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Spire of Sorcery (Limited Early Access) News

V196: QoL updates, new token, revised events

Version 196 is now available on Steam.



Changes:
  • Protection spell (levels 1-2-3) updated
  • Damage spell (levels 2-3) updated
  • Fire, Frost spells updated (levels 2-3)
  • Drag and drop, as well as click and click, now both work in Character Profile/Inventory and during encounters for moving elements to spell formulas
  • events with Gigglers (seasoned, offspring, adult) are now updated: all actions are now multi-turn, as we get ready to add indication of intended target; all creatures are now easier to destroy, as we're looking at less grind and more impact; Giggler Offspring now use new "power" tokens (see below)
  • the "Victory!" notification now has a new visual, thanks to our concept artist
  • "Spell boost" mood trait changed, and now uses new "power" tokens
  • There's a new token in the game: "power", it duplicates the next token issued by its owner; it started as a way to better expose "Spell boost" trait and in the end we used it with the opponents, too
  • the game now starts faster as we optimised loading
  • the game had a bug with windowed mode, this is now fixed
  • when the game crashes ("NullRef"), it now shows a notification window recommending a restart
  • when opening a Spellbook, the character who opens it is now highlighted, as we prepare to transition to individual Spellbooks which will differ from mage to mage
  • you can now scroll map by moving the mouse cursor to the edge of the screen (hurray!)
  • all new maps are now validated for completion, i.e. you should not experience any maps when important quest locations are inaccessible due to mountains

Due to significant changes, saved games from the earlier versions are not compatible with version 196. Sorry about that!

Have a great weekend, everyone, and thanks for all the feedback during Steam Next Fest!

/ Team CO

Demo arrives on June 16

The last two weeks we've been working hard on preparing the game for Steam Next Fest and managed to complete a number of new features – including updated visuals (new shadows!), the campaign mode (yes!) and a basic tutorial (whoa!).

The latest version is ːhypnoheartː already available ːhypnoheartː under the Limited Early Access program here on Steam since last night, just make sure to update the build in the general branch (no betas).

Below is a quick tutorial that introduces the basic mechanics step by step, we hope it helps!

[previewyoutube][/previewyoutube]

V193: Driving forces, Engage/Examine options and new looks for two gigglers!

[h2]21ST CONSECUTIVE WEEKLY UPDATE![/h2]

This week's update to version 193 is the 21st consecutive weekly update that we shipped since we got back to regular updates back in December. Sometimes we're late with recording the video, or typing up the notes, but we've never skipped a week over the last 5 months – and that's saying something about our commitment to this game!


[h2]MULTIPLE MAPS[/h2]

With Steam Next Fest around the corner now, we spent the week on implementing the campaign mode (which features multiple maps; the demo should ship with a few introductory, simple chapters ahead of the current Prologue). The campaign mode is not finished yet, we'll continue with it next week.


[h2]STEAM NEXT FEST[/h2]

From June 16 through June 22, Spire of Sorcery's playable demo will be available as a part of Steam Next Fest. This means that everyone will be able to try the current version out, and praise or blame us accordingly. Exciting times!


[h2]GIGGLERS GOT FINAL VISUALS![/h2]

We used to have 3 different types of gigglers, but only 1 of them – the adult creature – had a proper visual, the other 2 were sketches. Now we've finished the whole set, and the new visuals are in the game. Here's the seasoned giggler and the giggler offspring in their full glory –



[h2]INTRODUCING: "DRIVING FORCE"[/h2]

The campaign of the game is structured around score points and we have 3 different types of scores:
  • Revenge
  • Justice and mercy
  • Power and knowledge

Score points are received during events, and are then spent on the upgrades at the Spire.

Each character now received a corresponding "driving force" which determines the path that they pursue in life. If your party makes decisions that align with the character's driving force... they will be happier to be with you.

In this version, you can spot the driving forces in the initial character mulligan as well as in character sheets. More exposure is coming with the moral choice stories, which we'll work on next week.

This character's driving force is "Power and knowledge" (check the banner in the top left corner) –



His life path is "Justice and mercy" –



And this guy's hell-bent on revenge –



[h2]"EXAMINE" FEATURE FOR PASSIVE OBJECTS[/h2]

You can now "examine" passive objects (e.g. emptied barrows, deactivated nodes, etc.) and get a bit more information about what they are. This is us getting ready to introduce into the game signposts, artefacts and other objects that you cannot engage with, but which carry lore or quest information.



