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Welcome to V1.2!
In this update, a new area has been designed known as the Nightforest. This is a dark and mysterious new area, coated with invisibility. It is aesthetically wildly different than any other environment thus designed.
And to introduce to the player this new area, I've created a new map: Nightdrake's Folly.
You can access this Map via heading to the Meadow of the Waternymphs, and taking the passageway known as "Pathway to the Nightforest".
So what's in this new environment?
You begin at the entrance to it, and after a small skirmish, are able to take in its mysterious view.
Immediately upon entering the Nightforest, you will be greeted with a cutscene to give additional lore for both the area and for Ulia's backstory.
There exists now a new type of environment object, a tall grass that coats all of your warriors in invisibility. This invisibility will be key for exploring the future segments of the Nightforest, as I have some fairly epic (and likely scary) plans for the next map!
Immediately after the tall grass are a new type of enemy, the Nightchildren. Perceivably weak, their threat does not come from damage but from their utility effects. Especially as we delve into the map after the Folly. Look closely! You can barely make them out, but there is one to the left, and one to the right.
The Nightchildren cast a spell called Emerald Wind, which deals minor damage and blows all of your warriors hit by it backwards with a large gust of wind. I added an effect that spins your units around when they are hit by it, so certainly check it out in-game because this image does not do it justice!
This spell does one thing in particular that will make the next map much more terrifying: it disables your ability to become invisible!
So, with all that talk of the next map, when will that be added?
For V1.3, the next major piece of content added will be the Nightdrake's Grotto. This will contain a reimagining of the original classic Nightdrake, with a twist. This Grotto will be a stealth map, nudging the player to want to stay invisible at all times because of how strong the Nightdrake will be. I want a new boss added to the game that has the feeling of only being defeat-able later in the game, and that's what the Nightdrake will be. You'll need to stealth through the area, because once the Nightdrake finds you, you'll be dead in an instant! And if you encounter some Emerald Wind while trying to escape from the Nightdrake, there will be no escape.
There were some minor improvements to the game that are being added in V1.2 as well. The first is a new visual effect for the Rooted status ailment. I want all effects to be as visual as possible, to not lose things in the UI like in Classic, and Rooted was one status effect that did not have a visual effect yet. I fixed some major saving issues with the Passageways. Lastly, I fixed some issue with the enemy dodging mechanisms.
Thanks for checking out Fragment's Moonrise! I hope you enjoy V1.2!
Master Mode is a Game mode in Fragment's Moonrise accessible from the New Game screen. In it, any enemy damage that hits one of your units will instantly kill it. This ignores resistances to give you a true one shot experience. Its worth mentioning your unit's damage output is unaffected, so you're still getting the standard game experience. In this video I'm going to attempt to beat my own game in this mode. This is my blind experience to this mode. [previewyoutube=JvdiBRpmgZ8;full][/previewyoutube] Hope you like my playthrough! I'm planning on doing more sporadic gameplay videos like this, because their quite fun to do and definitely enable me to test the game in more dynamic ways!
Hey all! Since the release of V1.0, I've made it a goal to start releasing more regular content updates. These are going to be smaller, adding new various features to the game. With it comes the release of the very first of this likely long series of updates: V1.1!
All that time ago I split my soul in two.
[previewyoutube=l7qWqC_CUE8;full][/previewyoutube] I recently completed integration of a new Cutscene mechanism for the game, of which I'm calling SubCutscenes. These are simplified cutscenes, operating similar to a typical dialogue system you'd see in many other titles. Check out the video above to get the full idea! Or, better yet why not try it out yourself? Yes, with the completion of the SubCutscene mechanism, that marks the final feature I wanted to add to the game before deploying the next MASSIVE update. This next update is going to contain a ton of storyline and lore additions to the game, alongside some critical gameplay adjustments, all wrapping off with new features and some gameplay rebalances. The launch of this update is soon- very soon! In fact, my current goal is to launch the update on Nov 11! I've finished plenty of testing, bug fixing, so on and so forth, so I'm exciting to be able to launch this huge update to the game. While there will be more details to come soon, know a new trailer is underway to kick off this big announcement!
