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December 2023 Development Blog

Greetings,

As 2023 comes to a close, we wanted to end the new year celebrating not only the team behind this amazing world, and their amazing accomplishments, but to take a moment to thank the community for your continued support and feedback. We are so grateful and excited for you all to learn more about the rich world and characters the team has created. We have a bunch of updates in our October and November Developer Updates, be sure to check those if you have not, and rest assured we will have some big news and fresh looks coming in early 2024!

We asked our team two simple questions:

What is something you are proud to have accomplished this year? What are you looking forward to in 2024?

“I’m really proud of the entire team for the amazing work they’re doing, our new website and to be a part of this amazing project that we’re all very passionate about. I’m looking forward to sharing more information about the game with all of you and checking out your reaction when you see everything new!” - David Castella, QA Analyst



“I've had a great first year with Ganymede and I'm proud of all the different UI systems and little parts of polish I've gotten to add to the game. I've really fallen in love with the project and its nice to say that I've gotten to add and leave my mark on such a great game. In 2024 I'm really looking forward to sharing our universe with the community and seeing everyone's thoughts on the game, the world, and the changes we've made since the demo!” - Niall McCoy, UI Engineer



“My first year with Ganymede has been a truly wonderful collaborative experience. On a personal level, I feel a sense of accomplishment in shaping the game's musical identity. I'm particularly excited about the blend of diverse styles and bespoke instruments that portray the journey of our heroes on Wolf Prime. I am really anticipating the moment when players immerse themselves in the score, their responses have undoubtedly contributed to the evolution of my musical exploration for the game's original soundtrack.” - Karim Douaidy, Composer

[previewyoutube][/previewyoutube]
“In 2023, we turned concepts, sketches, code, and written words into a living, breathing universe. Bit by bit, we wrenched Xenotheria into being, and I’m really proud to have been part of that. I’m equally excited about 2024 because it will be the year all that effort comes to fruition: the year we share Xenotheria with the rest of the world.” - Tod Lancaster, Writer



“There are so many things to be proud of about the work we’ve done this year. We got to show everyone a taste of Xenotheria with our Steamfest demo, and we received great feedback from the community! Since then we’ve been working hard on new characters, enemies, levels… It’s shaping up great and I’m proud of all the cool work that’s going on at Ganymede, but most of all I’m proud of this team. Next year I’m hyped to see in the game every piece of content we’re creating, and getting to finally share with everyone this game that inspires so much in us.” - Felipe Cassina, Game Designer

I'm happy with the progress the game has made in 2023. I like to look back at the previous build and compare it to what we have now. 2024 will bring a lot of interesting things to the game and I'm looking forward to sharing it with the community. - Georgy Dukhnov, 2D Animator

“I've enjoyed my time with Ganymede and working on Xenotheria together. I think the visuals and storytelling we are cultivating are really fun and adventurous. I chose to join Ganymede for a good reason and I think the game has really great potential to be loved and enjoyed by many. Looking forward to what we create in 2024.” - Patrick Hailla, 2D Environment Artist



“I’m proud of the world we’re building and the visual quality we’re pushing for as a small indie team. I look forward to creating exciting new biomes next year and above all to see players explore and enjoy the game world that we’ve worked so hard on!” - Sam Heisler, 2D Environment Artist

“I'm very proud of our open communication as a team, and how well we've come together as a group to tackle issues. Whether it's design, bugs or feedback, the collaborative spirit has been very strong. It feels like the team has really hit its stride, and I'm certain the coming year will see us taking even larger ones! I'm most looking forward to working on the new biomes, and whatever strange or squishy creatures might live there…” - Paul Drauz-Brown, Audio Designer

“I think what I'm proud of the most is... well it's hard to narrow it down to just one thing. There's many. I'm proud of the work I've been able to do with the team, I'm grateful for the opportunity to learn and grow as an artist, and all of that is in large part to the amazing breadth of content, information, and lore to draw from when getting to work on the characters, and creatures of the Xenotheria universe. It's awesome to be surrounded by a team who is so passionate about this project.” - Chris Gardula, Character Artist and Hype Man



“I'm proud of everything we've built - gameplay, art, workflow, but for me personally the biggest achievement was creating all the tools that allow us to easily create new mechanics. I'm looking forward to new challenges. Also, I can't wait to read player reactions to this game.” - Kamil Maslanka, Gameplay Engineer

