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Hi everyone,

It's finally done! Yep, you read that right! After an unfortunate delay of a month, we are delighted to report that the Slime Chronicle Saga has finally come to its developmental conclusion!

Currently, testing is underway and, bar any last minute major bugs popping up (fingers & toes crossed), we're fairly confident about a release date. But, before we do, let's quickly review the events of this week!

Our artist once again came face to face with the old saying, "it isn't over, until it's really over" as he found his work schedule swamped to the brim. Most of the finalized CG work for the upcoming patch has already been rendered, and what is left was the top priority this week. This also included new battle cut-ins where Caly gets "molested" in interestingly creative ways. Unfortunately, the end result was deemed "in need of further polish" and might not make it in time for the initial release. If so, we will push the cut-ins in a separate follow-up support patch!

But! What will definitely be making in would be an updated battle feature whereby enemies will now cast shadows below them. This will help players determine their exact location and we hope this will make combat information more reliable and player reaction to it more fluid! One more feather in the VoidBound Combat Overhaul hat!

Last week we reported that the writers had moved on from the current patch and started focusing on original ideas for future content. However, this week they were roped back in after the testers pointed out some dialogue flow hiccups and requested revisions to certain pivotal points in the story. This was to help enforce the intended impact. This became an extended exercise in back and forth for the better part of the week. Eventually, it took up all of their attention, putting everything else on the back burner for now.

Finally, things became hot for the coders as they entered into full implementation mode. It seems like they always get the short end of the stick when it comes to timeframe. Having to compile three months worth of work and turn it into a playable game in less than a week sure is a hectic challenge. However, definitely worth it in the end. In the end, outside of a few tweaks and SFX additions/editions, patch programming was front and center this week.

And that's all for this week! Despite things being a bit rushed, we still feel that delaying the release is not worth it anymore. As such, come 18th of March, we plan to release the patch to our Benefactors and above, followed closely by our other patrons. It goes without saying that, due to the delayed release date, we'll be readjusting our timelines for all the following releases as well. Therefore, keep an eye out for more information on that!

Until then, stay safe and we'll see you soonish!

Kind Regards,

Cursed-Atelier Team

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