Hey everyone, a feature that was requested by a couple of people for a while, i came around to implement it. At the beginning i assumed you would need to implement a steam framework into the game, but actually steam provides an Auto Cloud feature, which I now set up and tested. With the way its set up now, you are able to switch between OS/devices and continue playing on your current save-games. Also (I guess the more prevelant/important one) is that this should also help with people that experienced random file corruptions on their pc (this was very rare, but very frustrating for the individual when that happened). So this should help with that as well. Outside of that im still slowly working towards 0.10 and am really hyped to get it in everyones hands (although that will still take a while) This doesnt require a game update, as this is only a setting for the game regarding steam itself. So you might have to restart your Steam, so it pulls those new configurations for the Game. If steam has troubles synchronizing the cloud, it could help to restart steam or try again at a later point. This is most likely a steam problem. You can check the save-games which are uploaded to the steam-cloud here: https://store.steampowered.com/account/remotestorageapp/?appid=1370410 I hope everyone is doing well/getting better! Keep it up!
[ 2024-07-04 11:44:54 CET ] [ Original post ]
Hey guys, just wanted to update you on the current State of Development in regards to 0.10 TL;DR: Still working on 0.10, after migrating the Engine Version of Godot from 3.5 to 4.2, its now slowly coming along. Working on some features and systems which i mention further down below. After releasing the maintenance version 0.09.2 in december and putting out some hotfixes, i started migrating the game from Godot Engine version 3.5 to 4.2. After overcoming those initial incompatabilities and migration problems, development is now chugging along as before. The major version changed some core functionalities/internal scripting Objects that was heavily relied on. This required some manual changes and some bigger frustrations. But now its working well again. Its just not too much fun having to change like 400 code occurences bc. the way exports work were changed. The new version brought a lot of improvements and changes to how the engine worked in general, which benefit the game in many ways and make development much easier in many aspects and fix some weird behaviours/bugs the game had previously. Some new features coming in 0.10: - Research: Research Artifacts/Books/Blueprints to unlock features and recipes for stronger items. (This should allow for a smoother unlocking experience, compared to 0.09.2) - World 3 : Desert: Slowly tackling the features/zones i want to add with 0.10. - Ranged Weapons: Adding additional ranged weapon types, like bows (and maybe some more) which will consume specific Ammo Items. Consuming Ammo will boost the power of your attacks even more. Ammo will come in different tiers and maybe some special Ammo with special effects will get added. The focus will be for the ammo to be a good bonus, but not an inherent necessities. Ranged weapons will still function without ammo (to be idle compatible) - Gem Upgrade UI: Direct Craft: This is already functional in my current dev build. It allows the player to directly craft higher tier gems either for only raw resources or by also using lower tier gems that you might not need anymore. No ETA for 0.10, as this is a free time hobby project for me. Im trying to get this game testable/playable as soon as possible, as player feedback is very important for me. If you are interested in staying in touch, give critique/feedback/suggestions/ideas, or get irregularily regular updates, feel free to join us on Discord I appreciate your time, interest, and thank you for playing the game! Keep it up! Have a great one!
[ 2024-05-24 20:11:02 CET ] [ Original post ]
- Fixed Holy_Spark crashing the game when cast in the village - Fixed Spell_School_Tooltip not showing on hovering a spell school
[ 2023-12-15 21:25:00 CET ] [ Original post ]
Olla, when testing the game with friends, it seems that the wand wasnt tested properly yet and some crash-worthy stuff popped up. - Projectile_Weapon_Tooltip: Fixed crash - Holy Spark Blind: Fixed damage function causing crash - Projectile Weapon: Fixed Ammo crashing the game due to missing damage_type (mana ammo type for wands)
[ 2023-12-14 22:12:52 CET ] [ Original post ]
Hellou, Quick fix for - Equipment_Slot_Weapon: Fixed Weapons disappearing on equipping new weapon - Fixed Spells not draggable from Skill bar button to auto-caster-slot
[ 2023-12-14 20:44:58 CET ] [ Original post ]
Hey all, After around a year of on and off development i was able to finally release the 0.09.2 Maintenance release. This release is focused on adding Quality of Life Features, Fixes and general UI Improvement to the 0.09 Version, before moving on to 0.10 Thanks to the folks on discord, especially Hugo, which went above and beyond and tested the dev version of this release inside and out and found many gamebreaking bugs and oversights from my part, which i was then able to efficiently fix, due to his precise bug reports and feedbacks. You can find the patch notes here: https://store.steampowered.com/news/app/1370410/view/6024191483877528067 If some critical problems arise in this version, i will try to fix them in a timely manner. Now i will focus on starting to work on 0.10, which would contain access to the third world with its zone and many more systems/features. It will also incorporate changes/improvements to preexisting content, therefore your saves from 0.09 will most likely not be compatible with 0.10. The game is currently being created in version 3.5.3 Godot while recently version 4.2 released. Version 4+ has some major improvements to useability which i want to try to tap into by trying to migrate the game to this version 4.2. The last time i did this most of my project broke. will be interesting if it will be better this time around. Savegames from the game created with godot 3 will sadly be incompatible with the game in godot 4, because i used a way of saving the files, which changed completely, making it no longer able to load the contents of those files. Maybe there will be a workaround, but as you might have to start over again in version 0.10 anyway, i felt that would be a good time to start this migration. Thank you for sticking around, playing and enjoying the game and giving your feedback, it means a lot! Have a great one! I hope you are doing well/getting better! Ronny
[ 2023-12-14 00:03:53 CET ] [ Original post ]
