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Hey Blacksmith's

I have to apologize again for the long silence. A lot has been happening in my personal life but I am still working on the game.

I've had to take a long and hard look at the state of the game and what players have been saying. Parsing through the data and looking through comments, bugs, suggestions, Steam Analytics etc.. is a process but necessary. So, there are a couple of things that I want to do going forward. 

I again want to first thank everyone past and current for the immense support for the game. Because of you, I am motivated to continue working on the game, even if the community is shrinking (which is always inevitable). 

Second, I need to work on being more vocal about development as I use too. Maybe even more. 

Finally, on the games development, I am in the process of revamping the overall gameplay. Playing a few games of this genre, I realize that nobody makes a progression system around the pricing of items ( I could be wrong of course). I think other developers realize that doing so will lead to issues in the long run, which is what we're seeing with MLBS. For example, when selling Titanium weapons, you lose money instead of gain, because of the INT max range (programming stuff). As a result, I had to reduce the prices across the board and lock progression behind levels. Now Titanium buys for a few silver and sells for a few silver but only if you've unlocked it. 

Skill Training

  • In addition, Metallurgy can be trained at the skill trainer, which at every level, you can spend a point to unlocking each metal tier to progress. Along side Metallurgy, training points can be spent in Strength, Agility, Determination and Charisma, with which each have a list of skills you can put points into to make your experience more interesting and hopefully entertaining.

Delivery

  • The instant delivery system is no longer instant but behind a 2 minute timer. When the timer expires, the item is delivered. Now the timer I know can be annoying especially since everyone is use to the instant deliveries, so to compensate, I added a skill at the trainer,  that will lower the timer to near instant. 

Smelter

  • I am rewriting the Smelter (Finally). This one was badly needed since day one. It should work better then the first iterations. 

Durability

  • Durability to tools you use have been added to force you to make new ones when they break. Obviously the better tools you make the better the durability will be. 

Cooking

  • I also added cooking into the game. This was fun to work on and will work more or less similar to Zelda: Breath Of The Wild. You need to find or purchase the ingredients, throw them in a pot and if you made the right combination you will get a named dish that will give you better stats then a random dish which will give you random results. Almost all ingredients and dishes will give you bonus' to your stats for a certain amount of minutes. This is not a survival game so there is no hunger meter. Eating food only gives you bonus' and when the timer expires, that's it. This is completely optional.

Swimming

  • Swimming now has more sound effects and staying underwater will kill you.

There are other things I am working on, alongside killing bugs and hoping to complete everything by the time I update Steam. I will also go back to giving Patrons early previews of the builds every month.

Thank you for your patience.

I hope everyone has a great week.