Hey!
Sonucido: The Mage is currently 55% off and part of the Turn-Based RPG Fest!
The game is now almost 2 years old and received a few big updates which made it much more polished.
Finally, another big update. This one covers a lot. On the one hand certain edge cases are fixed but also a lot of minor stuff which many players will encounter is improved. There is also now a way to avoid the first incident with the tripwire. I'm unsure if it is the right move from a game design perspective, since it's the first time you encounter the incident mechanic which I really like, but it makes sense that you can simply destroy the tripwire. When I started working on it, the most important aspect was to remove the overlapping wall which was introduced with 1.0.4 but I put in more and more time and so the update grew to what it is now. I hope you like it! Cheers Daniel Full Changelog - Gave the player an option to avoid the tripwire by destroying it - Added a broken tripwire graphic if you destroy it or walk over it - Cut a wall which overlapped with a wider wall since the last update which lead to a flickering - Fixed a few typos - Changed an English word to an alternative spelling in two instances - Removed a German word in the English translation and translated it correctly - Added missing punctuation to a few cases - Changed the wording of several German sentences - Changed the wording of two English sentences - Shortened a sentence in one of the ending slides which was too long - Removed a couple jagged lines which were visible with msaa turned off - Added a missing sound - Added turns if you do the farming incident - Removed audio compression for one sound - It doesn't trigger an enemy attack anymore if you don't have your weapon drawn and change it during a fight - Fixed a minor bug, the message of the blind old man if you pick up the health potion would immediately disappear in modern movement - Minor technical improvements to the dialogue of the blind old man - Removed the flickering of the inventory overlay if you entered or left the dialogue of the son of the blind old man - Fixed a couple light bleeds - Made one strength potion more likely to be found and added another one to the same level since it could be a potential softlock otherwise - Made the city fight easier for very high strength builds - Accounted for the fact that you could get in conflict with the whole city when you only ever saw the entrance guard and never saw the city, the text is changed in that case to reflect that - Improved the barrel graphic slightly - Changed one luck check in the chronicler which was less than in other cases when you asked the same question - Fixed two shadow bleeds around the door after the swimming incident - The blacksmith had a wrong sentence in the German localization in one case, instead of Why are you in Sonucido? it was Do you know where the mage is? - Improved the light from above in the blacksmith level - Added blocks to make the gray background invisible which the player was able to see in the blacksmith level with certain fov values in a certain position - Added a minor decoration detail to a level - Fixed a bug with the water fountain that reduced your life in a special edge case rather than increasing it - Fixed a bug, you could get stuck in a particular place if you used another bug - Realigned a ceiling tile - Added a few black bars to a dirt and normal wall transition - A lot of minor performance improvements - A bit of code cleanup
Sonucido: The Mage is now officially one year old! A few days ago, I started to craft this small update for the anniversary. I used the spellchecker of LibreOffice to get rid of the last few typos in the English and German story texts. It was not much but it's good to have them fixed now. I didn't check the dialogue texts with LibreOffice yet. Aside from the typos, I also fixed a potential softlock and removed some unused stuff in various levels. Also, I made the disappearing of the fountain walk back button a lot faster which looks better. Thanks for everyone who played the game! Full Changelog - Fixed a few spelling errors in the English localization - Changed a few words to an alternative spelling in the English localization - Fixed two typos in the German localization - Choose an alternative spelling for one German word which is a bit more formal - Fixed some gap lines which were visible when msaa turned off in one particular level - Weakened one enemy because with certain stats and low health it could be a softlock for the player - Removed an unnecessary test variable which was part of many scripts but didn't do anything - Removed a few unnecessary walls, and some unused objects and creatures in a couple of levels - If you now leave one of the holes where you can put potions in, the moving back button disappears faster which looks better - Added LibreOffice to the additional credits
