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Apotheorasis News

devlog #07

[h3]🎤 1st Rehearsal[/h3]

With the full cast signed, paid, and onboarded (turns out those simple things are a full time job!), we were able to have our first physical meetup :)

The goal was to establish chemistry, go through the 27 scenes' overviews, and make sure everyone is on the same page regarding the creative vision.

1st Rehearsal Highlights

[h3]⛏️ Act 3 Underway[/h3]

Act 3 has been fully written, scripted, and coded, pending level design and QA.

Barring any unforeseen critical issues, it should be live early next week : )

Patch Notes v0.12.1

  • Game fully playable with keyboard-only setups (Controls)
  • F1 Hotkey takes you to the Forums, communicated to first-time players via voice as well.

v0.12, Voice Actors [devlog #06]

[h3]💻 v0.12 is out[/h3]

This update improves on Acts 1 & 2 and the underlying systems, which I realized was very much needed before progressing to Act 3. Both from the player's end (few people will get to Act 3 if they encounter bugs during the first two), and from mine (I have a much more solid foundation to build Act 3 on).

See bottom for full patch notes.

[h3]🎤 Voice Actors Hired[/h3]

The casting was pretty cool as a process, and led to me meeting quite talented people who are excited about the project (some of them almost as much as I am :D).

In total, four people have been hired, and I will be working with them over the coming ~6 weeks to take Apotheorasis to the next level.

Here's two quick samples (Agent, Scientist).

[h3]🎯 Roadmap Updates[/h3]

Having gone through a bit of a crunch to get the Early Access out in time for the Lunar Festival, I decided to stretch out the development of the remaining game by a couple of weeks.

There's activities, and people I have left aside to deliver that build, and I'd like to recuperate : )

Milestones
  • 22/02 Act 3 ("By the Dev" Voice Overs) hits Early Access
  • 15/03 All 3 Acts (Final Quality Voice Overs) hit Early Access
  • 29/04 Transition to Final Release (once everything is Ironed out).
"A delayed game is eventually good, a rushed game is forever bad." ; and I'll always keep you up to date.

[h3]Patch notes[/h3]
  • Tutorial fight is easier ; less movement by the scientist, more forgiving aiming for the player.
  • Besides footsteps, there's now handsteps, which should make navigating corridors easier.
  • Improved Door interactions (calls, where the agent stays, how long it takes to open them, etc).
  • Better fart timing.
  • Added mouse sensitivity hotkeys.
  • NPCs can interrupt their own voices when they have something more important to say.
  • Improved wall placement to help guide the player towards the intended goals.
  • Under-the-hood improvements for even smaller patches (they usually are a few hundred KBs).
  • Guard engagement and death audio cues have been corrected.
  • Some logical errors that prevented you from answering during the menu have been fixed.

Update notes for v0.11.2 (January 29th)

Tweaks regarding volumes, timings and opponent aiming

  • Footstep volumes increased for action segments in noisy places (mid of act 1, end of act 2)
  • Time from enemy preparation (ie. gun loading) to release (ie. firing) has been increased
  • Certain enemies' blindspot has been reduced to make them more cunning (last fight of act 2)

Time for Early Access [devlog #05]

January '22 Devlog (pt. 1 of 2)

Happy new year ! Hear ye, hear ye!

🎯 Early Access Announced !

As promised on the last devlog, Apotheorasis is headed to Early Access !

Here's the teaser, containing unreleased segments from Act 2.

[previewyoutube][/previewyoutube]

I don't want to rush it, but it's possible I'll be making it just in time for the Lunar Festival (end of January).

Stay tuned !

🎙️ Casting Underway

While the Voice Overs for the Early Access build will be "By the Dev" (I'm kinda improving! .. I think), I've had my first 3 voice actors do their takes on various characters!

I'll be sharing samples and doing A/B testing over at my Discord. Come join :D