Dev Blog #0

major update

The Starfallen Prince · published

Dev Blog 0

Hello folks! Welcome to our First Dev Blog! As we’re nearing launch, we figured we would write a little on what to expect and the changes we’ve made since our Demo.

The making of this game has been a learning process for us and a lot of implementations were replaced along the way. We want to keep pushing and make this the best game it can be but for that we need you, the players, to help us make it better. Do provide your feedback in form of Steam Discussions or Reviews or communicate with us directly on Discord

  • Updated overall gameplay experience with adjustments to player leveling to adjust for further changes we made. Now you should level up as we intended but we promise to keep a close eye to make sure it is not too fast or too slow!

  • Full controller support has been implemented for those who prefer a different kind of control over destiny.

  • Added more skill cards to choose from for in-run upgrades and adjusted their values to prepare you for the fight..

  • We have refined the flow of offensive options. Throw and Heavy Attack controls have been reworked into a clearer system. 

    • Throw: Tap Q/RB/R1 to go into Throwing Stance and press the button again to Throw your Weapon. Our Prince has figured out a way to throw his weapon without having to wind-up for the distance thrown.

    • Heavy Attack: Tap RMB/RT/R2 when you have at least one full bar of Heavy Attack Charge to instantly perform a Heavy Attack.

  • We found a peculiar bug where our enemies used to be able to charge their attacks while the game was paused, breaking space and time to take down our Prince. They have been given physics lessons and hopefully shall not do so, anymore.

  • Shamans used to levitate on water! Very divine, not cool. They have been grounded.

  • Weapon swapping used to be finicky with swaps either not happening or being unable to pick up a new weapon. The Prince is now worthy!

  • Elemental damage has been adjusted with added and status effects along with it. Enemies should now be taking respective status afflictions. As a result, every weapons’ raw damage had to be adjusted to compensate for added Elemental damage.

  • The world of Agal-Sar has been shrunk down. We felt it was too large to enjoy the exploration.

  • Meta upgrades have been added and we apologize for not having it in sooner. Upgrade The Prince’s expertise as you gain experience from your encounters against bosses.

  • Enemies are appropriately slowed when wadding through water.

  • The Prince does not slide anymore when attacking behind him. It was a bandaid fix we did not like ourselves.

  • The world continues to expand, and with it, new challenges and systems for The Prince to master. A new region of Pomenia is now accessible before Agal Sar, alongside the Core enemies that inhabit it.

  • Combat has evolved significantly. The Prince can now also hold Left Click to maintain continuous attacks

  • The battlefield had developed several inconsistencies that required correction. Some enemies continued to receive damage after death and would still be knocked back despite being on the ground already. They have now been properly laid to rest.

  • Time itself was also behaving suspiciously. Enemies were able to continue charging attacks even while the game was paused. This has been corrected, and the rules of time should now be properly respected.

  • Certain Shielded Warriors had discovered an unintended advantage where their shields no longer broke under pressure. Their equipment has been recalibrated to restore proper durability.

  • Weapon management during combat has been improved. Players can now switch weapons while in auto-attacking or guided auto-attacking states, ensuring clearer control

  • Enemy progression has been expanded with increased XP drops to better reflect encounter difficulty and reward structure.

  • Shaman influence is now more clearly visible through improved highlight indicators, making their presence on the battlefield easier to track.

  • Bosses have adapted to The Prince’s strength and can no longer be knocked back and are now more resilient to The Prince’s attacks.

  • The death transition for The Prince has been improved, with the black screen now appearing more quickly after defeat.

  • The Nexus interface has been refined. Its text no longer unfolds through a typewriter effect and now appears instantly for improved clarity and speed.

  • Enemy pathing has been corrected to improve overall movement reliability during combat encounters. They used to run through trees and boulders

  • Landmarks have been added throughout the different worlds to improve navigation and exploration clarity during his adventures.

  • Interactables now include clearer descriptions of their function, replacing the previous generic interaction prompt with more informative UI guidance.

  • UI navigation has been expanded. Spacebar can now be used more consistently across menus, including selecting planets in the Navigation Panel.

  • Audio settings now properly persist without requiring entry into the Audio Settings menu to initialize saving behavior.

  • An issue where walking audio would continue playing while the game was paused has been resolved.

  • Escape key functionality has been standardized across menus. Closing a menu will now behave consistently throughout the interface.

  • New Passive Abilities have been added for The Prince to discover during his adventures.
    Charged Quills: Quills shoot out of the player
    Orbiting Eclipse: Revolving orbs around the player
    Shadow Strike: A clone of the Prince strikes from behind him
    Electric Discharge: An outburst of lightning from the player in a circular Area of Effect