth in the nick of time. Just enough to get out of a tight spot or push through a particularly difficult room. Since Songbringer is such a permissive game, one can end up in difficult rooms beyond one's current capabilities and strength. These Courage Skeletons are a way to keep the game just as permissive, yet help out for anyone who is persisting in an attempt to clear a certain room.
Ghost Hat
In swordless runs and swordless dungeons, the Ghost Sword becomes the Ghost Hat. This allows any crafted elements to still be usable in swordless dungeons and also enables usage of the Ghost Sword's projectile when Roq has not picked up the sword. If Roq has picked up the sword or is playing a regular dungeon, the Ghost Sword functions exactly as it always has.
100% Features
The equipment menu will now show your progress towards 100% map and 100% items as long as either are greater than 25% for the current run. This ought to help out tracking progress towards the 100% achievements. There's one more hidden feature for anyone going for 100%. Whenever you beat the game, a list of unattained items is printed to Log.txt. It will tell you what items you have not obtained and will hint at their location without giving away the exact position. For anyone that is almost at 100% and wondering why, this feature is for you.
Skip All Dialogue Option
Meant for speed runs, there's now an option in the Input Settings menu to "Skip All Dialogue." This makes the game skip all dialogue and cutscenes automatically. Handy for shaving a few minutes off the run. You can enable or disable this option at any time in the Settings > Input menu and it takes effect immediately. Here's the complete list of what is new, improved and fixed in version 1.0.2: [NEW] Steam trading cards, badges, profile backgrounds and emoticons [NEW] Courage skeletons drop when Roq dies in non-boss, non-boss-switch dungeon rooms [NEW] Courage skeletons give Roq a 3 tooth boost when reaching zero courage [NEW] Ghost Sword becomes the Ghost Hat in swordless runs and dungeons so its elements can still be used [NEW] Map and item percentages are shown on the equipment menu if either is greater than 25% [NEW] Input settings option to skip all dialogue and cutscenes (meant for speed runs) [NEW] Fire dungeon music is now procedural [NEW] Added 16:10 window ratio option [+++] When losing or gaining courage, the teeth on the HUD are animated [+++] Diamond quantities in stores flash red if hero doesn't have enough diamonds to purchase [+++] Water now surrounds acid horns so there is another way to overcome this challenge [+++] Water glows when meditating or eating a cactus if it contains a hidden item [+++] Story elements for Jib and Velle can now happen in the same room back to back [+++] Provide hints to locations of unattained items in Log.txt on beating the game [+++] Dungeon 1's downstairs key card is shown as a point of interest on the minimap [+++] Dialogue text is a little closer to white for more contrast and readability [+++] Hide bomb, cactus, superbomb, and courage refills from store if already at max [FIX] Fixed not being able to meditate in front of upper-floor tower monoliths [FIX] Fixed kilobombs causing some secret walls to close [FIX] Fixed a situation where bombs would not re-equip if acquired and then exhausted since last save [FIX] Fixed Jib not responding to kilobomb if enemies on screen [FIX] Fixed overworld area rewarding the same important item after save, quit and resume [FIX] Fixed open walls sometimes overwriting hidden items (rare situation) [FIX] Fixed not being able to obtain a hidden item on the overworld (rare situation) [FIX] Fixed some types of secrets not being revealed by cactus or meditate [FIX] Fixed some kinds of foes dying when jumping into walls [FIX] Fixed being able to be crushed by the moving goal room stones [FIX] Fixed boss roar not playing for Radruiel in some worlds [FIX] Fixed a rare crash on Windows [FIX] Fixed a crash on Linux in bomb rooms if using a controller with rumble [FIX] Fixed Jib swooning endlessly if over a fire [FIX] Fixed rare issue where the fear dungeon's locked boss door could block a tease room Cheers, Nathanael
Thanks for helping to make Songbringer's launch a success. I appreciate all the praise, constructive criticism and feedback you all have sent.
Some free updates are planned for Songbringer which will feature new items and abilities. More on this as it develops.
In this update, a focus has been placed on making the combat more precise, accurate and tight. For a detailed look into exactly what has been done, check out this video:
http://steamcommunity.com/sharedfiles/filedetails/?id=1130366671
Here's all of what's new, improved and fixed in this update:
-=: Version 1.0.1 :=-
[NEW] New feature: blink momentum - repeated usage of the Blink Orb has a faster and faster cooldown
[NEW] New feature: clutch courage defense - Roq takes less damage when at less than one tooth of courage
[NEW] New story element hints at how to beat Radruiel (the Blob Boss) if he proves difficult
[+++] Roq's sword hitboxes have been adjusted to feel more precise and accurate
[+++] Roq's sword hitboxes are more consistent due to remembering attack direction after letting go
[+++] Sparks from the sword now hit objects in more accurate locations and fly in a more accurate direction
[+++] Roq's sword hitbox last slightly longer so attacks connect more often and timing feels better
[+++] Roq's subsequent sword combos have slightly less and less attack delay
[+++] Roq's tophat aim direction is remembered after letting go of a direction
[+++] Roq slows down a little bit less when swinging the sword while running
[+++] One can revisit any previously locked dungeons after completing the game in order to gain 100% items and/or map
[+++] Viper enemy's rate of attack is now based on the dungeon difficulty instead of being random
[+++] Add black sparks when hitting foes
[+++] Thickets are no longer created around home area if one has the Victor's Emblem
[+++] Minor adjustments to the hitboxes of lightning and ice effects
[+++] Ice dragons can no longer shoot multiple freezing ice balls at once
[+++] Lassaurium (Ice Boss) is slightly less random in her final phase
[+++] Bath Kol (Lightning Boss) no longer heals from lightning-crafted weapons
[FIX] Fixed a situation where the crafting warning would not play when using the Captain's Note
[FIX] Fixed Diamond Sack and Blink Orb not showing the correct upgrade level in stores
[FIX] Up, down, left, right, escape and enter always work in the menu
[FIX] Fixed dialogue remaining on screen after transition
[FIX] Fixed an empty flask re-appearing if you came back with the corresponding full flask
[FIX] Fixed Linux multi-monitor support
[FIX] Fixed foes getting pushed into walls in overly-crowded rooms
[FIX] Game auto-saves after critical story events aboard Songbringer
Cheers,
Nathanael
Thanks for helping to make Songbringer's launch a success. I appreciate all the praise, constructive criticism and feedback you all have sent.
Some free updates are planned for Songbringer which will feature new items and abilities. More on this as it develops.
In this update, a focus has been placed on making the combat more precise, accurate and tight. For a detailed look into exactly what has been done, check out this video:
http://steamcommunity.com/sharedfiles/filedetails/?id=1130366671
Here's all of what's new, improved and fixed in this update:
-=: Version 1.0.1 :=-
[NEW] New feature: blink momentum - repeated usage of the Blink Orb has a faster and faster cooldown
[NEW] New feature: clutch courage defense - Roq takes less damage when at less than one tooth of courage
[NEW] New story element hints at how to beat Radruiel (the Blob Boss) if he proves difficult
[+++] Roq's sword hitboxes have been adjusted to feel more precise and accurate
[+++] Roq's sword hitboxes are more consistent due to remembering attack direction after letting go
[+++] Sparks from the sword now hit objects in more accurate locations and fly in a more accurate direction
[+++] Roq's sword hitbox last slightly longer so attacks connect more often and timing feels better
[+++] Roq's subsequent sword combos have slightly less and less attack delay
[+++] Roq's tophat aim direction is remembered after letting go of a direction
[+++] Roq slows down a little bit less when swinging the sword while running
[+++] One can revisit any previously locked dungeons after completing the game in order to gain 100% items and/or map
[+++] Viper enemy's rate of attack is now based on the dungeon difficulty instead of being random
[+++] Add black sparks when hitting foes
[+++] Thickets are no longer created around home area if one has the Victor's Emblem
[+++] Minor adjustments to the hitboxes of lightning and ice effects
[+++] Ice dragons can no longer shoot multiple freezing ice balls at once
[+++] Lassaurium (Ice Boss) is slightly less random in her final phase
[+++] Bath Kol (Lightning Boss) no longer heals from lightning-crafted weapons
[FIX] Fixed a situation where the crafting warning would not play when using the Captain's Note
[FIX] Fixed Diamond Sack and Blink Orb not showing the correct upgrade level in stores
[FIX] Up, down, left, right, escape and enter always work in the menu
[FIX] Fixed dialogue remaining on screen after transition
[FIX] Fixed an empty flask re-appearing if you came back with the corresponding full flask
[FIX] Fixed Linux multi-monitor support
[FIX] Fixed foes getting pushed into walls in overly-crowded rooms
[FIX] Game auto-saves after critical story events aboard Songbringer
Cheers,
Nathanael
Welp. Here we are. It's launch day for Songbringer and version 1.0.0 is now released!
There's a stylin' new feature that just got added in this version: hold to aim. When you press and hold the Top Hat button, Roq will go into an aiming stance. Pressing any direction whilst in the aiming stance will queue up that direction for the Top Hat's launch. Letting go of the button will cause Roq to throw it along the compass direction you have queued. Thus you now have more precise control over the Top Hat. It also makes some sweet hat tricks possible, like the backwards Top Hat throw.
Some minor art tweaks have also been made in order to help the game look less busy. Insects are less bright. Ground is more distinct from other elements. A focus on improving the negative space has helped to clarify some of the scenes. This makes the game a little easier to read tactically.
Here's what else is new, improved and fixed in this version.
-=: Version 1.0.0 :=-
[NEW] The tophat button can now be held to aim and launch precisely
[NEW] The acid dungeon's music now has procedural melodies
[NEW] Refined the art for some areas to be less busy and more clear what is figure vs ground
[+++] Sword button will immediately trigger elevators
[+++] The ghost sword is a little more accurate, choosing its direction at the instant of launch vs the instant of button press
[+++] Time portion of overall score is now exponential
[+++] Can hit cliffs, refill pillars and the sides of boss doors
[+++] Equipment menu always shortcuts to items when crafting
[+++] Spirits are not sold in the store until the flask quest is triggered
[+++] Friends on the leaderboard are now displayed with a different color
[FIX] Fixed Barrel of Lutefisk counting towards 100% items
http://steamcommunity.com/sharedfiles/filedetails/?id=1125225976
Songbringer will be released in less than two weeks on September 1st.
This version (0.9.Z) will be the last beta update. From 1.0.0 on there will be an opt-in beta version which owners can access in their Steam options. More details on this soon.
Here's what's new.
