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Diluvian Winds News

Some news about Diluvian Winds

Hi fellow travelers!

A few months ago Diluvian Winds was released in 1.0. We want to thank you all for your time on our game.
Since then, we've been working on the game’s console version.

As we're nearing the end of development, part of the team has been gathering feedback from players.
Several topics came up regularly, including difficulty and challenge.
When we developed Diluvian Winds, we intended for the game to be a gateway to management games for inexperienced players, but we also wanted different mechanics to allow regular players to get the most out of the game in terms of optimization.

Given the various feedback received, it seems clear that the game's difficulty does not allow the vast number of players to find what they're looking for once the story mode is over. As a result, the scoring mode, designed as an optimization challenge, has not been played a lot.
In response to this feedback, we are currently testing various balancing changes. We're encouraged by the results and hope to be able to offer you a playable version soon.
So over the coming months, we will return to a rhythm of game updates; balancing and improving gameplay quality.

Thank you for your feedback, and we look forward to sharing the changes with you soon.

Diluvian Winds - 1.1.0 Update

Hi everyone!

It's been a week since Diluvian Winds has been released.
Thank you all for you feedback.
Here is a quick update with several issues patched.
We will keep fixing bugs and add QoL changes to the game. Our next goal is to port the game to consoles.
Once again, thank you very much for the support you gave to us during this week .
Have a nice game !

DILUVIAN WINDS - 1.1.0

Release date: 03/05/2024

This update aims to fix some gameplay issues and improve the overall quality of life in the game.

[h2]BUG FIXES[/h2]

    [h3]BLOCKER[/h3]

  • -Fixed an issue with the game being stuck on a black screen during Chapter 5

    [h3]HIGH[/h3]

  • -Fixed an issue with the save file being automatically deleted
  • -Fixed an issue with the game being overly saturated with some computer configuration

    [h3]MEDIUM[/h3]

  • -Weather with morale maluses won’t spawn during the two first game
  • -Fixed an issue with the achievement : The first of many not being unlocked when obtaining an artifact during Chapter 8
  • -Fixed an issue with clearing yields not being updated when unlocking a related project
  • -Fixed an issue with chapter-related achievements not being retroactive

    [h3]LOW[/h3]

  • -Textile production bonuses are now correctly displayed when using the Fabric workshop
  • -Fixed “Chap 7: Aloft” achievement title
  • -Fixed “Architectural pride” achievement korean description
  • -Fixed “Sparing no expense” achievement description
  • -Fixed value required to unlock the "Expedition souvenirs" steam achievement
  • -Fixed value required to unlock the "Expedition gifts" steam achievement
  • -Fixed Wave Level 3 description
  • -Frog species’ icon is now correctly displayed
  • -Colored powder artifacts are now correctly applied
  • -Fixed a typo in some french dialogues

Manor Lords too realistic or grimy for you? Try cosy survival townbuilder Diluvian Winds, out today

Manor Lords is obviously this week's big survival-citybuilder game release, but I suspect Diluvian Winds is more my pace. It's a "relaxing management game" about building a town for anthropomorphic animals around the foot of a lighthouse, although exactly how relaxing will depend on your ability to prepare for tsunamis and other weather emergencies which can strike and destroy your buildings. It's out now.


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Diluvian Winds 1.0 is OUT NOW!

Hi everyone,

This is it: Diluvian Winds 1.0 version is officially out now!

Besides expanding your hamlet on land and under the sea, the aerial route is now available!
Welcome 5 new species to your hamlet, run expeditions, find artifacts, and more!



[h3]Aerial Way[/h3]

With this update comes the third survival way centered around a new game mechanic : the Expeditions.
Expeditions are a way to gather resources and gain project points. To do so, players choose travelers to send to far lands aboard an aircraft. Travelers stop at a different location each day, storing whatever they find in the aircraft's hold.
5 new traveler's species are coming. Also, every species can now give bonuses when being sent on expeditions.

[h3]Textile[/h3]

Textile is a new resource that is needed to send expeditions.
They are mainly produced in a workshop on the Aerial Dock.

[h3]Chapters[/h3]

Story Mode's chapters 7 and 8 are now available. They allow players to familiarize themselves with the aerial way and artifacts. Other chapters have also been improved

[h3]Artifacts[/h3]

Rare resources found mainly during Expeditions, the Artifacts allow the player to do special actions by consuming them. For example: building a room instantly, changing the fire color to attract specific species.



[h3]Fire[/h3]

Players can revive the fire by spending the usual resources. Be careful, the cost of doing so will increase each time you revive it in higher difficulties.



[h3]Achievements[/h3]

Achievements are now available. Challenge yourself and try to complete them all to become a Lighthouse Keeper.

[h3]Community feedback[/h3]

We implemented various feedback such as being able to destroy lodgements and having a way to increase the construction grids. Thank you to all the Early Access players for helping us.

[h3]And more![/h3]

Visual and sound enhancements, quality-of-life improvements, a reworked scoring mode, new projects...

[h3]Play now:[/h3]

https://store.steampowered.com/app/1561040/Diluvian_Winds/

A message from the developers at Alambik Studio:

Originally posted by author
Diluvian Winds 1.0.0 is now available! It's been a long journey, and we're delighted to share our first game with you! Thanks to all the demo and early access players for their feedback; you've helped us make the game better. Did you like the game and want to help? The best way is to leave a Steam review!
Enjoy the game!

What's next?
Diluvian Winds is going to be ported to consoles, so we'll be working on controller support. We'll be continuing to improve the game with minor updates to user experience and quality of play. Don't hesitate to give us your feedback!


[previewyoutube][/previewyoutube]

-Alambik Studio & Goblinz Publishing

Devlog: Aerial Way - Concept art

With the full release of Diluvian Winds just around the corner, the developers at Alambik Studio wanted to highlight how they worked to add the aerial way to the game, the major new feature of the 1.0 release.

Without further ado, let's dive into it!

[hr][/hr]

Hello everyone,

With the 1.0 update, the aerial way will be one of the most significant additions. In this Devlog, we will share with you the process of how the art team operates, using the addition of new aerial assets as an example.

It starts with a meeting with the Game Design team. We aim to have a more or less precise idea of what the new additions will be, roughly define what is expected of us, as well as define the possibilities and constraints that we will need to keep in mind during the Sketches stage.

This is followed by a discussion among the artists regarding their vision for the aerial aspect. They do not necessarily have to be similar; on the contrary, some of the most interesting ideas come from merging different visions.

[h3]Moodboard and References[/h3]



[h3]Sketch Phase[/h3]

Concepts are unleashed without too much thought to constraints; several paths can be explored, and ideas can be mixed.



[h3]Integration of test assets[/h3]

Once we have defined the concepts that are most pleasing, we integrate the first placeholder assets into the Unity game engine for testing. This phase is important because it allows us to:

  • Verify if the assets/concepts are coherent
  • Adjust these according to gameplay or other constraints (pathfinding, visibility, screen space, composition)
  • Preview assets in the engine
  • See how to separate future elements that compose the aerial landscape




[h3]More defined concepts of all elements[/h3]

Once this step is completed, we begin to create concepts on more specific points (construction stage, rooms composing the aerial way, reflections on animatable elements...)



[h3]Clean and integration of final assets[/h3]

Once the concepts are validated, we clean them up one by one. They are then placed in atlases and integrated into the engine. This is one of the longest steps for the artists.



We use the Navigation Room (one of the new additions in 1.0 version) as an example here.
We won't show you everything to keep some surprises. ;)

See you in two days to try out all the new content we've prepared for you!

https://store.steampowered.com/app/1561040/Diluvian_Winds/