Hey! It has been quite some time since the last update but I certainly didn't forget about Sonucido. A few months ago, I decided to get a part-time job to get a stable source of income. This means that I don't have so much time for developing a new game and focus instead on improving the already released games! I detailed this in blog post. I watched a livestream of Sonucido and saw that there was one passage blocked because of a bug. This meant to me that I needed to update the game and I also used the opportunity to polish the game even more. While testing I found a couple of bugs which are all squashed now. What started out as a few fixes and improvements turned into this big list of changes. Many of them are small but it still adds up to give you an even better experience. Have fun! incline Full Changelog - Fixed various bugs which were related to throwing bombs - many things only triggered if you used the hotkey and didn't work with the inventory button, this is fixed now (aside from a serious case in which a path would remain blocked this also affected every (!) closed door in the game) - Q previously made you turn left and draw your weapon - now you only turn left - Changed the scale of two doors from 0.85 to 0.87 and of one door from 0.9 to 0.87 which were leftover when I did the rest of the doors in 1.0.1 - Adjusted the position of a door slightly - Fixed a minor bug which didn't remove the inventory overlay if you walked into the dialogue of the swimming guy - Changed me to us and the German equivalent in the thank you message of the farm woman - Added a missing German localization of the message you get if you already visited the tavern - Fixed a bug where you could get stuck on the platform which elevates forward above the water if you hit a turning key exactly the wrong time - Fixed a bug where you could get only a half block down on a stair in specific circumstances in one level (and also fixed it in a potential case in another level) - Added another sentence to the laybrinth guide - Added a block to the layout of the labyrinth - Added blocks to two of the elevators at the start of a level because with high fov values you could see the basic gray background - Also added blocks to one section where the light comes from above and changed the position and intensity of the light so that you can't see the gray background with high fov values and also can't see unlighted space (which wouldn't make sense if the light comes from outside) - Added a missing German localization of one note - Added a missing German greeting to the armor lady if you are sick and changed the greeting she had in the English localization - Fixed a bug regarding the level cap - if you got in any way to level 26 in a stat (this could only affect luck and strength if I'm not mistaken, unless you are cheating) and found a level up potion you could get to even higher levels. Now the maximum level you can obtain through level up potions is 25 - Fixed three light bleeds - Fixed the wall light bleed in a couple instances where you walk towards a wall where a torch is and on one side it shows a white line for a moment (in one case black) - Aligned the both sides of a broken wall passthrough properly in one instance - Removed a node which was there to remember me to add a health potion which I already did at another place - Fixed two shadow bleeds - Fixed one instance where you could see a jagged line with MSAA 4 - Fixed a minor bug in the dialogue of the son (if you chose the not helping option and left the dialogue you would get a blank dialogue bar if you got back to him instead of a greeting) - Fixed a bug if you opened a particular door in a special way - Fixed the timing if you removed the boards with a bomb in Level 2 even though the player can't have a bomb at this point (unless he's cheating) - Increased the health of the wallmonster by 3 - When you let the blacksmith improve your sword a few turns will be skipped - even though this happened, it was only shown after you left the conversation - this is fixed now - Increased the turn number which get skipped at the blacksmith to 30 (instead of 20) - Increased the time for which one sentence is displayed of the dialogue of the imprisoned cousin - Increased the time for which one sentence is displayed of the dialogue of the chronist - Increased the time a little bit until the guard of the city steps aside - Increased the time a little bit until the food monster steps aside - One of the pictures of the Rocpus incidents was unused and one repeated, this is fixed now - Minor technical improvements to the dialogue of the leader of the city - Added a missing German greeting to the soldier if you are infected (the one after the child, father, grandfather puzzle) - Removed a word from a German sentence which was too long to be displayed fully - Improved a few English and German senteces - Fixed a couple of typos - Minor code improvements
One player requested that you could add custom portraits to the game and I thought why not, even though the game doesn't have any portraits for the character. If you want to do it, place the picture of your choice into the game folder. It must be named player.png, otherwise it will not work. I also took the time and improved the game a little bit in other areas. Full Changelog - Custom player portrait - A couple improvements to the German text - Fixed a part of the dialogue of the old man which did not show up properly if you had the inventory open - Added code which changes the sound volume for one platform, it played sounds even if the volume was set to 0