-=: Beta Version 0.9.Z :=-
[NEW] Fog is now parallaxed
[NEW] Jib makes a few more noises on occasion
[+++] Murmuroth tease cannot be frozen
[+++] Hornerang is now more distinct from other flying things
[+++] Can hit goal containers and the mother tree
[+++] Deep fog added to tower and sea areas
[+++] Refined the levels shader for a little more pop
[+++] Various minor art and music tweaks
[FIX] Fix button and key icons getting stuck as keyboard or controller
[FIX] Fixed minimap key letters being missing when on the current area
[FIX] Fixed an issue where Roq would transition across water in some worlds
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.Y :=-
[NEW] Video option to show achievements
[NEW] Music now plays with area reverb to increase the sense of immersion
[NEW] Intro music blends into intial bike crash home area
[NEW] After-dungeon overworld music themes no longer repeat during the same run
[NEW] Deep fog in the swordless dungeons
[+++] Lighter does more damage if you do not have the sword
[+++] Eiael's rooms are a little darker without lights on the sides
[+++] Kiel's sword parry has a more distinct impact
[+++] Refined the brightness of lightning
[+++] Shades are a little more difficult in the second swordless dungeon
[+++] Secret tunnels and rooms without a visible entrance no longer count toward 100% map
[FIX] Fixed situation that caused the Droidsmith to ignore Jib
[FIX] Fixed the sword still equipped in second swordless dungeon
[FIX] Fixed overworld secret tunnel leading to shop in some worlds
[FIX] Fixed game soft-locking if alt-tabbing away during outro
[FIX] Fixed controller binding interface quitting after binding the B button
[FIX] Fixed Jib's shield knocking back some enemy projectiles
[FIX] Fixed gargoyle's reflection being invisible
[FIX] Fixed reverb not changing when going downstairs
[FIX] Fixed not being able to walk down into secret tunnel in some worlds
[FIX] Fixed slowdown issue when dropping a kilobomb
[FIX] Fixed glitch in fog visuals when walking between rooms
[FIX] Fixed Jib jittering while crafting
[FIX] Fixed music stuttering while fighting double fire boss
[FIX] Fixed a specific bomb container and some scanner drones that appeared in two places
[FIX] Fixed an issue where a spawned item could become unattainable
[FIX] Fixed life container quarters combining into the wrong whole life container
[FIX] Fixed controller or keyboard icons getting stuck as one or the other
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.X :=-
[NEW] The little spheres dance with the player and can be played like instruments
[NEW] Can hit the walls, mountains, rocks, statues and other invincible things
[NEW] Entrances, before boss and gate item rooms have unique ambiences
[NEW] Light beam animation makes enemy deaths more noticeable in the periphery
[NEW] Overworld now has clouds
[NEW] Reverb is now used to add atmosphere to the dungeons and caves
[NEW] Panning is used to make it audibly noticeable where a sound is coming from
[NEW] Floatey dungeon music is now procedural
[NEW] Fear dungeon music is now procedural
[NEW] New art for fear dungeon
[+++] Refined the smoke animations
[+++] Refined the sword sparks animation
[+++] Teleporting from dungeons directly to refills is no longer allowed
[+++] A skeleton is guaranteed at each dungeon entrance
[FIX] Fixed unintended auto save when teleporting back to ship
[FIX] Fixed Omnikill achievement not triggering due to Karsh not being tracked
[FIX] Fixed binding L2 and R2 on some controllers being fidgety
[FIX] Fixed ambiences clipping when transitioning between areas
[FIX] Fixed outro accidentally being skipped by wonky controller input
[FIX] Fixed being able to trigger the ending early in a certain room
[FIX] Fixed visual glitch on area transition underneath water on overworld
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.W :=-
[NEW] Permadeath mode flashes time elapsed between boss victories during the same run
[NEW] Intro mentions the time period
[NEW] Ekzerra has been renamed Ekzera so that it can be a world seed
[NEW] Tiny Roq and Jib icons display on the equipment menu map to clarify current location
[+++] Roq no longer slides slowly if moving along an edge diagonally
[+++] Roq takes off his hat when crafting it
[+++] Brutus now gives the player a full flask instead of an empty one
[+++] The Spirits quest now has its own icon to be distinct from refilling flasks
[+++] Kilobomb is now visually distinct from its container
[+++] Climbing the Tower now requires blink level 2 so world seed VELLE isn't cheesable
[+++] Metatron's landing damage wave is now timed with the animation for fairness
[+++] Play time now halts when player loses control during ending
[+++] A few Navi-esque story elements no longer play in permadeath mode
[+++] Equipment menu remembers the last selection
[+++] Leaderboards and achievements now scroll more naturally
[+++] Boots shorten the time to transition between areas by 0.1 seconds
[+++] Permadeath choice turns red when selected on main menu
[+++] Backers in the credits are alphabetized
[+++] Cup is automatically unequipped when no longer needed
[+++] There is more friction near the elevator in the ice dungeon so its easier to use
[+++] Overworld theme song is allowed to fade out when entering dungeons in permadeath mode
[FIX] Fixed memory leak due to procedural ground textures not being released
[FIX] Fixed a rare bug where Roq would continue walking after releasing a directional button
[FIX] Fixed the equipment menu not drawing the player's eye to the cursor as intended
[FIX] Fixed play time elapsing too fast near waterfalls
[FIX] Fixed accidentally pathfinding towards stairs when being knocked back
[FIX] Fixed Velle unswooning on the next area
[FIX] Fixed Jib doing a weird pathfinding thing when exiting
[FIX] Fixed the Thief getting stuck on stairs while invisible
[FIX] Fixed a black border on areas being visible during credits
[FIX] Fixed bomb explosions leaving burn marks on the next area
[FIX] Fixed not being able to reach some emitted secret items
[FIX] Fixed an unsolvable puzzle pattern in some worlds
[FIX] Fixed an abrupt change in ground Z heights in puzzle bridge rooms
[FIX] Fixed elevators disappearing when using a cactus if timed just right
[FIX] Fixed chest blocking stairs in some areas of some worlds
[FIX] Fixed Roq getting trapped on the left or right of Eiael and unfairly losing
[FIX] Fixed overworld bridges darkening on area transition
[FIX] Fixed Velle's palm bolt being able to destroy shield pillars
[FIX] Fixed Jib's shield not being able to destroy shield pillars
[FIX] Fixed Murmuroth's tease event repeating if you walk offscreen fast enough
[FIX] Fixed a situation where the story system appeared to soft lock the game
[FIX] Fixed a few story elements triggering wrongly
[FIX] Fixed music restarting when it should be silent
[FIX] Fixed the bard stuck in some worlds
[FIX] Fixed being able to hit the same bush repeatedly and get diamonds
[FIX] Fixed some kinds of hidden walls getting semi-transparent when near them
[FIX] Fixed mooring tiles able to be frozen
[FIX] Fixed Cratues dying with the wrong color
[FIX] Fixed not being able to hold to change volume
[FIX] Fixed non-English credits text alignment
[FIX] Fixed secret paths to some spirit walls in floatey dungeon
[FIX] Fixed lily pads flickering sometimes
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.V :=-
[NEW] New enemy: the Viper
[NEW] Jib's light is brighter in dark places
[NEW] Heroes pathfind to catch up on area transitions
[+++] Glove allows Roq to throw the tophat repeatedly faster
[+++] Chip gives tophat a damage boost if Roq doesn't have the sword
[+++] Cactus courage applies sooner to prevent unfair deaths
[+++] Blinks no longer fail for tiny intersections
[+++] Jib is more selective about when he uses the crafted shield
[+++] Velle stops taking heat damage when Roq gets Shadrach's Tear
[+++] Pressing directly up after loading the equipment menu shortcuts to the map
[+++] Lassaurium's amount of pet dragons is now based on dungeon difficulty
[+++] Murmuroth has a slightly taller hit box so you can damage him by hitting his tail
[+++] Battle meditation invincibility stops after Roq has fully stood up
[+++] Drobth2 now moves to within range to use boomerang attack
[+++] Directional input can be held throughout transitions like upstairs and downstairs
[+++] Roq stops walking slowly when he gets the sword or the tophat
[+++] Getting items, refilling, meditating, crafting, etc. faster in permadeath mode
[+++] Advanced, upward button switches now visually distinct from downward switches
[+++] The save symbol appears when settings changes are applied
[+++] Flasks no longer take up separate item slots on the equipment menu
[+++] Goal containers now start open if item has already been obtained
[+++] There is now a secret stash of item refills in the Tower
[+++] Tiny black blobs no longer create blood so they can been seen easier
[+++] Slightly reduced the cost of bio detectors and scanner drones
[FIX] Fixed locked doors losing their color after opening
[FIX] Store bought cacti, bombs, etc. now refill the correct amount instead of just one
[FIX] Fixed an issue where Velle would swoon repeatedly, then not get back up
[FIX] Fixed Jib moving around wildly, then going invisible during some story elements
[FIX] Fixed Murmuroth healing from his own poison sand
[FIX] Fixed heroes moving up a few pixels instantly after teleport
[FIX] Fixed an issue where home area is not surrounded by thickets in some worlds
[FIX] Fixed inaccessible super secret overworld areas in some worlds
[FIX] Fixed music in sand dungeon elevator rooms being intense even though no foes around
[FIX] Fixed an issue where Viper would keep running towards the sky or get stuck
[FIX] Fixed broken tease rooms in some worlds
[FIX] Fixed Lucid achievement triggering for swordless dungeons
[FIX] Fixed scanner drones still running while paused
[FIX] Fixed an issue where a swordless puzzle would not trigger
[FIX] Fixed spawned items behaving erratically if immediately picked up with the tophat
[FIX] Fixed Velle shooting at Ice Dragons before they appear
[FIX] Fixed an issue where falling ground blocks would not be removed
[FIX] Fixed wacky equipment menu movement when crafting items
[FIX] Fixed slowdown issues related to overly packed mob rooms
[FIX] Fixed Raymeiik's piling on top of each other
[FIX] Fixed door lights appearing in the wrong place in some rooms
[FIX] No longer exceedingly difficult to beat Metatron with Velle + lightning
[FIX] Fixed an issue where you couldn't beat the game if failing after Metatron
[FIX] Fixed: re-walking over the same grass after transition and continually getting diamonds
[FIX] Fixed an incompletable swordless 2 dungeon path
[FIX] Fixed Roq walking on some roofs accidentally
[FIX] Fixed empty screen and game soft lock after resetting achievements
[FIX] Fixed hold to skip cutscene after beating Metatron causes unbeatable game
[FIX] Fixed smoke from opening spirit walls can appear in the wrong place
[FIX] Fixed being able to come to a mooring gate on the overworld with moorings already raised
[FIX] Fixed boss drums stuttering at a certain exact hit point level
[FIX] Fixed Roq not being harmed by touching Virlockes
[FIX] Fixed blinking into a portal causes Roq to do the wrong animation
[FIX] Fixed Drobth Miniboss overwritten by bio-detector story element
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.U :=-
[NEW] Battle meditation: Roq can exit meditation faster when battling Metatron
[NEW] Roq's battle meditation causes Velle to gain a shield and deal more damage
[NEW] Velle's AI now has adrenaline: she is smarter and faster when at low HP
[NEW] New sound effect makes it clearer when Jib or Velle is knocked out
[NEW] Can craft multiple items without having to leave and return to the Smith
[NEW] New story element to hint at using the bio detector
[NEW] Option to reset all achievements
[+++] Roq can blink backwards at full acceleration instantly
[+++] If you have the ghost sword but not the sword, the tophat can lower ghost pillars
[+++] Jib's important story elements are now clearer in game and in both endings
[+++] Lassaurium can no longer be cheesed by standing just to her right
[+++] Murmuroth sucks for longer and has slightly lower total HP
[+++] Eiael is guaranteed to be visible on the next screen
[+++] Kiel no longer gets stuck on pillars to the top of his room
[+++] Kusanagi can form a decoy of herself that deals no damage
[+++] Kusanagi spams the bombs less
[+++] Kusanagi gets faster when she has low HP
[+++] Kusanagi's total HP has been slightly lowered
[+++] Metatron is more formulaic during his last phase
[+++] Being paniced is now more visually noticeable with a particle effect
[+++] Particles appear above revealed secret holes
[+++] An experiential distinction has been made between bombable and kilobombable walls
[+++] Ultra-secret items hidden behind kilobomable walls no longer count toward 100%
[+++] The bard pathfinds so that he always walks the shortest overall path to his spot
[+++] A few important story elements no longer require the hero to come to rest
[+++] 90 FPS+ options on Windows automatically disable vsync
[+++] Removed 90 FPS+ options on Mac as there is no way to disable vsync
[FIX] Fixed Velle disappearing when swooning above ice
[FIX] Fixed Velle getting stuck on a platform while battling Metatron
[FIX] Fixed some areas being so full of enemies there is nowhere to stand
[FIX] Fixed some slight differences between regular and permadeath worlds
[FIX] Fixed being able to get around thickets without the sword in some worlds
[FIX] Fixed thicket blocks not growing back
[FIX] Fixed Songbringer dungeon being unable to complete in some worlds
[FIX] Fixed being trapped with no bombs or cacti in a cave by Zero
[FIX] Fixed shadows always being blue with graphics "okay" setting
[FIX] Fixed bombable pillars dialogue playing later in the next room
[FIX] Fixed 2nd swordless dungeon cutscene playing if you die and continue
[FIX] Fixed teleporting from shop to a black screen
[FIX] Fixed big trees from blocking secret holes
[FIX] Fixed a situation where Rockface would light up, but not play dialogue
[FIX] Fixed visual glitching when bombing through some walls
[FIX] Fixed lucky bio detector spawning at an inaccessible area position
[FIX] Fixed secret holes being obscured by rocks and cliffs
[FIX] Fixed burn marks from bombs not being in the right place
[FIX] Fixed not being able to navigate gear menu without any equippable gear
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.T :=-
[NEW] 32 achievement icons
[NEW] Shop purchase has a confirmation
[NEW] Romanian translation
[+++] Permadeath save slots are shown in red
[+++] Refined the equipment menu
[+++] Reduced the maximum amount of dark rooms per dungeon
[+++] Murmuroth tease only happens the first time
[+++] Zero comes to the rescue at entrance if has no more cacti
[+++] FPS intentionally drops to 30 instead of 10 when window loses focus
[+++] Player 2 input option is "auto" by default
[+++] Roq can gain courage shield when celebrating
[FIX] Fixed a situation where Jib could go around in circles
[FIX] Fixed situations that could lead to unresponsive Lightning Boss
[FIX] Fixed bosses not flashing when hit and also low hp
[FIX] Fixed Velle's non-elemental attacks being completely ineffective
[FIX] Fixed Velle accidentally running backwards forever
[FIX] Fixed being able to walk back onto closing doors
[FIX] Fixed teleport not working when first acquired
[FIX] Fixed the Thief being able to be killed
[FIX] Fixed the Thief stealing item sometimes not updating the HUD
[FIX] Fixed a hiccup when first entering a dungeon
[FIX] Fixed auto-pause kicking in even if player 2 was creating input
[FIX] Fixed HUD disappearing in "always shown" mode when accessing equipment
[FIX] Fixed the bard sometimes getting confused
[FIX] Fixed the order of secrets being sometimes different on Windows vs Mac
[FIX] Fixed enemies starting stuck in cave entrances
[FIX] Fixed a freeze if walking upstairs exactly as countdown ends
[FIX] Fixed Shades starting in walls
[FIX] Fixed meditate at lore not triggering spirit buttons too
[FIX] Fixed Captain Tusk not appearing for a few story elements
[FIX] Fixed the display of secret entrances on the overworld after bombing
[FIX] Fixed holding B doesn't skip all dialogue
[FIX] Fixed stairs being in the middle of a secret wall
[FIX] Fixed a couple critical story elements not playing in order
[FIX] Fixed glove gate sometimes being frustratingly difficult to open
[FIX] Fixed broken secret walls in Songbringer dungeon
[FIX] Fixed top hat description showing in English for non-English languages
[FIX] Fixed not being able to blink backwards when swinging sword
[FIX] Fixed dialogue still visible while paused
[FIX] Fixed lore pillar glow on top of heroes
[FIX] Fixed being trapped by drobth miniboss
[FIX] Fixed world RELISH being different on Windows vs Mac
[FIX] Fixed a situation that could lead to story elements freezing the game
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.R :=-
[NEW] Roq has an animation for looking over an edge
[NEW] Roq can pick up the sword from the right or left
[NEW] Gave in to the fear music
[NEW] Sound loops fade in and out
[NEW] Initial hello screen shows controller icons
[+++] Game is saved before entering swordless dungeon so player is not trapped
[+++] Sword auto-sheath takes longer to kick in
[+++] Smoother input handling after walking upstairs
[+++] Murmuroth is untargetable by Velle while underground
[+++] Bath Kol's exit animation is longer and more noticeable
[+++] Added colors to Velle's crafted bolts
[+++] Repeated diamond sounds decrescendo
[+++] Refined the alignment of grass
[+++] Improved support for multiple monitors on Windows
[+++] Refined the intro and outro