v0.09.2 Changelog: (Artwork by MetalPig) While working on the spells, i've gotten a serious case of motivation burnout on working on the game. This has happened in the past, where i got to a point to just release the stuff i have, instead of trying to just keep going and never finishing anything because i keep overscoping. Because of this i will release the maintenance release as is, and push back the new spells etc. to version 0.10. Where hopefully the new topics and new systems i can add will give me back a lot of motivation. as it happened in the past. Back then i received a new boost of motivation due to the feedback and ideas i received. So my hope is that it will work similar. I was focused on improving the UI and general QoL for the 0.09 maintenance release. Content: - Added 4 more Gem Tiers - Added up to Tier 4 for all Enchants (92 new enchants) Reworks: - Moved Ressource Inventory and Crafting UI to Equipment UI - Moved Character_UI to Equipment UI - Moved Spell Book UI to the Masteries UI to reduce clutter and locate it in the place it is most relevant, as the spell book receives all its spells from the masteries + skill trees. This makes it easier for the player to immediately see newly added spells and the cause relationship when learning spells etc. - Masteries/Spell School: Reworked skill tree UI. No skill points necessary anymore, as those were kind of obsolete. Unlocking happens now depending on mastery level and you have to buy them with gold (outside of the starter spells of each tree). Also passives for spells now unlock to be buyable at a certain spell-level instead of mastery-level, to encourage and reward the leveling of spells. The UI Rework also takes less space and has less visual clutter than before. - Spell School UI: Reworked Checkbox based UI to Slot based UI, with right click and drag and drop of spell schools onto available slots. - Added new Font for improved readability (Will most likely expand this in the future to make it possible for players to add their own fonts) - Auto Caster: Auto caster no longer triggers or checks the normal spell cooldown and only uses its internal cooldown. This is meant to make auto-caster a parallel progression which doesnt take away anything for players that want to play the game actively. - With many of the sub-uis now being part of other bigger uis, i reordered/rearranged the side panel. Improvements/QoL: - The player now follows new paths on the world map. - Side Panel Buttons: Added Hotkey to tooltip. Changed displayed key bindings to positional physical buttons on the keyboard. - Town: Building: improved Upgrade Button visibility - Town: Gathering Building: Added side_panel notifications functionality when gathering-building has ressources to pick up - Equipment: Added Fist weapon permanence. This will be useful for adding base fist upgrading at a later point - Cooking: Added Cook Button Tooltip for next Recipe tier stats - Cooking: Added 6 food icons - Cooking: Added drop source description to Trout and Karp - Spell: Mana bubble: Added percentage exp gain depending on base damage received (which means before any reductions (armor, absorb, block)) - Spell: when trying to cast spell but is not learned fail message: Improved "spell is not learned" message with more indepth information - Spell Upgrade Button: Now also changes color depending on if the player can afford. - Spell Book: removed forced adding to spell book, to reduce clutter. Spells now get added when the player initially learns them. - Skill Bar: Readded ability to add spells to spell bar on learning/allocating - Skill Bar: dragging spells/items between skill bar buttons now swaps the spells/items between the slots, instead of just overwriting them and deleting them in the originating slot for the drag. - Skill Tree: Added spells being casteable from skill tree UI - Masteries: Added Exp gain description text for each mastery explaining in detail from which activity each mastery receives experience - Achievements UI: added "Hide completed" checkbox to filter achievements that have already been completed - Character_UI: Changed stat toggle to click or close button - Character_UI: Added base + multiplier values to the stat tooltips - Statistics UI: Added Search bar - Armor Mastery UI: Added Stat bonuses from Armor Mastery Tree to Tooltip - Armor Mastery UI: Tooltip: Added current armor count to tooltip to make it easier visible - Equip_Quality UI: Added "Total Stats gained" to the detail display - Plus Roll UI: Added "total Stats increase %" to the detail display - Auto-Caster UI: Made scrollable so it doesnt explode the layout as it previously did - Auto Caster UI: Added Spell Book as collapsable UI to make adding spells to auto-caster much easier. - Enchanting UI: Added "show unaffordable" filter. Allows you to only show affordable in the list if deselected - Spell Book UI: Added "only available" and "only upgradeable" filter checkboxes - Sacrificial Altar UI: Added fail_message + reasons for why items cannot be sacrificed - Map: Added borders to the "unlock arrows" pointing at new zones to make them better visible to the background - Enchants: Added "For Slot X" to description - Option Menu: Added automatic saving when quitting the game via the "quit game" button - Gem-Slots: Improved readability/visibility by adding outlines and the sockets themselves becoming transparent when a gem is socketed - Tooltips: Added margins to the screen border to improve visibility/layout/looks when tooltips get pushed back into the viewport - Item Tooltip + Mastery Tooltip: Added Scrolling to tooltips when they get too long. Hold down shift to scroll inside the tooltip. - Equipment_Tooltip: Added Details by holding shift. For now shows only maximum of plus and quality - Cost: Added the name of the resource when listed as a cost, as to make it easier to understand what resource is needed/wanted, instead of having to guess/squint at the icon - Level Up Event messages now start to fade when the player distributes points in the character UI attribute screen - Settings: World Map: Added setting for "hide_map_on_player_arrive" - Settings: Fullscreen setting is now properly preserved between sessions Fixes: - Fixed problem in random number calculation leading to random roll maximum beine exclusive. so for example 1-2 rolls would always hit 1, and 1-10 rolls would only hit 1-9 but never 10. This lead to fishing hut only giving 1 fish although it should have had the chance for 2 - Gathering Buildings: Fixed production boost optimization above 5000 cycles, not actually working. Refactored the functionality, now its more reliable - Gathering Buildings: Fixed gathering_quantity_multiplier not applying to the idle reward production (this should lead to much bigger results from the mine/fishing hut with higher mastery) - Fishing Hut: Fixed donation loop of donating fried fish to the fishing hut, letting the player create an infinite amount of fish (exponential) by disallowing fried fish being donated to the fishing hut - Skill Tree Spell Node: Fixed spell complaining on clicking already active node - Monster title tooltip: Fixed wasp fly showing to be spawning in too many places - Ressource Cost: swapped order of current and total amount - Achievements: Fixed Powder Processor condition count from 30 -> 15 - Achievements: Fixed "Rock Bottom" condition not triggering properly on unlocking the last stage of the hive dungeon - Resource Trader: Fixed being able to buy at least 1 resource although you didnt have enough money - Shop: Fixed buying stackable items like potions, creating weird behaviour with stack size and possible crashes - Shop: Fixed shop slot unlock logic (slots that should have been locked to be bought at next tier, were already buyable) - Shop: Fixed saving/loading of recipe drops when closing the game after having bought a recipe but not having it picked up - Enchants: Fixed offhand enchants being enchantable on non-weapons - Spells: Fixed many spells being able to level above level 10 although there were no improvements defined above level 10 - Buff Spells: Fixed toggleable spells being cancelable during the cast cooldown/downtime, possibly making people cancle those spells by clicking too quickly. - Fixed Buff spells still casteable while on cooldown - Fire Armor: Fixed dealing 0 fire