“Being a part of this amazing team, scattered across the globe, as we craft this incredible game has been an absolute joy. It's more than just work; it's a shared passion that brings us together. The magic happens as we pour our hearts into every pixel and line of code, watching our creation evolve and improve. I'm bursting with pride when I think about the game we've built – a result of late nights, shared laughter, and endless dedication. We've created something special. And you know what? The best part is yet to come. I can't wait for the day when we get to share our game with real gamers, witnessing their excitement firsthand. The pride I feel now is just a glimpse of what's to come, and I know it'll be even more amazing when we connect with gamers and see their faces light up. Here's to the journey we've shared and the countless moments that have made it all worthwhile.” - Aydin Gurer, UX/UI Artist

“I'm proud of the new trailers we released, upgraded Steam page, and that we landed a publishing deal in a drought period of funding! In 2024, I'm most looking forward to shipping the game and seeing the community's reaction to the story, characters and world the team has built!” - Rob Thompson, Co-Founder & COO

“I'm proud of the team we built and the partnerships we have built. Our tenacious group is committed to delivering value to our players.” - Jerry Prochazka, Co-Founder & CEO



Thank you again for the continued support and we are beyond excited to bring you further into the game and the adventure on Wolf Prime. Happy Holidays and Happy New Year!

- Rob


"In the grand scheme of things, we're just cosmic dust with attitude." - Norton

November 2023 Development Blog

Greetings,

As we begin wrapping up the year, we’ve received really great feedback on the October Dev Blog interview with our narrative writer, Tod Lancaster. Because of that positive response, we wanted to give you an inside look at our character art and the process of taking a character from concept to fruition. We asked Chris Gardula, the talented concept artist behind the characters of Xenotheria, to sit down for an interview. He’ll be taking you through his process and showcasing some of the fantastic art and design work you’ll see in Xenotheria.



In case you missed October’s blog, Ganymede Games has entered into a publishing agreement! This development brings several immediate benefits and will help us in solidifying our efforts toward a full launch in late 2024. Also featured in our October blog was our new Steam Page Trailer, which we have linked below.

[previewyoutube][/previewyoutube]

With that, let's jump into our interview with Chris!

[h3]Interview[/h3]

Q: For our first-time interviewees, our initial question is: what was your background prior to joining Ganymede Games, and what are some of your other interests?

A: I worked at a small game company here in Australia, and studied Illustration at university. However the curriculum here was fairly limited so I was mainly "self-taught": just being a part of as many communities as I could, hanging out with people that also made art, being able to get feedback from others, doing online tutorials, mentorships, courses, stuff like that.

Apart from that, I love MMOs and ARPGs, probably my two favorite genres, and old-school FPS like Quake and Doom. I grew up with games like Diablo, Doom, Quake. I think the original Doom was probably the first game I ever "played," by that I mean I would watch my older brother play while I constantly looked over my shoulder and down my hallway for those pesky Hell Knights and Cacodemons. A couple of other random tidbits: my favorite artist is probably Zdzisław Beksiński, and I love Calvin and Hobbes. I'm a nerd, and I love to paint.



Q: Hell Knights and Cacodemons are visually stunning, so I’m not surprised they made an impression on you. I think the Runshaka in Xenotheria are equally memorable. Can you walk us through your design process for Brit and Grit?

A: Our writer, Tod, and our designer, Felipe, will work together to create a backstory for the characters, their relationship to one another, their relationship to any established groups in our game, and a moveset that is exemplary of their traits, or any kind of mechanical aspect that we want to test the player with for that particular encounter. I'll take that rich bed of information and let it cook in my noggin.

Usually I start with gathering some reference. Pinterest is my best friend. Or sometimes, if I'm feeling particularly inspired by the material, I'll start sketching right away. However, I'll consult references at any point during the process. With Brit and Grit, it started with some rough sketches, focusing more on suggestive detail and silhouettes. That was presented to the team, and I then moved to refining Grit and created the second batch of concepts based on that feedback. The second round primarily focused on working within the decided-upon silhouette and experimenting with different outfits. Once an outfit had been decided, we moved on to color palettes, and then the final rendering and formatting for animating. And it was the same process for Brit as well!

The portraits were done basically the same way. Some gestural sketches for how they'd be posed in dialogue, and once the pose was decided on, I'd go straight into rendering the in-game portrait. Throughout the rendering, I'd post updates to get feedback on if anything looks incorrect or needed to be adjusted; always good to get a fresh pair of eyes when you've been painting for several hours a day! And then, of course, the most important and frequent part of that process is the regular existential crises about my ability as an artist.