[FIX] Fixed black borders on left and right of screen at 16x9 ratio
[FIX] Fixed Windows borderless window always minimizing when losing focus
[FIX] Fixed permadeath timer continuing through credits
[FIX] Extra bio detectors and scanner drones aren't required for 100%
[FIX] Fixed a situation where the drobth miniboss would not spawn
[FIX] Fixed ice gates appearing before gaining teleporter
[FIX] Fixed shadows staying on screen forever after swordless dungeon
[FIX] Fixed shadows flickering when using elevators
[FIX] Fixed some situations where mountain tiles would occlude the hero
[FIX] Fixed some situations where trees would occlude the hero
[FIX] Fixed top hat and other sounds looping forever
[FIX] Fixed boss roar and before boss music always playing in the key of A
[FIX] Fixed HUD ping while on equipment menu
[FIX] Fixed floating items having too low of a z order
[FIX] Fixed attract mode displaying the full HUD
[FIX] Fixed attract mode triggering achievements
[FIX] Fixed first attract mode scene being at the wrong location
[FIX] Fixed the mysterious overworld cave being inaccessible in some worlds
[FIX] Fixed Roq turning backwards when dropping items on crafting locations
[FIX] Fixed Windows crash on exit
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.Q :=-
[NEW] Velle inherits Jib's crafted shield element
[NEW] Velle can now have fire, ice, lightning, acid and fear attacks
[NEW] Jib uses ice shield on water and acid shield near acid tusks
[NEW] The speed booster item now affects Jib or Velle, not just Jib
[+++] Refined theme song rhythm
[+++] Jib's shield does not do elemental damage if it would heal the enemy
[+++] Maps show the parent dungeon if inside a small sub-level
[+++] Refine entrance to floatey dungeon
[+++] Gear menu equipment is now split into equipped and equippable
[+++] Can press B to close the map
[+++] Faster hold to skip dialogue
[FIX] Fixed meditate heal lasting forever
[FIX] Fixed meditation animation cutting short before finishing
[FIX] Fixed puzzle bridge rooms being extremely rare
[FIX] Fixed a few issues where music could be silent
[FIX] Fixed an issue where Velle didn't wake up
[FIX] Fixed north / south door into fear dungeon boss room in some worlds
[FIX] Fixed glove gates not remembering if they had been cleared
[FIX] Fixed a situation where Captain Tusk could remain on screen forever
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.P :=-
[NEW] Game remembers last position in long overworld song and resumes from there to minimize repetition
[NEW] Added a guitar loop for the bard
[NEW] Support for multiple monitors on Mac
[+++] All achievements have now been implemented
[+++] Each world is guaranteed to have 32+ overworld secrets
[+++] Overworld secrets are more evenly distributed
[+++] The bard is guaranteed to be in each world
[+++] The cup has been moved to the first swordless dungeon
[+++] Entering the swordless dungeon is allowed with Velle
[+++] Metatron is now invulnerable to ice
[+++] Eiael drops a few more bombs per scan
[+++] Bath Kol has a more balanced repetoire in her final phase
[+++] Radruiel in the tower requires five or more underlings to recombine
[+++] Roq walks one step south when going upstairs
[+++] Roq is invincible for a moment the instant he uses a flask, so death is not possible
[+++] Empty store items are now prioritized as follows: bombs, cacti, kilobombs, small demon's tooth
[+++] Radruiel's total courage has been lowered
[+++] Eiael slows down towards the end to increase the tension
[+++] All dialogue backgrounds are a bit more opaque
[+++] Dialogue ending button appears sooner
[+++] Roq faces the talking character during dialogue
[+++] Refined several music tracks
[+++] Enemies healing is now more clear
[+++] Refined much of the dialogue
[+++] Shadows in dungeons are a little darker
[+++] Dialogue zoom accounts for height of current dialogue
[+++] Cactus now has special sounds if the effect is diminished due to overuse
[FIX] Fixed teleport landing in walls
[FIX] Fixed countdown continuing to overworld if teleporting straight from map
[FIX] Fixed Smith refusing to come with under certain circumstances
[FIX] Fixed accidentally being able to use teleport during ending
[FIX] Fixed accidentally being able to teleport from the map anywhere, any time
[FIX] Fixed missing Zchiveks
[FIX] Fixed birds appearing where they cannot actually fit
[FIX] Fixed a situation where spirit buttons could not be triggered
[FIX] Fixed gear menu not muffling due to new secret muffle
[FIX] Fixed musical issues with Radruiel
[FIX] Fixed gear menu display issues
[FIX] Fixed Murmuroth can appear in before boss room after defeat
[FIX] Fixed gear can show two blinks
[FIX] Fixed map can show two external locations from the same Z level
[FIX] Fixed Metatron's second song not playing
[FIX] Fixed bored animation playing while lying down
[FIX] Fixed displayed amount of diamond stashes always saying 40
[FIX] Fixed music muffled in sword cave
[FIX] Fixed innaccessible cave entrances
[FIX] Fixed shadows fading weirdly when elevating down into a dungeon
[FIX] Fixed a few secret paths not extending all the way into the area
[FIX] Fixed some sound loops continuing forever
[FIX] Fixed smoke and steam can appear on next screen
[FIX] Fixed not being able to trigger item in some secret rooms
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.N :=-
[NEW] If you press enter to input a blank world seed, a random one will be generated
[NEW] Random seeds are 2/3 based on a custom dictionary and 1/3 based on pure randomness
[NEW] Blink does damage through the entire vector, not just at the destination
[NEW] Music muffles near secrets
[NEW] Smoke from burning trees and bushes
[NEW] New sound during the game's curtain-opening effect
[NEW] New artwork for portals
[NEW] Game now tracks total number of enemies killed, dungeons entered and a few other stats
[+++] Refined the overworld algorithms
[+++] Murmuroth can suck sand to draw the heroes inward
[+++] Murmuroth has a screen which he appears on before the fight
[+++] Murmuroth spawns less Zurrubs
[+++] Eiael boss fight ends during a tense moment
[+++] Eiael can spawn fear walls behind the hero
[+++] Eiael can no longer be invisible in the next room
[+++] Ice dragons can now be hit by the tophat
[+++] Radruiel's animation for recombining is more clear
[+++] Lassuarium cannot do as many ice attacks in her last phase
[+++] Lassaurium has a visual spark effect when attacked while shielded
[+++] Lightning spirals are a little slower
[+++] Lightning spirals have a slightly reduced hitbox
[+++] Bath Kol can be revealed by eating a cactus
[+++] Bath Kol's total courage reduced
[+++] Metatron has a slight shadow when dropping from the sky
[+++] Metatron spawns lightning midges instead of fear and there are less of them
[+++] Metatron has more distinct phases
[+++] Metatron's sword strike has a slightly longer intro
[+++] Metatron's phases have more even durations
[+++] Cratues can block exits
[+++] Dialogue zooms in on the current talking character
[+++] Rockface and lore pillar dialogue is centered and has a darker background
[+++] All songs can now be muffled by gear and story events
[+++] Meditate to heal takes a second to kick in and is slower
[+++] Hyper tophat is less expensive, no longer requiring a diamond sack
[+++] The cup has been moved to the overworld near a bike crash
[+++] Adjusted the collision box of big trees
[+++] Map is more intuitive with red where you are and green where you are going
[+++] Rock cracks revealed on the overworld also have a meditation glow
[+++] Refined some dialogue, especially in regards to Jib sounding more like Jib
[+++] Music is timed to the moment an area transition finishes
[+++] Refined many of the songs
[FIX] Fixed teleport landing on inaccessible places
[FIX] Fixed edge of ground on overworld sometimes black
[FIX] Fixed right side of mystery cave entrance being blocked off
[FIX] Fixed secret bombable paths in floatey dungeon
[FIX] Fixed Jib's courage refill animation not playing
[FIX] Fixed explored boss switch room not showing on the map
[FIX] Fixed an issue where Rockface would be inaccessible
[FIX] Fixed game crashing if OpenGL could not be initialized
[FIX] Fixed a situation where the Drobth miniboss could not be fought
[FIX] Fixed ripples, sparks and knockback remaining after save and quit
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder[/quote]
-=: Beta Version 0.9.M :=-
[NEW] Elevators glow as they get near bio-energetic sources
[NEW] Meditation slowly restores courage
[NEW] New boss music
[NEW] New overworld enemies: Baiyag2 and Phant2
[NEW] Areas on the overworld can sometimes have wider edges
[NEW] New secret item placements
[NEW] The overworld has a new mysterious cave
[+++] Virlocke in dungeon 1 only spawns spiders once
[+++] All other Virlockes grow fatter as they are about to spawn
[+++] Map is more noticeable, especially when switching from gear
[+++] Added a scene and refined the intro artwork
[+++] Improved the performance of ripples
[+++] Fire mages have explosive resistance
[+++] Foes no longer appear on some overworld interest areas
[+++] Refrain from auto-organizing equipment in crafting area
[+++] Crafting laser magnetizes items inwards
[+++] Old equipment is reloaded after leaving crafting room
[+++] Miniboss music refined
[+++] Removed some unimplemented achievements
[FIX] Fix Jib sometimes not noticing new scan locations
[FIX] Fix push pillars sometimes being difficult to use
[FIX] Can access the gear menu while Roq is holding his arm in the air
[FIX] Fixed Rockface turning gray when meditating
[FIX] Fixed beta notice being stuck on cutscenes
[FIX] Fixed the shadow alignment of some items
[FIX] Fixed a case where using teleport went to a black screen
[FIX] Fixed accidentally saving last teleport position when using boss portals
[FIX] Fixed a case where the bard was overwritten by a river
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
-=: Beta Version 0.9.J :=-
[NEW] Gear menu: can move cursor to map and browse information about each location
[NEW] Can teleport straight from the map menu by double tapping the A button
[NEW] World seed VELLE starts with a certain someone as player two
[NEW] Hidden guitar player NPC
[NEW] New item: victor's emblem
[NEW] New sword-fighting enemy
[NEW] New story elements with Velle and Captain Tusk
[NEW] Can hold B button (or equivalent) to skip dialog
[NEW] 100% map and items is now possible
[NEW] Log.txt lists unattained items and unexplored rooms during the ending to help with debugging 100% runs
[NEW] Hyper tophat accelerates faster and does double damage to help with swordless runs
[+++] Demon's teeth are more reddish to more intuitively represent health / courage
[+++] Gear menu's "hold to equip" now stays on the screen for a moment when tapping a button
[+++] Gear menu automatically re-sorts items so current equipment is on top and in order
[+++] 10 diamond item is now blue instead of red to distinguish it from health / courage
[+++] Reduced the price of the hyper tophat to 333 diamonds
[+++] Bosses cut short the taunt phase if damaged
[+++] Blob boss has a little more hp
[+++] Fire boss more intelligent and less cheese-able
[+++] Wider walkway into ice boss room
[+++] Ice boss has two extra hittable zones
[+++] Hidden boss less cheese-able
[+++] Final boss has another phase
[+++] There is now a trick to beating the final boss
[+++] Final boss no longer has pet ice dragons
[FIX] Fixed lightning boss not appearing during an important story element
[FIX] Fixed ice boss from occluding ground pixels
[FIX] Fixed dungeons with tunnels getting flooded with keys and failing to generate
[FIX] Fixed some visual glitches transitioning between foggy areas
[FIX] Fixed transition between background gradients outside tower
[FIX] Ground blocks no longer blink transitioning north / south to some areas
[FIX] Fixed a few black pixels sometimes visible on ground to north of areas on overworld
[FIX] Fixed some secret bombable walls accidentally being spirit walls
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
-=: Beta Version 0.9.J :=-
[NEW] Hidden boss
[NEW] New items: Jib speed booster, flask 2
[NEW] New block types: lava, spirit blocks, spirit walls, kilobomb walls
[NEW] Backtracking doors: these require an item you will gain later on
[NEW] Many new types of puzzles
[NEW] Thief enemy that steals items
[NEW] Ice dungeon music is procedural
[NEW] Songbringer dungeon music is procedural
[NEW] Dungeons have more secret rooms and better items
[NEW] Camera zooms in a little in dungeons
[+++] Attack momentum now allows one more degree of free movement (hero won't get so locked into one attack direction)
[+++] Improved Jib's AI so he no longer gets stuck in some situations
[+++] Pathfinding uses collision system for realtime accuracy
[+++] Chest items can be picked up from below
[+++] Chests only require one hit to open
[+++] Can light Lassaurium (ice boss) on fire
[+++] Metatron cannot be hurt while growing and a few other tweaks to make him less easy
[+++] Active chests now have lights
[+++] Item rooms and extra floors use the same musical key as the base dungeon
[+++] Procedural music intensity factor is blended while transitioning between areas
[+++] Improved the loading speed between areas slightly by better usage of sprite cache
[+++] Improved the GPU performance by removing a few texture lookups in shaders
[+++] Reduced the GPU memory footprint
[+++] A maximum cap is now placed on the number of sprites
[FIX] Fixed black screen in sword cave (Mac only)
[FIX] Fixed a black ground texture that sometimes happened on the overworld and required restarting
[FIX] Fixed accidental no item drops from enemies on the overworld when at full health
[FIX] Fixed push pillars being difficult to push
[FIX] Fixed kilobomb explosion not affecting some areas of the room
[FIX] Fixed an issue where all keys could be used up getting to the boss switch room
[FIX] Fixed buttons being accidentally hidden behind walls in some rooms
[FIX] Fixed all gates into boss switch rooms accidentally being missing
[FIX] Fixed an issue where Jib could climb and climb until he was invisible
[FIX] Puzzles that lock the doors no longer appear at dead ends
[FIX] Fixed an issue where ice dragons could leave behind an invisible collision box
[FIX] Fixed hero using refill immediately if starting there
[FIX] Fixed heroes moving to lower left of screen when using the cup
[FIX] Fixed a bug where worlds could have two or more drobth miniboss areas
[FIX] Fixed missing drobth miniboss area in some worlds due to being overwritten
[FIX] Fixed enemies spawning in the middle of the sky
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
-=: Beta Version 0.9.H :=-
[NEW] New boss: Kiel
[NEW] Swords can clash together
[NEW] Final story elements
[NEW] Ending outro
[NEW] Alternate ending outro
[NEW] Final boss fight has multiple phases
[NEW] Procedural final boss music
[NEW] Entities can have stun resistance
[+++] More user-friendly diagonal blinks fall back to cardinal blinks if necessary
[+++] Lightning boss easier to navigate with diagonal blinks
[+++] Lightning boss reserves multiple spirals until the end of the battle
[+++] Jib shield is less expensive
[+++] Relaxed requirements so the flask quest is triggered sooner
[+++] Refined the credits
[+++] Reflections have better visual handling of high and low z values
[FIX] Fixed tophat not being able to pick up teeth in boss rooms
[FIX] Fixed a bug that was preventing bombs, cacti and kilobombs from being replenished on continue
[FIX] Fixed lightning boss and other foes being able to move while frozen
[FIX] Fixed hero getting stuck while meditating
[FIX] Fixed hero jumping widly around screen on some areas of the overworld
[FIX] Fixed visual glitch moving north past boss doors
[FIX] Fixed cave entrance appearing on top of tower moving south
[FIX] Fixed a bug where an enemy would continue to deal damage after death
[FIX] Fixed a bug where the Fire boss stopped attacking after awhile
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
-=: Beta Version 0.9.G :=-
[NEW] Bombs have smoke and a new animation
[NEW] Enemy blood sometimes produces little Wyrms
[NEW] Some enemies instantly drop items without having to be scanned
[NEW] Wall boss has two new kinds of attack
[NEW] Wall boss fight takes place over two rooms
[NEW] Wall boss has three areas of vulnerability
[NEW] Time moves faster near waterfalls
[+++] Overworld enemies now have highlights so they can be noticed more easily at night
[+++] Goal container is more triumphant feeling
[+++] Goal container animation is faster overall
[+++] Goal container pushes other entities
[+++] Edges of lakes are no longer too straight
[+++] Cutscenes use framebuffer for pixel perfect art
[+++] Swordless dungeon entrances appear differently than regular dungeons on the map
[+++] Cactus has a minimum cooldown
[FIX] Fixed shadows remaining colored after eating a cactus
[FIX] Fixed invisible entity damaging hero and other entities on the overworld
[FIX] Fixed some entities lingering after death and causing havoc from then on
[FIX] Fixed potential crash on Linux when using languages other than English
[FIX] Fixed areas with huge invisible holes that made the hero jump around when walking
[FIX] Fixed being able to accidentally blink into mountains in some areas
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
http://steamcommunity.com/sharedfiles/filedetails/?id=873405198
-=: Beta Version 0.9.F :=-
[NEW] Areas have sloped terrain
[NEW] Cactus reveals dungeon secrets
[NEW] Meditation reveals some secrets
[NEW] Explosive resistance: bosses have it so they cannot be cheesed so easily
[NEW] Bosses flash when low HP
[NEW] New cutscene before getting the teleporter
[NEW] New story elements: the Archway, Homecoming, Rosenbow, Guildenstern, etc.