damage and retaliating full physical damage at player. - Mana Bubble: Fixed spells being casteable while not enough armor pieces of the required type is equipped - Holy Light: Removed misunderstandable WIP description part about "lifesteal" functionality that is not yet implemented - Food: Fixed Crunchy Seafood giving 0s gathering boosting time (now 20 s) - Earth Armor: Fixed armor stat calculation - Gem Upgrade UI: Fixed UI (availability and crafting count) not updating on crafting higher tier gems - Town: fixed not visible/active gathering buildings adding side panel notifications - Quests: removed "(Not yet)" Text for unlock access to world 2 - Map: Removed "The" from the zone names - Monsters: Fixed monster descriptions for many monsters Changes: - Cooking: Food_Recipe: Changed leveling to per cooking not quantity cooked - Save Game Name: Limited the length of the save-game to 30 chars, to prevent problems with the OS file system. - Mastery: Shield: Changed exp gain to blocked damage only - Resource Inventory UI: Filter out food items (they are only relevant for cooking) - Wands: Now also consume 1 percent of current mana which also gets added to their damage - Crafting UI: All crafting trees are now bottom bound for a more homogenous look between tabs/trees - Shop: Added Berries to the loot pool - Shop: Increased pricing variance - Auto Caster: Added limitation to just 1 copy of a spell to prevent spamming 1 single spell with multiple auto-caster slots, due to the new "no cooldown is triggered" logic - Auto Caster: Added an auto_cast_cooldown cache to the Spell in the auto-caster slot, preventing the player from moving a spell between multiple slots after each cast, to still cast a spell in quick succession but forcing the player to do unfun activities for this optimization
[ 2023-12-14 00:03:10 CET ] [ Original post ]
After working on it for a long time and implementing different spells for about 3 spell schools, i hit a motivational drought. To prevent me from loosing all motivation on working on the game, i pushed the new spells/spell schools back to 0.10 as im hoping that working on new features/systems will increase my motivation/velocity again. For transparency reasons and not wanting to disappoint anyone looking forward to the new spells, i wanted to inform you before 0.09.2 is out and you then discovere there are actually no new spells. I want to make the spells interesting gameplay wise and feeling different from each other, also wanted to add more art, particle effects and icons, but i hit a blockade in that area. The 0.09.2 maintenance build is currently on the dev-playtest branch (which no longer requires a key to check out) and i have received plenty of feedback from the great people on the discord. Currently working on polishing the rough edges and implementing the feedback i've got. With the release of 0.09.2 i will also publish the patch notes with all the changes, QoL and improvements. I hope everyone is doing well/getting better!
[ 2023-12-01 23:47:38 CET ] [ Original post ]
Hey all, as the title states this is just a small hotfix: - make the sacrificing of items in the late-game easier - fixing a potential crash/hangup when sacrificing a large quantity of items (100+) this happened because with each item being removed from the inventory it would do a sort of the entire inventory, which would already take a bit of time when performed once for 100+ items, Additionally all item elements in the inventory UI would get informed about an item being removed from the sacrificial altar, creating an exponential growth in calculation power required. I fixed both these by making them more performant. Each item element now only listens to the "removed_from_sacrificial_altar" signal from its own item, not everyone's. and additionally when the sacrificial altar starts sacrificing items it will pause the inventory sorting and restart it after its done. This improved performance by around 10-50x for 200 items being sacrificied The endgame in its current form is a temporary solution to give players a possibility to progress beyond the currently available story/world. This endgame will morph and change with each big release to get closer to the interesting and long lasting gameplay i have planned. Im currently working with a bit of different development approach which allows me for easier hotfix deployment/development while still working on the 0.09 maintenance release I hope everyone is doing well! Keep it up!
[ 2023-08-10 20:09:45 CET ] [ Original post ]
Just a very small hotfix, to reduce the VRAM to enable the game to run on GPUs with 1 GB Vram This was done by reducing the the size of the world map texture from 10000x10000 px to 1000x1000 px. Seems like although the actual texture as png is just like 2 MB when loaded into the GPU Vram it mostly depends on the pixel size. With this change the necessary Vram went in the editor from 870 -> 465 MB Keep it up!
[ 2023-07-19 22:38:58 CET ] [ Original post ]
Hey everyone, here a small progress update for the 0.09 maintenance version: The QoL and Feedback has been mostly processed and implemented. I now switched modes and started working on adding new spells/skills/functionality to spell-trees. These include: - Dark Tree (Draw on dark powers to curse your enemies and blast them to hell) - Arcane Tree (Use the purest form of magic to blast your enemies with your mana) - Blood Tree (spend hp to cast spells or drain life from your foes) - Earth Tree (Use the physical prowess of the earth to bolster your defenses or smash your enemies) - Fire Tree (Burn everything to the ground) - Holy Tree (Use the power of the light to cast miracles and smite your foes) - Lightning Tree (Zip zap, ligthning is a speedy route to death for your enemies) - Ice Tree (Freezing cold, sharp ice crystals to fight at sub-zero temperatures) - Axe Tree (Hack away at your enemies) - Dagger Tree (Stab away in quick succession with a high chance to hit weakpoints) - Hammer Tree (Smash your enemies and the ground with the power of this brute force) - Shield Tree (Focus on defense and bulwark yourself, while having some utility in attack) - Stave Tree (Its a big heavy stick, BUT WITH MAGIC. Strike your oponents with your martial prowess, infused with magic) - Wand Tree (Blast away at your enemies with magic projectiles, utilizing your mana as ammo) - Unarmed Tree (Master your fist, so you can master your enemies) - Mace Tree (Smash your enemies with accuracy and spikes. There is a reason why its the favorite weapon of a Paladin) (Maybe some passives for the gathering-trees, but not sure yet, i think that might come most likely in 0.10) The update will act as a foundation for these spell trees with around 2-3 spells per skill-tree and a couple of passives per tree that will change the behaviour of some spells. Some of those trees already had spells in 0.09 before maintenance update, and its mainly focusing on bringing the other spell-trees on a similar level (and maybe add some more to the ones that already had spells/passives) These will also be the foundation for changes and new stuff coming in future updates (0.10 and onwards). My hope is that those spell-trees etc. will add a feeling of a certain class fantasy to the game. Im working on 3 parts to make this happen: - Functionality of the spells - power of spells, upgrades, balancing - Add visual effects and icons for spells/skills etc. Looking forward to getting it in your hands to try and play. Keep it up!
