Devblog 15 - Happy New Year!
Greetings adventurers!
As the year’s coming to a close, we wanted to wish you a happy New Year and take the opportunity to reflect on what we've achieved and what's still to come. 2023 was a big year for us, getting our game out in early access was a great milestone and we’ve been delighted by how many of you enjoyed playing the game and exploring its every corner despite its rough edges – thank you sincerely!
Reflecting back on our initial 2023 roadmap, admittedly a number of points still remain to be addressed and timetables have shifted a lot. The Ghost of Greywall content piece for example was thought to be developed over the summer, and though we pushed its warmup quest in September, we’re in the midst of developing it now.

On the other hand, other priorities outside the roadmap have occasionally risen during development, and from player feedback, and that's okay too. We're still optimistic we'll be able to transition the game out of early access within the first half of 2024 and should that plan change, we'll let you know.
So what new has risen since we begun early access? In our development we've started focusing much more on creating higher quality questing experiences. When we begun early access, high quality questing only really existed while doing the main story. Though we did have plans for some deeper, separate story lines, the reality of side quests was "kill 10 rats" or "bring 10 carrots". We'd like to think every quest (almost) we've introduced since has a bit more than that going for it, and moving forward we'll aim to create the feeling of 'if you're going on a quest, it should feel like going on a quest!' as much as possible.

That’s not to say we aren’t happy to add mundane tasks to the world too, but we’ll be making more of a distinction between “tasks” and “quests”. We're planning to tie the tasks, such as 'please help me with thing X', with the achievement system we've been working on. For example, helping the denizens of a village like Aurfield with their tasks (please help me with my beer shipment, please I need cabbages for my soup...) will contribute towards earning an achievement (Friend of Aurfield), which will also allow you to claim rewards in game, including a special currency that may be spent at achievement content related shops.
Behind the scenes we've also managed to improve our custom tools and processes to help us work more efficiently in many ways with what is ultimately a very small team. Consequently we're better equipped to deal with technical issues / performance in the game. For example we're now planning to slowly rework most houses with new fully in-house (pun intended) produced sets of 3d-models that ought to significantly improve performance around cities and their surroundings and eradicate issues of getting stuck while pathing inside houses.


Now onto the main attraction - if you've made it this far - the subject of our next, imminent game update! We’re currently working on the Greywall Dungeons, a more perilous area than any other on the map thus far. It will be accompanied by a rather meaty quest (one that should really feel like an actual quest), and will culminate in facing off the source of a dark curse that looms over the dungeons – the Ghost of Greywall!
The Ghost of Greywall will be the largest individual quest we've done so far and the dungeon area itself should feel quite nice and large as well. A few small sidequests will also be included, there'll be new loot to grind for and new powerful items and consumables to craft. The final boss in Greywall is going to offer a new challenging fight in a similar vein to the end of the current main quest.

We're aware some of you have expressed frustration with regards to that fight's difficulty, while others enjoy it. Still we want to introduce challenging content into the game. We're also aware the pacing of difficulty in the game isn't great at the moment and it's something we'll be looking to address. But we do also understand how some of you may precisely want to just relax with the game and enjoy not needing to sweat while playing it.

Our current thinking on this issue is that we'll aim to provide a reasonably paced difficulty throughout the game with challenging moments, and afterwards we'll introduce a story mode to accommodate for more casual play.
That wraps up our thoughts and feelings so this year. We’re aiming to push the Greywall update live in January, so stay tuned. For now, on behalf of our team I wish you all a happy New Year! And most importantly, happy gaming!
Regards,
Pura


As the year’s coming to a close, we wanted to wish you a happy New Year and take the opportunity to reflect on what we've achieved and what's still to come. 2023 was a big year for us, getting our game out in early access was a great milestone and we’ve been delighted by how many of you enjoyed playing the game and exploring its every corner despite its rough edges – thank you sincerely!
Reflecting back on our initial 2023 roadmap, admittedly a number of points still remain to be addressed and timetables have shifted a lot. The Ghost of Greywall content piece for example was thought to be developed over the summer, and though we pushed its warmup quest in September, we’re in the midst of developing it now.

On the other hand, other priorities outside the roadmap have occasionally risen during development, and from player feedback, and that's okay too. We're still optimistic we'll be able to transition the game out of early access within the first half of 2024 and should that plan change, we'll let you know.
So what new has risen since we begun early access? In our development we've started focusing much more on creating higher quality questing experiences. When we begun early access, high quality questing only really existed while doing the main story. Though we did have plans for some deeper, separate story lines, the reality of side quests was "kill 10 rats" or "bring 10 carrots". We'd like to think every quest (almost) we've introduced since has a bit more than that going for it, and moving forward we'll aim to create the feeling of 'if you're going on a quest, it should feel like going on a quest!' as much as possible.

That’s not to say we aren’t happy to add mundane tasks to the world too, but we’ll be making more of a distinction between “tasks” and “quests”. We're planning to tie the tasks, such as 'please help me with thing X', with the achievement system we've been working on. For example, helping the denizens of a village like Aurfield with their tasks (please help me with my beer shipment, please I need cabbages for my soup...) will contribute towards earning an achievement (Friend of Aurfield), which will also allow you to claim rewards in game, including a special currency that may be spent at achievement content related shops.
Behind the scenes we've also managed to improve our custom tools and processes to help us work more efficiently in many ways with what is ultimately a very small team. Consequently we're better equipped to deal with technical issues / performance in the game. For example we're now planning to slowly rework most houses with new fully in-house (pun intended) produced sets of 3d-models that ought to significantly improve performance around cities and their surroundings and eradicate issues of getting stuck while pathing inside houses.


Now onto the main attraction - if you've made it this far - the subject of our next, imminent game update! We’re currently working on the Greywall Dungeons, a more perilous area than any other on the map thus far. It will be accompanied by a rather meaty quest (one that should really feel like an actual quest), and will culminate in facing off the source of a dark curse that looms over the dungeons – the Ghost of Greywall!
The Ghost of Greywall will be the largest individual quest we've done so far and the dungeon area itself should feel quite nice and large as well. A few small sidequests will also be included, there'll be new loot to grind for and new powerful items and consumables to craft. The final boss in Greywall is going to offer a new challenging fight in a similar vein to the end of the current main quest.

We're aware some of you have expressed frustration with regards to that fight's difficulty, while others enjoy it. Still we want to introduce challenging content into the game. We're also aware the pacing of difficulty in the game isn't great at the moment and it's something we'll be looking to address. But we do also understand how some of you may precisely want to just relax with the game and enjoy not needing to sweat while playing it.

Our current thinking on this issue is that we'll aim to provide a reasonably paced difficulty throughout the game with challenging moments, and afterwards we'll introduce a story mode to accommodate for more casual play.
That wraps up our thoughts and feelings so this year. We’re aiming to push the Greywall update live in January, so stay tuned. For now, on behalf of our team I wish you all a happy New Year! And most importantly, happy gaming!
Regards,
Pura