[NEW] Believe blocks
[NEW] Audio for the Drobth miniboss' homing drone
[NEW] HUD quantities flash when changing
[NEW] Attract mode plays a few scenes if there is no input on the main menu
[+++] Jib can scan from a little farther away
[+++] Deeper-looking water on the overworld
[+++] AI system more deterministic per area: should make RNG more manipulatable
[FIX] Fixed all tree trunks accidentally having the same image
[FIX] Fixed Brutus sometimes being silent
[FIX] Fixed minimal HUD option not showing teeth
[FIX] Fixed Drobth miniboss bone arches sometimes blocking the path
[FIX] Rockface no longer stops world music
[FIX] Fixed lightning reflections too bright
[FIX] Fixed little dark lines of shadow out in the sky
[FIX] Fixed a bug when using two Xbox controllers (Windows only)
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
Big news! Songbringer will be released this summer 2017 and will be coming to PS4 and Xbox One in addition to Steam. Details here.
-=: Beta Version 0.9.E :=-
[NEW] Overworld has secret tunnels criss-crossing it
[NEW] Portals open to the before boss room once you have been there
[NEW] Dying during a boss fight is less punishing due to being able to use the new portals
[NEW] Hit points are saved when entering a dungeon, dying restores that amount of hit points
[NEW] Reflections in the water now have a ripples
[NEW] New cutscene: The Tower Vision
[NEW] New story elements: the war memorial, dialogue about black blood, etc.
[NEW] New room types: Dungeon Gate, Chest 2, Toggle Way Puzzle
[NEW] Overworld gates are in smarter locations
[NEW] The tower is closer to the home position on the overworld
[NEW] The Drobth miniboss has his own dedicated overworld area
[NEW] Brutus has his own dedicated overworld area
[NEW] A few of the dungeons have secret tunnels between them
[NEW] Guaranteed a certain number of dungeons per biome
[NEW] Guaranteed one Rockface per biome
[NEW] Pressing select when gaining a new item closes the item description and opens the equipment menu
[NEW] New item: Sarira 4
[NEW] Block types: Bone Arche, Switch Stone, Big Cactus, etc.
[NEW] Procedural music for the swordless dungeons
[+++] Significantly improved the performance of loading new areas
[+++] The fire dungeon is now one of the later dungeons due to its difficulty
[+++] Flask quest requires a certain story element to have triggered first
[+++] Tease room is more prevalent
[+++] Roq flashes when he eats a cactus and is invincible
[+++] Roq no longer collides with Velle
[+++] Jib cannot activate toggle switches
[+++] Dying and continuing no longer unequips new items recently obtained
[+++] Entities with more mass (like bosses) cause bigger knockback
[+++] Swordless tease room has item on ground in tease position instead of hidden in a bush
[+++] Rossupine quills can no longer go through walls
[+++] Poison bubbles lose their damage when they start to pop
[+++] Foes are no longer allowed near Rockface
[+++] No longer use the corridor room when one end of the room is a secret wall
[+++] Cannot walk behind Rockface
[+++] Dialogue no longer pauses the rain sound
[+++] Audio settings screen resumes music
[+++] Minimap is a little wider
[+++] Shows number of keys on HUD in dungeons
[+++] Improved the timing of footsteps
[+++] Chest patterns cannot repeat in the same dungeon
[+++] Alternate overworld song has muffle when you go into caves
[+++] Cutscenes that take place in the past are a little more gray
[+++] Freezing gas is more noticeable
[+++] Drobth boss walking animation is faster when he speeds up
[+++] Caves have fog
[FIX] Fixed visual glitch in cliff tiles when transitioning between areas
[FIX] Fixed Roq juking when going downstairs
[FIX] Fixed an issue where enemies could walk onto the sky when leaving and coming back to a room
[FIX] Fixed the ship engine being missing in some worlds
[FIX] Fixed the squirrel accidentally being invisible (for like the last year or more)
[FIX] Fixed music not resuming on save, quit and restart
[FIX] Fixed many overworld generator retries
[FIX] Fixed ground tiles falling away causing some invisible ground if you walk off area and come back
[FIX] Fixed world GARFLD dungeon 7 being short a key if played just right
[FIX] Fixed gate item room accidentally overwritten by puzzle room
[FIX] Fixed accidentally silent small explosions (really noticeable for bosses)
[FIX] Fixed some music tracks not pausing and resuming
[FIX] Game time stops ticking on death
[FIX] Evil awakening cutscene no longer shows the HUD
[FIX] Fixed Roq's wake up animation stuck for 1 second at the end
[FIX] Fixed some broken tease rooms
[FIX] Fixed hidden chests sometimes being underneath pillars
[FIX] Fixed Roq briefly having a reflection that looks like a door
[FIX] Fixed music sometimes cutting short
The next beta update (coming next week) will add secret tunnels that connect the world and a host of other improvements to the overworld and dungeon generators.
http://steamcommunity.com/sharedfiles/filedetails/?id=860018023
Because these improvements affect the overworld and dungeons, you may want to back up your copy of Songbringer if you are in the middle of playing a certain world. Just copy the entire Songbringer folder somewhere and then run it from that folder instead of Steam.
If you don't make a backup copy what will happen is just that the layout of the overworld and the dungeons will have changed. Your save file will still have all the items you have obtained. You might need to re-explore the map a little.
Cheers,
Nathanael
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
-=: Beta Version 0.9.D :=-
[NEW] Refined all the artwork for Roq so he "pops" off the screen a little more
[NEW] Backstory cutscene where Roq meets Jib
[NEW] New overworld music (one 3-minute thematic track plus a 12 minute backup track)
[NEW] Roq has a celebratory animation whenever you get a new item
[NEW] New room algorithms: the tease (a chest out of reach) and the chest-opening switch
[NEW] Starting an adventure from the menu plays a little controller rumble so you know it's working
[NEW] Can hold the B button to skip cutscenes
[NEW] Shadows are cast at night
[+++] Can push things without the tophat
[+++] Can use the lighter without the tophat
[+++] When possessing the sword, ranged weapons cannot be used to open chests
[+++] Karsh (overworld water enemy) can be hit by ranged weapons
[+++] Lights are oval-shaped
[+++] Comments (modeless dialogue) have a box so they are easier to read
[+++] Healing particles are now plus signs to be more distinct versus achievement particles
[+++] Fog colors are more harmonious
[+++] Refined the intro song
[+++] Music fades after first miniboss
[+++] Lighting a fire pillar can also knock over skeletons
[FIX] Fixed a bug where some enemies could be stuck outside the doors in over-populated rooms
[FIX] Fixed a bug that could potentially cause the game to freeze during dialogue
[FIX] Fixed the demon's tooth coming down too soon after the fire boss
[FIX] Pausing pauses music rather than stopping it
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
-=: Beta Version 0.9.C :=-
[NEW] Goal chamber chest opening animation
[NEW] The glove gate; requires the glove to pass
[NEW] Animation shows when the courage shield is ready to absorb damage
[NEW] Zchivek and Ntinel explosions can open secret walls
[NEW] Procedural song for boss battles; changes the key for each boss
[NEW] Procedural songs for the gate item room, before boss room, boss roar and goal room
[NEW] Player 2 auto-human feature uses AI until player 2 presses some buttons
[NEW] New bomb animations distinguish a bomb that can be picked up versus a bomb that was placed
[NEW] New animation for when the bomb is picked up by the tophat
[NEW] Dungeon one has an alternate drum note pattern
[NEW] Karsh (the water enemy) is more noticeable
[NEW] New art for the boss door sides
[+++] Jib can scan stuff from a little farther away, so he succeeds a lot more
[+++] Jib backs away from Roq during dialogue so it's clearer who is talking
[+++] Worm boss is more challenging (spews acid) and unpredictable
[+++] Psychedelic cactus shader uses a vignette
[+++] Slower walking when colliding with stuff
[+++] Item chest is more obvious that it is locked (red and not floating)
[+++] Foes drop a small AOE damage effect when melee attacking; they can damage the enviroment
[+++] Songbringer dungeon no longer has too many secret walls
[+++] A story element explains how item crafting is permanent
[+++] Secret walls are limited by the dungeon size
[+++] The opacity of shadows has been tuned
[+++] Pause now fully pauses the game
[+++] Items always land on open ground
[+++] Low HP sound is timed with the music
[+++] Option to limit low HP sounds and rumble (repeats 3x then does the animation only)
[+++] Blood falls when it hits the sky and fades out if landing on a wall
[+++] Rocks falling always land on open ground
[+++] Rocks break apart into smaller rocks so they look better near ledges
[+++] Player can slide into the next area (ice dungeon)
[+++] Procedural songs can have random note velocity applied to drums
[+++] New animations for Zero
[+++] Zero delays before doing his mirage guidance so you can see his animation clearer
[+++] Music fades out when playing the meditate sound
[+++] Properly y-aligned Rockface' dialog
[+++] Pushing a pillar causes nearby skeletons to fall over
[FIX] Fixed shadows when transitioning between areas so they fade in and out better
[FIX] Demon's tooth item platform no longer comes down too early
[FIX] Fixed a situation where two camera zooms could happen at once
[FIX] Roq always walks onto open ground when transitioning between areas
[FIX] Fixed a bug where Velle's charged sound could continuously play when exiting the room
[FIX] Fixed a bug where the hero could be damaged by an invisible Ice Dragon
[FIX] Fixed a bug which prevented the achievement for completing the sandy dungeon
[FIX] Mouse button(s) no longer advance dialog and menus
[FIX] Fixed "dancing" when walking SW or SE out of stairs or hole
[FIX] Fixed a bug where sound loops could still be active after quitting to the main menu
[FIX] Fixed being able to walk on top of pillars when using left or right stairs
[FIX] Fixed a bug where items could be inside pillars and statues
[FIX] Fixed a bug where a hidden item chest could be buried under pillars
[FIX] Sword is properly re-equipped after a swordless dungeon
[FIX] Enemies can no longer die with the frozen shader still enabled
[FIX] Fixed skeletons being able to fall over twice
[FIX] Fixed auto-pause not being able to resume
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
-=: Beta Version 0.9.B :=-
[NEW] Steam Controller support, including "rumble", action sets and player 2
[+++] Using rumble for blocks falling, refilling courage, glass breaking and Metatron landing
[+++] Better alignment of text on the Fear / Death screen
[FIX] Fixed Roq's death animation to not have a pause at first
[FIX] Fixed a bug that could cause a crash if pressing the B button on the first main menu
[FIX] Fixed elevators not activating if a story element was playing
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
-=: Beta Version 0.9.A :=-
[NEW] Controller rumble (works on Windows, Mac & Linux -- Windows PS4 controller, please use DS4Windows)
[NEW] Alternate dialog for first waking up after bike crash
[NEW] New tophat catch animations
[NEW] Can speed through credits by holding A or down
[+++] Can hold a direction while drawing the sword
[+++] Clarified that second and third shields are upgrades of the first
[+++] Elevators and refill require a tiny amount of idle time before activating
[+++] Fire dungeon never places a locked door between the entrance and the protection from heat damage
[+++] Fire spiders are green to visually distinguish them from other flames
[+++] Fire spiders can drop items during boss fight
[+++] Shade enemy has less HP and less of them appear in the swordless boss rooms
[+++] Rooms with spider sack are a little less common in easier dungeons
[+++] Fire dungeon boss switch room has a few less fire wizards
[+++] Final boss no longer has a wall in the middle of the area
[+++] Shadow flicker is a little slower
[+++] Boss doors make a sound when hit
[+++] Gear menu displays "hold to remap" when pressing buttons
[+++] Jib moves to the side of Roq when transitioning between areas (instead of on top of Roq)
[+++] Lightning cannot double up (no longer creates super bright patches)
[FIX] Fixed Zero's cave not showing a crack in the wall when using the cactus
[FIX] Fixed cancelling a teleport using the B button
[FIX] Door in boss room of first dungeon opens after defeating the boss
[FIX] Fixed shadows losing their blur after save & quit
[FIX] Fixed heroes continuously running when shown a new item
[FIX] Fixed a bug where green light beam stayed on screen forever when leaving the boss room early
[FIX] Permadeath game timer displays below teeth in HUD minimal mode
[FIX] Fixed orange cursor showing on controller binding screen
[FIX] Fixed bug which didn't allow automatic bindings to be set for a controller if there were lots of others previously bound
[FIX] Fixed some one-sided secret paths in the floating dungeon
[FIX] Fixed a bug where the hero could walk onto sky after climbing out of a hole
[FIX] Fixed a bug where the hero could walk onto water in a push pillar puzzle room
Behold! A new trailer: http://steamcommunity.com/sharedfiles/filedetails/?id=819511253 [quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote] -=: Beta Version 0.9.9 - 2016.12.18 :=- [NEW] Smith quest is now completely intentional [NEW] Velle can be triggered even if you didn't pick up something something [NEW] Greatly increased the performance of particle systems (rain, snow, stars, etc.) [NEW] Backend support for multi-byte languages like Russian, Chinese, etc. [+++] Toned down the brightness of rain to reduce the distraction factor [+++] Secret items have been prioritized before being shuffled so that the important ones definitely are somewhere [+++] The teleport return position is now saved when teleporting away from the overworld [+++] Sky bridges appear faster [+++] Windowed mode 16x9 ratio no longer letter boxed [+++] Do not pathfind towards stairs if they are hidden [FIX] Fixed a bug where you could get stuck inside a room with the Drobths who throw horns [FIX] Fixed a bug where you couldn't meditate even though all the enemies seemed like they were dead [FIX] Fixed Worm boss being missing in some world seeds [FIX] Fixed coloring / brightness issue with some dungeon entrances [FIX] Fixed some items displaying misaligned pixels on the gear menu [FIX] Fixed line break issues with non-English languages [FIX] Fixed video menu going off the edge (Windows only) [FIX] Fixed some text labels going off the edge (especially German) [FIX] Intro text can be multi-line in case it is too long [FIX] Small text labels can display UTF characters [FIX] System message boxes use wide characters to display UTF text (Windows)
[quote]Songbringer has had a private, closed beta in progress since February 2016. Backers of the Kickstarter and others that have preordered have been sent keys to unlock the beta version. Anyone can obtain a key immediately by preordering the $32 version at http://songbringer.com/preorder or by raffling points gained by watching the live stream http://twitch.tv/wizard_fu[/quote]
Here's what has changed in the latest beta update.