[ 2023-07-17 19:07:19 CET ] [ Original post ]
Hey everyone, after a long, well needed hiatus and slow development on the game, things are picking up steam again and im again invested into Progress Game. Im currently making progress in regards to: - Incorporating Feedback and QoL - Fixing Bugs/Crashes (cant promise to fix all, as some are quite obfuscated/specific to the machines) - Some more Content (More enchants, more Gems. Next world will come with 0.10) - Adding missing art (Food-icons etc.) - Adding Spells/Skills and filling the skill trees with life. I hope everyone is doing well/getting better! Keep it up!
[ 2023-06-18 08:47:10 CET ] [ Original post ]
V0.09.1.1b: - Fixed spellbook hotkey - cleaned up some nonexistant/obsolete signals and pointers (could maybe help with unspecified problems on certain os) - Fixed naming for relics t4-t6 (now just called "Relic") - Skill-Trees: Added unlock hints in the tooltip when hovering a node, which tells you what actions are possible ("left click to buy" "left click to skill", "right click to unskill"). Also Improved the displaying of the requirements to get access to certain nodes. - Character UI: Fixed tooltip description of wisdom - Character UI: Fixed disappearing of "assign attribute" buttons skewing the formatting - Map: Added name labels to be seen without hovering to improve initial orientation on the map. (on some pcs hovering the Zones on the map seems to not bring up the tooltip, or they dont register it as it is popping up delayed after 0.5 seconds) - Earth armor: Readded mana cost display to tooltip - Option Menu: Added Quit button (useful for if you are in full screen and cannot/dont know to use alt+f4)
[ 2023-01-25 17:57:16 CET ] [ Original post ]
- Player: Fixed attack animation not sped up by attack speed multiplier - Fishing Hut/Mine: Fixed mass donation not granting gathering mastery exp - Skull Ring can be sacrificed - Relics: The Relics of lower tiers than your highest tier relic can now be sacrificed. If you are already in tier 6 (red) you might have to unequip and equip the tier 6 relic once, to be able to sacrifice tier 5 (purple) relics. Keep it up!
[ 2023-01-23 20:58:07 CET ] [ Original post ]
v0.09.1.1: - Fixed double dipping for multipliers: If a player had 10 armor and 20% increase, correct would have been: 12 but it did 14.4 instead - Fixed Paladin Trait needing 4 armor pieces instead of 3 - Added Armor requirements to armor tree node tooltips
[ 2023-01-22 19:24:02 CET ] [ Original post ]
Some small hotfixes: v0.09.1: - Added Hotkeys to side panel buttons (also added them to the tooltips) - Crafting Tree: Jewelery/gems: Changed unlock hint "Find the jeweler Kit" to "Buy the jeweler Kit" - Cloth Tree: Fixed "spell mastery" not unlockable - Town_UI: Fixed smith dialogue typo - Town_UI: Fixed "unlock: Unlock X" redundancy Keep it up!
[ 2023-01-21 20:25:08 CET ] [ Original post ]
Hey @everyone I know it has been a very long time since you've got good news from the game in this channel, but here it is: 0.09 is out Thank you for being patient and staying with us. I hope you will enjoy this new version. And a big thank you for everyone that helped by providing their feedback and ideas and those that helped playtesting the game! I will add more polish/content to the live version in the close future (more spells, spell schools, polish/improve assets) The previous version 0.08 will be available in an extra branch as to preserve the experience and make it possible to be still played. Any feedback/ideas/critique is greatly appreciated! Changes: - Major UI overhaul - The game now consists of multiple zones within individual worls. For now there are 2 worlds, but with more to come - Added Item Enchanting: Add an enchant to your items to improve the aspects that you like for your character - Added Gathering Encounters: The Player will now mine after 2 successful fights - Added Quests - Added Spells + Auto Caster - Added mastery and spell school Trees - Added Town: Improve your buildings and unlock new features or gain resources - Added Shop: Buy recipes, items, food or sell surplus resources for a quick penny - Added Cooking: Cook Food resources to boost your power I hope everyone is well/getting better! Keep it up!
[ 2023-01-20 17:30:35 CET ] [ Original post ]
Hey all, i released the current playtest (playtest-7) for 0.09, which is the final playtest before i release 0.09 on the live branch. So if you want to check it out early and/or help testing, you can do so by: right click Progress Game in your Steam Library -> Properties -> Betas -> select "playtest" from the dropdown. The playtest contains all the features that will be released with the initial 0.09 version. 0.09 will receive some more polish after its release. Then i will start working towards 0.10, which contains World 3 and Alchemy. Some assets are still a bit rough or placeholder and will be improved/replaced over 0.09's lifecycle. I hope everyone is doing well or getting better! Keep it up!
[ 2023-01-09 09:06:32 CET ] [ Original post ]
Hey all,
After posting the last [SOON] announcement, i noticed it might have made sense to add screenshots or other stuff to give a feeling for what to expect.
Like mentioned in the last post, the game underwent a major overhaul. With the basic idea persisting but adding more complexity and ways to progress you character's power. (and more to come yet)
The First Dungeon in Progress Game:
The Hive:
here you can see a completely overhauled ui, with independent Windows for each System like "Inventory, Crafting etc." Currently there is a bit of a struggle to make it less cluttery but im sure we will get there.