[previewyoutube=8gsgyZ8Y39E;full][/previewyoutube] In this devlog, I finish off the rest of the Cutscenes. Now all that is left is to complete the remaining dialogues, and the next iteration of the game should be ready to launch! Of course, there is quite a lot of smaller things I still need to clean up, and a lot of testing I need to do, but I'm anticipating the next big update for the game to come out within about a month or so!
In this devlog, I showoff the first two Cutscenes for the game! [previewyoutube=8L04-SDp8fo;full][/previewyoutube] This is my first attempt at developing Cutscenes, and they are utilizing in-engine mechanisms to handle all of the dialogue and actions! As these are a first pass at storyline integration, I would love to know your thoughts on them, and how I could improve them. These cutscenes were essentially developed as a proof-of-concept, and will be integrated as part of the next major update to the game. In the future I would love to be able to really increase the production quality of these cutscenes, getting better cinematography, character action, voice acting, and so forth. But for now, I think these do quite well, and I quite enjoy them. They certainly have a feeling and pacing like an old JRPG title, which is what I'm going for. As far as the storyline goes for the game, it follows the leader of the Mystic Race, Grandmaster Knulxevra. The Mystics are a proud race of spellcasters, formless beyond their long flowing robes and strong horns. The story starts off with the aftermath of one of Knulxevra's most tragic creations, the Fragment. This Fragment was created when Knulxevra split its soul in half; Knulxevra believed it was creating a pure Mystical essence, however that plan went awry and all that was left was destruction. After a failed attempt at destroying the Fragment, Knulxevra now has to wait 1,000 years for another opportunity to destroy it, and so is forced to lie dormant until the time is right. Upon awakening 1,000 years later, chaos has consumed the world, and its Knulxevra's task at fixing the wrongdoings of its past. The two cutscenes shown in the blog above begin with the intro to the story, and then head into the part where Knulxevra attempts to destroy the Fragment. There's quite a lot of dialogue, and I'm certainly going for a rich philosophical approach to this storyline, so I hope that comes off as intended! I do certainly enjoy deep, well-thought out lore, and want to integrate that into the game in an interesting way. The introduction to the game is certainly being overhauled to be fairly cutscene-heavy, but I think that's okay- more storyline and lore is better than less, in my opinion. (Plus, well... there's always the skip button, LOL). --- Now, to update you all about the state of the game! Right now, I'm still in-progress developing the last handful of Cutscenes for the game (another devlog to come about that soon-ish!). Beyond that, I have a handful of extra major features to integrate (more to come soon!), and then of course plenty of clean up and rebalancing to do. So there's quite a lot of work to be done! But quite a lot that has been done as well. I'm really trying to get the introduction to the game greatly overhauled to be the exact experience I want first players to the game to, well, experience, and these cutscenes are probably the biggest overhaul that will be coming. While I'd really like to give a more grounded release date, I still believe the next major update is a few months out. I feel like once I get these cutscenes completed, I'll be able to give a more solid time estimate, but I appreciate the patience of everyone who's enjoying the game!
Hey All! In my most recent devlog, I overhauled the Game's Combat and began integrating Cutscenes! If you have yet to see the video, check it out below: [previewyoutube=X-RXx9ZwA0s;full][/previewyoutube] And if you haven't already, definitely check out the game's Discord! You'll immediately be able to watch the latest development blogs as I post them! Anyways, for those who don't have time to watch the video, allow me to discuss the changes presented. These changes will be added in the next major update for the game, scheduled for a few months out!