-=: Songbringer Beta Version 0.9.8 :=-
[NEW] New story elements explain the tower door
[NEW] Zero guides you after the Songbringer dungeon
[NEW] Dialogue for Velle waking up
[+++] Roq's momentum is maintained when using the lighter
[+++] Ship bridge dialogue trigger area is a little wider
[+++] Fixed some choppiness due to scanning for controllers periodically (which could take up to 100ms)
[+++] Controllers are only scanned for on the "Welcome to Songbringer" screen and the Input menu
[+++] Now shows how many controllers are connected on the "Welcome to Songbringer" screen
[+++] Now checks for a corrupt download on each new version
[FIX] Fixed being able to accidentally walk through the wall in Velle's cave
[FIX] Fixed an issue where a crafting failure could accidentally use up an item
[FIX] Fixed Brutus being able to block cave entrances
[FIX] Fixed the Drobth miniboss being able to spawn on a gate screen and trap the player
[FIX] Fixed the color of some text on the achievements menu
[FIX] Fixed leaderboards not having the correct opacity at first
[FIX] Fixed issues using DS4Windows to have a PS4 controller emulate an Xbox 360 controller
[FIX] If there are 2 or more controllers connected the player is prompted to manually bind controls
[FIX] Controls are never automatically bound for player 2 (must manually set with Settings > Input > Set Player 2 Controls)
[FIX] Fixed glitchiness when trying to bind some kinds of controller axes
[FIX] Fixed the "Welcome to Songbringer" screen accidentally being skipped by initial controller input spike (Windows only)
[FIX] Fixed binding the L2 and R2 buttons on a PS4 controller
-=: Beta Version 0.9.7 :=-
[NEW] Pivotal story elements aboard Songbringer
[NEW] The "save or kill the animals" choice
[NEW] Ship engine art and sounds
[NEW] Holograms
[NEW] The game runs a checksum on starting to ensure that data has not been corrupted (like if it was a bad download)
[NEW] If checksum fails the game is still playable (hopefully) but scores cannot be posted to leaderboards
[NEW] If errors occur, a report can be sent to the developer (player has the choice of Yes, Always or No)
[+++] Cup moved to Songbringer's starting room so it can be obtained before the Smith quest
[FIX] Can start in the boss room aboard Songbringer (in case you die exiting the ship)
[FIX] Cannot teleport in Songbringer's tunnels
[FIX] If you don't pick up the kilobombs, then save, quit and restart, they still can be picked up
[FIX] Fixed an animation bug where a new animation would start with the old animation's elapsed time
[FIX] Fixed one frame of Roq's tophat throw that displayed without the sword
[FIX] Fixed door on ship being closed when exiting the boss room
[FIX] Fixed using tophat accidentally stopping the player's momentum
http://steamcommunity.com/sharedfiles/filedetails/?id=804716456
-=: Beta Version 0.9.6 :=-
[NEW] Pivotal story elements aboard Songbringer
[NEW] 3 new NPCs and the bridge of Songbringer
[NEW] Droidsmith quest
[NEW] New item: the holocomm
[NEW] Swedish translation and support for 'å' character
[+++] Story elements and segues count towards game time
[+++] Door lights render in the correct Z order
[+++] More noticeable low courage animation
[+++] Improved render performance slightly
[FIX] Fixed UTF letters displaying with weird spacing (Italian, Swedish, etc.)
[FIX] HUD courage label changes when you switch languages
[FIX] Fixed poison accidentally causing enemies to flip X
[FIX] Fixed demon's tooth showing one frame on ground at first when floating down
-=: Beta Version 0.9.5 :=-
[NEW] New enemy: Drobth2
[NEW] Story element for getting scanned and an alarm going off after taking the sword
[NEW] Segue after getting the sword shows an evil drobth floating in cryo sleep
[NEW] New room added to the first dungeon where the drboth was in cryo sleep
[NEW] Story elements for finding Jib after the swordless dungeons
[+++] Cannot be hurt by fire, ice, poison, lightning and fear that you create
[+++] Metatron can be hurt by kilobombs
[+++] Using PNG instead of PVR textures so that alpha blending looks cleaner
[+++] Windows version borderless mode stretches to the size of the entire screen
[+++] Linux version automatically minimizes when alt+tabbing out
[FIX] Fixed fire blink not being able to light fire pillars
[FIX] Fixed fire spiders leaving behind a little flame from where they spawned
[FIX] Fixed doors aboard Songbringer sometimes not playing the open animation
[FIX] Fixed Linux version so it does not require libGLEW
[FIX] Fixed app launcher icon on Ubuntu
[FIX] Fixed borderless window displaying only a gray background on some versions of Linux
[FIX] Fixed one blank tile at the top middle of caves
-=: Beta Version 0.9.4 :=-
[NEW] The order of dungeons is shuffled depending on the world seed (with some guidelines in place)
[NEW] Combo attacks (faster sword cooldown when landing blows)
[NEW] Momentum during sword swings (can move if holding a direction through swing)
[NEW] New item: tophat magnet, the tophat can pick up bombs
[+++] Input is now more responsive (minimum latency down from ~33ms to ~16ms)
[+++] All game logic is now processed at 60 FPS rather than 30 FPS (regardless of actual displayed frame rate)
[+++] Improved the performance of several systems (despite tick running twice as much, the game uses less CPU and GPU)
[+++] Can start a sword swing partly through a blink
[+++] Can blink to the current position (like a dodge) by not holding a direction
[+++] The hero will pathfind towards stairs if near them
[+++] Added visual dash trail to all blinks
[+++] Bomb blast radius is slightly smaller to closer match the visual
[+++] Better hints how to get through the first pushable pillar puzzle
[+++] The room where the hero gains the ice item rewards for using an ice-crafted item
[+++] Slightly faster load speed (~30% faster world generation)
[FIX] Fixed an issue where pressing a button really, really fast (or the game running slow) would result in no action
[FIX] Fixed a bug where the first time you input bindings it would not let you bind some keys
[FIX] Fixed an issue where stereo sound effects would sometimes be silent on Windows
[FIX] Fixed a window focus issue on Linux
[FIX] Fixed a bug where starting a new adventure after saving another would cause the intro to hang
[FIX] Fixed controller bug fix from last update accidentally stopping hero's momentum when using the tophat
[FIX] Fixed a bug where purchasing a small demon's tooth would drain all diamonds
[FIX] Fixed the Virlocke entrance from being bulldozed by gates
[FIX] Fixed some bridges that cross lakes
[FIX] Fixed the entrance to the first swordless dungeon in some worlds
[FIX] Fixed the entrance to the tower in some worlds
http://steamcommunity.com/sharedfiles/filedetails/?id=789904913 -=: Beta Version 0.9.3 :=- [NEW] Procedural audio system generates melodies based on world seed and dungeon number [NEW] Music can be adaptive, for example drums can be more intense based on the number of enemies [NEW] The music for the first dungeon has a procedural melody and is adaptive [+++] The default window mode is borderless instead of fullscreen to avoid a potential dual-monitor crash [+++] Upgraded FMOD and Steam [FIX] The Windows version includes all DLLs needed so it runs without any need for VC++ redistributable files [FIX] Fixed an issue where having a controller plugged in sometimes blocked keyboard input [FIX] Fixed screen going black on finding a new level or a Virlocke [FIX] Fixed an issue where every bomb and blink left behind an orphaned collision entity, causing inevitable weirdness [FIX] Blinking onto a demon's tooth still does the courage up animation properly [FIX] Fixed Mac version starting with a title bar if there was no existing Saves.txt
-=: Beta Version 0.9.2 :=-
[NEW] New items: circuit breaker, enlightenment, Sand's locket, playa dust
[NEW] Water looks deeper
[NEW] The dark forest has deep pits
[NEW] More awesomer-looking lightning
[NEW] Second lightning bolt can start forest fires
[NEW] All elements (fire, ice, lightning, acid, fear) have weakness, resistance, immunity and healing
[NEW] Most of the enemies in the game have been updated to have weaknesses, resistances, etc. to elements
[NEW] Trying a new algorithm for the blocks on gate screens for the overworld
[NEW] HUD glows when Roq is at one tooth of courage or less
[+++] Hitting invincible stuff makes sparks and a unique sound
[+++] Swordless dungeon 2 is watery
[+++] Mountain and cave blocks look better because they fit together nicely
[+++] Dialogue has slight pauses for question marks and exclamation points
[+++] Improved the placement of some stairs on the overworld
[+++] The crow guides you properly throughout the game and can get scared by the tophat
[+++] Started fixing the offsets of some reflections so they look accurate
[+++] Blocks at the edges of the overworld and dungeons look better
[+++] The edges of the screen look better at the tallest ratio (4x3)
[+++] Bridges look better
[+++] Shades can appear in dungeons 3-9
[+++] Increased the time between spawns for the Ice Virlocke (is not a little easier)
[FIX] Fixed a bug that caused many of the foe groups to never appear on the overworld
[FIX] Fixed the ghost pillar not going down if struck at point blank range
[FIX] Fixed edge cases where a hidden entrance to a secret cave could not be placed
[FIX] Fixed enemies not being able to walk from off-screen onto stairs
[FIX] Blob3 splits into two Blob2s as originally designed
[FIX] Cannot get damaged from burrowed Zurrubs when first walking onto the screen
[FIX] Ice dragons cannot face the wrong way
[FIX] Fixed a bug that prevented advanced gates (like the ghost pillar) from appearing on the overworld
[FIX] Dungeons 3 and 4 cannot be behind advanced gates
[FIX] Fixed shield tower not going down sometimes
[FIX] Area ambience properly resumes after playing story-driven music
http://steamcommunity.com/sharedfiles/filedetails/?id=781032397
-=: Beta Version 0.9.1 :=-
[NEW] Animation for gaining courage
[NEW] NPCs: Smalls, T-rex
[NEW] Items: Barrel of Lutefisk, Amber Mosquito Fossil
[NEW] Overworld interest points: archway, memorial, bench
[NEW] Player 2 and crafted items show on the main menu
[+++] Easier to speed through dialogue while still seeing it all if you are in a hurry
[+++] Louder dialogue sounds
[+++] Equipment menu background looks nicer due to repeating the ground texture instead of just showing black
[+++] Fixed the arrangement of rocky mountain tiles so there are no more weird gaps
[+++] Rain continues to fall through sky and slides off of walls
[+++] Controller HUD icons match player 1's controller only
[+++] Using an analog stick on menus is much more sticky now, good for jittery or lazy fingers
[+++] Exiting from within the game asks if you are sure
[+++] Improved the performace of world generation by about 25%
[+++] Tiles beyond the edge of the world now use unique random numbers so they don't repeat exactly
[+++] Removed 1, 2, 3, 4, 5 and 6 as additional keyboard defaults for items as they were confusing
[+++] Adjusted duration of invincibility and cooldown of the blink orb so it is a little more fair
[+++] Flask and cactus do not work if you are already dead
[FIX] Brutus cannot spawn twice in a row
[FIX] Brutus cannot spawn for the flask quest too close to stores
[FIX] Zero doesn't engage if you have the flask quest
[FIX] Fixed Zero engaging whenever an overworld compass hadn't been used or had been used up
[FIX] Drobth miniboss doesn't come back to life after visiting a dungeon
[FIX] Lassaurium does not go floating off the screen if you hit her while she is rising
[FIX] Can no longer get stuck in a room with the Lightning Boss outside the boss room aboard Songbringer
[FIX] Fixed an endlessly repeating ambience after fighting multiple bosses on one screen
[FIX] Bushes and trees can be burnt even after being jostled
[FIX] Fixed burnt animation for bushes
[FIX] Fixed a little dancing juke that Roq used to do when going downstairs
[FIX] No longer displays HUD teeth on the intro
[FIX] Fixed the mooring gate pattern alignment
[FIX] Fixed some overworld secret paths from being blocked by bushes, trees or mountains
[FIX] Fixed trees from obscuring some pathways on the overworld
-=: Beta Version 0.9.0 :=-
[NEW] NPC: Rockface
[NEW] Item: Sarira
[NEW] Stairs blocks added to overworld in order to give the feeling of climbing a mountain
[NEW] Each character has individual dialogue sound effects
[NEW] Pressing the A button during dialogue once will finish the text, pressing again will advance
[NEW] The dark forest areas of the overworld have fog
[NEW] Overworld secret type
[+++] Roq no longer looks he is glowing
[+++] Walking up stairs is slower than regular walking
[+++] Brighter and "glowier" night
[+++] Darker shadows
[+++] Trees and bushes now have dynamic shadows
[+++] There are now 16 overworld interest points, some of them are just reserved placeholders for now
[+++] The placement of secrets on the overworld is now a little more intuitive and evenly spread
[+++] Improved the meditation sound effect and animations
[+++] Improved the inflection of dialogue words and letters
[+++] Foes cannot move or spawn on stairs
[+++] Boss fights inside the tower a little easier due to bigger rooms
[+++] Text labels while binding controls are clearer
[FIX] Fixed ALT+TAB in borderless windowed mode on Windows
[FIX] Velle doesn't attack dormant foes
Metatron is the greatest of all bosses, second only to the most high.