Enchanting is here:
With enchanting you can add bonuses on your items depending on the type of item. Add some major stat boosts to your chest piece, or add a powerful trait to your amulet.
Fight in 2 new Worlds, with 3-4 Zones and ~40 monsters (some old and mostly new ones), like for example:
Meet Factory Fish:
He is happy to be a productive part of marine life and give you a hard time, supporting his kinfolk the sea-slugs.
Spell schools:
For now there will be 3 active and available spell schools with certain spell-themes:
- Holy: Smite thou enemy with the holy power
- Earth: Throw boulders/sharp rocks and protect yourself with earthly elements
- Fire: Burn your enemies to a crisp and warm yourself on the glow
Those spell schools will be expanded heavily and more spell schools will be added:
- Blood: Sacrifice and leech health from the enemies to damage them or reap benefits
- Ice: Slow, freeze your enemy
- Lightning: Turn up the voltage!
- Dark: Curse your enemies and apply the dark forces on them
- Arcane: A mana based spell school that uses and channels mana to deal high damage.
There are also weapon and armor mastery trees, which are currently pretty bare-bone, but i plan to add a lot more stuff to them that you can unlock and use.
There is a lot more systems that got added, but this will be it for now, maybe i will do another sneak peek.
I hope this news finds you well!
I hope you are well/getting better!
Keep it up!
[ 2022-11-21 16:24:56 CET ] [ Original post ]
Hey everyone, long time no see. Just wanted to post an info about the next incoming version 0.09. I have been working on the playtest 7 for the last year, which adds more systems and has major improvements, including world 2. Due to the size of those changes and how different 0.08 is from the current development, i am planning to push this next playtest 7 as version 0.09 to live as i feel it is a big step into the direction which is much closer to my final vision of the game. The current live 0.08 version will still be available in an exclusive branch, for people that prefer that state of the game or want to experience that version again. 0.09 will entail: - World 2 (Dry Praerie): Discover the reason for some weird occurences and help out some friends and descend into the first iteration of a dungeon. - T3: Find recipes strewn around the new zones for stronger items that you can upgrade even further - More spells/skills including spell-schools (not too many right now, will add more over time) - Get exp for using your spells/skills and upgrade them for gold. - Spell Auto-Caster: Cast spells while you are away, including multiple spell cast slots - Relic item to boost the functionality of the auto-caster even more. - Food/Cooking: Cook Food to improve your mastery with the recipes and gain permanent bonuses. You can donate that food to the Mine/Fishing Hut to boost your resource production. - Passive resource income via Mine/Fishing Hut (build in town) - Shop: Buy Resources, recipes from the new Shop (build in town to access) - Enhancing: Add special effects/boosts/bonuses on your items (unlock by buying from the shop) - Gems: Socket gems that grant attributes into your items. Your items either have sockets from the start or get more empty sockets when upgrading their quality. - Plus-rolling: Gamble your resources and try to boost your equipment even more. Multiplicatively improves the stats on your items, so its a good synergy with the quality upgrades on an item. - Rings/Amulets: Craft Rings and Amulets that have a random combination of stats, giving you somewhat of a goal to get a good ring. - Readded attribute point allocation + reset for gold functionality The features are functional and close to ready to be release on the live branch, and the game requires some balance passes from me and some assets are still missing. But i want to make it available as soon as possible. The game will keep receiving polish and improvements, incorporating the feedback from you the players. With 0.09 there were some major reworks for many backend systems, which now enables me to work in a more iterative approach and do changes to 0.09 without running the risk of bricking existing saves/progress.
[ 2022-10-19 08:00:43 CET ] [ Original post ]
Hey everyone, Playtest 6 is now available. You can access it by right clicking on progress game -> properties -> Betas -> select "playtest" beta branch. You will be able to play through the entire World 1. Things will most likely be changed/adapted/polished over time, but this should represent a stable foundation. This playtest might not be as big as other ones, as here most of the work was with adding the saving/loading functionality. Here it was necessary to rework some parts of the game and cover a lot of corner-cases UI and save/loading wise. rough patch notes: - Added Saving/loading with a Save-game-UI in the options - Added Quest-UI and added 3 more quests - Added Fields zone - Added Slug Boss to beat - Added Food/Cooking System with ingredients that drop from enemies - Added Sinking well where you can sacrifice your items for a base-stat bonus - Added Quality upgrades for Tier 2 Items - Added lots of QoL Have a great one! Keep it up!
[ 2021-11-21 19:53:13 CET ] [ Original post ]
Hey guys, Playtest 5 is now available. You can access it by right clicking on progress game -> properties -> Betas -> select "playtest" beta branch. This playtest is meant to create a foundation of the game: - simplified Gathering - Crafting (deeper scriptability with unlocks via building the smith and finding recipes) - weapon-masteries: weapon-masteries without the planned mastery-tree, but with updated scalings - Weapons now have stat-scalings, which let the damage of the weapon scale with a certain percentage of a stat - Tier 2 is now available: the balancing of these is meant to fill the hole that will be filled by equipment-upgrading at a later point (or it gets unlocked a bit later in the game) - Basic Skills: Every weapon-type now has a basic skill that dynamically changes depending on what weapon-type you have equippped. These skills get stronger by using them - New Zone: Ruins: Fight slugs in an adjacent destroyed part of the town. - basic concept for the Town + Building buildings - new monsters - revamped Monster-titles - Improved Tooltips for nearly everything - revamped achievements - You now have to manually turn in monster-title milestones and Achievements to be more idle friendly (and maybe make it more satisfying that you dont just get all the stuff automatically) Have a great time!
[ 2021-08-24 13:27:23 CET ] [ Original post ]
The most current playtest is now available on Steam. You can access it by right-clicking on "Progress Game" in your steam library, select "Properties" and go to "Betas". Here you can now select the "playtest" branch, which will have the latest version of the Playtest (in this case playtest.4.a) Switching to the playtest will not affect your save-game in 0.08 and switching back to 0.08 should successfully load your 0.08 save again. Keep it up!
