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Hail VoidSeekers o/

Another week, another report with updates in tow. Wow, that almost rhymed!
... *ahem* Bad quips aside, welcome to our third weekly session of the month.

Though task patterns haven't deviated much since the beginning of the month, we have made progress nonetheless. More details about it later, but first, the report!

With quality checks now cleared, the new "Bad End" Slime CGs have finally entered the rendering stage. We're told that once finished, our artist will start focusing on developing assets for the next section of the story content! Honestly, we're looking forward to that with great anticipation as a lot has been conceived on text but little of it as art, so stay tuned as more develops!

Meanwhile, we found our story weavers taking a walk through the old streets of VoidBound - this time editing the opening portion of the game. Extra attention, it seems, was imparted on the word heavy "tank scene". An extra trim here, a little streamlining there, all for the sake of better/quicker scenario flow. The idea is to create a story stream whereby players spend less time perusing through lore and briskly reach the gameplay elements, something that will be optimized further via a smoother tutorial system down the line.

Finally, with nothing new being turfed his way to add into the game yet, our coder continued working on new nerfs and buffs to various combat types across the board running additional testing alongside. Slow but a welcome pace as it gives us more time to focus on strengthening the Quest Log elements.

And that is our short report of the week. Before the final report, we plan to push a presentation post showcasing the new work we have been doing these past few weeks. As it will be heavily NSFW is nature, we'd have no choice but to gate it behind private access. Inconvenience is highly regretted but we sadly can't operate beyond the rules.

Till then though, we wish you well and will see ya soon!

Regards,

Cursed-Atelier Team

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