Hey! The 1.0.1 Update is finally out and fixes a lot of problems! I decided against multiple small updates and instead focused on one big one. Thanks to everybody who bought the game! Also, thanks to everybody who let's played it! Full Changelog - Removed a font - Fixed a couple light bleeds - Fixed a shadow bleed - Added a message to the language screen how to quickly change between windowed and fullscreen mode - Improved the wording in a couple of instances - Minor fixes in both the German and English localization - Shortened the German text of the incident where you would break through the wood - Added missing German localization for the holes in the wall - Added missing German localization for the guy who talks about the gray god - Improved the dialogue of the guy who talks about the gray god - Changed a meme humour reference from the farmer to a better sentence since it wasn't funny or interesting - Shorted one dialogue option of the traveller so that it fits into the dialogue box in the German localization - Added missing German localization of one sentence of the guy who stands before the sea - Improved the dialogue of the infected guard (was more aligned with the idea that you would be hindered to leave the infected area which was scraped) - Changed mechanism to button in the dialogue of the man you speak who is surrounded by the archers - Adjusted the scaling of a lot of doors (some were 0.9, some 0.85, now they all should be 0.87) - Minor code improvements - Added an extra wounded version of the sprite for the son - Fixed a bug that the windowed mode wouldn't be saved in some circumstances - One dialogue partner didn't had his life reduced if you hurled a bomb at him to initiate the fight, this is fixed now - Fixed a bug where the son if you killed him after you did go the wrong way with him and died afterwards, he would stand at the location where he would leave your escort if you restarted the level and didn't close the game which would stop you from completing the level - Now the attack and die animation actually trigger in the case of the son if you attacked him after he abandoned your escort because you were going in the wrong direction - Reduced the height of the pressure plate which activates the falling stones - Fixed two instances where you could see jagged lines even with MSAA 4 - Realigned a few floor tiles - Fixed a bug where you could softlock yourself when you fought against the city - Fixed a minor bug where your rotation would be in certain circumstances off in your first turn after the fight against the city - Fixed a bug where the guy who is swimming in the sea wouldn't say anything if you were infected - Now you can't go behind the blacksmith anymore - Minor technical change to the dialogue of the old man - after calling you a liar, now you need to get out of the dialogue and reenter to get to the message that he doesn't want to talk to you - before that was a timer but it wasn't really necessary - Minor technical improvements to various dialogues - Fixed a minor bug in the armor lady dialogue - Added a missing option to open a door in a certain way - Added the version number to the start menu - Added black bars to a transition between dirt and normal walls - Added a missing code to the spikes before the guy who wants three red potions which actually changes the volume of the sound played when they go down - without it you would hear the sound even if you put the sound volume to 0 - Switched a floor tile with a wall tile that is in the lava - Fixed a bug where you could stand in the air in the lava level if you saved there, closed the game and opened it again - Fixed a bug where you could hit a hole in the wall and would attack the next dialogue partner because of it - Fixed a minor bug where the inventory would show up after you climb out of the pit where the boards cracked even if you hadn't had it open before you fell down - Some other minor changes
What is the state of the game? Sonucido: The Mage is almost finished and it will be released on December 2, 2022. All the levels are done, its playable from start to finish and the save-system works. I will let my testers play the game in the next couple of days. How long will the game be? It should take you around 3 hours to complete it the first time. I think it makes sense to play it at least twice. In that case you can expect 5 hours of playtime. How much will the game cost? After considering the length of the game and even though its replayable I decided to price it at 7,99$/7,99. What is missing? A couple of the illustrations my fiancee makes are still missing from the game, especially for the endings but they will be all done by the time the game releases. I still need to do localisations and I want to edit the text to improve and fix little errors. The credits are also still missing. And then: polish, polish, polish.
