Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

shuffleup

90
Posts
443
Followers
19
Following
A member registered Nov 27, 2016 · View creator page →

Creator of

Recent community posts

(1 edit)

That's awesome to hear, thanks for going back to the game!

Hey! You have probably moved on to other games by now but I just wanted to tell you that we just published an update with controller support added. So maybe dust it off and give the new version a go on the deck? :)

Yeah, sorry :( Thanks for the kind words about the game, though!

Thanks for the encouragement! We would love to have the game on more platforms, it's just not viable right now due to time constraints - everyone involved in the game is working on it as a hobby on the side of our full-time jobs. Sorry!

(1 edit)

Thanks for playing! Happy to hear that you're having fun :)

I do hope to add controller support one day but it's a pretty big task and higher priority things keep getting in the way. Given our limited development time I unfortunately don't think it will happen anytime soon - sorry!

We would love to bring the game to more platforms! However, we are only two people working on the game in our very limited spare time, so Windows is the only platform we have the time and resources to support right now. Sorry to disappoint! :(

Thanks for the bug report and sorry about your lost run!

Excellent, thanks for the bug report!

Hey! 

We don't have any immediate plans for new content - we've been adding things since the initial itch version launched a couple of years ago so the game has a pretty substantial amount of stuff in it already. It's already way bigger than we initially envisioned. That said, we keep getting new ideas and get excited when we get feedback from players so you never know :) 

We will absolutely keep supporting the game with bug fixes and balance changes, and we're also looking at things like achievements for the Steam version. We also have some ideas for new games that we will hopefully get started with soon!

Thanks for the question and hope you have fun with the game! 

Yep, that's reasonable! Not a super high priority right now but I'll put it on the list. Thanks for the suggestion!

Yes, it should automatically use the same save files if you start the Steam version on the same computer that you've been playing the itch version on. If you really want to be safe you could back up all the files in %localappdata%/Circadian_Dice before starting the Steam version. Thanks for supporting the game!

Yep, I completely agree! 

You're also right in that it's a big and complex feature to add to the game so it's not happening soon unfortunately. But I'll bump it up a bit in my priority list.

Hey everyone - just wanted to let you know that we've pushed the release date of the new version forward a few days to July 11 on both itch and Steam. Can't wait to get the new version of the game into everyone's hands - just a few weeks left!

Well played - very impressive! Time Vessel is definitely one of the top relics. It would be interesting to hear what other players think - do you think it is mandatory for HM Chaos Realm?

Hey!

We're planning to upload keys to itch once the game is launched on Steam, i.e., in July. Barring some unforeseen delays in the key request/upload process it should be very close to launch.

We have no intention to stop supporting the itch.io version - all updates that come to Steam (except Steam-specific stuff, obviously) will also be published here on itch at the same time. Itch.io has treated us super well so we're happy to have the game hosted here.

Great! I'll go bug hunting. In the meantime, please go easy on the next turn button :)

Thanks for the detailed bug report! Obviously the error message would have been good to have but I can get a pretty clear picture from your description and the exception dump. Since you mention "piercing damage cascade" I suspect that you had the Windrider's Bow equipped. Do you remember which other relics you were using?

Happy to hear that you like the game! We're working on an update to the game which will be released on both Steam  and itch.io later this year. We'll post information about the details very soon!

Yeah, I agree that's a bit harsh, especially since that scenario is pretty tough in hard mode already. Good feedback, thanks!

Thanks! Would be fun to know how the game runs on the deck even though we're not specifically targeting it.

There won't be achievements in the game at release, unfortunately, but it might happen in the future! We're a very small team that build the game in our spare time so we need to work on one thing at a time :).

Thanks for the kind words!

We're actually beta testing a new version of the game right now and it will be released on both itch and Steam later this year. It will have some new content and a lot of new graphics/effects. We're not adapting the game to the Steam Deck specifically just yet, though - mostly because noone on the team owns one :)

We'll  make an announcement about the new version here on itch in the near future! 

Yeah, I think/hope these bugs are fixed in version 2.0.4 and up. Sorry for the inconvenience and let me know if they still appear if you upgrade to the latest version!

Thanks for reporting, and sorry about the crash! :( 

Could you check which version of the game you're using? It's listed on the title screen near the bottom left corner. 

 

Thanks for playing!

Yes it works, or at least I hope it does :). It's not a huge increase, though, and a single key is very cheap in the algorithm, even with a reroll. Rounding can also sometimes negate the price increase - if the costing algorithm prices an upgrade as for example 3.4, it will be rounded down to 3. 

That upgrade looks very good for a sigil build - I hope you bought it! :)

Thanks for reporting! I think I have found the cause of the slowdown so it will hopefully be fixed in the next patch. Glad to hear that you're enjoying the game - that's an impressive run! 

Ouch, that's unfortunate :(. I might be able to help you out - if you join the discord and send me a DM (@sanny) I'll see what I can do!

Much appreciated! It always feels great to hear from people enjoying the game :).

(1 edit)

No problem, I didn't read it that way and I think a little bit of frustration was warranted in this case ;). Feedback like this help us think about the game and thus makes the game better whether we act on it or not, so we genuinely appreciate it. Happy to hear that you're having fun with the game!

(1 edit)

Yeah that's a nasty combination for sure and I agree that it might be a good idea to disallow some pairings of mutations. Sorry about your run and thanks for the feedback!

I love seeing the discussion and cool ideas in here even if it's not something we're actively working on. Keep it up!

(1 edit)

You don't need to do anything - new versions work with old save files unless otherwise noted and they are stored in the same place. If you want to make a backup anyway the save files are located in %localappdata%/Circadian_Dice

(Oh, and if you use the itch.io client to run the game your game is patched with new updates automatically - no manual downloads needed.)

Happy to hear that you're enjoying the game! :)

Yeah, that's ... not how it's supposed to work :). Thanks for reporting - I'll add a fix to the next update!

Thanks for the well thought-out feedback! I can definitely see the appeal of this type of mode and I've been thinking about it a bit during design. The challenge is that a lot of the design of Circadian Dice is built around frequent upgrades/quick scaling and a very limited pool of dice. In order to make a true tower climb mode work one would have to (as you mention) either reduce the player scaling by a lot or redesign the scenarios completely. Either way would more or less amount to designing/balancing a new game on top of the old one :)

I really like this type of mode in deck building games so it would be fun to see something similar in a  dice builder, but it's not in the cards (dice?) for CD right now at least. Your comment made me start thinking about it again, though, so who knows ... :)

The 5-star limit on that scenario is probably a little too harsh for normal mode, that's true. I might tweak it a bit in the next update.

Yeah, sorry about that :/ There seems to be an issue with Second thought that I'm currently investigating. Should hopefully be resolved in the next update! If the log starts with "ERROR in action number 1 of Step Event0 for object obj_chargeButton" I don't need it, but feel free to post it here if it says something else.

Happy to hear that you're enjoying the game despite the crash!

That's an awesome build Romeno - well done! What was your final score?

Thanks! I agree that the music is great, but only the title track (by Erik Sjöstrand) was written specifically for this game. The tracks used for the scenarios are all free-to-use (creative commons) assets by the amazing Alexandr Zhelanov. His soundcloud can be found here:

https://soundcloud.com/alexandr-zhelanov

That's an interesting idea! I'll keep it in mind if we make changes to the system in the future.