-=: Beta Version 0.8.D :=-
[NEW] Boss: Metatron - Greatest of All (final boss)
[NEW] Dungeon: The Tower (final dungeon)
[NEW] Bombs deal damage in waves
[+++] Courage refills are now faster (have a shorter duration)
[+++] Starting to save sound effects at 48khz instead of 44.1khz
[+++] All sound effects are now higher-quality 256k OGGs instead of 192k MP3s and have a smaller file size
[+++] Refined the sword sheath and unsheath sounds and timing
[+++] Burnt visual effect lasts for a shorter duration for heroes and enemies
[FIX] Cactus always heals one tooth, regardless of the duration of invincibility
[FIX] Doesn't overwrite last location when teleporting away from overworld
[FIX] Doesn't overwrite last location when canceling teleport
[FIX] Fixed a bug where if two looping sounds were played in succession one would continue forever
http://steamcommunity.com/sharedfiles/filedetails/?id=768307297
-=: Beta Version 0.8.C :=-
[NEW] Boss: Bath Kol - the Lightning Diviner
[NEW] All bosses now roar to intimidate
[NEW] Dungeon aboard Songbringer
[NEW] World has 10 total dungeons
[NEW] NPCs aboard Songbringer interact a little bit
[NEW] Pits in caves and aboard Songbringer can look deeper
[NEW] Game no longer reserves depth bits (FPS stays pegged at 60 on menu even with external display)
[+++] Lassaurium's ice whorls last for a little less time
[+++] Lassaurium shoots ice whorls back to back slightly less often
[+++] Acid Virlocke spawns scorpions less often to account for burrowing
[+++] There can no longer be two heat damage rooms in a row
[+++] Improved the tunneling algorithms
[+++] Improved the shaped dungeons (Songbringer dungeon layout looks kind of like a ship)
[+++] Added tunnels to some dungeon styles
[+++] Adjusted dungeon gate and goal items
[+++] Menu cursor doesnt skip when holding down a button AND letting go in the same tick
[FIX] Fixed hero warping to the lower left of the screen on death
[FIX] Jib has his light on at first
[FIX] Fixed a bug in the placement of some puzzles
[FIX] Foes are not allowed on the entrance to the second swordless dungeon
[FIX] Only two secret rooms allowed per key level to ensure a healthy proportion of regular rooms
[FIX] Tunneling leaves a secret wall so that critical path can still be easily solved
[FIX] Entrance room cannot be a parent if entrance type stairs and only has free room to south
[FIX] Fixed world fail where parent of boss room didn't require free room to north (if there was no before boss room)
[FIX] Fixed a bug where a Zchivek spawner could overwrite the gate item room
[FIX] Gate item room no longer can have foes accidentally
http://steamcommunity.com/sharedfiles/filedetails/?id=754623168
-=: Beta Version 0.8.b :=-
[NEW] Playable character: Velle
[NEW] Item: the Kilobomb
[NEW] Can break Velle out of her cryosleep
[NEW] Visual animation for places that Jib can scan
[NEW] Menu returns to the "Wizard_fu presents" screen if left idle for awhile
[NEW] Menu music loops
[+++] Minor improvements to the visual timing of the tophat throw
[FIX] Fixed a crash on continuing due to lingering particles
[FIX] Fixed the price of scanner drones (was accidentally 562)
[FIX] Fixed an issue where Jib could get permanently stuck
[FIX] Fixed an issue where sometimes there would be no boss in a boss room
[FIX] Fixed a bug where a frozen enemy would restart its AI
[FIX] Fixed an issue where east / west doors wouldn't both be open when transitioning between areas
[FIX] Fixed an occasional crash bug when displaying text in some menus
[FIX] Fixed green map dot getting stuck on screen for the duration of play
[FIX] God mode works properly if it is the beta version and you have the right debug settings (see v0.7.3)
http://steamcommunity.com/sharedfiles/filedetails/?id=747147769
http://steamcommunity.com/sharedfiles/filedetails/?id=747147773
Eiael experimented with the occult sciences, built seeing walls and spread them across his master's domains.
http://steamcommunity.com/sharedfiles/filedetails/?id=739776022
v0.8.A
[NEW] The fear dungeon
[NEW] Boss: Eiael, the Seeing Wall
[NEW] Item: the flask, an item which restores courage but can only be used once before being refilled
[NEW] Flask quest
[NEW] Enemies: the Cear, the fear midge, the fear Virlocke
[NEW] Dungeons can have blocked-off sections and downstairs tunnels between
[+++] Jib doesn't slide on ice
[+++] Jib and Roq always walk completely into the next dungeon room
[+++] Cactus always heals one tooth even if the psychedelic effect is diminished from repeated use
[+++] Equipment settings are restored on continuing
[+++] Zchiveks drop more items
[+++] Lamps sometimes have items
[+++] More reliable placement of dark rooms and open walls
[+++] Diamond sack price lowered from 250 to 80
[FIX] Fixed a bug which caused bombs to be ineffectual if the target entity had multiple collisions per tick
[FIX] Fixed a bug which didn't save an item's quantity if it became zero
[FIX] Bio detector works correctly for dungeons with multiple floors
[FIX] Fire doesn't blare out the bloom shader
http://steamcommunity.com/sharedfiles/filedetails/?id=735497482
"... The power to thwart fate ... the end of the undefeated ... the great surpriser ... he is Murmuroth" -- Ancient script of Ekzerra
v0.8.9
[NEW] Dungeon: the acid pyramid
[NEW] Boss: Murmuroth, thwarter of fate
[NEW] Jib can pick up diamonds and keys
[NEW] Jib accelerates a little faster when human controlled
[NEW] Jib can scan repeatedly when holding the button
[NEW] Enemies: the scorpion, the acid Virlocke
[NEW] Items obtained show above the hero's head
[NEW] Dungeons can have dark rooms
[NEW] Dungeons can open walls
[NEW] Dungeons can have multiple floors
[NEW] Dungeons can restrict themselves to certain shapes
[NEW] Dungeons can have / not-have a Virlocke, boss switch, before boss doors, boss room and/or goal room
[NEW] Options for the HUD: auto-hide, always on and minimal (just teeth)
[NEW] Exit: in-game pause menu item that quits to desktop
[NEW] Particles when a hero gets hurt
[+++] Dungeon 1 doesn't have a boss switch (player is introduced to one mechanic at a time)
[+++] Using an unmapped or unbound button or key will ping the HUD
[+++] Using the cactus repeatedly has a diminished effect (prevent cactus abuse)
[+++] Cannot use the right arrow to accidentally select the "Erase" menu item
[+++] Dead Zurrubs look different than live Zurrubs
[FIX] Fixed a bug causing the game to always prompt to bind the Xbox 360 Controller when going to the menu
[FIX] Jib doesn't get stuck behind locking doors
[FIX] Fire dungeon boss room has heat damage
[FIX] Fixed Zero engaging right after dungeon 2
[FIX] Fixed a bug that sometimes caused the bio detector location to be at the wrong spot
[FIX] Fixed a bug that could cause pause menu items to show when starting a new game
[FIX] Achievement and leaderboard menus now aligned properly
[FIX] Push pillars in swordless dungeon puzzles can be pushed again if returning to the area
"Though men determine, the gods do dispose: and oft times many things fall out betweene the cup and the lip." -- Robert Greene
http://steamcommunity.com/sharedfiles/filedetails/?id=727373090
[NEW] The Cup Dungeon (swordless)
[NEW] Toggle switches, toggleable pillars, downward buttons & upward buttons
[NEW] Puzzle patterns: the sky bridge, the one-way junction and three shield-related puzzles
[NEW] A statue falls & blocks your path getting into the first swordless dungeon, explaining why Jib is gone
[NEW] Getting the meditation skill is explained by Zero
[NEW] Enemy: the shade
[NEW] New scenes and music added to the intro
[+++] Both swordless dungeons each have a hidden cactus container
[+++] Better feedback for hitting invincible things (feels different from hitting damageable things)
[+++] Fire pillars go away when lit, ensuring that puzzles are still solvable if leaving the area
[+++] Sky bridge remembers if it was already triggered when returning to an area
[+++] Puzzles prefer not to be placed at dead ends
[+++] Water has depth, looking a little darker in places
[+++] Brighter ice dungeon fog
[FIX] Fixed a bug which sometimes caused fire chains to stop in the middle
[FIX] Fixed a world seed fail where a swordless corridor could get blocked
Lassaurium is an ancient lizard who destroys planets by seeding ice ages. She brings and keeps the night.
http://steamcommunity.com/sharedfiles/filedetails/?id=722239925
[NEW] The Ice Dungeon
[NEW] Boss: Lassarium, Keeper of the Night
[NEW] Enemies: the Ice Midge and Hive, the Ice Dragon
[NEW] Sky bridge block (triggerable)
[NEW] Dungeons can be thicker or thinner
[NEW] Ice dungeon is slippery, slidey
[NEW] Junction dungeon pattern
[+++] When healed, a green particle animation is played around the subject
[+++] Fire armor not only blocks ambient heat damage, it reduces fiery damage
[+++] Jib's light goes out when he dies and turns back on when he recharges
[FIX] Healing works while invincible
Teleport to multiple destinations in the latest Songbringer beta update.
http://steamcommunity.com/sharedfiles/filedetails/?id=713962140
http://steamcommunity.com/sharedfiles/filedetails/?id=713970949
[NEW] Can use the teleport cube to instantly travel to many places you have explored previously (like refills, Songbringer, the crash site, etc.)
[NEW] Automatically recognizes and maps the Xbox One controller
[+++] Shadrach's tear is now found in the fire dungeon, so the heat damage is noticed and makes for an interesting challenge
[+++] Bio detectors used in dungeons first show the location of the switch room, then the boss room (making them more useful / desirable in dungeons)
[+++] Using a cactus will continue to reveal secrets on different areas until the psychedelic effect wears off
[+++] Improved the look of the shadows
[+++] Greatly improved the performance of the shadows
[+++] Must come to rest in order to activate the courage refills
[+++] Refill story element plays before using the refill
[+++] Refill save prompt no longer affected by bloom shader
[+++] Default button mappings do not overwrite custom button mappings
[+++] Added 3 bio detectors and 3 scanner drones to the world, some purchasable from stores
[+++] Fire dungeon has a dedicated mob for the switch room
[+++] Increased the amount of secrets throughout the overworld
[+++] Rain sound plays during dialogues, pauses during pause
[+++] Burnt visual effect wears off after a few seconds
[+++] Smoother visual transition from a hot room to a normal room
[+++] More particles around light sources
[+++] Poison trail can sink into water or fall through sky
[+++] Automatically recognizes and maps Xbox and Playstation controllers on Linux
[FIX] Bushes and trees remember that they have been jostled
[FIX] Fixed the hud hurt animation (blood on the corners of the screen)
[FIX] Fixed not being able to erase the third game slot
[FIX] Fixed a bug that allowed the sword to be used in the swordless dungeon
[FIX] Fixed a bug where manually binding controls would stop after pressing the B button
[FIX] Pressing the B button on the pause menu Save & Quit now correctly closes the menu
[FIX] Fixed a glitch which caused the shadows to appear darker momentarily
[FIX] Atmosphere no longer renders above equipment screen
[FIX] Atmosphere no longer renders above evil awakening cutscene
[FIX] Switch electricity sound resumes after boss room segue
[FIX] Fixed a bug causing fire pillars to not go down because of Zchiveks permanently spawning
[FIX] Fixed a bug that could cause rocks to block the path between areas on the overworld
[FIX] Fixed potential alt-tab crash on Windows (if no controllers were plugged in)
[FIX] Fixed a bug where crafting the blink orb could accidentally map it to two buttons
[FIX] Dying during a psychedelic cactus experience resets the color of the shadows
[FIX] Drobth Boss dying at the perfect moment will not leave his hammer hit box lying around
"When one burns one's bridges, what a very nice fire it makes." -- Dylan Thomas
http://steamcommunity.com/sharedfiles/filedetails/?id=708952534
[NEW] New item: Shadrach's Tear, protects the wearer from ambient heat damage
[NEW] The Fire dungeon: so hot the hero takes ambient heat damage
[NEW] New boss: The Fire Lord Puriel
[NEW] Sinth enemies (the sneaky wizards) are now smarter
[NEW] New enemies: the Fire Jiter, Fire Sinth, Fire Spider, Fire Virlocke and Fire Sack
[NEW] New types of enemy mobs
[NEW] The hero is surrounded by particles when earning an achievement
[NEW] Lamps can be destroyed
[+++] Tophat can be caught and released again quicker
[+++] Tiny blob enemies are attracted to the tophat, but cannot be damaged by it
[+++] Cactus pouch is less expensive
[+++] All fear items do a bonus half-tooth of damage
[+++] East / west doors have been pushed inward by one block to be more visible at a glance
[+++] Drobth boss' falling rocks sometimes leave black bombs that explode after a few seconds, adding another dimension to this boss fight
[+++] Killing a boss will kill all its minions
[+++] Dungeon doors to the east and west are moved in by one block so they are more obvious
[+++] Bio-detectors skip over (are not wasted on) the locations of swordless dungeons (these are revealed by Zero)
[+++] Slightly reduced the HP of a few overworld enemies
[FIX] Fixed the new bloom and focus blur shader so that it works on Windows and looks better on all platforms
[FIX] Completing a swordless dungeon does not give the hero a sword he never had
[FIX] Fixed the overworld generator to bail if pathfinding from the home position to dungeon 1, 2 or Velle's cave requires crossing a gate; because of this bug fix, a certain percentage of worlds will have changed
[FIX] Fixed the menu display of achievements and leaderboards
[FIX] Fixed a bug which was causing some types of enemies to never appear (particularly the Zchivek)
[FIX] Fixed a bug causing light sconce particles to jitter randomly
Jib gets a weapon. Rain, snow and atmosphere. New graphical effects and crash reporting on Windows.
