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Hello everyone!
Its been a while since the last devlog, so were here to tell you about the current state of affairs and our plans for the near future.
Lets just say the workflow has been less than ideal - the Ukrainian part of our team experiences blackouts and disrupted internet access due to the constant shelling of the countrys infrastructure, and the part of the team that formerly resided in Russia needs time to adjust in a new place. Nevertheless, were still determined to continue working on Stoneshard.
The main focus right now is on the next major update, Rags to Riches, which will both introduce and expand upon a number of key gameplay systems, namely the Caravan, the dungeon generator, and the economy.
Unfortunately, were in no position to announce even approximate release dates, definitely not within the next few months. But it doesnt mean there wont be any new content until then - we plan to release a few small patches, mostly focusing on fixing bugs, implementing some long-awaited QoL improvements, tweaking the existing ability trees, and fleshing out certain minor mechanics that we kept on the back burner. This approach will keep the game from getting stale while simultaneously giving us an opportunity to clear the accumulated backlog and resolve some technical issues.
For instance, in the near future well release a hotfix that will improve the Drunkenness mechanic and add a few hundred new speech lines - both for the main character and the enemies - to cover a much larger number of scenarios.
Now back to Rags to Riches and the progress weve made so far. Many of you may remember that the dungeon generator was already reworked in the Way Forward update. But even though the result was much better than the original iteration, the last couple of years brought us enough experience and feedback to realize that we can do better. After all, dungeon-delving is one of the most prominent mechanics in the game, so any improvements to it will serve the betterment of the experience in general.
The dungeon generation rework is meant to achieve the following:
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