[previewyoutube=lY7xn0Z8yOw;full][/previewyoutube]
[previewyoutube=IgvLbo-P7I4;full][/previewyoutube] In this blog, I've begun integrating a new map that will become incredibly important as it will serve as the basis for the storyline being integrated into the game. In addition to that, I've begun development on a simple yet important overhaul to the game's genre and difficulties. The game's current genre, RTS, is quite an interesting one to say the least. But players inexperienced in RTS games, and more importantly players inexperienced in Fragment's Moonrise as a whole, might be a little turned off with the difficulty curve the RTS mode presents. Introducing the Simplified game mode, which allows you to only have to control a single unit, with all camera controls adjusted to account for this. While in-game you'll freely be able to switch between both Simplified and RTS Mode, and play to your own preference. This mode will be available come the next update, which is still underway. In addition to the Simplified Mode, new Difficulties will be added come the next update. I figured the game's base difficulty has quite a learning curve, and while I enjoy its current challenge, newer players might be a bit intimidated by this. As such, I've added a new difficulty option to account for this. In addition, I've added some new features that veteran players would enjoy, as they offer a greater challenge. Its worth mentioning that these difficulties too can be switched to in-game. The difficulties include: [olist]
Hello all! As of right now, the latest update is now live! steamhappy So, what's changed? Well, quite a lot of new content has been added! The best way to describe the changes is in the most recent blog: [previewyoutube=3CnysMBlYk0;full][/previewyoutube] However, if you'd like a brief summary, allow me to discuss the major changes: [olist]
Hello All! In the previous update post, I discussed that Fragment's Moonrise will be transitioning out of free-to-play, and made mention of a big update. Well, I'd now like to announce that update will be launching this Friday, March 24th (Pacific Time)! If you missed the previous post, click here to check it out! So, what's this update all about, anyway? Well, I created a full playthrough of it and posted it as the latest blog on the game's official YouTube channel. I'd recommend checking that out! [previewyoutube=hqw-V7CifB0;full][/previewyoutube] But, if you're simply interested in a synopsis, here's a list of the newest features: [olist]
Hello All! An upcoming major update is close on the horizon, incorporating a significant amount of content changes discussed in our latest blog post. Here's a link to it if you're curious: [previewyoutube=3CnysMBlYk0;full][/previewyoutube] With it, the game will be transitioning out of Free-to-Play and into a paid model. Don't worry, the price of the game won't increase dramatically, and equally as importantly if you already own the game, you won't have to buy it again. All the more reason to snag a copy of the game now! Developing a game is costly, so here are a few of the main reasons why this is occurring: [olist]
For a while, the Mac build was non-functional. This is the first attempt at trying to get it playable on Mac. Its worth noting the Classic build should be functional already.
[previewyoutube=NbdqXMAoudI;full][/previewyoutube] This next map, among one additional map, will be coming with version 1.0!
[previewyoutube=GdAPtx919Sg;full][/previewyoutube] Check out my Any% Speedrun of Fragment's Moonrise!
If you're liking the game, we'd love it if you could come to our GDWC page and drop us a like!
This was a Linux-only issue. A graphical bug exists while launching the game with OpenGL on Linux, in which the game's screen would be upside down and the lower left corner would be flickering. As it turns out, this was not an issue while using Vulkan. I've switched the game to exclusively use Vulkan while launching the game from Linux. I'll be looking into why there exists this graphical error with OpenGL, but for the time being in order to get the game playable on Linux, this modifications was necessary. *This was tested on Ubuntu 22.04 LTS using the game's 'recommended' hardware.
In need of a tutorial about the game's core mechanics, or are just generally curious about the game overall? Check out the link below for a full playthrough I did of the recently released Demo. [previewyoutube=4-E0Uwm-xt8;full][/previewyoutube]
[previewyoutube=SloC6H1MKlc;full][/previewyoutube] Hello everybody, my name is Yyanthire, and welcome to the overhaul to Fragment's Moonrise. Back in 2020 I launched the classic version of Fragment's Moonrise, the original 2D version. The game was met with some decent response, but was ultimately not the game I had envisioned. My love and passion for this game and game development in general lead me to seriously reconsidering the design direction that ultimately lead to THIS overhaul to the game. What you see before you is the result of a little over a year of development done exclusively by myself. The graphics, combat, and more importantly, game design flow have been seriously redone. What I'm launching now is only half of what I truly wish the introduction for the game to go; Consider this a gameplay-oriented Demo for what I am envisioning. My true vision is to incorporate the storyline and lore, in addition to further gameplay elements, to make this a truly unique RTS-style open world experience. From the launch of this Demo forward, I'll be working on incorporating new aspects to the world and creating the baseline of the storyline I wish to establish. Thank you for coming to check out my passion and I hope you enjoy Fragment's Moonrise. --- Its worth noting that the original 2D version of Fragment's Moonrise, the "Classic" version is still playable and you can pick up right where you left off. For more info, click here. --- Finally, I figured this was important to mention. Going forward there will likely not be any support for languages outside of English. For me currently, its just too difficult to incorporate other languages into the game while I'm still heavily working on the base game's development. I hope you understand as supporting other languages is definitely something I would like to do, but lack the ability to do so at this point in time. I hope the game is still enjoyable nonetheless, and thanks for the support you have given me thus far.
