





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Hello everyone!
To begin with, wed like to thank everyone who believed in us and decided to support the development by purchasing the game over these last two days. The amount of players was completely beyond our wildest expectations, and we consider it a great success for our team we will continue to diligently work on the game to repay your trust. We fully understand that the game still has a long way to go. We plan to gradually fix the shortcomings which were pointed out as well as add new content. Thank you all once more -- we are set on doing everything in our power to implement everything weve planned.
After receiving the feedback it became clear to us that the biggest flaw of the game is the lack of the save system. Wed like to assure you, it was not a conceptual decision, designed to make players suffer by losing time and progress. Saving on exit is a fairly obvious QoL feature, which we would implement if we had the opportunity. Unfortunately, due to a combination of multiple factors procedural world generation, huge number of objects in every location, as well as parameters which require saving, this task is impossible to perform from the technical standpoint.
The reason is not GMS2, as it could be misunderstood from the message about engine limitations, the reason is our procedural generation engine. The saves currently used by the game technically differ from saving in any part of the game world they save the seed of visited locations, regenerating the world on each loading, they dont save the state of the world, as it was left by the player. Otherwise, the saves would end up weighting a few gigabytes and take minutes to load. Thats why the saving is done in designated locations which dont contain objects requiring their state to be saved tavern rooms, the archive in the Prologue, the location with Archon etc.
With the addition of a mobile caravan which would serve as a save spot, this problem would disappear on its own, since the player would have a place to save their progress at just a short walk away. However it will take a long time to implement it, and theres already a need for a solution thats why weve decided to add extra save spots to the existing world by reworking the current camp system.
Now the brigand camps, initially marked with a question mark on the map, can be cleared out and then used as a save spot by clicking on bed. Weve changed the algorithm for their generation to spread them more evenly across the map, placing them closer to roads and dungeons. We hope that this measure will make your game experience more pleasant. In the future, as it was already mentioned, therell be even more save spots. Other than the caravan, some random locations, roadside inns, etc. will also be used as save spots.
Thank you!
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