Important Update: Alterium Shift’s Journey Continues!
Hello Everyone!
We recently made a big announcement regarding the termination of our publishing agreement and upcoming plans for Alterium Shift. We understand that some of you are concerned about the project's status. Please rest assured, we've been actively working on the project throughout this time, and were waiting to push updates until after finalizing the publisher termination.
We apologize for the delay and any inconvenience caused by the outstanding issues with the game. The termination process took much longer than expected and significantly impacted our timeline. That said, we’re getting back on track and will be releasing a substantial update to address long-standing issues and add new quality-of-life features to the game!
For those who have purchased the Early Access version and want to see these changes now, good news! We have updated our beta branch. Visit this link for information on how to opt-in to beta updates.
Below are the release notes we’re preparing for the push to the primary Early Access branch. We’re currently targeting the end of next week for this update, pending a few more QA runs.
Thank you all for your patience and the feedback you've provided along the way. We really appreciate it!
Best,
Mottzy & DrassRay
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[h2]Version 1.4.0[/h2]
[h3]Changes[/h3]
[h3]New Features[/h3]
[h3]Fixes[/h3]
[h3]Upcoming Features[/h3]
These features are still being prepared for players, but will be coming soon!
[h3]Known Issues[/h3]
We recently made a big announcement regarding the termination of our publishing agreement and upcoming plans for Alterium Shift. We understand that some of you are concerned about the project's status. Please rest assured, we've been actively working on the project throughout this time, and were waiting to push updates until after finalizing the publisher termination.
We apologize for the delay and any inconvenience caused by the outstanding issues with the game. The termination process took much longer than expected and significantly impacted our timeline. That said, we’re getting back on track and will be releasing a substantial update to address long-standing issues and add new quality-of-life features to the game!
For those who have purchased the Early Access version and want to see these changes now, good news! We have updated our beta branch. Visit this link for information on how to opt-in to beta updates.
Below are the release notes we’re preparing for the push to the primary Early Access branch. We’re currently targeting the end of next week for this update, pending a few more QA runs.
Thank you all for your patience and the feedback you've provided along the way. We really appreciate it!
Best,
Mottzy & DrassRay
[hr][/hr]
[h2]Version 1.4.0[/h2]
[h3]Changes[/h3]
- Removed localization for non-English languages (see announcement regarding publisher termination)
- Removed beta menu
- This is due to multiple complaints about enhanced battles causing a game-breaking black screen on every 2nd battle
- This is due to multiple complaints about enhanced battles causing a game-breaking black screen on every 2nd battle
[h3]New Features[/h3]
- Add map edge detection to more clearly show when the player is near the edge
- This will help in knowing where map transitions will occur
- This will help in knowing where map transitions will occur
- Performance improvements across all maps
- Camera nudging
- Keyboard: I, J, K, L - Zoom out with ; (semicolon) key
- Gamepad: Right stick - Zoom out with the right stick button
- Keyboard: I, J, K, L - Zoom out with ; (semicolon) key
- Enhanced save system
- Multiple autosaves
- Autosaves happen every 5 minutes on map transition
- Unlimited manual saves
- New UI for better clarity on characters and saves
- Multiple autosaves
- Added ability to explore after Early Access end credits
- Moved Cloud Saves out of Beta and into the general settings
- This includes an option to reload the saves from the current machine
- This includes an option to reload the saves from the current machine
- Added ability to skip intro cutscene
- Added initial key/gamepad prompts to some menus
- Added generalized object interactions
- This can be seen with all blue flowers being pickable
- More generalized actions to come!
- This can be seen with all blue flowers being pickable
- Added the ability for linear walking for characters during cinematic sequences
- This can be seen in Pyra’s sequence after her monster “gauntlet” quest
- This can be seen in Pyra’s sequence after her monster “gauntlet” quest
- Replaced +/- icons for arrow icons in the equipment stats menu to more clearly show the differences
- Enhanced intro to have a consistent radial transition out and in
- Note: there may still be some places where this doesn’t happen due to legacy methods we used to do battles in the past
- Note: there may still be some places where this doesn’t happen due to legacy methods we used to do battles in the past
- Added engine ability to direct other party members during cinematic sequences
- This can be seen in Atlas’ waterfall sequence
- We are still working to replace other cinema sequences that used the “old” way of turning off the party train and animating separate objects
- This can be seen in Atlas’ waterfall sequence
- (minor) Books can now only be closed using the “cancel” key or button
- Pressing “right” or “decide” will take you to the end of the book but won’t close it
- Pressing “right” or “decide” will take you to the end of the book but won’t close it
[h3]Fixes[/h3]
- Fixed: Affected stats were not showing properly for equipment in the shop
- Fixed: New monsters added to the bestiary after battles would show as a white square initially
- Note: 3d monsters still show as white squares (known issue)
- Note: 3d monsters still show as white squares (known issue)
- Fixed: Every 2nd battle would stay on a black screen (due to people enabling enhanced battles in the beta menu)
- We have fully removed the option to prevent users from accidentally making their game unstable
- We have fully removed the option to prevent users from accidentally making their game unstable
- Fixed: Issues in the inventory menu when trying to exit and come back
- Fixed: Sometimes in the equipment menu an extra character profile would show up
- Fixed: Exiting a game and loading a new one would sometimes cause the cursor to get permanently “stuck” on the screen.