Adquirimos una Traduccin bsica al Espaol para los Tutoriales, Unidades y Hechizos. Esperamos que esto ayude a jugadores Hispanohablantes interesados en el juego a no sentirse bloqueados por alguna barrera de lenguaje. Gracias por probar Fragments Moonrise! English Translation: Weve acquired some basic Spanish Translations for our Tutorials, Units, and Spells. We hope this will allow Spanish players interested in the game to not be barred from this games language barrier. Thank you for checking out Fragments Moonrise! --- In other parts to the update, we added a feature to disable the on-screen Status Icons, alongside made it so the Generate Page and Scripture spells the Master Harvester uses can now be automated, with overflow checks to make sure it doesn't over-generate.
Changes done in Latest Version (Beta 3.9): -Revamped the Unit UI System --Made a 'Simple UI' system, where Player Units have percent-based HP text above their heads --as well as percent-based Mana text under their body. --This was done to simplify the UI around Player Units and make them easier to see and differentiate. --Enemies still feature Hp Bars, as they don't get in the way, and we want to keep their Status Icons above their heads. -Improved UI in regards to Player Unit's status icons above their heads. --To complement the new Simple UI system, the status icons have been moved to the top of the screen. --This is to make it quick and easy to tell what Auras, Status Effects, and Cooldowns are active across your army. -Added a Total HP and Total Mana % text to the top left UI, to make it easy to get a sense of how your army is doing. -Added toggles in the Settings menu for adjusting between the various Unit UI systems. -Bug fixes: invisibility flickering bug, music volume issue on transitioning themes, reduced music volume.
Changes done in Latest Version (Beta 3.8): -Modified the Spellbook to have separate Ability tabs for sorting Player's Abilities. -Added an On-Screen Spellbook that pops up whenever you click on a Unit. --This takes advantage of the new Spellbook Separator system so its well organized. --You can cast spells directly from the new On Screen Spellbook. --You can disable the OSS from the Settings Menu. -Increased Unit HP bar/text size and scale. -Impassable Trees and Foliage now correctly saved within the Map data. -Added Dynamic Game Speed adjustments so the game automatically slows\ndown upon entering combat (to allow for easier micro). --You can disable this feature in the Settings menu. -Added a UI and Tooltip scaler. Still some bugs with it but general use should improve UI scale experience. -Nerfed the Wildfire -Greatly Improved Target Selection upon clicking Units or casting Spells. -Added an Autosave upon entering a Map. -Added a Return to Main Menu button. -Fixed a bug where Units would spawn at (0,0) on the Map before\nupdating to their correct location (after loading your savefile). --This was a big issue because it would kill off weak Units on game load, and also apply bad Aura effects. -Fixed an issue in which Invisible Units would not retain their Invisibility while low on HP/Mana. -Fixed an issue in which Impassable Trees could spawn near Passageways. -Improved RAM usage upon loading your savefile.
, . . Fragment's Moonrise! --- Weve acquired some basic Chinese Translations for our Tutorials, Units, and Spells. We hope this will allow Chinese players interested in the game to not be barred from this games language barrier. Thank you for checking out Fragments Moonrise!