[h2]"EXPLORE" FEATURE FOR ENCOUNTERS THAT ARE NOT AGGRESSIVE[/h2]

Earlier, when you stepped into a hex that contained a non-aggressive encounter such as locked chest or a dead body, the event would auto-start. Now we display a menu that allows to skip the event and just remain in the hex (for example, maybe you're in a bad shape and don't want to jump into another challenge right now). A small thing, but a big improvement in user experience!



[h2]UPDATED CHARACTER CARD FOR CONCOCTING AND COOKING[/h2]

Another small quality of life improvement is the updated card of the appointed alchemist or cook, which now displays Endurance/Fatigue as well as puts number of items to be produced and the expected cost in Fatigue right next to each other. Coming up next: a better way to choose the alchemist or cook. We know there's the potential to make it more convenient, and we'll improve this.



[h2]UPDATED DISCOVERY RULES[/h2]

We haven't gotten around updating the Encyclopaedia properly, but we fixed something else: now, whenever you own an item, you immediately know its effects! Earlier, you had to try to consume or use it once, to uncover these. We thought it wasn't too fun with rare items – to craft, say, a valuable bomb only to consume it in order to discover its cosmetic effect. And it was even more of a case with the stat-improving substances!



[h2]HUNGER NOTIFICATIONS ARE IN![/h2]

Earlier, we issued no notifications when the party began to experience hunger (or starve). Now there's 3 notifications: 1 day prior to hunger, on the day when the party goes hungry and on the day when the party becomes to starve.



[h2]CHANGE IN DIGESTIVE SYSTEM[/h2]

Earlier, when characters consumed items whose toxicity exceeded their digestive system, the characters would get 1 token of poisoning. We changed this to getting 1 token of Infection, which is a more versatile penalty.


[h2]WHAT'S NEXT?[/h2]

We've got barely 3 weeks until Steam Next Fest, so we're going to prioritise the most essential features for the next few builds.

There's over 60.000 players who currently have Spire of Sorcery on their wishlists and we'll try our best not to disappoint them!

Campaign map with several maps, easier introductory chapters and an updated Rulebook are high on our list. Also, next week you will see 2 more final visuals for the creatures: the Rageful shadow and the Sorrowful shadow are nearly done.

See you next Friday!

V192: Updated core mechanics, new VFX/SFX – 4 weeks to Steam Next Fest!

With a month left until Steam Next Fest, we started working on the campaign and the first introductory chapters. We currently aim to have 5 chapters in the demo, with the first 4 introducing the basics and the 5th being an updated version of the current Prologue. In this week's update, as well as with the next week's, you'll see a bunch of design adjustments happening all at once as we dust off design notes taken during the last few weeks and roll them into the build. There's also a steady stream of new visuals and sound effects. Buckle up!



[h2]STRUCTURAL CHANGES IN CORE MECHANICS[/h2]

The biggest changes from this week's update:

Damage tokens are no longer removed at the end of the encounter, but remain with the characters.



When Damage tokens exceed character's Health stat, the character doesn't die but rather gets a new injury; injuries are now all permanent, and can only be treated at the Spire.



When Fatigue tokens exceed character's Endurance stat, the stat is reset while 3 Damage tokens are issued at once.



Fear tokens are no longer removed at the end of the encounter, but remain with the characters.



When Fear tokens exceed character's Courage stat, the character gets -20 mood (and retreats if this is in encounter).


[h2]SMALLER CHANGES IN MECHANICS[/h2]
  • Damage token used to issue extra Fear if owner already had Fear, this is now removed.
  • Accumulated acid no longer rolls dice to issue "Acid burns" at the end of encounter.
  • 1 Damage token that comes through, will remove 1 Restoration token if the target had any.
  • Restoration tokens no longer remove Damage at the end of the encounter, but rather 3 Restoration tokens at the start of the turn remove 1 Damage token.

