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Zefyr: A Thief's MelodyEventsFinal Content & Beta Test
News

Final Content & Beta Test

Zefyr: A Thief's Melody · published 21 Mar 2025, 14:35 UTC

All eventsPlayers around this dateRead on Steam

Hello everyone!
Here’s the monthly update about the game! So, what’s new since last time? Two big things:

  • All gameplay content is finished.
  • The game is FINALLY in beta test!


All the details below!

Content

A lot has been added since the last update:

  • All gameplay content is now complete! Just yesterday, I finished adding everything: all the rewards, paintings, animals, flowers, quests, hearts, and maps.
  • However, I still have some work to do on the narration. I’ve added dialogues for the endgame, but I still need to work on a few more NPCs.
  • I’ve also started adding some missing music for certain levels: Green Island, Pirate Island, The Quack Shack, as well as tracks for the flute and combat scenes.
  • We now have Spanish and Brazilian Portuguese translations, thanks to the amazing work of my dad (Spanish) and Rinaldo Alípio Bueno (Portuguese).
  • And I’ve added tons of small details to enhance storytelling in the world.


Thanks to beta testing, I was able to improve the game’s flow to ensure everything reads smoothly. I’ve adjusted element positioning, contrast, dialogues, timing, puzzle designs, clues, and even reworked some enemies and bosses.

Now there's a little restaurant on the pirate island.

A big moon with auroras.

Polish, FX & Feedback

  • New feature: An auto-backup save system to prevent save losses due to crashes. Huge thanks to the beta testers who (unfortunately) experienced this issue firsthand.
  • Improved snow particles, laser feedback, letter shake effects, hit stops, and sand shader dithering.
  • Small particles on hidden interactable objects for better visual feedback.
  • Adjusted sound volumes for a better experience.
  • Map rendering improvements: Floors now appear in the correct order for better readability, fixed draw calls and multi-render issues.
  • Another pass on unification, sky/atmosphere improvements, particle adjustments, and navigation meshes.
  • Tons of bug fixes related to gameplay, rendering, dynamic loading, and various edge cases.

Small white stars indicate some hidden object, but you'll have to watch closely to spot them.

Community & Events

This month, I submitted the game to 7 festivals:

  • MIX Spring
  • The Days of Ramadan ✅ (I got accepted! Yay 🎉)
  • Sci Game Show
  • Minimal & Chill Steam Fest
  • Six One Indie Showcase
  • Games Made in France
  • Wholesome Direct


I usually don’t get accepted, but this time, the Days of Ramadan welcomed the game! 😊

Beta Test

And the biggest news: Beta testing is happening RIGHT NOW! 🎉
I’m gradually opening it to more people as I fix bugs.

If you’d like to join, hop into the Discord server and check the rules:

👉 https://discord.gg/8CfrMJVSeb

Huge thanks to all beta testers! Your feedback has been amazing. 🙌
I also tested the game on Steam Deck—I could finish it, but it still needs a few optimizations.

And you might have guessed it, but the game won’t release in Q1 2025. I’m behind schedule, so the release is now pushed to Q2 2025.

Bonus

Recently, I noticed my blog was laggy and hard to maintain. So, I looked for alternatives to WordPress... but wasn’t satisfied.

So I coded my own static site generator (SSG), as a test! 🎉
For those unfamiliar, an SSG generates a bunch of static HTML pages from simple text-based articles. It was super fun to build—but (as always) more complicated than expected.

I also took the time to draw a banner for the new blog! 🎨

For the curious, here’s a temporary version: https://www.oneiricworlds.com/blog/en
It's still a work in progress, but it should be MUCH faster and lighter than my current blog. We’ll see how this evolves!

Thank you all for your support!
I’m getting closer to the finish line now.

Take care, peace, and see you on Discord! ✌️😊

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