[NEW] Jib can get a shield item which knocks back enemies when used (button B when playing co-op)
[NEW] Jib's shield item can be combined with elements to make it a proper weapon (example: the fire shield can engulf enemies in flames)
[NEW] Weather: including sunny, soft rain, heavy rain, lightning and snow
[NEW] Atmosphere: areas now sort of look like they have air particles
[NEW] Crash reporting (Windows only); reports are saved in the game's "windows" folder with the extension ".mdmp" and are automatically uploaded to Steam after 10 similar dumps; you can also just email me the mdmp file
[NEW] New look for light beams (more pixely)
[NEW] New graphical effect: the focus blur (pixels at the edge of the screen become blurred)
[NEW] New graphical effect: bloom (really bright stuff gives off a glow)
[FIX] Puzzles can no longer be in dungeon rooms that have locked doors, to prevent the player from possibly getting trapped with no possible solution
[FIX] Fixed a bug that caused Zero's cave to be inaccessible in some worlds
[FIX] Fixed a bug which could cause the ninth bio detector or scanner drones to be unequippable
The secrets are off the chain in the latest Songbringer beta update. Lots of other stuff too.
[NEW] 17 new achievements
[NEW] It is possible to find the tophat without encountering the Drobth miniboss in permadeath mode (makes swordless and tophat-only runs possible)
[NEW] New character and other stuff in Velle's cave
[NEW] New elements in the intro cutscenes (there are more to come)
[NEW] Secrets have been organized and scattered through the overworld for better item progression
[NEW] New types of secret containers: pillars that must be destroyed, water that must be turned to ice, bushes that must be burnt
[NEW] Can build a life container from quarters usually within the first overworld section
[NEW] New type of secret entrance: the burning bush
[NEW] New types of secret paths on the overworld
[NEW] New types of secrets that can only be activated at night
[NEW] New types of secret paths within dungeons
[NEW] Language can be changed via the settings menu
[NEW] New story elements
[+++] If two controllers are connected and player 1 already has controller bindings, the other controller is automatically bound to player 2
[+++] Tightened up the rhythm of the title song
[+++] Time during area transitions counts towards overall play time
[+++] Spiffied up dungeon goal rooms
[FIX] Fixed overworld gates accidentally being thickets instead of bombable pillars, ghost pillars, etc.
[FIX] Fixed enemies sometimes being able to walk inside mountains and rocks
[FIX] Fixed a situation where the swordless puzzles would not activate
[FIX] Fixed crafted tophats not picking up items
[FIX] Fixed a bug that could cause bushes to ceaselessly jostle
[FIX] Fixed an issue where bushes could seemingly spontaneously emit an item
[FIX] Fixed minimap jumping positions when moving between certain areas
[FIX] Fixed secret walls sometimes being visible when transitioning between areas
[FIX] Fixed blink not showing equipped on the map / equipment screen
[FIX] Fixed graphical tearing fullscreen on Mac
Local co-op, achievements and leaderboards -- all in the latest Songbringer beta update. [NEW] Local co-op mode: player 2 gets to be Jib [NEW] Achievements: 10 finished, 12 more which are unfinished so they have been hidden for now [NEW] Leaderboards: global any %, global 100%, global score-based [NEW] All settings are available from the in-game pause menu [NEW] Graphics options for FPS, ratio, vsync and quality [NEW] When activating a dungeon switch, the game segues to the boss room and shows the doors opening a crack [NEW] Whenever you equip an item, the game remembers your preference of button [NEW] The game has a set of defaults for button to item mappings [+++] Some optimization to the graphical performance (up to ~15% better)
"You take the red pill -- you stay in Wonderland and I show you how deep the rabbit hole goes." - Morpheus
[+++] Looping sounds pause when you get new items
[FIX] Fixed dungeon entrance elevators sometimes being completely missing
[FIX] Fixed first miniboss sometimes appearing out of thin air
[FIX] Fixed elemental ghost swords to properly carry their particular element
[FIX] Fixed permadeath timer still showing after save & quit then loading a regular mode adventure
[FIX] If a language string is not found, the english string is used
[FIX] Fixed camera zoom glitch when using elevators if the camera was already zoomed
[FIX] Fixed a bug where the hero could walk onto thicket bushes if walking into a locked room
[FIX] Fixed where walking upstairs could have the sword drawn, but then it draws again on first use
[FIX] Fixed light beams and other tall things so they once again fade out
"This is your last chance. After this, there is no turning back. You take the blue pill -- the story ends, you wake up in your bed and believe whatever you want to believe." - Morpheus
[NEW] Jib pathfinds
[NEW] New tophat and blink sounds - custom crafted with more attention to detail and variation
[NEW] Icy items can freeze water, creating bridges
[NEW] New types of blocks: the ghost pillar, the altar, the bones, the defensive tower
[NEW] Elemental bombs use an AOE effect so the fire bomb can light fires, the ice bomb can freeze water, etc.
[NEW] Blinks use an AOE effect too, so the fear blink can scare foes, the lightning blink one becomes like Thor, etc.
[+++] Ghost sword hit and move boxes are optimized so it can scooch between cracks but still hit enemies just right
[+++] Blinks look cooler
[+++] Tophat sound rolls off with distance
[+++] Can now blink nearer to stuff (if the full blink distance is not possible, the furthest possible successful point is used)
[+++] Temporarily disabled the double tap to blink (in order to see what it's like using it exclusively via an equipped button)
[+++] Map has a little more contrast and doors are bigger to make them easier to see
[+++] Drobth Boss hammer always does maximum damage and can affect pillars and other inanimate objects
[+++] Music fades between areas sounds more natural
[FIX] Fixed Brutus sometimes appearing out of thin air
[FIX] Zero doesn't appear if you've used the compass to a previous dungeon
[FIX] Can't have difficult double spider sack rooms in easier dungeons
A few new features and a lot of bug fixes in this beta release. Here is what has been improved: [NEW] Minimap and equipment map use color to represent different kinds of areas, making them easier to read at a glance [NEW] Item chests now have animations, sound effects and story elements for activating, making it clear they are important [NEW] The current game's play time is always displayed on the HUD when playing in permadeath mode [NEW] Sounds for Virlocke [NEW] Rooms where the hero gains bombs and the lighter now have a simple puzzle and reward related to the item [NEW] Various new story elements [+++] Minimap and equipment map have more contrast, making them easier on the eyes, especially on TVs [+++] Zero appears more readily if you have completed dungeon 1 [+++] Unlocking doors in permadeath mode now has a special animation that is faster than regular mode [+++] Courage remains visible during refill (the pillars on the overworld) [+++] Default keyboard bindings are more intuitive (for example the enter key is bound to the A button) [FIX] Fixed Jib already visible when using teleport or elevator [FIX] Fixed display of equipped passive items on the equipment screen when crafting [FIX] Fixed a bug which could allow dead enemies to spawn other enemies or launch projectiles [FIX] Fixed a bug which allowed two scanner drones or two bio detectors to be equipped
This beta update to Songbringer introduces some new features like being able to equip six items instead of four. There's also plenty of new story elements.
[NEW] The L and R buttons can now be used to equip and use items
[NEW] Can equip the sword to any button, not just button A
[NEW] Xbox and Playstation controllers are automatically recognized and bound, no need to manually bind each button and axis; if you have another type of controller you will need to re-bind it once so your Saves.txt uses the new data format
[NEW] The equipment menu is more intuitive about how to equip things to buttons
[NEW] If you are using all six button mappings and gain a new item, it overwrites the last button mapping
[NEW] New story elements for the swordless dungeon
[NEW] New animations for the NPC named Zero
[NEW] New succesful meditation animation
[NEW] New music in the swordless dungeon
[NEW] New types of secret pathways
[NEW] Bosses can drop cacti and bombs in addition to life and diamonds
[NEW] Various new story elements
[+++] Sword unsheaths a little faster and can be used sooner if spamming the button
[+++] Jib doesn't wander as easily when he should be scanning
[+++] Diamonds and demon's teeth are more visually distinct
[+++] Virlocke starts open and has an animation for spawning so it is clearer what is going on; also scales difficulty through higher dungeons
[+++] Brutus no longer appears if Zero is already guiding the player
[+++] First bio-detector properly shows what button it is equipped to on item dialog
[+++] Jib follows you when transitioning from area to area or room to room
[+++] The equipment menu map is bigger and centers itself for dungeons
[+++] Must hold button to remap equipment
[+++] Diamonds always remain visible inside stores
[+++] Hero must come to rest before activating an item purchase
[+++] Poison bubbles cannot go through walls
[+++] Pulverizers (the spikey traps) now: 1) have an alert animation and sound, 2) are more likely to be in visible places in easier dungeons
[+++] Drobth (goat-headed) boss has a little more health at level 1
[FIX] Fixed a bug which was causing the frogs to never get created; welcome back, frogs!
[FIX] New item event and equipment menu properly display alien items with alien text
[FIX] Fixed a bug in calculating the difficulty of overworld path difficulty; this could potentially change the layout of some overworlds
[FIX] Fixed a bug that caused keyboard input to not work after using a gamepad / controller
[FIX] Fixed a bug which caused the player to be able to walk through walls after using the lighter
[FIX] Fixed a bug that allowed a key to be used while a puzzle is yet to be solved
[FIX] Fixed a bug where one could obtain certain items more than once
[FIX] Fixed some kinds of actions triggering even while the game is paused
[FIX] Starting to swing sword and then immediately facing the opposite direction doesn't truncate the animation
[FIX] Fixed story elements in swordless dungeon playing too soon
[FIX] Fixed invisible crow
This beta release adds many story elements Songbringer like Jib scanning for the first time, finding your first diamond and sighting the mysterious Zero character.
[NEW] Stone pillars sometimes conceal items
[NEW] Story elements for first courage, first diamond, first time Jib dies, first time Jib scans, first thicket block, first bombable pillar, first door lock / unlock, first room lock / unlock, first boss door lock / unlock, 100 diamonds, first time Zero is sighted
[NEW] Minimap animates when the bio detector successfully locates something
[+++] When using sword or tophat, enemies are always knocked back away from the hero
[+++] The teleport field at the end of the dungeon now takes you back to the dungeon's entrance on the overworld
[+++] Brutus calls you names if you hurt him
[+++] Zero appears more readily if you've been to dungeon 1
[+++] Tophat hit box is slightly less wide to more realistically hit stuff
[+++] Boss doors are now the opposite hue of regular doors in order to make it clear that regular keys will not work with them
[+++] Minimap bio detector position is green to match its drones
[+++] Map location revealed by bio detector is always visible on minimap, even if it has to clamp the position to display on the edge
[FIX] Looping sounds (like the tophat) resume after pause
[FIX] Fixed a bug which caused some ambient silence after playing music tracks
[FIX] Music plays in its own channel group to prevent it from accidentally getting cut short by miscellaneous sound effects
[FIX] Fixed Sinth's freezing gas being invisible
[FIX] Fixed Droidsmith being invisible
[FIX] Fixed thickets sometimes being obscured by tall rocks
[FIX] Fixed path to Zero's cave sometimes being blocked by bushes and/or rocks
This update to Songbringer brings lots of refinements to the game, including a faster blink orb item that can be found sooner in the game.
[NEW] Roq can now push some types of objects and thereby solve puzzles, open secrets, activate switches, etc.
[NEW] Bombs are required to leave the first section of the overworld, making it highly unlikely for the player to wander very far without finding something interesting
[NEW] Some worlds have the first overworld section sandy instead of forest
[NEW] Characters sometimes talk without pausing the game and requiring a button to advance (modeless dialogue)
[+++] Blink orb level 1 cannot teleport through solid objects, allowing it to be found much sooner in the game
[+++] Blink orb can be used like any other item by binding a button, or it can be used by double tapping in any compass direction
[+++] Jib can scan multiple items at once if they are near each other
[+++] Jib talks a little bit alien
[+++] Dungeon 1, 2 and Velle's cave are guaranteed to be in the first overworld section
[+++] Better cliff coloring
[+++] Story dialogue is less likely to be abrupt and/or interrupt what you were already doing (most of the time it now waits until you have stopped moving in order to trigger the dialogue)
[+++] Bombable pillars look more bombable
[+++] More flocks of birds
[FIX] Fixed eye strain: enemies are no longer dark at first and night time is brighter
[FIX] Can no longer get locked in a puzzle room if you don't have the means to solve it
[FIX] Must have cactus container before jostling trees and bushes gives a cactus
[FIX] Fixed bushes sometimes blocking Zero's cave
[FIX] Fixed collision box issue with cliffs
[FIX] Using lighter automatically sheaths the sword
[FIX] Fixed swordless dungeon before boss pattern
[FIX] God mode and invincible buttons now enabled in release mode (beta version only)
[FIX] Fixed pillars not being destructable in swordless dungeons
[FIX] Sheaths sword before going down into swordless dungeon
[FIX] Jib properly plays talk animation when getting a new item
[FIX] Must stop on elevators to use them
[FIX] Demon's tooth comes after boss explosion
[FIX] Fixed a few retries in the overworld generator, a small percentage of overworlds will now have a different layout
[FIX] Once a dungeon room is unlocked, it stays that way
This update to Songbringer introduces two new NPCs, the concept of swordless dungeons and several new items.
http://steamcommunity.com/sharedfiles/filedetails/?id=671665129
[NEW] New NPC: Brutus the hunter
[NEW] New NPC: The mysterious Zero
[NEW] New items: cactus pouches, the lighter, the meditation skill
[NEW] Puzzles
[NEW] Swordless dungeon
[+++] Enemies remember their positions within the current area
[+++] Story dialogue goes at your pace by pressing the A button to advance
[+++] Game checks if it is already running
[FIX] A bajillion little bug fixes related to the new content
There were a couple notable bugs that needed fixing in yesterday's Velle Update. The bugs have been fixed and there's even a new feature when using scanner drones to hint at possibly interesting locations.
http://steamcommunity.com/sharedfiles/filedetails/?id=656944836
From the changelog:
[+++] Minimap shows whether a dungeon room's item has been obtained
[+++] Scanner drones reveal hints about interesting stuff like possible dungeons, caves, stores, items and switches
[+++] Intro text and dialogue from characters stay on the screen for a little longer
[FIX] Fixed a bug which could cause a dungeon to be incompletable if taking a shortcut path
[FIX] Fixed mountains being invisible on Windows
[FIX] Fixed buttons showing as keyboard instead of controller on Windows
Cheers,
Nathanael
This update to Songbringer brings an intro cutscene and NPCs to the overworld! Both of these new things have just been started, so expect the intro to get more images and the NPCs to get more dialogue in future updates.
