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Mercyful Flames News

Castle Flipper - Premiere

[h2]Hi Folks![/h2]

I know you wait for some content from this game but our friends have a premiere of Castle Flipper.

Along with it comes:


Stream that should start in few moments
Giveaway - for the best Medieval jokes we will be offering some Steam Keys of Castle Flipper
Great deal on launch with very nice price - just 18.99$ - 15%
Royalty bonus for those who own House Flipper or/and Train Station Renovation


• Be quick! The offer lasts between May 26 – June 2

Get "Castle Flipper" here:

https://store.steampowered.com/app/944250/Castle_Flipper

Watch the trailer:

[previewyoutube][/previewyoutube]


Go & make Medieval Times great again!

Why do we roll our eyes?



The main mechanics of Mercyful Flames is based on interacting with objects. Usually, just like in the Middle Ages, objects are human beings. As you can guess, we try to get confessions from people that can help solve the investigation. Suppose Mercyful Flames is a board game / RPG. As some of you remember, this is how we created the game's prototype. We also balance it in its physical form. With that fact in mind, try to imagine that all the information we need to gather in order to be successful in the investigation is hidden in piles of cards. We deal with human-type objects in four ways:

a) by conducting chats,
b) trying to bribe,
c) intimidating,
d) torturing.

Each of these interactions has different chances of success, relates to different stacks of cards, and has different side effects. I probably won't surprise you with my confession that the inquisitor can specialize in a given type of interaction. By investing in the appropriate investigation technique, we increase the chances of its effective use. So classic, so simple and so nice to implement, right? You just need to convert the 100 sided dice to the algorithm, right? Well, just no. We have encountered a difficulty while adapting the system.

In board games, the mere roll of the dice is a part of the fun. It's some kind of a ritual. We hide pleasant-to-touch pieces of cheap plastic in our sweaty hands. Sometimes the cube will fall into our beer, sometimes it will get stuck in ketchup on our ham free Hawaiian, so we can dig it out. Finally, if we manage to trap the dice and naively shake clasped hands, we can puff the alcoholized air between our thumbs, and throw the plastic only to watch how it happily avoids pieces of pizza, drinks, and an ashtray, and falls on the carpet, and stops right in front of the mouth of the troll sleeping under the table. Dice show 20. Our character has a statistic of 21. Oh shit, failure. We throw again, it wasn't rolling enough. I am writing this crap to draw attention to how much fun in board games, due to their physical imperfection, is enchanted in LASTING.

In digital games all this synthetic pleasure is replaced with a single algorithm that does all the calculations in one frame. It's too short. It is not satisfactory. For this reason, we are looking for a solution that will be the most pleasant substitute for malicious plastic. We have an inventory of ideas on how to fill this gap in the experience, but we haven't realized all of them yet. If you know any solutions from other games or your brains, let us know, as it might save us some nerves.

Sorry for the wall of text, but I had to vent today's frustration.

ːpraisesunː

Asmodev Newsletter - Champagne Problems



How are you doing heavy metal maniacs ːpraisesunː? As our games are interconnected, I came up with the idea to spam you with all the updates with one sheet, just like supermarkets do. I think it’s a fair spam, we all live to spend money in supermarkets. There is no logic behind the order that I would be aware of - I acted intuitively. And I doubt I’ll stick to the same order every time. But let’s get down to business. Can I get a witness?

I picked up the main issues we had to deal with this week, and probably will still be dealing with during the next one.

BOOZE MASTER

https://store.steampowered.com/app/1057600/Booze_Master/

We’ve already learned the lesson. The art must be coherent. We lost our vision here and there during Infernal Radiation development, now we’re taking care of the cohesion of Booze Master. This week we’ve been trying to make the windows fit together. We chose the „general feel” of UI, and it’s almost finished, but there are still some areas to improve. Firstly, some elements are still too mobile, which doesn’t go very well with a three-dimensional, realistic world. Secondly, there are parts that feel too modern, which doesn’t go very well with the cartoon/wooden aesthetics we decided to stick to.



HUMAN FARM

https://store.steampowered.com/app/1276510/Human_Farm/

Our meat plant was too far away. Too far away from home, too far away from the main street, consequently too far from the vendors, and too far from the clients. It meant the game looked a bit like a running simulator. You’d kill us for backtracking. I mean, you’ll kill us for backtracking anyway, but rather softly, because it doesn't hurt anymore. I feel all flushed with fever, but that’s a farming game, for fuck’s sake. You’ll love the the coziness of our tiny town, and the duplicity of our small community. Of course, relocating the factory resulted in, among other things, redoing the environment, moving tutorial triggers etc. Well, that's what we're here for. Look at the picture to imagine the difference.



PRIEST SIMULATOR

https://store.steampowered.com/app/950620/Priest_Simulator/

Believe me, we want this demo to be out as badly as no-one in the whole world, even you. What must be done in order to release it? We have to polish this shit because we're still ashamed of some of some details. We’re good with feeling ashamed of our story, AI, graphics, hardware requirements, but not things like that you can see on the screenshot. There will be no levitating trees in Priest Simulator, apologies.



MERCYFUL FLAMES

https://store.steampowered.com/app/1066740/Mercyful_Flames/

Oh no. This was a typical week of invisible steps. What I mean is that we’ve got nothing new to share with you, as we’re fulfilling a duty of refactoring the code. Mercyful Flames got bigger, we designed new features to make the game more engaging, and that resulted in the necessity of renovation the old features. Live is life. We all give the power, we all give the best.

ULTIMATE SUMMER

https://store.steampowered.com/app/664460/Ultimate_Summer/

We plan to get out of EA next month. We’re finishing adding new sounds, and tracks. The comic book is finished.

INFERNAL RADIATION

https://store.steampowered.com/app/832140/Infernal_Radiation/

Guys, it’s 90% off now. It’s a brutal discount.

My last words:

I think I’ll be repeating this each time we meet. If you want to support us, please add our games to your wishlist or buy any of them. If you already have played one of our games, and you liked it, please leave us a review, may be a short one, because it simply results in development of our team, and quality of the games. ːironfistː

It's Mercyful Flames now



Hello.

We updated the title, as promised. Also, there is a short teaser available now. See you soon with more screens, more gameplay, more updates and more everything.

[previewyoutube][/previewyoutube]

I just noticed some translation errors, will fix them ASAP... and will reupload it on Steam when I get old. For some reason it takes dark ages to render this damn file.

Ultimate Summer Early Access is now on.

Ultimate Summer Early Access is now on.
It brings blood, guns and demons. Come and check the live stream now.
https://store.steampowered.com/app/664460/Ultimate_Summer/