[ 2021-05-26 15:13:53 CET ] [ Original post ]
Hey everyone! Playtest-4 is now available on the Discord! Discord Go to #roles and react to the Playtester message. With that you get access to the playtester-channels where you can download the playtest-version. in playtest-4 the focus is on adding the foundation of gathering, resources and crafting to the game. Additionally this implements and adds improvements over the last playtest version, like:
- Monsters cannot spawn 2 times in a row anymore
- Certain stronger monsters now start spawning when the player reaches a certain lvl (mushroom-soldier on lvl 3, floating rune stone on lvl 4)
- Added Resource-Costs to crafting recipes
- Reworked Crafting-Tooltip to show cost + resource goes red when you dont have enough
- The player will encounter gathering-encounters (only iron for now) after a set amount of monsters defeated (after 2 combat victories)
- Gathering Nodes have a limited timer with milestones where the player gets resources depending on his mastery-level in the according gathering-mastery. The further you get the higher the rewards from the mining-node.
- Changed damage calculation to weapon-based from global damage (this will enable dual wield or special weapon scalings)
- Did a rough balancing pass for monsters and items. Balancing is still temporary/placeholder.
- Some improvements of the system-windows
- Added Resource-drops to visualise and give feedback on the loot you get from monsters
[ 2021-05-01 10:55:36 CET ] [ Original post ]
Hey guys, A small reason to celebrate for me: today marks the 2 year anniversary for development on the game! So i want to show you the road i have walked to get to where we are today (waiting for playtest-4 and v0.09 in generral). TL;DR: Godot is great and you the community are a driving force behind the development. I have been trying to make an rpg because many of the games back when i started didnt really scratch my itch and i was often discussing with a friend about how our dream-game would look/feel like. So i was cooking up ideas and concepts, wanting to put them to use. I started out with zero game-programming knowledge. Sure, i was playing and trying to understand the makings of games since my early childhood, but MAKING a game is something completely different. I have a background in java-programming (4 years of professional experience at that point) but that made me approach certain topics/aspects of my game in a way that was more complicated than necessary. I tried my hands on different programming-languages with varying results, where i was already happy to get any kind of interactivity going. I did some tries in Java, but those dont really have any kind of UI going, so its hard to show here. These games are pure prototypes with no real playable value, more like technical proof of concepts: First experiment in Angular (typescript): Just wanted some interaction between 2 Entities in context of the Angular framework with its dynamic fields/displays/labels. https://www.grinning-games.de/v1/ (dont mind the description of the wolf, this is a reference to an old youtube-video by kitty0706 with some crude humor) Second experiment in Angular(typescript): This one has more of an actual ui going on and you can have an automatic battle against a big bad wolf again, but due to big limitation to animations and such back when i tried (maybe also incompetence on my side) i quickly abandoned it. https://www.grinning-games.de/v2/ Then i dabbled a bit in Unity and made a small flappy bird clone, called floppy birb: https://www.grinning-games.de/floppy_birb/ But unity felt way too complicated for my purposes and requiring me to adhere to how it should be used, instead of letting me just create something (my personal experience). I also did try to make a 2d RPG in Unity by modifying the 2D platformer demo, but the way events/signals and Singletons would work, turned me off of it pretty quickly. So just by chance I found the godot subreddit and engaged a bit with the community and started trying out the game-engine, wielding some real results in a fraction of the time it took me with unity. Because of that i fell in love with godot an kept on going. Here a small video of the prototype i made in it: [previewyoutube=DPdcrh1xKQw;full][/previewyoutube] "playable" version Following this i started working on Progress Game starting from 13.04.2019 and published my first playable demo on the godot subreddit and the godot forum: You can play the previous versions on here as well: Godot forum 0.07 was then also published on the incremental_games subreddit: Reddit-post progress-game 0.07 Looking at those older versions it becomes evident of how much the game has improved/grown and what kind of central idea is standing behind it. It was and still is far away from what i want to make, but seeing the game grow and seeing the engagement of the community with the game grow over time is something very powerful that often motivates me anew and helps me to grow as a person. So thanks for everyone who played the game and/or engages with the community and the development of the game. Its all highly appreciated and it helps me in ways that is hard to transport/communicate. Work on playtest-4 is still going strong and expect some improvements to the general UI and feel. Making this trip down memory lane, showed me how far i have come and motivates me, as there will be much more ahead of which i dont know about today. Join us on the discord server if you want to participate in the development, engage with the community or playtest the current playtest-version and get notified when the newest one is ready: Discord
[ 2021-04-13 11:33:42 CET ] [ Original post ]
Hey Guys and Gals,
I hope you are all doing fine!
Playtest-3 for version 0.09 is now available on the Discord! Discord Go to #roles and react to the Playtester message. With that you get access to the playtester-channels.
In this playtest-build the player now gets access to the forest, which is the first grindeable zone in the 0.09 experimental. This now includes the base concept for weapon-masteries and crafting (but still missing some parts (for example skill-trees) and the balancing is placeholder). This also includes improvements resulting from the previous playtest-build.
playtest-4 will include resource-gathering and an upgradeable. Maybe some other features as well,, but those 2 will be my main focus!
Wishing everyone a great one!
Keep it up!
[ 2021-03-25 12:32:22 CET ] [ Original post ]
Hey guys/gals,
I hope you are all doing fine!
The playtest-build #2 is now available via Discord. Go to #roles and react to the Playtester message. With that you get access to the playtester-channels.
The new playtest-build contains the feedback/reports from the previous version and the town_liberation which are around 5 min gameplay. Its part of the tutorial-experience and meant to teach the player about some basic fundamentals of the game. Like: Armor, stronger monsters, non-consequentiality of player-death.
The next playtest-build will contain the first farmable/grindeable zone.
[ 2021-02-15 08:10:15 CET ] [ Original post ]
Hey guys,
(Its not a beta per se, but that event-category seemed the most fitting for the playtest-announcement)
due to some feedback from discord i got the idea of introducing the special role of "Playtester" for people that are interested in testing/playing unfinished and possibly broken builds of Progress Game.
Yesterday (03.01.21) i published my first playtest-build on discord with the first part of the tutorial experience with around 5-10 minutes of playtime.
