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Riccardo Grinover

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A member registered Mar 02, 2022 · View creator page →

Creator of

Recent community posts

I tried looking for other causes for the beacon disappearing, but it seems to be an elusive bug.

I wasnt able to add a health bar or repair, but the codex should hopefully be fixed now.

I also noticed that the beacon was not allowing the beams to be extended anymore, and that should be fixed as well.

I tried to look into what may be causing this and I am actually not sure.

Fortunately it seems that you already killed the first two bosses, so technically it won’t break the game that it disappeared, but very sad that it did.

Had you just reloaded the game? or did anything around it? did it somehow take damage? had you just upgraded it?

Hey Elfie,

Thank you for playing the game as much as you did. I’m actually shocked and amazed.

Thank you also for all the bug hunting!

You have now actually defeated all the game’s bosses. I wish there was a lot more there for you to play, seeing how much you are enjoying it.

To be honest, I am not sure when or if there will be another major update, as I am working on many other projects and I’ve now put this one on pause.

I really enjoyed building it, and testing this concept of “what would it be like to play in a world where the world itself does not exist unless you are observing it”. I think the concept came through well, but I can also see that it is just scratching the surface of what could be done.

To answer your other points:

  • Both the purple beams not aligning with the obelisks, and the monsters/bosses, and potentially other entities not showing up in the codex, are due to the game having been updated after you had already started playing. A new world should not have those issues.
  • The drops from the first two bosses should be able to be used at the altar, but again, because the game was updated after you started playing on an earlier save, it didn’t allow you to get use those items. But i think i might have been able to fix this one even for older saves.

Thank you again for playing it :) I’ve myself and enjoyed your journey.

Hey Elfie, unfortunately it is probably due to the map spawning logic having changed between when you started playing and now. The map got updated soon after you started playing to spawn in the first chest you open, but by then you had likely opened a few.

I’ve made an update now with better logic around it so that it should check if you have found it before or not.

Let me know if you find it now.

repeating noises should hopefully be fixed now.

Where you close to a furnace when trying to craft it?

Hey Elfie, with the last update i think i might have fixed all the issues you raised.

Crops should save, mosters should keep spawning, and the hotbar items should remain visible + it now looks better.

More info in the dev update

Thank you so much for playing and for the detailed feedback. Really glad you’re enjoying it!

A patch just went out today that addresses several of the issues/bugs you encountered.

Dark Aura: The boss does drop 20, and each of the Void Shade enemies that it spawns during the fight drop 1 dark aura as well. More Void Shade enemies can spawn in and near the void ring that surrounds the entire first stage of the map.

Because this is just a demo, there technically is nothing else to do yet after killing the main boss. You can reactivate the beacon with Dark Aura, but it doesn’t do anything yet.

Codex not registering items/monsters: Crafting and combat kills weren’t triggering codex entries, only pickups were. This has been fixed.

Map: The map is now 100% the first key item found in the chests. Plus it has a whole new UI to it. Unfortunately i have not tested if it fixes existing saves.

Codex pages: there are 4 and they should all be discoverable, in separate chests. Chests can now spawn in more biomes.

Patch notes: https://riccardogrin.itch.io/dissolution/devlog/1401489/improve-enemy-spawns-new-discoveries-world-polish

Thank you for the feedback :)

Agree, it feels a bit too harsh at times. I’ve rebalanced the enemy spawning a bit, especially at night, and also made sure that they cannot spawn on any observed tile (was an issue near the beacon and obelisks).

I’ve updated the structures so that they can be picked up instead of hit. Enemies will still go after any structure that has an observation view.

The beacon is also now always visible on the map, so that if players really cannot find it, they will know where it is once they find the map.