Q: Beyond broader stylistic influences like Beksiński, can you elaborate on how and where you find specific inspiration for characters, and how their personalities and motives fit into that process?

A: The first place I find inspiration is just the source material itself. Tod does an awesome job of describing all of our characters in really rich detail, so there's a great amount of information to draw from. Sometimes, there's just this random bit of information that he's put in there that I'll be reminded of during the process that can take that design and elevate it, or perhaps that little piece of information won't feed directly into the design but spark an idea that can be executed through gameplay or dialogue. And it's also just my own experiences in life, and the joy of what I've played, read, watched that I want to express in the game. Maybe Tod has written some description for a character that reminds me of something I watched, or perhaps Felipe has designed an ability that reminds me of another ability I saw in a different game, or it reminds me of a magic card, or maybe it reminds me of a bug that I saw while on a walk yesterday.

It's a deeply collaborative process, and that's what is so exciting about it. I think we all put in pieces of ourselves when we create, and so that's a huge source of motivation for me, too. I've already convinced the team a few times to put certain things into the game either in dialogue, or naming a creature that are references to funny jokes I've made among friends. Now, no one else will really get it, but it makes me giggle. I think that's kind of at the heart of it. It's not just the richness of the material, but the passion I feel from Tod, and Felipe, and everyone else also working so hard to make our game look, sound, and play as good as possible, and all the other things in my life that I love.
As for the personalities of characters like Brit and Grit, and how they fit into that process, it just goes back to getting feedback from the team. Perhaps I'll have an idea that doesn't really fit with what Tod or Felipe might have had in mind for a character, and that informs the next step of refinement, or perhaps it'll spark something new, in which case it also informs the next step of refinement!



[h3]Conclusion[/h3]

Thanks Chris, for giving us some insight into the characters that make up the rich world within Xenotheria. I think your answers also prove to illustrate the love you have for your work and I hope players will see that in our characters. We are so excited to have our community along with us for this journey and cannot wait to unveil the world this team has been hard at work on!

We hope you’ve enjoyed the inside look at some of our designs and would love any feedback in our Discord. We’re looking forward to sharing more next month and in early 2024 about the release date, our publisher, and more!

- Rob

"Expect the unexpected, especially when it's inconvenient." - Norton

October 2023 Development Blog

Greetings,

As we embrace the spirit of Halloween, we’re delighted to share some exciting updates. First and foremost, we are thrilled to announce a significant milestone in our development journey. Ganymede Games has entered a publisher agreement for Xenotheria! This has a couple of massive positive impacts for our development, including more funding and the ability to scale our team as needed to improve our workflow.

The second item we can share today is our new release plans. As a result of our publisher agreement, we will no longer enter an early access phase. Instead, we will continue development until our full release in late 2024. The immediate benefits of this new timeline means that we are able to create a more complete gameplay experience for our players and have a bigger launch than ever before. We hope your excitement for Early Access transitions with us into our official full launch.

Thirdly, we also have a new Steam page trailer, check it out for some new gameplay clips. Once again, thanks to the team at Radikal for their hard work on the new trailer.

[previewyoutube][/previewyoutube]

Finally, as a special treat for our dedicated community, we invite you to delve deeper into the narrative journey of Xenotheria. Join us as we sit down for an insightful interview with our narrative writer, Tod Lancaster.

Read on below, and let the excitement for 2024 commence!

[h3]INTERVIEW[/h3]

Hey Tod, thank you for sitting down with me. My first question is on your own history. What was your background before you started at Ganymede Games?


My writing background is varied. I started out studying journalism, but I was sidetracked by the film industry, where I produced two feature-length documentaries and my own no-budget feature film, along with a handful of spec screenplays. But science fiction has always been my first love. I grew up on it, and I’m currently polishing my debut novel, the first installment in a mythical post-civilization trilogy. So when the opportunity to write a sci-fi video game presented itself, I didn’t have to think twice. So far, it’s been an exhilarating journey!

It has been! My first narrative question for you is about the themes of our story. We know Xenotheria is incredibly character driven, I’m wondering if you could share some details on your process of weaving these different characters together to emphasize the major themes of our game?

Sure, Anton! I’ll pick one of the main themes of our story, which centers around unity and cooperation across differences. Our party of heroes is composed of different species that have historically been at war with each other. Now they face a common existential threat, and their survival hinges on their ability to work together. This theme is not new, but it holds special relevance in today's societal climate.