This is only a minor demo update. I saw that the "Restart Level" text couldn't be clicked and wanted to change that. I also improved the translations in a few areas. Full Changelog - Made the "Restart Level" in the death screen interactable with the mouse - Improved a couple of translations
After over 2 and a half months, there is a new update to the demo and it is quite substantial! The demo is now a lot easier to master. If you had problems before, try again. The game will be a bit harder but I think for a first impression it might be more fun to start a bit easier. The health potions are now green instead of blue since this confused people. I also added a start menu (which only appears for recurring players) and improved the death menu and the menu which is visible at the end of the demo. You can now press crtl to see hotkeys. This should make it easier for players who want to play with the keyboard. Have fun! Full Changelog - Changed the color of the health potions from blue to green - Changed the color of the potion in the dialogue of the wounded guy - A couple of shadow fixes and other minor graphical fixes - Removed one enemy - Added a health potion - Removed a strength potion - Changed the location of a health potion - Made one tough enemy easier - Minor bug fix - Fixed two sound related oversights (they didn't adjust to the settings) - Flipped the sprite of one enemy - Fixed the dying animation of one enemy - Added a start menu for recurring players - Fixed the size of the clickable area of the decisions in the incident screen - You can now press ctrl to see the hotkeys - Got rid of a couple jagged edges if the player plays with MSAA 0 or 2 - Added the options to restart the level and start from the beginning to the death screen - Made the death screen and the end of the demo more usable with the keyboard and controller - Changed the brightness and adjusted the hue slightly in one level to make the dirt tiles less dark - Changed the key which switches between the traditional and modern movement from L to H - The movements of the spikes and the blocks in the related puzzles are now instead if you use traditional movement - All humans in the demo now have attack and death sounds
Hey guys, Fixed some minor issues, a bug and made the game a bit easier! There were certain situations were it was just impossible to progress. Now the demo is a bit easier, especially for experienced players but everyone should have a better time now. All old saves still work, so you can continue playing after the update fishman Full Changelog - Added a bomb and a health potion - Fixed a shadow line - Improved the placement of a door - Fixed a bug in regards to the belly guy near the lake - Reverted the water color back to a slightly darker hue
Hey,
I'm streaming today now!
After publishing a V0 (which was more of a backup plan) and a V1 right before the Steam Next Fest started, I worked the last couple of hours to improve the demo even further! It is now even more polished and if you haven't played it, now is a great time to do so. Have fun! Full Changelog - Added missing localized text - Fixed some light bleeding and shadow lines - Increased the bomb base damage by 1 - Added a strength potion in a level - Changed the modern/traditional movement switch key to L (for some reason # didn't work on Windows) - Improved the transition to the death screen under certain circumstances - Added sounds to two enemies - Changed font sizes in a couple instances - Increased the size of the incident decision boxes
Ask your questions, get a glimpse into the world of Sonucido: The Mage! If you want to know even more about the game, you can watch the devlog series! [previewyoutube=tDmBZCWjLvU;full][/previewyoutube]
I will talk about the development, answer your questions and tell you everything you need to know about the game log_skull
It's starts at 11 PM CEST! That's 2 PM PDT!
There was still one minor bug which needed to be fixed (relating to the elevator scene). Yeah, that's all. log_skull Full Changelog - Improved the elevator scene at the start of the second demo level. If you have your inventory open it closes now which looks better but reopens after you finished the elevator. - You also unwield and rewield your weapon in the elevator scene. This fixes a minor bug: If you changed your weapon (over the numpad) this could lead to stopping the sound of the elevator scene. You can still change your weapon in that scene over numpad though (this is intended).
It will still take a couple of weeks until the game is released but this will likely be the last demo update. It's a short vertical slice of the game and I think people can easily decide after playing if they like it or not. If you haven't played it already, give it a shot!
There are now wounded versions for all enemies when they are low on health and I added two minor quality of life features. Especially the wounded enemies add to the combat.
Fueled by caffeine I'm adding more and more levels to the game!
