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Prometheus Wept News

A big "thank you" to pre-release testers & first update incoming!

[p]Hi there,[/p][p]I hope you're doing well! Thank you for your support and feedback to date - I'm getting close to releasing the first update to Prometheus Wept. It will be a small update to deliver a quality-of-life focused boost to PW, later today, or tomorrow. [/p][p]Things got a little hectic coming up to the early access release, and I'd like to take a moment to thank the brave pioneers who gave feedback and helped improve the game before it released on early access. It wasn't possible to address all feedback before launch, so I focused on stability, but I'll address more of your feedback in the near future. [/p][p]Given the complexity of Prometheus Wept, even with 1000+ hours of testing in a very methodical manner, I wasn't able to remove all the bugs. Your help massively improved the game, and I'm really grateful for that.[/p][p]Apologies in advance if I missed anyone, it's been a hectic time. If anyone who reported bugs or gave feedback would like their name in the credits, let me know how you'd like to be credited![/p][p]Talk soon,[/p][p]Daithi[/p][p][/p][h3]Additions:[/h3]
  • [p]Opening cutscene added. (Monty)[/p]
[h3]Bug Fixes:[/h3]
  • [p]Fixed an issue preventing the game from launching if the demo was installed. (Corwin)[/p]
  • [p]Fixed a game breaking bug, which prevents the rebellion storyline from advancing (LDi Cesare, Bernd)[/p]
  • [p]Fixed a bug preventing the main character from getting up after a defeat in combat (Might be Crusty)[/p]
  • [p]Fixed an issue which interupts player movement in real time. (Might be Crusty)[/p]
  • [p]Fixed drones being able to fire through certain parts of a wall. ( LDi Cesare)[/p]
  • [p]Fixed the UI dissappearing when the player interacts with a cyberspace node for the second time. (Bernd)[/p]
  • [p]Fixed options not updating when moving between tabs. (liessahl)[/p]
  • [p]Fixed friendly turret in Hec8 labs being added to battles it shouldn't be. (LDi Cesare)[/p]
  • [p]Fixed roofs being enabled when player characters are inside building (Bernd, LDi Cesare, Murkki017)[/p]
  • [p]Fixed doors opening to wrong position (LDi Cesare, Modron)[/p]
  • [p]Fixed an item container having an incorrect item (Bernd)[/p]
  • [p]Fixed issues around item saving and loading (Modron)[/p]
  • [p]Fixed objects in Sunny Pines allowing movement to the tiles they covered. (Murkki017)[/p]
  • [p]Fixed errors in the crafting system (Modron)[/p]
  • [p]Fixed not being able to attack servers after drones destroyed in Hec8 labs (Brigand231)[/p]
  • [p]Fixed an issue causing Zeke to teleport before a fight in the Drag. (Murkki017)[/p]
  • [p]Fixed an issue with inventory items disappearing (Modron)[/p]
  • [p]Fixed characters not appearing where they should (Murkki017)[/p]
  • [p]Fixed an issue preventing progress if you convince kindle to defect from the firemen. (Brigand231)[/p]
  • [p]Fixed an issue preventing progress if you visit the water plant after meeting Gordina. (Polydeuces, Modron)[/p]
  • [p]Fixed an issue with overwatch. (Modron)[/p]
  • [p]Fixed an issue allowing you to visit more search sites than you should, when searching for DR Kriesler. (Modron, Bernd)[/p]
  • [p]Fixed an issue with raising rebel faction morale. (Modron)[/p]
[h3]Quality of Life[/h3]
  • [p]Modified dialogue text to improve its visibility on Steam Deck (KezCrash)[/p]
  • [p]In character creation, you can now revert stats and skills to their original state (LDi Cesare)[/p]
  • [p]“Continue” button in dialogue is hidden when not used (LDi Cesare)[/p]
  • [p]Added a “Youtube Mode” to prevent any music tracks which might interfere with video monetisation being played. (Vlodril)[/p]
  • [p]Did a quick pass on optimising level load times. (Gloomseeker / Liessahl)[/p]
  • [p]Pressing space, or clicking anywhere on the dialogue panel now advances dialogue (Sneko)[/p]
  • [p]Adjusted position of difficulty select panel (Monty)[/p]
  • [p]Music volume starts lower (Monty)[/p]
  • [p]Increased size of current AP Text (Modron)[/p]
  • [p]Improved lighting in The Drag (Murkki017)[/p]
  • [p]Fixed objects highlighing in error on the character creation screen. (awg)[/p]
  • [p]Moved tutorial window so it doesn't obscure quest panel. (Sneko, Murkki017)[/p]

And... we're... live!