To your question about my process regarding themes and character: a good theme serves not just as a compass that guides the story and its characters toward a meaningful goal, but also as an evolving framework that adapts as the characters grow and the story progresses. In other words, if the theme is too rigid, the story risks becoming stilted and uninspiring. The characters must be authentic, multi-dimensional individuals, each with their unique voices and motivations. Unity might be the prevailing direction, but the journey should not be linear.

As you mention, the framework of Xenotheria’s themes adapts to their character’s growth. To spin that concept back onto yourself, what’s changed the most about this story over 2023?

Perfect question, because it was at the beginning of 2023 that we went from outlining the story and characters to actually implementing everything through dialogue, comments, and quest logs. When that happens—when all those character briefs and story outlines get distilled and plugged into a working build that team members start playing—it’s like a grenade going off. Everything changes. Some “brilliant” ideas fall flat, while ideas you almost discarded really hit.

As a writer, that’s the scary part. A video game is not like a novel, written in a vacuum. The environment is more like a newsroom, a collaborative grinder where everything you create is passed around, scrutinized, and evaluated. That probably sounds gut-wrenching to many writers, but it’s actually energizing.

Sounds pretty inspiring then. Speaking of which, what’s inspiring you while you continue to write Xenotheria? Are there other narratives you draw from?

Externally, the archetypes in our story are so embedded in our cultural psyche that there is no shortage of inspiration. The group quest is well-trodden ground, from Seven Samurai to the Lord of the Rings to Avatar: The Last Airbender.

Internally, though, my greatest inspiration comes from the evolution I just talked about: from watching a blank canvas transform into a fully realized world. I don’t just mean the writing, either. I mean the work of the entire team. There’s nothing more invigorating than when Sam, our lead environment artist, draws a location based on a brief I wrote, or when Chris, our character artist, draws a character and Georgy, our animator, breathes life into it. Then the other team members inject their creativity and expertise, and we end up with a finished product that eclipses the contributions of any single member. The whole process is incredibly inspiring.

Writing for a video game is a whole different ball park. Especially since Xenotheria is an RPG. What have you learned about writing during this process, and how is that reflected in the game?

It’s true that video game storytelling is different, but it’s not that different. It has more moving parts than a novel or a screenplay, but at its core, it’s still a story. And since Xenotheria is a fixed-story RPG, it’s fairly linear in the same way as a novel and movie.

That said, there is a lot more writing that goes into a video game than just the story. There is a sprawling web of secondary documentation involved, some of which is used internally and some of which will probably end up in a codex or an online wiki.

I suppose the difference that is most obviously reflected in the game is our ability to plug the story and dialogue in a playable beta build. Fairly soon after something is written, I can experience it as a player would. I can see what works and what doesn’t, and I can adjust accordingly.

With the lore being setup and established for the world of Xenotheria, what do you think players pay attention to as we head towards release?

There are many compelling gameplay elements that will draw players to Xenotheria, but from a narrative standpoint, I think the most captivating aspect is the enigma surrounding the great cataclysm at the beginning of the game. Why does everything in this planet’s orbit suddenly get pulled to the ground? What sort of entity could exert a force like that, and what does all this have to do with the now-extinct race of beings that used to inhabit the planet?

To return to our discussion of themes, this planet-wide mystery has to be solved by a small group of average individuals, each of whom has deeply personal reasons for undertaking the mission. It’s one of the most enduring themes in human history, from Thermopylae to World War II: the idea of ordinary people rising to confront extraordinary events.

Thanks Tod. Great talking with you!

[h3]CONCLUSION[/h3]

In conclusion, the future of Xenotheria is brighter than ever. With our exciting publishing agreement and a release date set for 2024, we are more excited than ever for what lies ahead. We will have plenty of more details to share in the coming months, including more details about Xenotheria, more details about our publisher, and eventually more details about our launch plans.

If you enjoyed this one on one interview, be sure to let us know in our discord server. We’d be happy to make this a regular thing where we highlight our employees and the work they’re contributing to Xenotheria.

Stay tuned for more updates, as we continue to evolve and expand the Xenotheria universe. Thank you for being a part of this exciting journey with us.

And on behalf of Ganymede Games, Happy Halloween!

-Anton

Sept 2023 Development Blog


Greetings Xenotherians,


It has been a few months since our last Xenotheria update. Following our Next Fest Demo, we have been hard at work integrating player feedback into Xenotheria and expanding the initial levels of the game.


