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Septaroad VoyagerNewsEarly Access Developments June 2024
In-game event

Early Access Developments June 2024

Septaroad Voyager · published 30 Jun 2024, 15:24 UTC

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Welcome back, everyone! As promised, we are here at the end of June with an update on Septaroad Voyager's progress. For the main campaign, we have the 7 starting zones almost all connected. We should have all of the battle/wilderness zones between the starting towns finished within the next few days and then we will start on chapter 1 for each character.

We spent most of the month adding new zones and new enemies to make the world feel varied.

This is Sun Fields, the area outside Nicopolis, where Thekla starts her adventure.

We want the area to have a Byzantine feel, so we're adding some elements of Roman mythology. We're also teaming up with a musician to add some unique music for this area. We hope to give you a lot more detail on that next month.

To get from the northern areas to the southern areas on the map, you'll have to pass through the Drowned Road.

We made lots of new assets to make this area feel unique and dangerous. Here you see our heroes fighting froglins. And if you look carefully you might also see a swamp moccasin and a life-draining bat.

This area is also haunted by dangerous undead.

Not shown are some of the high-level slimes in the swamp. The cute colorful little slimes near the starting areas don't pose much of a threat to adventurers. But here, the acid slimes, poison slimes, infectious slimes, and dreaded toxic slimes can cause some serious problems.

While traversing the map, you'll also pass through some new snowy areas.

This scene from South Pass shows you the new ram and snowmen enemies.

In addition to adding new content, we continue to add functionality and fix bugs. To list just a few of the changes from this past month:

  • Fixed crashes relating to enemies and NPCs not getting deleted when their map gets unloaded.
  • Fixed a bug that caused dual-wielding attacks to trigger dozens of times before stopping.
  • Added functionality for a static image for a map, instead of the tiles we are using in the procedurally generated campaign.
  • Fixed lots of transitions between levels.

We have built most of the foundation for the main campaign. We hope to show you chapter 1 very soon now. Thank you very much for your ongoing interest and support. We'll be back in July with more news!

More from Septaroad Voyager

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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.…