2021. Sonucido.
Like last time I improved the accessibility again. Leveling and Language Selection are now usable with the mouse and I added UI buttons for the dialogue scenes. Some players had the issue that they mistakenly attacked their dialogue partner. This should now happen far less often! I also made the last fight with the soldier a tad easier. Have fun! Full Changelog - Language Selection and Leveling are now available for mouse input - Added UI buttons for the dialogue (mouse input) which should make the game a lot more accessable - Added a missing word in the German translation - Made the soldier slightly easier to kill
Hey guys!
I updated the demo for Sonucido: The Mage again!
If you have the inventory opened, you can now do a lot more with the mouse. This reduces the number of keys one has to remember to a meager 6 and four of them are movement keys.
Leveling and language selection are still not available for mouse input but I will address this in a future update.
My fiancee also drew a new death screen which looks a lot more interesting than the old one!
Have fun! whatisjuice whatisjuice whatisjuice
Full Changelog
- Changed Language Screen Background
- New Death Screen
- Added mouse input for many things (throwing bombs, drinking potions, changing weapons)
- Added additional inputs (clicking the middle mouse button also changes the weapon, you can also change to a specific weapon with the num-pad)
Hey! I polished the demo even further - mostly small visual changes although the reason I started working on the demo again was that I accidentally gave the player 2 bombs from the getgo in the last update which made the demo far too easy. I also reduced the walking speed but in the final game you can change that if it bothers you log_skull Full Changelog - Removed the bombs in the inventory at the start of the demo - Support for Azeri Keyboard layouts - Lowered walking speed - Added two decorations - Small changes to the fighter - Minor changes to certain visuals - Changed the look of the walls
Hey! After I took a couple of days off to play some games which I bought at the Summer Sale, I got back to work and finished this new demo update! If you haven't played the demo yet, try it out :D Full Changelog - Added a missing Spanish sentence - Added a missing Portuguese sentence - Minor changes to the English wording - Minor improvements to the German localization - Improved the shadows in the first level - Small improvements to the visuals for people who have MSAA disabled - Fixed a few minor bugs (some sounds could be triggered multiple times and it was possible to trigger a fight twice)
Hey,
I'm streaming Sonucido: The Mage again for the Steam Next Fest! This time a lot earlier than the other times (3:30 PM CEST vs 11 PM and 10 PM CEST).
Hey, I improved the demo! The fights should feel a lot better now - the reactions of the enemies are a bit faster and you can also react faster. Today at 11 PM CEST I'm streaming the demo and unreleased parts of the game! It will be available on the Store Page. Full Changelog: - Faster reactions in fighting from the player and the enemy - One Brasilian Portuguese sentence wasn't localized but it's localized now - Restricted the access to the menus in the elevator scene because it looked weird
Hey!
Join my livestream! I will play the demo and talk about the plans for the full release this year!
The livestream starts at 11 PM on the 20th of June.
Hey! Join the livestream and see me and my fiancee playing the demo, talking about the plans for the game and more! [previewyoutube=jrhrVGBtJa8;full][/previewyoutube]
Sonucido: The Mage by Daniel da Silva
Daniel da Silva
SmokeSomeFrogs
1970-01-01
RPG Singleplayer
Game News Posts 24
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
2 user reviews
(2 reviews)
https://smokesomefrogs.com/
https://store.steampowered.com/app/1535240 
[193.75 M]
The game is inspired by recent Dungeon Crawlers but instead of a party you control one character.
Descend into the depths of Sonucido to fulfill your quest: find the mage!
Features
- Placed in a weird world
- Turn-based combat
- Multiple endings depending on your choices
- One character that you will level up through the game
- Over 20 different enemies you need to overcome
- Dark atmospheric soundtrack
- OS: Any recent distro should work
- Processor: Pentium G4520 / Athlon 3000GMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Vega 3 / GTX 1050
- Storage: 250 MB available space
- OS: I used MX Linux 19.3 for developing the game
- Processor: i3-8100 / Ryzen 3 1200Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GTX 1050 Ti / RX 560 4GB
- Storage: 250 MB available space
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