If you are interested in becoming a playtester and giving feedback on this and upcoming playtest-builds, join us on Discord. And go to #roles. If you dont have access to the channel yet, please just contact/pm me on discord and i will give you access and the appropriate roles.
Looking forward to your feedback!
Keep it up!
[ 2021-01-04 09:48:56 CET ] [ Original post ]
Hey guys!
It's been a long time since the last update and wanted to give all of you that dont follow on discord an update on how things are!
I did a lot of very fundamental changes to the game's backend/code whereas in consequence i retouched around 90% of the game's code, with the consequence that it gets easier to add more and more different mechanics, systems and content day by day.
The development is currently a slow-burn, but is making steady progress. Im planning on working on this game for many years to come, so i try to work on it as i feel inspired. Around 0.08 release i pushed myself on the development so hard i kind of got burnt out on the project and needed a couple of weeks before feeling motivated again. As this is a passion-project, preserving that passion is a big focus for me! This might mean that things take longer than they would for other developers (also since im working on the game by myself and on my spare-time).
One of the central themes is to reduce the stat-inflation in 0.08 and still have impactful felt progress. This will require a lot of fine-tuning and therefore a lot of feedback from you guys as soon as the 0.09 experimental is up.
I will announce here as soon as there is an experimental build up and how to access it!
Here a small overview of what is now in the game:
- Enchanting: Find Enchants and add Buffs to your items which can range from stat-increases to traits or proccs
- Armor-Classes: 3 different armor-classes: Plate (Bulky, enduring, physical), Leather (quick, elusive, damage), Cloth (caster-based)
- Gathering-Encounters: Mine nodes, chop trees, gather herbs to get resources and gathering mastery experience
- Partly done: Tutorial experience
- Zones: The worls are now split into multiple zones, and you are working towards defeating the boss of the first world, to get access to the next world, which will unlock new systems/mechanics.
- Partially Done: Power-score/Monster-tiers: Encounter new and stronger monsters depending on your performance in a zone.
- Auto-Caster: Base functionality is implemented and you can cast spells while idle
- The game now has moveable System-Windows, making it much easier to organize the UI, as you may need the Inventory for X of Systems, so instead of having to bloat each Option-Menu, the player can now open and adjust windows as he/she sees fit.
What still has to be done:
- Flesh out Town-UI and town-related mechanics
- Add Spell-schools (Unlock more spells and modifiers for your spells by using spells of a certain school)
- Add Perk-Trees (Modify the behaviour of your favorite perks to make them fit your playstyle better)
- Add Weapon/Mastery Trees (Unlock Modifiers which enable different kinds of builds/fantasies, like Plate-wearing caster, brawling cloth-wearer etc.)
- 2 hand/ dual wield Perk (change dual wield logic in the process)
- Implement new Plus-Roll concept (use special materials for the plus-roll process)
- Implement new Equip-Quality concept (The Blacksmith requires certain tools to upgrade the quality of your equipment, unlocking higher possible quality-upgrade-levels with each found tool)
- Add Animations to gathering-encounters and gathering mastery interactions (increasing drop rate, rare resource-drops and faster mining/chopping/gathering)
- Add Auto-Caster upgrades (More slots, faster cast-times, ,lower cooldowns)
- Add Mana-Pool:
- Deepen Armor-Class fantasy
- Revamp World map (Art + UI)
- Find Npcs throughout the zones to unlock new systems/mechanics/buildings
- Add many more Skills/Spells to the game
- Add many more monsters
- And more things i may have forgotten about or will do spontaneously until 0.09
Here a small video showcasing how the game looks now, with a lot more stuff to come/get added!
[previewyoutube=JwJ45utnrQc;full][/previewyoutube]
The video doesnt show the reworked masteries (whoopsi). But i moved the perks/proccs the masteries had, to Perks, so you can much better combine what kind of playstyles you want and what kind of weapons/armor you prefer, so you can tailor the game around your playstyle!
Thank you for the very positive feedback, suggestions and such! Im completely floored by the playtime of some people, which played my game 60+ hours. The 0.08 playtime was around 3h max. So some of you playing the game over and over again or farming infinite burrow and consequently breaking the integer-barrier is a huge honor to me! And shows me that the game does something right and i want/plan/hope to build on top of that!
The attention 0.08 got was more than i ever expected. So i hope that 0.09 will be at least as much fun as 0.08 and offer more long-term fun!
Im hyped to get the new changes into your hands and see how you experience them!
[ 2020-12-10 10:43:54 CET ] [ Original post ]
Hey guys!
Just wanted to inform you about the current state of the 0.09 experimental!
I started out with the goal to make very small experimental builds that you guys can try out and give me feedback to, but after a bit i started reworking/refactoring core-systems of the game (to this point around 80% of the backend-systems) because the way they were in 0.08 wasnot future-proof. Meaning that it was a lot of work creating new content (items/monsters/worlds) than it had to be. And If I wanted to add a new functionality I had to make weird and convoluted workarounds.
Having finished a major overhaul of the way that characters (players/monsters) are being handled visually and in the backend, im slowly approaching a point that enables me to easily create new systems and adding special traits to weapons/special behaviours to monsters etc.
Due to the nature of those bigger reworks/refactors, instead of doing very small experimental builds, I will "finish" the first World with all its items/zones/monsters (including an adequate part of the new perk-system and spell-schools) and will release that content as the first experimental 0.09 build. That way you will actually have content to try out and give me feedback about, and i have a basis i can build on top of/change/expand.
Really hyped/looking forward to getting that promised content out in your hands!
Current estimate would roughly be in the next 2 months.
Keep it up! Have a great day!
[ 2020-10-29 07:21:43 CET ] [ Original post ]
Hey guys, i got some cases now that lost their save-games after a crash. My idea is that this could be due to the game crashing during the saving-process. So the Save-file gets corrupted and cant be read on game-startup. - Auto-save interval is now 30 seconds (down from 10) because i had it at 10 seconds mainly due to the crashes on release - Save-Backup system added: The game is now saved in 2 files. So if the main-save-file gets corrupted by any means, the backup will be loaded instead. This should cover the simpler cases of save-file corruption. - Added Save-Export/Import File-Dialogue. Browsers still have the old copy-paste import/export due to browser-permissions not enabling the game to access the file-system of the computer. Im still actively working towards the first experimental build of 0.09. Join on Discord to get a peek at the development updates! Keep it up!
