Just uploaded a sneaky update with moss and grass overlay shaders fixed, and Quest Log Input tutorial. Not worthy enough for a notification but really necessary. Ver still appears as 0.80.
TryHardStudio
Creator of
Recent community posts
Thanks for the feedback! And for the patience... 😅. I'll continue to tune the UI for a bit while Ely finishes the rest of the item icons. Feels almost insanity-inducing how much it takes to get everything working half decently, but we'll keep pushing through. Fortunately, we managed to catch the portal bug in both the forest and the plains before updating the game, so that weird transition shouldn't happen anymore.
I don't know what's the best way to handle save files with these updates, so in the meantime, I advise erasing previous save files to avoid conflicts.
Once we get the UI to an acceptable state, we'll keep addressing the weakest aspects next. First, I need to fix a few broken shaders and materials. Then make a few adjustments to the level design of the farm scene, and then address the spelling issues. Thanks again for playing our game. It really helps us immensely.
Well that took a while... But finally we have an mostly decent and totally functional UI!! I was dreading getting into the UI because I know how bad both me and Ely suck at it but after tons of frustration we are finally satisfied with the results. There's still lots of improvements and adjustments needed, we are lacking proper inventory icons, but all the logic should be ready for play testing. Hope you all like it and would really appreciate the feedback, cheers!
Awesome feedback! Yeah we still havent solve the tutorial aspects, I will start working on it after completing the UI since the game mechanics will change a bit with the introduction of the inventory system (which is mostly done 😁). I would prefer to avoid being too precise with quest direction since ideally there would be more than one way to complete main objectives, we still need to create a pacifist way to get rid of the bandits but uncovering the solutions would be a core reward system for the exploration. We're a bit torn between making the progression accesible, and making the player feel the struggle the protagonist is going through, as expected in a dark fantasy setting. Honestly I would opt for the latter, make it feel just a bit cryptic and unfair. But getting it right is gonna take tons of trial and error, eventually we'll get there. But your comment's are super useful, almost everything needs polishing but knowing what's most urgent helps us get the game to more people faster. ❤️
Update 0.70 Of The Early Demo Finally Out!!!
Well this one took a while, almost 6 moths since the last update... Sorry for the delay but Its finally here and I can honestly say the wait was worth it.
Almost all the changes are in the "Farm house scene" but you can find improvements all around.
From improvements in core systems, to whole new enemies, cinematics, quest, mechanics and more importantly story progression.
It was really important for us to make an cohesive narrative and I believe we finally achieve it with the 0.7 update. There's still tons of complementary events, lore and interactions missing, but finally with this version one can see a glimpse of the whole picture.
Looking forward to keep improving the project with the help of your comments and feedback. Hope you guy like it, cheers!
Greetings everyone just uploaded "Version0.12" of our early demo to the itch.io page which includes:
• Changing the saving system to use 3 save slots. • Added skippable cutscenes.
• Added text animation to cutscenes.
• Added further compatibility to play with only gamepad or only keyboard. • Added UI notification when autosaving.
• Fixed several bugs with saving/loading task system, weasel spawners, NPC logic, quests etc.
Still a long way to go but we keep moving forward, please try the free complete version using the itch.io link above and help us in breaking the game in any way you can. Any help reporting additional bug will be greatly appreciated. Cheers!
Greeting everyone, just uploaded "Version 0.11 " of the early demo to the itch.io page which includes:
- Rework on all ragdolls.
- Fixes for server inputs in game and in UI.
- Death screen.
- Rework on floating logic for player and alive/dead animals.
- And many other minor issues.
Still a long way to go but we keep moving forward, please try the new free version and help us in breaking the game any way you can. Any help reporting additional bug will be greatly appreciated. Cheers.
Hmm I can send you a build with the lowest quality and no AA if you still want to play it, https://we.tl/t-GjFIAXnQdf thanks a lot for your time, if it keeps crashing don't worry, cheers!!
Whoa you might be the first to get it thru congrats!! Yeah we thought of deactivating the coffee maker sound way to late and there's a few bugs we need to fix , and the game overall might be to difficult, or requires to much replay, after the jam well upload a refined version but we´re really glad you like it.
Hahaha yeah we were messing with de colliders and rigid bodies but the girlfriend just keep tossing us around, in the end we just left it as a "feature" XP. The game also ends if you round either out of time or out of stamina, could be the case or a bug, once the game jam ends well update a polished version, Thanks a lot for playing !!!
Game info:
Since we didn't explained every mechanic properly in the game ( and I don't know if I can edit the game´s description until the official rating end) I add a few tips in the comment section:
- Power Outage : Operate the breaker box outside by de kitchen door for five seconds for the power to return. ( else computers and coffee wont work )
- Annoying Roommate : Go a fix his computer for five seconds for him to go back to his room ( else you wont get any progress from working ).
- Full Bladder: Go pee or you wont get any progress from working.
- Angry girlfriend: She just makes you lose time if she catches you.