-Added in 39 additional Achievements (some aren't unlockable at the moment, but the majority are). -Greatly adjusted Map Spawning Objects, including now spawning Foliage for additional scenery. ---Note: Will need to either start a New Save OR use Map Regeneration to get access to updated Map system. -Fixed a bug where Invisibility would not end on Units that were made visible. -Finished primary Map Regeneration implementation, although it still needs more testing. -Made Camera Padding a negative half-tile to make map edges feel more immersive. -Fixed a bug where Map Resolution would not be saved properly. -Fixed a misnaming of an onscreen hotkey. ---'Jump to Unit' is now 'Focus on Unit' because that's its proper Hotkey Description.
Changes done in Latest Version Beta 3.5 ---NOTE: GETTING ACCESS TO LATEST MAPS REQUIRES NEW SAVE -OR- USE THE 'REGENERATE MAP' BUTTON ON EACH MAP--- -Fixed a bug where we could re-unlock Achievements. -Heavily adjusted Map Object Spawning Mechanics. ---Still intend on doing more work on it to fix some minor bugs and get spawning covering the map more evenly. -Fixed a bug with Maps not retaining their dimensions properly. ---This made it so upon re-entering a Map, it would force a regeneration of it, ---discarding the old map. Old map is now properly kept and its dimension bug has been fixed. -Fixed a bug where Invisibility would not invoke transparency on an object. ---Fixed object's transparency so they can't retain invisibility if they spawned with it. -Fixed a bug where we could have 'pockets' in our Maps, ---resulting in areas the Player could never physically go without Teleporting.
Added Achievement integration with 2 basic Achievements. -Achievement for Completing the Tutorial -Achievement for Slaying the Apprentice Dragon *Primary purpose for this small update is for being able to test it live on Steam rather than in our engine.
Changes done in Latest Version Beta 3.3: -Added in Map Regeneration. ---This allows for Maps to be fully regenerated; to activate, just open up the Options menu and click the button. ---Map Regeneration is important for longevity and updates- -----if any update is done to the Maps, you can simply Regenerate the Map to get access to the updated features. ---This is far better than having to fully reset a savefile just to get access to the latest update. ---You can also use Map Regeneration to refight bosses and enemies, or fix a broken map. -Made it so Spells can't be dragged on top of spells in the SpellBook and destroyed. -Adjusted Map Sizes to be larger. ---Accessing this new Map Feature requires either a new save OR call Map Regeneration on any Map you enter. -On entering a Map, we now display the Map's name. -Clicking a Passageway now properly displays the Map Name you will be traversing to. -Added more Lore to the Maps. -Added a Game Speed slider. You can now toggle between 0.5, 0.75, and 1.0 game speed. ---For those who are having a hard time keeping up with the pace of the game, try lowering the Game Speed.
Changes done in Beta 3.2: -Implemented Homeport, allowing for an easy transportation back Home. -Dynamic Maps are now added. This randomizes size and shape. To get access to these Maps, either begin a new save OR enter any Map you haven't visited before. -Improved the Accept Defeat message, dialogue, and added a Load Save option to the popup. -Increased Player Unit casting ranges (to slightly improve combat micro). -Added indicators for when a Unit is low on HP and/or Mana. -Improved the Current Spellcast system to show what Unit will be chosen as the caster, and if they are in range or not. -Fixed the music bug where it would immediately play the Battle theme upon entering a Map. -Made slain enemies darker so its easier to tell if they are dead or not. -Improved the Tutorial. Three new tutorial parts have been added: a part to try combat, a part to advance your Units, and a part to see what to do next. -Added Tooltips to the World Map.
Changes done in Beta 3.1: -Settings menu is now saved. -Added more visibility to spellcasting, including AOE sizes following mouse. -Fixed a bug where hotkeys would not work. -Fixed a bug where you could delete the Spellbook page. -Unit Group Buttons now overwrite slot with Selected Units. -Added HotBar Toggles for visual switching of Hotbars.
Tutorials have been completely reworked rather than just a simple textbox. Now, they should give you a better understanding of how to play the game. Additional updates to the tutorials will come as needed. Objectives tab has been completely revamped to allow for much more clear direction. Intention is on giving the Player a better understanding of what there is in the world, as currently the worlds are fairly dis-interesting. The new Objectives tab merely highlights the primary content of the world- which are the boss fights.
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