It doesn't carry the game on its own, but it's more than enough to add some proper tension to the action scenes. The combat system introduces a bit of tactical complexity, without overwhelming the intended simplicity. (I ended up relying on my old hand-drawn map for that. although it won't save you with the non-euclidean rats nest that is the Whistling Heath. An animated map is a surprisingly useful addition in a game like this. And it does so with the addition of charming music and sprite graphics. Those books were as formative an influence on that young nerd's mind as were Exile/Avernum, the original Warcraft RTS Games, or The Elder Scrolls.ĭoes this game live up to that nostalgia? Absolutely. I'd seen Choose-your-own-Adventure books before, but the idea of such a book forming an OPEN WORLD game was groundbreaking. I remember being a seven year old kid in a bookstore in the 90s, finding a book with the word "QUEST" emblazoned upon it in giant letters. Thanks to all the players posting their feedback on the forums and Prime Games' Discord giving me constant food for thought.Īs always, don't forget to wishlist the game and follow the ride: Fixed saving and loading while in Chambara's explore option, causing a critical story bug on the luck dice roll.Fixed Merchant pricing text going out of bounds on Large UI option.Fixed Merchant filters not getting properly reset when closing the shop.Fixed Slave Pits in Aku not restoring your lost Stamina despite the text saying so.Reduced volume of ambient sound effects that were too loud while at sea.Added a new requirement to Rat Poison describing its precise usage to avoid confusion.Added clarity which blessing you have lost when losing a blessing at random.Added highlighting in the turn order view when hovering a unit in combat.Added a tutorial message to emphasize the importance of blessings.He now blesses you with a Luck blessing at the start of the game. Reworked 'follow the old man' choice on The Isle of Druids.That's why I've decided to release a new patch that adds some long overdue fixes and quality of life improvements even as I continue to work on the joystick support. Of course, I don't want the players to feel left out in the meantime. As a result, my regular updates have been a bit quieter lately, as I’ve been putting most of my energy into this behind-the-scenes work. ![]() It's easy to get bogged down in the details of mapping buttons and testing inputs, which means that progress on other aspects of the game can slow down. Unfortunately, this kind of work doesn't always make for exciting updates or flashy new features. ![]() I have already been accepted by the Nintendo dev program and a Switch dev kit is on my way from Germany, so fingers crossed! Of course, I am overexaggerating a bit as I love doing what I do. Motivation going forward is my dream to eventually see the game on the Nintendo store as Nintendo is one big reason for me to fell in love with games growing up. That last part is a nightmare! A game such as Fabled Lands is heavy on the UI and mapping everything manually, adding lots of events, checks and whatnot in the code is killing my brain cells. This means ensuring that the game can detect and respond to joystick input, mapping joystick buttons to in-game actions, and making sure that the game's UI is designed to accommodate joystick navigation. In my case, I've been working hard to add joystick controller support not only for the Steam version of Fabled Lands but also for a potential Nintendo Switch release (Oh, boy, oh boy!). Adding support for new input devices like a joystick controller, for example, is one such task that can be incredibly time-consuming but is nonetheless essential to ensure that your game is accessible to as many players as possible. ![]() If you're a game developer, you're probably no stranger to the tedious and sometimes mundane tasks that come with the job.
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