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Hundred Nights: DIFU Playtest · public · first seen

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Major update · published by the developer

v0.2.0-alpha Major Update Announcement

On Steam

Greetings fellow playtesters a.k.a. Lord of the underworld,

Over the past 3 months, our team has pushed development to mid-Alpha stage and we want to update our outdated playtest build to a vertical slice demo that shows our latest progress. Again, please bear with us for unpolished UI/UX, assets, and bugs that might be affecting your way of playing. After this major update, we will keep monitoring feedback and rolling out fixes to this vertical slice demo.

Hope you enjoy it!

What's New?

To sum it up, the biggest update is the progression system. The vertical slice is about the 1st level in Hundred Nights: DIFU including tutorials, environments, basic core loop, and some more. Here are the details.

Gameplay:

  • Added grid-based building system with walls, doors, fences in different styles.

  • Added room-based functions including judging, punishing, rebirthing, etc.

  • Added new storyline and quest system.

  • Added star level-based quest system and repetitive events system.

  • Finetuned queue system based on door size and road size.

  • Added soul keepers' stats (stamina) and skills required by different facilities and events.

  • Added incense use cases such as lights/candles.

  • Added tooltips and tutorial tips that directly point out where to click.

  • Changed land unlocking logic to a region-based unlock.

  • Added save functions, now you can save your progress manually.

  • Fixed gameplay-related bugs in previous concept demo.

Art Assets and UI/UX:

  • Rebuilt UI layout and design to better fit in with game theme.

  • Improved quality of life in terms of notice, tips, tutorials, and UI usability.

  • Added level 1 environmental assets, area layout, VFX, terrain, and more.

  • Added new environmental element, lava (high temperature).

  • Added 20+ decoration assets, collectibles, and more.

  • Finetuned 3D models to better fit in with the game theme.

In addition to these updates above, we took a step back on the freedom of land-building. In this vertical slice, you will try the grid-based building system with limited freedom to change shapes. We made this decision to focus on the city building core without adding more complexity in accessibility. Let us know what you think!

Again, this is a work-in-progress vertical slice with unpolished UI/UX, art assets, and bugs. Apologies to any inconvenience this might cause. We sincerely thank you for playing Hundred Nights: DIFU.

What's Our Plan Next?

We also want to share a bit about the next steps in gameplay.

Along with this vertical slice update, our team already has begun the development of the 2nd and 3rd levels. As a small indie team, it is hard to run a playtest while developing new gameplay content at the same time. But, we will try our best to do it and we thank you for your understanding.

For the level-based system,

  • we plan to have major gameplay differentiators among different levels. For now, we planned 5 levels in total

  • we want to knit the star-based progression more organically, meaning that you can unlock level 2 when you reach 1 star in level 1, then you can decide for yourself to play level 2 or continue to max out level 1.

  • there will be a creator mode or challenger mode that lets you build freely from scratch.

With these being said, we are excited to get back to design and develop new gameplay in this underworld that makes levels fun and different from each other. At some point, we will share a new official trailer of Hundred Nights: DIFU and get ready for a demo release.

One last time, the vertical slice build is far from perfect in our minds. We sincerely apologize for unpolished UI/UX experiences, art assets, and bugs. Thank you from bottom of heart for playing Hundred Nights: DIFU!

Thank you!

LeofromDifu

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