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"The best therapist has a fur and four legs"

Fans o/

Welcome to the month of May with VoidBound and the progress made within. 

Now that the exterior architecture has largely been implemented and successfully hardware stressed for stability and performance, we've switched gears to the interior architecture. Though some sections and maps are already in place, we're still sequencing them together making sure they zone connect properly without causing errors. One such example being the Sewer Zone. Not only have we put the map through the usual paces, but we've also used it as a test bed for new ideas(puzzles, combat move-sets etc.) that, if successfully deployed, might be expanded as part of a wider content down the line. Detailed breakdown on this in the future as more develops happen around it.

Talking of future content, the work of updating older content to bring it in line with newer one seems never ending. This week the writers were devoted to revising the story to make it more concise and up to date, yet again. The progress is noteworthy as it now connects backstory of central characters more intimately with the current developments. 

Finally, combat overhaul efforts took a significant turn this week with the goals of the strategy system now amended to give more freedom to the players to choose their own fighting style. Work is now underway on some skills to provide more flexibility giving Caly the choice to either neutralize foes inflicting death by a thousand cuts or outright nuke them before they can even come close. For example, Charge is a skill that originally was programmed to consume an entire turn to inflict near critical damage on Caly's next move. Though a significant damage modifier, it was prone to overuse and a bit boring. Not to mention, left Caly vulnerable for two full turns. The new change preserves the original play-style, but now also allows player a fast charge mode. If chosen, Caly's turn would come faster as she would be more quick to react and less focused on the prep, but her damage output would not be as impressive. In short, players would be best served choosing the right variation according to situation.

Finally, there were some QOL changes that we have listed in the Progress Report itself so please do check it out as well. And that pretty much covers it all. On that note, take care and we'll see you next friday with the next list of updates.

Kind Regards o/

Cursed-Atelier Team

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