[h2]CHANGES IN SUBSTANCES, COOKING & CONCOCTING[/h2]
  • Bloodplaster, which used to remove one injury, now removes 3 Damage tokens
  • Throatburner now removes 3 fear tokens, in addition to the other effects
  • The base cost of cooking and concocting is now 2 Fatigue (was: 3)

[h2]CHANGES IN THE MAP OF PROLOGUE[/h2]
  • The map changed size, it is now more narrow
  • There are fewer aggressive creatures seeded in the initial opponent parties
  • There are no aggressive parties seeded in the immediate area at the start of the chapter


The chapter starts with 3 characters (was: 5)



2 additional characters are now available through activating the Anomaly objects


[h2]VISUAL UPDATES[/h2]
  • Reflection, Protection, Blindness and a few other tokens got their own dedicated animations that play when a target receives the token.
  • There's a good dozen of new sound effects, mostly for consuming specific items
  • Several locations that can be destroyed during encounter (e.g. Giggler Haunt, Abandoned Palace, Anomaly) now have their "destroyed" versions which are shown on the map after the successful encounter (was: we showed the same object, whether it was active or no longer active)

[h2]WHAT'S NEXT?[/h2]

Next week, we'll ship updated visual assets for a few creatures (our artists worked on them this week). We also did preparatory work on the upcoming updates to Rule book, Lore book and Discovery book (we're splitting the Encyclopaedia into these three, for better focus). And we have a number of event changes that we'll roll in, as one package – from what you can do with specific objects and creatures to how much loot (and what sort of loot) do you get from each type of encounter. All eyes are on the Steam Next Fest now – we're doing our best to prepare the game for new players to try!

V191: Token animations, full set of cooked food visuals and portrait changes

We had a really productive week and managed to ship a whole lot of improvements across every part of the game: from updated mechanics to new illustrations and new sound effects, and to changes in core user interface.

[previewyoutube][/previewyoutube]

[h2]PREVIEW KEY INFORMATION ABOUT TARGET IN A TOOLTIP[/h2]

Earlier, to understand what you can do with an object (e.g. Abandoned Palace) or an opponent (e.g. Sorrowful shadow), you had to click with the right mouse button to access Encyclopaedia – while the object/opponent themselves had no tooltips. Now, every object in encounter has a tooltip that details what can be done with it and what are the expected consequences:



In the example above, you can see that 3 Dispell tokens will lead to destruction of the spitting demon, as well as loot; while 6 Frost or 2 Damage will result in destruction only (the option to see full details by clicking right mouse button still remains).


[h2]MORE TOKENS NOW HAVE ANIMATIONS IN THE ENCOUNTER[/h2]

A few versions ago, we started to introduce token-specific animations, to make it easier to understand when a token comes through to the target. By now, we already have draft or finished animations for nearly ten tokens. Here's how Fire, Flash and Damage look in 191:







[h2]TOKEN MECHANICS NOW SHOWN AS LINES ABOVE TARGETS[/h2]

A major transition that we did in this week's version is replacing token mechanics shown as animations (e.g. two tokens clash, a new token flies out) with token mechanics shown as lines above the target. It speeds up the process, and mirrors the game log (which remains accessible for anyone who wants to check "what happened" step by step):



In the example above, you can see Fire converting Acid into additional Fire. Earlier, we would display the conversion as animation over the target, and only then issue the resulting Fire. Now we immediately issue Fire, while logging the conversion in the line above the target.


[h2]ALL COOKED FOOD ITEMS NOW HAVE THEIR OWN VISUALS[/h2]

Whether you're cooking skewers of slugs with wild berries or locust balls with a coating of slime, we now have the visuals to match your recipe:




[h2]CHANGES IN VISUAL EFFECTS FROM CONSUMPTION[/h2]

We re-worked most of the visual effects from consuming items. As before, when you consume something which is meant to be consumed – such as "Refreshing brew" – you get just the desired effect, but when you consume something which is not meant to be consumed as its main purpose – such as natural resources, or raw food resources – your characters will experience a visual change in their portrait.

See if you can find a way to turn your character's hair orange, or green; give them an eye patch; or grow a truly commander's moustache!




[h2]MINOR (OR NOT?) CHANGES IN MECHANICS[/h2]

Earlier, default cost of concocting and cooking was 4 Fatigue. Now it is 3 Fatigue.

Also, at the start of each new day, every character now loses 1 Fatigue – this is a temporary solution while we prepare to roll a new feature, called "Campfire" (it's coming once we finish with Steam Next Fest).


[h2]WHAT'S NEXT?[/h2]

Our plan for version 192 revolves around the changes in map, and in events: as we're nearing the public demo date, we want to make the chapter that will be available in the demo a bit less punishing, and a bit easier to understand. This will involve a number of experiments that we'll run during the coming week.

Have fun, and see you next Friday!