Here's the changelog for version 0.7.3:
[NEW] Intro cutscene started (will have more images and slower text eventually)
[NEW] NPCs in the overworld
[NEW] There are two additional stores deep within the overworld with powerful, expensive items
[NEW] Jib is faster when scanning, circling or searching.
[NEW] Tophat can continue moving through enemies until it deals all it's damage. Also the tophat will pickup multiple items at once.
[NEW] Ghost sword dissipates when hitting walls so that it can be launched again more rapidly.
[NEW] Shadows flicker in the light of flames
[NEW] Secret debug mode commands. Add these to the settings in your Saves.txt. You can bind them to any key you like. These will only work during the beta! Example (note the indent level):
settings-windows
cmdKillself key1
cmdKillall key2
cmdGodmode key3
cmdInvincible key4
cmdDebug keyY
cmdSlow keyU
cmdFast keyI
[FIX] Fixed a bug which caused worlds to be different on Windows vs Mac and Linux. Because of this and other improvements to the overworld generator, most worlds will have shifted a bit. Your existing save files will still have all the same items you've obtained, but the layout of the dungeons and the positions of everything on the overworld will likely be different.
[FIX] Dungeons can never be placed adjacent to each other on the overworld
[FIX] Consecutive dungeons can never be placed anywhere near each other on the overworld
[FIX] Fixed a bug which caused regular keys to be able to be used on boss doors
[FIX] Fixed a bug in level corridors which caused secrets to be halfway open
[FIX] Fixed shadows flashing when hitting stuff
[FIX] Fixed shadow color when transitioning between areas
[FIX] Fixed reflections and shadow mask when transitioning between areas
[FIX] Fixed a bug which caused Zchiveks (a permanently spawning enemy) to be placed in a room with an item (that requires all enemies to die before obtaining)
[FIX] Fixed some dungeons having no Virlocke and/or goal items
[FIX] Fixed exit spikes not going down for Virlocke in sandy dungeon
[FIX] Fixed music resuming after a pause
[+++] Courage refills, the save points on the overworld, are placed more strategically
[+++] Worlds are guaranteed to be somewhat balanced, having as close to equal amounts of dungeons and refills in the west versus the east
[+++] Dungeon before boss rooms can be placed anywhere, not necessarily deep in the dungeon
[+++] Dungeon switch rooms are guaranteed to not be close to boss room
[+++] Dungeon switch rooms are not necessarily at the deepest key level
[+++] Virlocke is likely to be on the critical path close to home, allowing dungeons to be mostly played out with the new item / ability
[+++] Keys are likely to not be right next to locked doors
[+++] Dungeons have gate tiles guarding switch rooms so the key / gate item for that dungeon is required in order to complete the dungeon
Cheers everybody,
Nathanael
Songbringer's worlds will be shifting in the next update, to be released in about a week. Existing save games will still function fine after the update and all the items you had obtained will still be there. It's just that the overworld and the dungeons will look different than you remember. If you are in the middle of a world that you want to finish exactly as it is, you can always make a backup copy of your Songbringer directory and use it instead of the Steam version for awhile. So why is it necessary for the worlds to shift? A bug has been found which is causing the same world seed to generate different worlds on Windows vs Mac and Linux. Fixing this bug will change the seeds which in turn will change the worlds generated. I will be taking this opportunity improve the world generator as well, like making dungeons never right next to each other and preferring ideal positions for the courage refill / save monoliths. Keeping in mind that with the beta version the game is likely to change often, I suppose this little heads up isn't necessary, but I hope you found it useful. Cheers, Nathanael
An update was just released for Songbringer which fixes several known bugs. Here's the list:
- Fixed entrance to dungeon 9
- Fixed Jib circling around and around a spot
- Fixed secrets on the overworld getting covered up after discovery
- Zchiveks can no longer spawn in chest and downstairs rooms
- Powerful items like the vibrachip are guaranteed to be in the more difficult dungeons
- Chests with small demon's teeth now remember if they have been opened
- Fixed some areas on the overworld that accidentally didn't have enemies
- Fixed some bridges over lakes that were broken
- Fixed a possible stuttering issue on Windows
- Fixed a bug which prevented both the bio detector and scanner drones from being found in any dungeon
- Fixed the boss position already being revealed if already used a bio detector on the overworld
- Fixed the bio detector display for positions near the edge of the minimap
- Inventory screen now allows buttons to be held down to move the cursor repeatedly
- Bombs refill completely when obtaining a bomb container
- Fire cannot be created on water or empty sky
- Items that Jib finds bounce onto land if found over water or empty sky
An update was just released for Songbringer which fixes several known bugs. Here's the list:
- Fixed entrance to dungeon 9
- Fixed Jib circling around and around a spot
- Fixed secrets on the overworld getting covered up after discovery
- Zchiveks can no longer spawn in chest and downstairs rooms
- Powerful items like the vibrachip are guaranteed to be in the more difficult dungeons
- Chests with small demon's teeth now remember if they have been opened
- Fixed some areas on the overworld that accidentally didn't have enemies
- Fixed some bridges over lakes that were broken
- Fixed a possible stuttering issue on Windows
- Fixed a bug which prevented both the bio detector and scanner drones from being found in any dungeon
- Fixed the boss position already being revealed if already used a bio detector on the overworld
- Fixed the bio detector display for positions near the edge of the minimap
- Inventory screen now allows buttons to be held down to move the cursor repeatedly
- Bombs refill completely when obtaining a bomb container
- Fire cannot be created on water or empty sky
- Items that Jib finds bounce onto land if found over water or empty sky
Songbringer has been updated tonight. Here is what's new:
- Gloves item - increases speed at which the sword can be swung
- Vibrachip item - doubles nanosword damage
- Hyper tophat item - doubles tophat range and initial speed
- New enemy - the Zchivek, flies up from deep caves to attack the player, permanently spawns
- Demon's tooth arrives on a floating platform
- Ice resistance - causes freeze duration to be shorter
- Trees and bushes can be jostled, sometimes emitting an item
- Pillars of fire can be extinguished
- Hammer Boss - his roar causes rocks to fall from the ceiling, also at the deeper you go into the dungeons the more difficult he is, being able to charge at the player quickly
- Blob Boss - can subdivide into three smaller pieces, then recombine, also spawns smaller blobs
- Other bosses have been temporarily removed until they are fun and have increasingly difficult abilites
- Tophat more accurate about what it bounces off of
- Swinging the sword feels a little more responsive, having 0.05 seconds less delay before hitbox becomes effective
- Fixed bug where spikes did not go down and/or tophat was not emitted from first goat enemy; also, important items now immediately fly out of enemies rather than having to be scanned
- Cactus once again makes the hero invincible for a short time
- Various minor bug fixes
http://steamcommunity.com/sharedfiles/filedetails/?id=648536226
There's a so much new stuff in the latest Songbringer beta update that I filmed a video about it. Here's the list:
- Can hit pillars and eventually destroy them
- Rooms remember item drops so you can go offscreen and come back to the same items on the ground
- New item: the courage shield - absorbs damage when you are still
- New items: diamond sacks - allows the hero to carry more diamonds
- New enemy: the Virlocke - guards the entrance to doors in the dungeons
- New enemy: the Karsh - a shark-like creature appearing on the overworld and some dungeons
- New enemy: the Ntinel - acts like a living mine trap
- New enemy: the Raymeiik - brains in a flying fish bowl
- Dungeons place key items downstairs in special rooms
- Dungeons have more secrets worth bombing for
- Dungeon ambiences
- Sometimes important items are hidden inside enemies
- Algorithms for more variation in dungeons
- Blink orb range can be extended by finding additional blink orbs
- Jib no longer gets stuck
- Fixed an issue with controllers when both axis and dpad controls are bound
- Fixed a stuttering and eventual crash issue related to the sound engine on Windows
- Fixed a segfault on Linux
http://steamcommunity.com/sharedfiles/filedetails/?id=637483886
Thirty years ago on February 21st 1986, The Legend of Zelda was released on the Nintendo Entertainment System. It came in a gold cartridge and everyone knew to blow on the connectors if there were any problems. Today, February 21st 2016, Songbringer enters its private beta phase and everyone knows to email the developer if there are any problems. =)
Many of you pre-orders will be able to play the game now! You will have already received an email with your Steam key. If you did not, please check your spam folder looking for the sender "Nathanael Weiss". If you still don't have it, just get in touch with me at nat@wizardfu.com or via Twitter. Note that if you preordered at $16, your key will be emailed later this year when the game is finished.
http://steamcommunity.com/sharedfiles/filedetails/?id=630125163
Status of the Game
While the core of the game is now complete, there is much content still to be created. Over the coming months, you can look forward to lots of stuff getting added to the beta version through weekly-ish updates:
- More bosses and enemies
- More gadgets, items and skills
- Lots of new music
- Secrets and easter eggs
- More dungeon art schemes
- Second player able to play as Jib
- The story (including cut scenes and dialogue)
Here's what's new in the latest version of Songbringer:
- Linux version done!
- New items! The ice bomb, acid bomb, fear bomb, lightning tophat and fear tophat
- Overworld map shows locked gates
- New types of secrets on the overworld
- Wizards cannot freeze twice in a row and you can slowly run out of the freeze zone
http://steamcommunity.com/sharedfiles/filedetails/?id=623700137
Songbringer has another update! Here's what's new:
- Cutscene that zooms in on the sword when you pick it up for the first time.
- Characters aboard Songbringer.
- Enemies can sink into water or fall from sky.
- Shows quantity of equipped items on HUD.
- Totals map percent, item percent and game time when completing a world.
- Ghost sword lasts longer.
- Map shows locked doors and boss door.
- Previous quantity of bombs and cacti are restored when continuing.
- Can eat cactus while sword is drawn.
- Pausing no longer counts toward game time (inventory still does).
- Enemies have more health in higher levels.
http://steamcommunity.com/sharedfiles/filedetails/?id=617597584
Songbringer
Wizard Fu Games
Wizard Fu Games
2017-09-01
Action Indie RPG Adventure Singleplayer
Game News Posts 83
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(129 reviews)
http://songbringer.com
https://store.steampowered.com/app/367080 
The Game includes VR Support
Songbringer - The Trial of Ren
Songbringer: Procedural Action Adventure
Explore 308 million procedurally-generated worlds. Take the nanosword, awaken sleeping evil and quell the nightmare before it happens.
You play the role of protagonist and accidental hero, Roq Epimetheos. With a propensity for partying and making music, he cruises the galaxy with his skybot Jib aboard the ship Songbringer, searching for verdant planets absent the presence of galactic police.
When Roq finds the nanosword hidden in a cave on Ekzerra, he unwittingly awakens an ancient evil. The sword is pretty fraggin' sweet though. It... hums.
Jib, the Skybot
Jib's story is quite long. He began life as a human boy on the skycity planet Yuerder. Growing up, he took an interest in programming artificial intelligence, eventually making a career for himself. On his deathbed, he illegally transferred his consciousness into a skybot, destroying the consciousness link thereby preventing overwrite.
7500 years later our story begins...
Jib scans the bodies of your fallen foes, sometimes uncovering valuable loot. He can also gain the ability to stun foes. Jib is automatically controlled by AI, or player two can play Jib in local co-op mode.
Lacking the ability to grow one as a human, Jib is obsessed with mustaches.
Procedural
You choose a 6-letter world seed when beginning a quest. This seed is used to procedurally generate the planet, overworld, secrets and dungeons.
Entering the same world seed will always generate the same world. Thus lore and competition can be shared with others.
Play a new seed and surprise yourself with a new world. Or enter a seed you are familiar with for a speed run.
Open / Non-linear
The generated overworld is open and non-linear. Head in any compass direction you like or play dungeons out of order.
Of the nine dungeons Roq and Jib can uncover in each world:
- Some are thematic, containing puzzles and items integral to completing the world.
- Some are secret, hidden side quests in which abilities can be gained.
- Some are tough as nails with overwhelmingly difficult foes, mobs and bosses.
Secrets of the Cacti
Everywhere one looks, there is much that is not seen. Concealed treasures abound. By eating cacti, Roq gains psychedelic powers and is able to perceive the secrets that lurk in plain sight.
Some items Roq discovers can be combined to create distinct artifacts. Find a blink orb and a fire cube? Take these to the droidsmith aboard Songbringer to craft a fire orb enabling Roq to teleport forward a few steps while turning into a fireball.
Being a Zelda-inspired game, Songbringer features no experience points (no XP). Progress is made by crushing mobs, vanquishing bosses and claiming lost technological devices.
Leaderboard
On completing a quest, several factors are quantified to produce an overall score:
- Time to complete
- Percentage of map uncovered
- Percentage of items obtained
- Game mode: regular vs permadeath
Your score can be saved to a global leaderboard sorted by world seed. This leaderboard cycles through seeds by popularity and freshness. You can manually override to view a particular seed.
Links
Twitter @wizard_fu
Twitch (daily live stream)
Youtube Channel
Facebook Page
Official Website
Kickstarter (successfully funded)
Press Kit
- OS: Ubuntu or equivalent
- Processor: 1.0 Ghz or fasterMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 2.0+ Compatible Card
- Storage: 2 GB available space
- OS: Ubuntu or equivalent
- Processor: 2.0 Ghz or fasterMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0+ Compatible Card
- Storage: 4 GB available space
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