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The Use of Life News

Update: ver0.3.04

Hello everyone,

Thank you playing The Use of Life!
We have updated the game to Ver0.3.04. Here are the bug fixes and changes.

[h3]Adjustments[/h3]
◆Adjustments: Black Panther Warrior
  • Added the Skill "Night Storm" to the broadsword stance.


Effects
  • When your starting CP increases during a level up, there will now be a flash to call attention to the change.


◆Visual Adjustments
  • The list in the Skill Menu can now display one more Skill during battle.
  • Changed "CT" to "Cooldown" in Skill descriptions.
  • Adjusted and rebalanced several UI elements.


[h3]Fixes[/h3]
◆Text Edits
  • The previous Skill descriptions for Incantation and Multi-Incantation were outdated. They have been edited to correctly describe their effects. (Incantations do not strengthen Magic.)
  • Made minor edits to the English translation.


◆Bug Fixes
  • Fixed an issue where you could use non-Iai Sword Skills immediately after failing to unsheathe your sword.
  • Fixed an issue where if players triggered movement-related events in the Bandits' Hideout and then immediately quit the game from the menu, the event locations would not be reflected properly.
  • Fixed an issue where Goshe's sprite would appear to have his sword unsheathed after players sheathed their sword, used Incantation (and/or Multi-Incantation), and then used an incantation Spell.
  • Fixed an issue where certain skill sound effects are still audible even when muted


Thank you very much for supporting and playing The Use of Life!


https://store.steampowered.com/app/1483370/_/

Playism
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Update: ver0.3.03

Hello everyone,

Thank you playing The Use of Life!
We have updated the game to Ver. 0.3.03. Here are the bug fixes and changes.

[h3]Adjustments[/h3]

◆Adjustments: Elyon
  • Lowered SPD.
  • Made fine adjustments to the trigger rate of each Skill.
  • Full Attack is now fully guardable.
  • Slightly lowered the chance of his Skills inflicting Paralysis.

◆Adjustments: Black Panther Warrior
  • Raised DEF.
  • Strengthened several attacks.

◆Adjustments: Curseblade (Advanced class)
  • Added an HP absorption effect to the passive Skill "Growing Grudge".
  • Changed the Skill "Vampiric Blade" to "Binding Fang" (A 3-hit attack that costs HP and has a chance of inflicting Paralysis).
  • Added the Lv2 passive Skill "Overflowing Life" (Allows you to recover up to 1.25x of max HP, only during battle).
  • Added the Lv3 Skill "Brambles of Pain" (Deals 8x the damage you take back to the enemy for one enemy action).
  • Moved the Lv3 passive Skill "Adamant" to Lv4.
  • Changed the stats that increase upon unlocking Lv2 and Lv4.
  • Changed the description of the Skill "Abyss Gate" (The damage you have taken up to that point is added to the power of this Skill).

◆Changed the icon for passive Skills.

[h3]Fixes[/h3]

◆Text Edits
  • Fixed the text that appears after successfully performing a sneak attack on the ambushing guards to show the correct damage value (2000→5000).
  • Changed the description of the Easy difficulty.
  • Added clarification that players may reset their Skills as many times as they want upon a Game Over.
  • Fixed the English description of the Skills "Enchant Thunder", "Growing Grudge", and "Abyss Gate" to correctly describe the effects of the Skills.

◆Bug Fixes
  • Fixed an issue where some passive Skills remained active after players did a reset.
  • Fixed an issue where the directional prompts for the black panther warrior's skill "Stance [Dancer]" did not show the correct prompt for the consecutive blows.


Thank you very much for supporting and playing The Use of Life!


https://store.steampowered.com/app/1483370/_/

Playism
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Update: ver0.3.02

Hello everyone,

Thank you playing The Use of Life!
We have updated the game to Ver. 0.3.02. Here are the bug fixes and changes.

[Bug Fixes]
  • Fixed an issue where after defeating Elyon, the event that occurs behind the door appears to be completed, and players could not interact with the stairs.
  • Fixed an issue where if players somehow moved to an undiscovered event, they would become unable to progress further.
  • Fixed an issue where if players chose to escape to the ruins during the sandstorm event and rolled a Success, and in the following event rolled a Critical Success, the background would be stuck on the
  • Fixed an issue that caused Goshe's HP to drop to 0 when equipping the Robes of Death at 1 HP.
  • Fixed an issue where Iai Slash Lv2 did not properly reflect the special attributes of the player's equipped weapon.


