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The Use of Life News

Update : Ver.1.0.04

Hello everyone,

Thank you playing The Use of Life!

Fixed a bug where save data was being reset in version 1.0.03.
We sincerely apologize for any inconvenience this may have caused.

Customers who updated to version 1.0.03 and had their save data reset, please kindly contact us via the inquiry page below for restoration assistance.
https://playism.com/en/contact/consumer/

Update : Ver.1.0.03

On December 16, we identified a bug where saved game data was being reset after updating to version 1.0.03, so we reverted to the previous version 1.0.02 at 6:00 PM on the same day. This issue was fixed in version 1.0.04 at 9:00 PM. We sincerely apologize for any inconvenience this may have caused.

Hello everyone,

Thank you playing The Use of Life!
We have updated the game to Ver.1.0.03, Here are the bug fixes and changes.

[h2]◆ Event Adjustments[/h2]
  • Adjusted the event when viewing Mashu's memories.
  • Adjusted the visual effects when using the Handmade Bomb EX

[h2]◆ Fixes[/h2]
  • Fixed an issue where the Path of a Demon achievement could be unlocked without meeting its completion requirements.
  • Fixed an issue where switching from Windowed mode to Fullscreen would result in Fullscreen being applied at a low resolution.
  • Fixed an issue where excesss HP or MP granted by Overflowing Mana/Life effects would be lost when changing weapons.
  • Fixed an issue where Vorf's Character Notes "Eternal Despair" showed incorrect text.
  • Changed the level cap for Curse to 30, as issues would occur when raising the level above 25.
    ┗ Under normal playing conditions, reaching level 25 shouldn't be possible but this change was made as a precaution.
    ┗ However, getting to level 31 and above will still cause bugs; this is considered intentional.

[h2]◆ Text Additions/Changes[/h2]
  • Fixed minor typos.
  • Added dialogue mentioning the Custom difficulty in gameplay hint messages.

We hope you continue to enjoy The Use of Life!

Update : Ver.1.0.02

Hello everyone,

Thank you playing The Use of Life!
We have updated the game to Ver.1.0.02, Here are the bug fixes and changes.

[h2]◆Additional Features[/h2]
  • Added a new Custom difficulty setting where players can adjust the difficulty level more freely.
    ┗ Enemy stats can be adjusted within the range of 50%~200%.
    ┗ Change the activation chance, charges, and healing amount of the Undying Curse.
    ┗ Choose between a fixed or random timing for perfect dodges.
    ┗ Removed the Test difficulty setting.
  • Increased the number of save slots from 5 to 20.

[h2]◆ Balance Adjustments[/h2]
  • Reduced the maximum HP of Giekes and desert lizards.
  • Lowered the flame requirements of certain dialogue choices in Chapter 1.
  • Raised the stat boosts of the Hero King Garb and added the effect Max MP+25.
  • Increased the Boost Gauge amount granted by the Booster item and added the effect Max HP+50.
  • Lowered the defense of Warding Armor.

[h2]◆ Fixes[/h2]
  • Fixed various typos.
  • Fixed an issue where players could start the next event before the chapter starts upon starting the final chapter of the Kohaku/Veronika route.
  • Fixed an issue where the HP lowering state in the Kudret fight did not work as intended.
  • Fixed an issue where Vorf's Character Notes "Eternal Despair" showed incorrect text.
  • Fixed an issue where the sumo match event did not have a STR requirement as intended.
  • Fixed an issue where Willed Blade had an almost 100% insta-kill rate in regular enemy battles.
  • Replaced the background of the first battle against a man-eating ogre with the appropriate snowy mountain background.
  • Fixed an issue where failing the counter in the final boss fight in Ending 4 would trigger the wrong event.

We hope you continue to enjoy The Use of Life!

Update : Ver.1.0.01

Hello everyone,

Thank you playing The Use of Life!
We have updated the game to Ver.1.0.01, Here are the bug fixes and changes.

[h2]◆ Fixes[/h2]
  • Fixed various typos
  • Corrected several localization issues
  • Fixed an issue where some items displayed translations belonging to different items
  • Fixed missing battle background asset that appears while crossing the Dragon Skeleton in The Promised Land
  • Fixed missing village image when choosing the route toward the village at Dawn Hill
  • Fixed an issue where Cursed Briars applied its effect for 3 turns instead of 1
  • Fixed an issue where the Berserker Bone was not applying its +1 CP effect properly
  • Fixed an issue where the QTE bar would stop moving if an enemy's Speed stat was reduced to 0
  • Fixed an issue where the "Change Weapon" function was not available from the start
  • Fixed an issue where equipment modifiers for Max HP/MP would disappear when stats increased during events
  • Fixed an issue where the previous BGM would briefly play when switching to a new track.

We hope you continue to enjoy The Use of Life!

Full Release Out Now!

The multi-ending adventure book style RPG, The Use of Life, has completed its Early Access period and is now officially released!
With this full release update, all endings and achievements have been implemented, allowing players to enjoy the complete experience.

After updating to the official release, story-related achievements will automatically be granted accordingly based on the endings you have already completed.
However, achievements related to extra challenges will require players to meet the conditions after the update, so we encourage players interested in fully 100% clearing the game to actively play and explore.

Over the three and a half years of Early Access Development, we refined and updated the game with the support and feedback from all of you.
This allowed us to create a game that delivers challenging choices, tense combat, and satisfying moments of accomplishments.
We are deeply grateful to all the players who supported and stayed with us along the way.


[h3]Message from the developer, Daraneko Games:[/h3]

Finally...finally, we are able to fully release the game.
It's been three and a half years since we initially released the game on Early Access, five years since the demo, and even longer if you count from when development first began.

This is the first game released under our studio name, Daraneko Games, but I didn't expect it to take this long.
My original plan as an indie developer, was to take some time to create small games, and develop a fan base, then release a full fledged game when I felt ready.

Even now, I still believe that approach is better when considering how to make a living as an indie game developer.
And more releases generally mean more fans and revenue.

...But still...it look longer than expected.
From a business standpoint, this wasn't ideal, however, from a creative standpoint, I think the extra time was worth it.

I've always wanted to create games that people will remember and talk about 10 or 20 years from now but, spending this much time shaping The Use of Life, has given me the confidence to believe that it could become that kind of game.
At the very least, I can say I aimed to create a "perfect 100 point game" for myself and having achieved that will positively influence my career as a creator.
While this game may not appeal to everyone, I'll be happy if it deeply resonates with some players.

.
.
.

......but that being said
There's also the reality of the fact that if the game doesn't sell well, creating the next project will be quite difficult.
What I'm about to say might be a little embarrassing but...

This game heavily depends on word of mouth advertising.
Here's the honest truth, we weren't able to do extensive event appearances or PR before release due to our limited budget. Therefore, The Use of Life will need word of mouth to continue to find its audience.
If you enjoyed the game, we'd be incredibly grateful if you could leave a Steam review or share your thoughts on social media, with friends, family or even colleagues.
Like the butterfly effect, even a single positive recommendation could change the game's future.

At the moment, I'm exhausted but relieved to finally fully release this long overdue game. In December, we'll focus on balancing adjustments and bug fixes based on all of your feedback.
And then next year, we could hopefully look at porting the game to PlayStation and Nintendo Switch.
And of course, while working on this project, I've been planning future games that I hope to bring to fruition in the future so...
I hope I can reconnect and share more of my experiences with all of you in the next title as well!