There are indeed many bosses in this world!
Timmy Graham
Creator of
Recent community posts
Thank you! I totally get you - yeah it's a bit tricky with the two versions now, but I see this as the alpha version that will always be the genesis of the project, and then the Steam version is where it evolved to in order to ensure that a simple solo dev such as myself can reasonably maintain it and keep it growing and evolving.
All that said, I'm incredible grateful for your bug reports and suggestions - it's helped shaped the game immensely. Merlin Grace will be immortalised as an NPC :-).
Hey! Well if this is one for the road, please allow me to extend a very hearty debt of gratitude, as this is quite a haul in terms of insights and bug/QoL reports -- thank you as always.
First off, I'm a bit behind in catching up on all the messages, but please let me know if you'd like to be credited as a playtester in the itch and Steam versions of the game. And also: would you like to be immortalised as an NPC? And if so, what name would you like?
As to the bug report: yep there's some genuine bugs here that go beyond QoL. I'd also say that some of them, such as the character customisation, just simply haven't been implemented yet in the itch version as it was so deep in the list of the systems to implement. But you're absolutely right, and actually that's a massive oversight that really should have been prioritised. This game is inclusive all the way and while I've been careful to attend to as much as possible, sometimes you miss some big things. So, yes, absolutely: character customisation is coming very shortly. I don't know if I'll be able to reverse engineer it into the itch version - there's a bunch of technical and architecture reasons - but I'll see.
Thank you again!
Thanks so much @sometimesihavequestions! This is of course not the end of the road for the itch version - it's always going to be here, but i'll serve as the gateway to the Steam version that I can reasonably maintain with my time and resources available. I just want to say a huge thanks again for all your bug reports and discussions. The game is immensely better for it. I hope to immortalize all the OG playtesters such as yourself in the game - more on that soon :-)
Squirrel the Unbound, you have been one of the staunchest affineurs and bugtesters this game has ever seen, and will likely ever see again. I can't say how grateful I am to your many observation and bug reports from the far flung regions and depths of the game.
But fear not, I have big plans to credit you and the other OG itch playtesters in the full game. So you will be memorialised forevermore - the least I can do.
Actually, there's one more thing: I will be offering free Steam keys for the game to the itch playtesters here. If you'd like that, I'll send one along as soon as the game is out
Not a bug - the game has diminishing gold returns from kills once you're above 1000g. The richer you are, the less gold drops from regular creatures (bosses are exempt). Your Leviathan has a base 20g drop, but at high gold totals it tapers down. It's there to keep gold meaningful in the late game rather than becoming infinite.
Hey thesquirrel123, I've been on the road as I had Easter with family out western NSW. It was nice. How about you?
By the way, just chiming in here to say thanks for all the bug reports. I'm catching up on everything now. I've got a lot to do this week but I hope to get a patch out in the coming days, with a lot of bug fixes and quality of life stuff.
Amazing bug reports as always - thanks so much! Sorry for the delay - I've been on the road for the Easter holidays. These are indeed a mix of odd and QoL and plain bug issues. I have added them to the patch list and will get onto them for the next release. Thank you! Also, yep that issue with the taming is not intentional, although it's cool you got a storm falcon out of a hawk... But yeah it's not intentional and I actually tried to fix that in a recent patch, but clearly it's still bugged. So many weird bugs emerge out of this game haha. The systems are getting so complex
You are all doing an incredible job finding and reporting them - it sucks that there’s so many, though I’m trying my best to fix them as they arise. The game systems are so complex now that it’s becoming trickier to ensure one big fix doesn’t generate 2 or 3 new unintended consequences, but getting there
Not quite T1 - [spoilers below!]
... spoiler warning again! ...
the first catalyst (Curd of Ages) drops from dungeon bosses at area level 3+ with a 20% chance. The higher-tier catalysts need stronger bosses: Essence of Terroir from level 5+ (15% chance), and Heart of the Land from level 7+ (8% chance). So you'll want to push into mid-tier dungeons to start finding them. Each tier of affinage requires the next catalyst up, so you upgrade sequentially.
Hey there, thanks so much for the suggestions - I am working on implementing them for the next patch. Totally agree these quality of life features are much needed for the Fort Mode. I have probably neglected it too much recently due to a focus on the Adventure mode updates and general bug fixes. I'll do some rebalancing too, as that doesn't sound fun at all and it's not the intention to make resources *that* scarce :-).
Really appreciate the kind words and I'm so happy to hear you're enjoying the game. This is essentially the alpha developmental build so there's much much more to come!
Thanks so much - you always go above and beyond. I'm working hard to try and pinpoint the issues and develop proper fixes (not bandaids). The issue is that if I decide to do proper refactoring, somehow it always ends up with some new unintended consequences... pls stay tuned and thanks for your patience
Hey, the title track is by Josh Lim - you can check out the full album here: https://joshjameslim.itch.io/legend-retro-loops. It's transcendent hey! he's a really gifted artist. I met with him last year and hope to raise enough funds from the Steam release of this game to pay him to design a custom OST for Roguefort





