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Sinners Landing News

Community Items update

Community items have been approved by Steam. Some trading cards, emoticons, and profile backgrounds should be available by now, while the rest will come out in the next update.

Hotfix 0.2.3d

This is a quick hotfix that resolves issues people have been having with the flower minigames, and some missing sprites. It also cleans up UIs for ultra-widescreen, where the UIs would scale up and disappear off-screen.

Fixes:
- Fixed flower minigames not triggering correctly
- Cards are now sitting closer to the bottom when highlighted (reducing flickering on ultra-wide aspects)
- Buy/Sell, Inventory and Collect card rewards UIs have been fixed to allow ultra-wide aspect ratio
- Fixed mural in Room 1 disappearing at night
- Fixed missing background when cleaning the wall in room 1

With that the two coders are back to focusing on the card game, and improving that experience, while the Art and Design team work on the next tranche of content. The goal is to settle into a cadence of new content releases every ~6 weeks, similar to what we do on Paradise Lust 1 and 2.

Dev Blog: 03.27.2024

It's been a pretty intense couple of weeks. The BIG news, of course, is that we launched the EA. It went very well, all things considered. Sales have been strong, and the reviews have been pretty positive (THANKS!)

That being said, there were a couple of key bugs that were f-ing miserable to hunt down. While that was happening, we're frantically sorting out what the next steps for the game are. I'm writing, the artists are art-ing, and we're also discussing what the future looks like for our Patreon and other social outreach things - how can we improve them?

To be honest, it's just a lot all at once, and none of us have been able to focus down in the way we'd like. But that's game dev. It's starting to settle down a bit now, and we're hoping that over the next couple of months we can get Sinners to a more 'relaxed, predictable place' of development, like Paradise 2 is now.

But a LOT of that depends on me getting a lot further ahead with the writing than I am now... Which I am struggling with.

Buck is spending the week working primarily on the card game. One of the things we kinda realized on launch was that some asshole (me) added a bunch of cards into the dungeon and training activity rewards that had not really been tested yet... and a bunch of them are broken, and even more of them are unbalanced. We're going through and trying to rebalance/fix those now. The upside is... our game DID get a bunch of new cards. So... there's that.

Now, back to writing. - Chase

Oh and we're also making community items this week (backgrounds, badges, trading cards). Should be out soon!

Hotfix 0.2.2d

This one's a very small fix; some rooms (the Inn, Hotspring and Outcrop) got invalidated by recent changes, as did the Zinnia and Daffodil flowers. Fixed.

Hotfix 0.2.2

A huge thanks to everyone providing balancing feedback and bug-reports over the weekend; we’ve been hard at work, and are pushing out a hotfix today. Here’s some of the key issues resolved:

Quest Progression:
Fixed an issue when loading older saves, where the progression in Room 1 was reset
Cleaned up the death sequence and waking up
Fixed a Dawn
Fixed a bug where the “Fix the Bed” wouldn’t trigger for some people.
Fixed a case where you could break “Get Poison from Dawn” quest progression if you already had the flowers in your inventory


Bug Fixes:
Fixed an issue reported regarding picking Daffodil and Zennia flowers.
Fixed a potentially broken minigame (Fixing Bell 2 in the bell-tower)
Fixed a bug where you’d get locked out of the mines after completing Tyra’s questline
Fixed a weirdness when skipping in the painting minigame
Cleaned up the storey UI
Fixed not being able to access the Save menu when opening save/load from the pause menu

Card battle fixes:
Keep and Destroy cards now work correctly
Fixed a bug where story-combat elements were retained for the next random combat
Fixed a bug where temp-cards weren’t loading their sprites correctly.

Apart from that, we're part of the DeckBuilder Fest this week!

As always, if you have any issues, let us know. You can report bugs here, or come join our Discord (https://discord.gg/Tsy5znC) for realtime help!