[p]Hi there![/p][p]It's been a hectic time in a long, long journey, but Prometheus Wept is now available! I hope you enjoy it and that it has been worth the wait. I've recently added pinned threads on short & medium term development plans, to better explain what's next for Prometheus Wept, so feel free to check them out.[/p][p]I'll be especially active on the Steam forums - I'm looking forward to getting your feedback and talking about the game. If you have any questions, comments, or suggestions, please leave a comment, or create a thread in the forums.[/p][p]Talk to you soon,[/p][p]Daithi[/p]

Prometheus Wept Early Access Launches on 13th June!

[p]Hi there-[/p][p][/p][p]I hope you're doing well! It's been quite the wait, and quite the journey, but good news: Prometheus Wept launches on early access on 13th June! Here's an updated introduction to the game from yours truly.[/p][p]For those not familiar, Prometheus Wept takes place on a near-future earth, some generations after an unprecedented cyber attack corrupts the majority of our digital technology. To make matters worse, capricious artificial intelligences have emerged from the corrupted computer systems.[/p][previewyoutube][/previewyoutube][p]Feature-wise, Prometheus Wept offers challenging turn-based party combat, simultaneous battles between cyberspace and the physical world, diverse quests, meaningful choices, deep character progression and an advanced crafting system.[/p][p][/p][p]The early access version offers the first act, where you will:[/p]
  • [p]Suppress an outbreak of violent insanity in a run-down fishing port[/p]
  • [p]Investigate an old-world lab controlled by a malevolent AI[/p]
  • [p]Befriend a sociopath with the ability to manipulate people's thoughts[/p]
  • [p]Lead the search for Sunny Pines' missing physician[/p]
  • [p]Decide whether to support or overthrow the leadership of a city-state.[/p]
  • [p]Drop a shark on a crazed fisherman's head[/p]
[p]I'm looking forward to sharing the game with you in the near future. If you have any questions or comments, please do let me know![/p][p]All the best,[/p][p]Daithi [/p]

A Belated Posting of the December Dev Log!

Hi there!

I realise it's been a while since I've posted an update on Steam, so I wanted to belatedly share the December Dev Log, to keep you up to date. In summary though, I took some time of testing to improve a few systems, mainly camera and morale.

[previewyoutube][/previewyoutube]

I've since returned to testing and completed the mission in Hec8 labs last week, and am currently working on the later missions for the game path where you ally with Sunny Pine's existing leadership against the rebels. I'm around half way through the food convoy escort mission, after which there is one small encounter, and then onto the militia finale.

Anyway, I hope you're keeping well, and if you have any questions, comments or suggestions, do let me know!

Prometheus Wept demo updated for the Steam turn-based RPG fest!

Hi again-

I hope you're doing well! A new demo for Prometheus Wept has just gone live for the Steam Turn Based RPG Event, and as a stepping stone to Early Access, which will hopefully happen before year's end. If you get a chance to check it out, it would be great to hear your feedback, so I can tune the game in anticipation of the early access release.

[h3]Small Encounters & Scene Dressing[/h3]
To date, I've added around 6 small encounters to the game. These help to develop the characters and setting, and often contain skill checks, or offer rewards. May of these can be resolved on the spot, but others, such as fixing Sunny Pines water treatment plant will require interacting with different characters on different maps.



I've also spent time dressing up the various scenes, partly with animated characters, partly with decorations. This didn't take a huge amount of time, and it feels like it helped quite a lot to make the game world feel more alive. I'd anticipate spending more time on this, prior to release.





[h3]Equipment Slots & New Items[/h3]
Equipment slots have been restored in the new demo. The number of these passive bonus-providing items you can equip is determined by your tech stat, and many of these items can be crafted, or found, at different quality levels. At present, there's Lightweight Footwear (move ap), speed loader (free reload), EMT kit (healing bonus), lock picking kit, and a few others. More will be added as development progresses.



Around 20 new items have been added to the game, mainly in the categories of firearm, melee weapon, equipment and skill magazines.



[h3]Perks:[/h3]
Around 8 new perks have been added for the updated demo, for a total of ~20. I'll aim to get this to 30-40 for early access, and would expect the final game to have at least as many as Vigilantes (approx 80).

[h3]Balancing & User Experience:[/h3]
I've completed a balancing pass on the game, with a focus on the loot available in each area, and the difficulty (lock picking/bashing) of acquiring said loot. I've also made it less click/time intensive to pick up loot dropped by enemies, and will continue to improve user experience as development proceeds.

As always, if you have any questions or suggestions, please do leave a comment and I'll get back to you.

All the best,

Daithi