[h4]To players whose character disappeared after defeating Elyon and leaving the underground: this update should fix this issue and Goshe should appear again. You will be able to progress by going underground and climbing the stairs back up again.[/h4]

Thank you very much for supporting and playing The Use of Life!


https://store.steampowered.com/app/1483370/_/

Playism
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Emergency Update: ver0.3.01

Fixed a major bug and other issues that occur in Chapter 3:
  • Fixed a bug where if players got a Game Over in the desert and chose "Do-over" to start from the beginning of the desert section, the items received from Misha would disappear from their inventory.
    If you have already encountered this bug and lost your items, you will be able to regain them by getting a Game Over and choosing to do-over from the beginning of the desert section again.
    (This is an emergency fix to solve the issue for people who have already encountered it. We will fix the event itself to work as intended by the end of March. Until then, please use the above method to regain your items.)
  • Fixed an issue in the underground building where the money, which is supposed to be the second obtainable item, appeared as the third item.
  • Adjusted the volume of the sound effect for Cursed Briars.

Update Information and Future Development Plans!

Hi everyone,

Thank you for enjoying The Use of Life.

With the release of the Chapter 3 (Misha Route) update, we've received a message from the developer, Daraneko Games, mainly to explain some things about the update, and plans for the future of the game.

It's a little long, but please give it a read:

============================================================

Phew! The new chapter update is finally out!

I'm sorry for being so slow, and I'm very thankful for all the players who enjoy my game despite the long wait.

Not even I expected this update to take so long, so I was honestly disappointed in myself.

(I wanted to release it in December at the latest, but ideally I wanted it to be out even earlier.)

I think this is the most behind-schedule I've been ever since I started making games.

As for what caused the delay, there's far too many reasons to list out here...

(More content than usual, my poor physical and mental condition, working three days a week for a game designer gig to earn living and development expenses... and more!)

But one thing's for certain: continuing at this pace won't make anyone happy.

Not me, not the publisher PLAYISM, and certainly not you, the players.

So I would like to talk about how I'll improve my development speed, and also about my future plans for this game (such as how long the next update will take).

◆Measures---------------------------

There are many reasons this update is so late, and the one that can be worked on the most and also affected development the most... is my own temperament when it comes to game development.

When I'm concentrated on my work, I can work really fast (fast enough to surprise even PLAYISM) but when I get stuck, I get really stuck (so much that I can imagine the guys at PLAYISM shaking their heads at me).

Of course, ideally I would keep myself in good mental condition, but to be honest, a lot of times it's hard for me to control.

I spent a lot of the past year in a bad state, and that played a part in delaying this update.

When I'm making games for work, my mood doesn't swing to and fro as much (which might have to do with the fact that there are people holding me accountable), and I can force myself to concentrate when I'm really cornered.

And so, I think this is what I should do to fight this problem:

1. Make strict weekly schedules and adhere to them as dilligently as possible (to put more pressure on me regularly)

2. Share that schedule with PLAYISM, and regularly report my progress to them in voice chat (to create a work environment where other people are constantly involved)

That's what I plan on doing from now on.

Im going to make a strict schedule juuust stressful enough to push me to work without overwhelming and killing me, and get PLAYISM to go "Where's the game? Are you done yet? Can you hurry up already?" and beat me into shape regularly.

(PLAYISM note: No developers were or will be harmed in the process of developing this game.)

This is a personal project of mine, which I'm making based purely on my own tastes and sensibilities, so I can't just hire more people like a company or something.

If something needs to be done, it'll be to myself.

◆Future Plans---------------------------

As for my plans for the future of this game, my current goal is to make and release the entire Misha route, up to its ending, by September this year.

I'm planning on finishing Chapter 4 in around July, not release it in an update yet, make the ending, and then release the whole thing.

As an Early Access game, it might be a better idea to release Chapter 4 once it's done.

But for this game, I want the last branching path at the end of Chapter 4 to be super hype and exciting to play.

So ideally, I want players to play it all at once, in a rush of adrenaline!

So if I release Chapter 4 first, even if everyone loves it and can't stop talking about it and are on the edge of their seats... but the next update is months away, that would be a miserable way to present the story.

That's why I'm aiming for a September release of everything up to the ending.

But PLAYISM's warned me that they won't wait for me anymore if I'm late for the September deadline, so if anything comes up that delays development, I'll release Chapter 4 first in its own update, and then the final chapter when it's ready.

I'll just have to work hard, motivated even more by the desire to present the story how I want to.

----

Anyway, for the rest of March, I'll focus on fixing bugs and, based on player feedback, adjusting game balance and adding or improving features to make the game more interesting.

If you could send me your thoughts on the new enemies and advanced classes, it'd be especially helpful for when I develop future content.

With your feedback, I can adjust the advanced classes, and release them in their finished states by the time Chapter 4 is released.

(I'm planning on implementing features to add more variety to the combat, such as with the Swordmaster's combo skills!)

============================================================

We at PLAYISM think that the most important thing is that Daraneko can be satisfied with a complete, fun game, so we'll provide support wherever we can.

(And no, we'll wait for Daraneko even if we end up missing the September deadline!! Don't worry!!)

As fans of the game ourselves, we're excited to see where Goshe and Misha's journey leads them, so we can't wait for the next chapter!

Please enjoy the update and keep supporting the development of The Use of Life!

https://store.steampowered.com/app/1483370/_/
Playism
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