- Fixed: Pyra would walk oddly after completing the monster gauntlet and walking to the camp area (cinematic)
- Fixed: In the waterfall area (Atlas’ sequence) an extra Dolion would appear
- Fixed: When loading a save, the cursor would “stay behind” while the screen faded
- Fixed: Loading a save wasn’t properly retaining the volume settings from the main menu
- Fixed: Title screen video would still have sound audio at full volume even when volume was reduced
- Fixed: When music played there could be a visual “hitch” in the game due to a performance issue
- Fixed: Players were unable to equip the 2nd accessory
- Fixed: Issues in the Endless Dunes quest with Dark Elves not eating delivered meals
- Fixed: Issues with shop UI and handling already equipped items
- Fixed: Spells and items weren’t showing the correct stat effect values (such as how much a character would be healed) in the game menus
- Fixed: Atlas Endless Dunes Rope Quest Bug
- Fixed: Rock Golem battle icon is no longer a question mark
- Fixed: Settings overlay no longer shows overlapped windows
- Fixed: Save game menu title would stay “stuck” on screen from the in-game menu
- Fixed: North Oasis wasn’t accessible
- Fixed: There were some places where characters could “run in air” off of a cliff
- Fixed: Jude would re-appear in his house after taking the rope and leaving (Sage’s quest)
- Fixed: Various typos in dialogs
- Fixed: Quest descriptions weren’t properly showing in the quest log
- Fixed: Shop menu allowed toggling stats on equipment no party member can equip
- Fixed: Continuum Potion could not be used (showed as a key item)
- This was because it had no gold “value” - now it can also be sold if the player chooses
- This was because it had no gold “value” - now it can also be sold if the player chooses
- Fixed: Players could save in places of the game where they shouldn’t - this may have caused unexpected issues in cinematic sequences
- Fixed: Issue with the “Family Heirloom” quest showing the object before the quest is accepted
- Fixed: Notimmus Forest had a phantom “fluppy” appearing before a cinematic sequence
- Fixed: Random crash from a Notimmus Forest battle
- Fixed: On Pyra’s “menial task” quest, Atlas wasn’t properly walking out of the dojo after you talk with the Mayor
- Fixed: During Sage’s Oldskee quest, a black screen occurred after Oldskee pays respects (random)
- Fixed: Atlas’ arrows did not always render properly when using his on-map shooting ability
- Fixed: After gaining Sage’s ability, the invisible monsters near the cemetery would still have targets that Sage’s ability would point to
- Fixed: Sage’s ability wasn’t pointing to “Prickly Pears” bush in the Endless Dunes desert
- Fixed: Sage’s sequence with the dark elf had visual issues with the amulet (and other things) not showing or animating properly
- Fixed: Sage’s on-map ability was still showing in battles
- Fixed: Sage’s well-bottom slime sequence only showed one slime when there were supposed to be two
- Fixed: There was no quest marker on the overworld map for Sage’s Oldskee Quest
- Fixed: The music at the end of Sage’s ACT 1 sequence would still play after Sage’s shift
- Fixed: After Sage’s well quest to rescue Crystal, Dolion’s office door was locked when it shouldn’t have been
- Fixed: Ensure a looping water sound was playing properly when water raises/lowers in the water temple
- Fixed: Dolion’s Meteor effect would only animate one time during the ACT 1 boss battle
- Fixed: If you closed a book and opened the game menu quickly, it would stay on the screen
[h3]Upcoming Features[/h3]
These features are still being prepared for players, but will be coming soon!
- New fishing system
- Players will have a more dynamic fishing experience with a new casting, luring, and reeling system
- Players will have a more dynamic fishing experience with a new casting, luring, and reeling system
- Real-time on-map abilities
- Pyra will be able to smash/swipe objects
- Atlas will be able to “quick shoot”
- Sage’s ability is TBD
- Pyra will be able to smash/swipe objects
- On-map battles (long term)
- Battles will be initiated on map
- The general battle structure will be similar (left/right battle setup)
- This will be coupled with an overall enhanced battle system
- Battles will be initiated on map
- Enhanced battles (long term)
- Show health bars for enemies you’ve fought before
- Show strengths/weaknesses for enemies after you’ve used certain attacks against them
- Provide additional action capabilities to affect attacks and skills
- Balance characters’ systems to encourage a variety of actions to be used
- Add visual improvements, including characters moving to the monster for melee attacks
- Show health bars for enemies you’ve fought before
- Book “library” for in-game menu
- When reading a book, it will be automatically added to a book library so you can access them later
- When reading a book, it will be automatically added to a book library so you can access them later
[h3]Known Issues[/h3]
- (visual) The background music and sound effects “bar” does not move smoothly when changing the values
- (visual) 3d monsters show a white square for their image in the bestiary
- (visual) Some battles may not start with the appropriate transition and look “jerky” before the screen fades out
- (visual) Some cinematic sequences that direct other party members have an odd “jolt” as the party members collapse to the player before moving out
- This will be addressed with our engine feature to control those party members better
- This will be addressed with our engine feature to control those party members better