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Alterium Shift Updated to Version 1.4.0

Hello Everyone!

Alterium Shift has been updated to version 1.4.0. Check out what's changed, new, and fixed!

Also, please see the "known issues" section. While we've tried to catch as many issues as we could, there are still some out there. Please let us know if you run into major issues so we can start looking at them right away. You can post on the community boards or stop into our discord: https://discord.com/invite/AYK8quBXDm

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[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

[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
  • 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
  • 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
  • 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
  • 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!
  • Added the ability for linear walking for characters during cinematic sequences
    • 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
  • 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
  • Added "Books" menu item to the in-game menu
    • Books get added to this list whenever you’ve read them
    • This is retained for any save!
  • (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


[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)
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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


[h3]Known Issues[/h3]
  • (visual) 3d monsters show a white square for their image in the bestiary and/or show as a different monster
  • (visual) Some text and images that show on screen display on top of menus and windows
  • (visual) At game startup there is a brief flash before the intro starts playing
  • (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
  • Quest descriptions are not properly showing in the quest log
  • The old save menu intermittently showed during testing
    • Restarting the game will resolve the issue
    • We are actively investigating the causes
    • *Please report any cases you may run into**
  • Game may occasionally lock up when transitioning maps or after cinematic sequences
    • Restarting the game will resolve the issue
    • We are actively investigating the causes
    • *Please report any cases you may run into**

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

[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


[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
  • 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
  • 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
  • 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
  • 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!
  • Added the ability for linear walking for characters during cinematic sequences
    • 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
  • 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
  • (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


[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)
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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


[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

Alterium Shift is Update Ver.1.3.2!

Updated to Ver. 1.3.2!

The contents of the update are as follows


New Features:
  • Reduced install size by 80% (now 2gb)
  • New Beta features (available in Settings -> Beta)

    • Steam Cloud Sync
    • Enhanced Battle System
  • (Minor) Changed UI in the Equipment menu to have arrows indicating stat changes for equipping items (previously just used plus or minus symbols)


Fixes:
  • Fixed: Black screen on load when using a machine with Turkish locale on a base system
  • Fixed: Players would get stuck in the campsite if loading the overworld map while in camp
  • Fixed: The new in-game menu is now enabled by default. The beta option has been removed
  • Fixed: The inventory menu now properly displays usable effects for magic, and magic potions work
  • Fixed: The inventory menu now puts the cursor in the appropriate starting point on the second load (previously, it would load wrong the second time, making it unusable)
  • Fixed: The quest log now properly updates after a quest has been completed
  • Fixed: Equipment in the Shop UI now shows the proper equipable characters
  • Fixed: Shop UI equipment now shows the proper stats impact for the selected character
  • Fixed: Shop UI now shows the proper “Equip Now” character to equip immediately
  • Fixed: Buying equipment properly shows the positive/negative effects per character
  • Fixed: Various spelling and grammar errors (English)
  • Fixed: Water sound now stops properly when leaving the Barren Valley - South River map
  • Fixed: Markers for the Story Missions are now removed properly after finishing Act One
  • Fixed: The equipment menu sometimes showed a duplicate character
  • Fixed: Volume controls for in-game Menu settings (new menu) now properly adjust the sound level
  • Fixed: When exiting the game to the main menu (“Exit” from the in-game menu) the cursor would sometimes get stuck in the wrong place.


Known issues:
  • Minor menu bugs
    • The save menu title window stays slightly longer than intended after closing the save menu.
    • The image for newly added monsters in the bestiary will be white until the game is restarted.


Continue to enjoy your journey in Alterium Shift!

【Steam Award 2023】Nominate Alterium Shift!

The season for Steam Awards has finally come,
be sure to cast your nomination for Alterium Shift!

[h3]Who can nominate?[/h3]
All Steam users can cast their nomination, so let's make Alterium Shift a contender!

[h3]When can I nominate?[/h3]
You can cast your nomination anytime during the Steam Autumn Sale.
The deadline is when the sale ends on 11/28 10:00AM (PST).

[h3]What do I do after nominating?[/h3]
The top five titles in each category will be announced before the Winter Sale in late December.
By the time the Winter Sale begins, winners will be announced!
The winning entries will be announced on January 2nd at 10AM (PST) and will be featured on the Steam Store front page for the final 2 days of the Winter Sale.


What says "Outstanding Visual Style" more than the meticulously crafted 2.5D Pixel Art JRPG world and scenes of Alterium Shift?

Cast your nomination today!

\\🎉Update Announcement🎉//

Alterium Shift has officially been updated to v1.3.0!

This update includes:
- Bestiary
- Implementation of localization
- Bug fixes
...and more!

And, Demo is now available in 4 additional languages!
- Japanese
- Korean
- Simplified Chinese
- Traditional Chinese

Play now!

Check the image below for further details👇