Good Heavens! Chosen Ones,
We already mentioned we partnered up with 2P Games for the Asian publishing of Good Heavens! This demo build we released today wasn't planned, but we wanted to show that we have already implemented the Simplified Chinese, Traditional Chinese, and Japanese versions. Hopefully, we will be able to have other languages in the game during Early Access as well.
Travelling long distances is easier than ever in Xant-Rar. Now you can unlock Waypoints from your tech tree and build a waypoint in your base and one in the cities you have managed to upgrade to level 3.
Until you build your waypoints, you can still use scrolls (although they're still a bit buggy, we're working on them). We also developed a fast travel system to be used in the main game.
Inspired by some ARPG games, we are working towards a new loot system in the game that affects almost any activity in Good Heavens!, from killing monsters to fishing, mining, and solving puzzles. The rare drops will be available at the start of Early Access, and they are making repetitive actions much more fun.
We are also introducing a Luck / Magic Find stat for the player along with this new system.
We are making changes to the Sorcery & Trickery trees. Tier 2 weapons and abilities are very interesting, to say the least. Spellbooks for each element are quite powerful, with long cooldowns. On the other hand, Trickery will receive traps and turrets. Every combat tree had a signature ability in its chest slots. Sorcery had Mana Shield, Warfare had Fortify Armor, and now Trickery has the dash-backwards ability coming with the Leather Brigandine. This allows you to kite enemies easily and also have a slight bonus while travelling long distances.
Most of the new content is being prepared for Early Access. We have the updated Drylands (2nd biome) content, updated boss fights, and multi-floor dungeons in which you can find zombie enemies, new puzzles, and special rooms.
We're also enabling a macro / divine goals area in the game. This will allow you to keep track of your progress in the game and will let you know in which areas you have progressed and which areas still need to be discovered by you. That's because we realized some players didn't even notice some aspects of the game at all. The macro goals will be presented right at the start of the game and won't impact gameplay other than through slight cosmetic changes to your base and character. But it's great for keeping track of your progress.
The story progression is coming with new cutscenes and interesting events. If you played and enjoyed the demo, you can expect a lot more from the main game very soon.
We're excited for September 16. It's going to be awesome! Stay tuned and join our Discord for more.