Diorama Break Demo · published

That’s right! As part of our first Kickstarter stretch goal, we promised to open-source the demo for everyone, and it's now out! Read all about it here.
As part of this release, I took the time to clean up and rework a lot of backend stuff; here's the full changelog for Demo Version 1.3.0:
Added support for custom fan localizations. Simply add one to the new "dialogues" folder in the installed build folder before launching the game in order to use it. (Right click on the demo in your library > Properties > Installed Files > Browse... > dialogues). Custom dialogue can run engine functions and potentially corrupt your save file, so make sure you trust whoever gave you the custom localization file!
Several backend upgrades and stability changes.
Deleted several unused assets from final build.
Parallelized or deferred several startup tasks, significantly improving startup times.
Game now loads textures from disk in the background as needed.
Textures and dialogues now stored and loaded separately from other packed assets.
Textures are now stored as .qoi files (rather than .png), improving load speeds.
Slightly improved performance of background foliage effect.
Fixed several minor french grammar/spelling errors.
Camera no longer snaps jarringly after most combat encounters.
Added a flashing indicator under Pro if the player takes too long to take an action during the Dummy encounter.
Fixed some minor visual/interaction oversights with NPCs during intro.
Also, here are some patch notes we missed for the last couple of minor demo versions:
1.2.1
Properly removed a french line that was supposed to be unused.
Fixed some french font characters not rendering.
1.2.2
Fixed a softlock that could occur when loading the game before exiting the town hall.
Fixed a minor issue of inconsistent text offsetting in the HD dialogue choice menu.