One of the standout aspects of Xenotheria is our game’s art direction. Since Next Fest, we’ve expanded our art assets to new heights. Additionally, we've been fine-tuning gameplay, continuing to refine our cards, and completely overhauling our UI and options menus. These past few months have been incredibly productive, so let's dive deep into the array of features we've been actively developing.

[h3]A New Look at Familiar Faces:[/h3]



Our current goal is to distinguish our dialogue scenes from our combat scenes. In the demo, we initially used the same avatars for both types of scenes, but this approach didn't effectively convey the depth and emotion we desired in our dialogue sections. To address this, our character artist, Chris Gardula, took on the task of crafting visually captivating and more immersive character portraits specifically tailored for our dialogue sequences.


The screenshots above and below offer a behind-the-scenes look at how Chris developed these character concepts.



We've completed the remodeling of most of our existing characters and have integrated their portraits into the dialogue sequences we’ve made so far.



While there's still a substantial amount of work remaining on characters we haven't revealed much about, our team is enthusiastic about the artistic direction we've chosen for the dialogue scenes. We're looking forward to sharing it with you, and we hope you'll enjoy it as well!

[h3]New Environment Art and Building a Universe:[/h3]

Our Environment Artist Sam Heisler, has dedicated extensive effort to crafting the diverse levels and locations within Xenotheria. Over the past few months, our main focus has been on the opening levels of the game, referred to as the shipyard and the wolf's hollow canyon. The meticulous detail Sam has painstakingly infused into every part of these locations is truly remarkable.

It's worth noting that these screenshots merely represent a portion of the shipyard level, and Sam would probably point out that they lack any visual effects. Nevertheless, even without these effects, these scenes are undeniably captivating.



Our commitment to detailed environment art extends beyond just the isometric aspects of our game. This dedication to detail also carries over into our battle sequences. Here's a glimpse at battlefield background art before we overlay it with our battle grid and characters.



The meticulous detail in the isometric view also extends to this different battle perspective, showcasing Sam's talent. This attention to detail is key to building an in-game universe that feels meticulously crafted and meaningful.

Our objective at Ganymede is to create worlds that possess a distinct sense of space and a rich depth of lore. We're deeply committed to our storytelling, and this commitment extends beyond just the dialogue.



The image you're seeing here is the asset we've chosen for the town of Moros, which serves as the central hub in Xenotheria. Moros is where you'll encounter key story events, interact with quest providers, and purchase cards. We've invested significant effort into refining Moros, carefully considering every building, color, and size. The addition of crashed starships is a recent development, aligning the narrative more seamlessly with the game's visual elements. We intend to underscore the importance of narrative in the game's aesthetics, emphasizing its role in the overall gameplay experience.

[h3]New Card, Who Dis:[/h3]

In addition to character and environment art, Xenotheria also includes unique card art. I'll start by briefly showcasing some card art and then delve into more details about the gameplay elements.



Above is a sketch of Squig's hologram card, which we absolutely adore at the studio for a couple of reasons.

Firstly, the Holo Squiggles depicted with lifeless black eyes evoke a sense of eeriness. It's akin to the scene from Jaws where Quint describes the shark with "lifeless eyes, black eyes, like a doll's eyes..." For me, Holo Squig represents a chilling entity that Squig conjures whenever he utilizes his Holo ability. Our team loves this detail because it has indirectly influenced how we're developing Squig as a character. While we all see Squig as a noble and competent figure, it's fun to think that he isn't perfect at using all of his abilities.

Secondly, and likely more importantly, this card opens up exciting gameplay possibilities and assists our development efforts to make Squig a character with unique support abilities that reflect his engineering background.



Here's a preview of what the final card will look like, excluding the proper description and stats on the written portion of the card. One key consideration for our game designer, Felipe, is developing a creative strategy that maintains the uniqueness of each character while still allowing players to create their own combat approaches and builds.

We're satisfied with the core gameplay loop of Xenotheria, as demonstrated in our demo, but we are actively working on enhancing the role-playing aspects and player agency within the actual gameplay. In the past few months since the demo, our focus has been primarily on improving combat and introducing elements that enhance player engagement and overall enjoyment, whilst also further defining each character's abilities.

[h3]Jump Around with Movement Points:[/h3]

On a related note, we've shifted away from utilizing energy points for movement. Instead, we've implemented an individual movement points system for each character. For example, at the beginning of each turn, Squig will have a few movement points that allow him to move two spaces. Players must expend these movement points before initiating an attack; otherwise, they forfeit their chance to move.



