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Septaroad VoyagerNewsEarly Access Developments October 2023
Community

Early Access Developments October 2023

Septaroad Voyager · published 31 Oct 2023, 10:59 UTC

All newsPlayers around this dateRead on Steam

Happy Halloween everyone! We hope you're having some scary fun and enjoying some candy today.

We are making a new effort to keep the community up to date with what we're doing throughout Septaroad Voyager's Early Access. We are going to start posting monthly updates here on Steam and through our other official outlets to let you know about all the work we have been doing on Septaroad Voyager.

Thanks to all of your help so far, we have been able to create a solid core gameplay loop. Now we need to take the core of the game and build a full campaign around it. Our first step in creating a new campaign was finalizing the characters you'll play in the campaign, and then creating new art to show off the new characters. You might have noticed our new art already.

We created new menus and new levels to allow the player to choose a starting character.

We created a new prelude level that hints at events to come.

We have been working on an entirely new world and we've been creating new resources to make the new areas feel unique.

We have been adding some little polishing touches, like new camera functionality. Here you see the camera reaching a boundary, and zooming out automatically as the player walks beyond it.

Other new cinematic touches include scripted movements of NPCs and player characters, and improved blending from a player-controlled view to a preset cutscene camera.

We added functionality for NPC guards who attack monsters that get too close to towns to make the world feel a little more detailed and alive.

And with NPC guards, we had to address a bunch of new issues: reducing XP earned if an NPC did most of the fighting, making enemies target NPCs as well as PCs, handling dialog and quest turn-ins if an NPC is fighting, returning the NPC to start after combat, and so on.

We have been adding lots of new functionality for managing a dynamic party. For example we can now stash the rest of your inventory and party safely while you play a new character's solo mission, showing you the background of how the new character got here and why that character wants to join you.

Our efforts for the last few months have built the foundation we will need for creating a deep, narrative-driven campaign. The new features and content you see here aren't ready to play yet, but we are getting closer every day to releasing the first chapter of the main campaign to you. We hope to have lots to show you soon, and we hope you enjoy it!

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In-game event30 Sep 2024Early Access Developments September 2024Hi everyone. We have some difficult news to break to you. But since we believe in open and honest communication with our community, here we go: Septaroad Voyager's sales have not been meeting expectations. Our development team has obligations to meet, and so development is going to have to take a back seat to other full-time jobs. Our lead developer Nathaniel spent most of September looking for…In-game event29 Aug 2024Early Access Developments August 2024Hi everyone. As promised, we are updating you again at the end of the month with our progress on Septaroad Voyager. In July we released the prologues to all seven characters in the main campaign. In August we took your feedback (and there was a lot of it!) and we have been trying to improve and balance the game. We also added treasure chests and resource nodes for mining and herbalism, and we i…Game update14 Aug 2024Patch notes 14 August 2024Based on player feedback, we have adjusted the following: · Area-of-effect attacks are now faster and they do more damage. · Turkeys now do untyped damage, instead of sword damage. Characters weak against sword damage were taking too much damage from an early-game enemy. Overall turkey attack power was also reduced. · Skill points and experience points earned through combat have been adjusted.…