[ 2020-09-10 18:16:13 CET ] [ Original post ]
(Artwork by Wacky T. Bobcat! <3) Hey guys, Thank you all so much for playing the game! Thank you for giving your feedback/ideas/critiques/suggestions! They all mean a lot to me! Many people have been asking me if there is more to come for Progress Game, so I wanted to clarify of the plans and what is to come: The current version of Progress Game is 0.08(c.4.1.1) which for me personally is mainly a prototype/demo, so its a small part of the original vision is had/have. But due to people really enjoying the game in its current state and suggesting improvements and ideas on top of it put me on a split path. Also the content scope of 0.08 was set for about 2-3 hours. Some people were playing a huge multitude of that (ranging from 40-100+ hours) which is pure madness and a great honor to me! For example: Infinite Burrow was just added as a patch-work, that was added to the game, after people beat it and said "now what". So I just added an infinitely scaling World, thinking that people may just play around for like an hour or so and quit. But many of you started reaching the outer bounds of integer size. So here i am at the point where i could either just add small bits to 0.08 to keep people playing (but maybe thin out the experience i intended for the player by adding mechanics which would lengthen the game but (simple prestige) could easily burn out the players on the game as well.) I know there are problems and crashes regarding very high levels for infinite burrow, but as it was it never was intended to played so high, i would like to focus on bringing the first experimental build for 0.09 and after that maybe tackle those problems. But i would prefer to leave 0.08 as is. This also depends on the feedback for the changes in 0.09. But this also opened entirely new aspects to the game which i never would have thought of on my own. Now im also thinking about adding a deeper kind of endgame which would give people a chance to put many more rewarding hours into the game. But this would be something that might come a lot later. On one side I want to change the game in certain aspects to get closer to the original vision i had (0.09) on the other side I want people that are enjoying the current game have a more tangiable experience. So there might be the risk of people disliking the changes that will be coming with 0.09. But my goal is to keep every major (0.07,0.08) released version of the game playable as is. I will be releasing experimental builds for 0.09 which i will announce here as well,, so people can try out the changes during development. Current plan for 0.09_experimental_1: - Split up World 1 into multiple sub-zones, in which the character can farm and encounter a multitude of monsters - Add block - Add shield + shield mastery - Add Spells + Spell-schools (to improve interactivity) - Add Auto-Caster (so you can cast spells while idle) - Add Armor-classes (Cloth, Leather, Mail, Plate) - Add Perks - Add Weapon-Skills For the first experimental build i will mainly add rough/basic concept spells and fix/readjust and then add new stuff on top of it, based on the feedback from you guys! Thell me your thoughts about this! If you want to get irregular development updates or get in touch with the community, join us on discord: https://discord.com/invite/MmJrgYE Keep it up! P.S. There were questions regarding Patreon or something like that, but im currently not depending on the money and would maybe add this option later in development (maybe around or after 0.09 release) after i proved my dedication to the project to you guys.
[ 2020-08-25 09:06:04 CET ] [ Original post ]
Hey guys, Emergency Hotfix (v0.08.c.4.1.1): - Fixed Infinite-Burrow 1 HP bug - Fixed "cannot connect signal" spam in console The last patch accidentally broke infinite burrow for some players, where the player would drop to 1 hp. To prevent players healing I made it so, that the infinite Burrow would remember the damage the player had taken the last time he was in. But I forgot to clear the cached damage after it got applied, so it would reapply it every stage and accumulate it. So the player would be at 1 HP permanently and always one shot. Making infinite Burrow unplayable! Keep it up!
[ 2020-08-20 19:30:38 CET ] [ Original post ]
Hey guys,
im bringing you v0.08.c.4.1
Fanart by Wacky T. Bobcat
some small fixes:
- The improved player-sprite is now in (I promise this time its for realz!)
- Fixed the Enhancement-Slot tooltip appearing when hovering over a certain point on the screen although the Inventory/Enhancing Window was closed
- Infinite-World: Added Stage persistence: The world will now remember the last stage (this will also be saved in your savegame) you have been on when swapping to other worlds when you maybe want to complete some monster-titles, but dont want to loose your progress in the infinite burrow. The hp you lost will also be saved.
- Fixed the performance glitches/crashes in infinite-burrow by limiting the Character-button sparkles on level up to 1 and limiting the maximum event-messages to 50. All event-messages beyond that will be discarded. Here i just assume that people that have that many event-messages queued up, dont need/care for event-messages. The info for the events is still available in the notifications-option.
Keep it up!
[ 2020-08-20 09:03:58 CET ] [ Original post ]
Hey guys, im bringing you v0.08.c.4 first patch after Steam-Release: - Fixed Tooltip in Echanting Slot showing the tooltip of the old item after dropping a different one into it - Fixed not being able to zoom out in the map when the game-screen was maximized or otherwise enlarged beyond its default size - Fixed a possible console spam by Tutorial_Dialogue - Fixed the Date-formatting for auto-saves in the console - The player sprite now is a bit more polished (it was one of the very first assets i drew for the game) And thank you for all the support and attention! Blows my mind! Awesome Fanart is by Wacky T. Bobcat! Keep it up!
[ 2020-08-18 09:29:25 CET ] [ Original post ]
- Linux 64 [122.29 M]
- Linux 32 [120.47 M]
Progress Game is a 2D UI-based idle game with animations and particle effects, in which you Slay monsters, farm ressources, create and upgrade your equipment.
Let the game run in the background and return every now and then to get a short burst of satisfaction.
100% Free and No Monetization to Ruin Your Fun!
- Craft and upgrade 6 Tiers of gear
- Level up and spend stat-points
- Improve Weapon-masteries by fighting
- Earn Monster-Titles for each monster
- Unlock 6 different worlds
- Unlock Achievements that empower your character
The game is still in development with more features and content to come!
- Memory: 2 GB RAM
- Memory: 4 GB RAM
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