To underscore the importance of player movement, we've introduced a feature that allows players to hover over an enemy about to attack and visualize their attack range. This preview provides valuable information, indicating whether a character should be repositioned or if a shield-bearing character should intervene to protect an ally. Similarly, you might need to relocate a character closer to an enemy to match the attack range specified on your card. These adjustments are crucial for fine-tuning a grid-based battle system.

[h3]New Baddies:[/h3]

Additionally, we've introduced new adversaries that players will encounter in the early stages of Xenotheria. The GSEC robots comprise a range of machines employed within the shipyard. When the gravitational anomaly strikes Wolf Prime, the crash-landed starships inadvertently activate their defensive protocol, leading them to mistakenly target Squig and Norton. These robots have been conceived by Chris and brought to life through animation by Georg Dukhnov.



These enemies possess a range of attacks derived from their original functions. In the screenshot provided, you can observe several variations, including the imposing Juggerbot and the more compact Spiderbots.

[h3]More Glowups, UI Updates:[/h3]

We received feedback from our demo regarding our previous UI system, with many players finding the menus somewhat overwhelming. Since then, we've overhauled our crafting, building, and upgrading menus, consolidating them into a single unified menu. This new design simplifies the process of managing your cards, tracking your current build, and identifying upgrade options. It streamlines the user experience, reducing the need to switch between multiple menus and making everything more accessible and efficient.



We've also introduced a much-needed options menu that gives you control over fundamental settings, including the pace of play to speed up animations between turns. These are minor quality-of-life improvements that we believe enhance the overall quality of Xenotheria, and we wouldn't have prioritized them without the valuable feedback we received from you all during Next Fest!

That concludes the in-depth discussion of the blog's elements. Below, you'll find a comprehensive list of the features we've been diligently working on over the past few months. These aren't in the current demo and are for our internal builds only, but they will give you an idea of what we're working towards,

[h3]Full List of New Features:[/h3]
  • Added point-and-click movement
  • Added options menu
  • Added autosave feature
  • Added the first 2 levels of the game: Shipyard and Moros
  • Added Mr. Squiggles card to Squig’s collection
  • Added new enemy units: GSEC Drone, GSEC Spiderbot, and GSEC Juggerbot
  • Added UKH’S SHOP to buy new blueprints to craft
  • Added tooltips to keywords in menu descriptions
  • Added feature to preview enemy attack ranges
  • Added movement points (MP) system:
  • Movement no longer consumes energy.
  • Each character has a personal MP pool
  • Characters can move as long as they have MP left.
  • Using an ‘Attack’ card causes a character to lose all remaining MP.

[h3]Full List of Modified Features:[/h3]
  • Changes in Wolf Hollow dialogues
  • Changes in Wolf Hollow level topography
  • Changes to Wolf Hollow enemy abilities
  • Multiple changes to card effects
  • Changed how evasion works
  • Changed character dialogue assets to 2D character portraits
  • Expanded attack intent icons and tooltips to provide more insight into enemy targeting
  • Removed ‘Cover’ status from entities. Now, any entity can work as cover from line attacks
  • Enemies will now move every turn after taking their actions
  • Changed ‘Block’ type cards to be considered as ‘Skills’
  • Reworked deckbuilder menu, now upgrades and crafting menu are accessed through each card in the deckbuilder collection view.
  • Updated tutorials
  • Implemented variable grid sizes in combats
  • Reworked quest log menu and objectives system

    Upgrades:

  • Players now must choose one upgrade from the available ones, they can no longer buy all of them.
  • Changes to some specific upgrades.

    Deckbuilding:

  • Character decks have been reduced from 10 to 8 cards each
  • Card copies have been reduced from 4 to 3 per deck.


[h3]Join Our Discord[/h3]

If you haven't done so yet, I strongly recommend joining our official Discord server. It's the best way to access screenshots, gameplay videos, character art, and more early. You also get to hang out with other Xenotherians and talk about our game or your other interests!

[h3]What’s Next?[/h3]

We have a lot of upcoming news to share in the coming months as we continue developing Xenotheria. Stay tuned for updates!

Oh, and make sure you wishlist Xenotheria on Steam and tell your friends about it too ;)

On behalf of the crew at Ganymede Games,

Anton, Community Manager

P.S. The rumors are true, Holo Squig is indeed evil.

Creator Showcase Live Stream

We're going live to highlight some content creators who've covered Xenotheria. Check out their channels and wishlist Xenotheria today!

https://store.steampowered.com/app/1454960/Xenotheria/