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Beloved Rapture News

Release Window + Demo 3.0

Hey folks,

Aaron here - the creator Beloved Rapture. Just dropping in with some updates for your patient souls. Despite a bit of silence on written updates, the development flow is actually running pretty smooth...and I'd like to share some happy news. We've entered the home stretch, the final 20% of the story!

Myself and the team have been grinding away; drastically expanding the game's world, fleshing out side quests, coding mini-games, finalizing cutscenes - and of course, wrapping up the stories of our beloved characters. It's been a dramatic ride—filled with obstacles and challenges—but also, many creative victories to savor. I can safely say; this experience overall has definitely changed me as a person.

From our humble beginnings on Kickstarter and the RPGMaker forums, things have evolved quite exponentially. Especially in the last 15+ months, thanks to 2 Left Thumbs as our supportive publisher.


While the game still operates on a small budget, even by indie standards—I believe this project has come much closer to including a full-fledged RPG world, just begging to be explored. (Closer, at least, than I could have first imagined!) A world that is a character unto itself; that beckons the player to venture out and soak up the sensations all around them. A game that rewards exploration and curiosity, just as much as strategy and discretion. A kingdom that feels like a real place, not a contrived game level. All of this took countless hundreds, or thousands of hours.

And I have to give credit where it's most due: I would've never been able to accomplish any of this without the help of some new artists, or the addition of Giznads, our battle director and game general programmer.

Also, a general endless thanks to...
Vagrant Pixels and Lijj for the beautiful portrait art.
Fabian for his luminous tiles and pixel environments.
Andreas for the nostalgic and lovingly crafted soundtrack.
Andrew for his story consulting and mapping help.
There are really too many to name in a single blog post, but it's been an honor to be able to work with every one of them.

Beloved Rapture has evolved beyond the simple character arcs I had first envisioned for this story—it’s grown into something a bit more ambitious, to say the least. Yet those central characters and themes are still the heart and soul of the game. They’re still the main thrust of the story, as I hope the players will come to appreciate.







With all that being said, after weighing the options, I've decided to pin the final release window into Q1 of 2024. After many years of investment...it felt like the best decision to go out with a bang! And I'd like the game to be as seamless & polished as it possibly can can be. Having at least a couple of months for beta-tests and revisions can surely help with that goal.

If you've hoped to experience the game *now*, we're still looking for more beta testers. Email me at [email protected], and tell me a bit about yourself and why you're interested. We're taking a dozen volunteers at least - to make sure no corner goes unturned.

Demo 3.0


In other news - as some of you may have noticed, Demo 3.0 for BR has landed on Steam as of October 2023. We updated the core build last month, so newcomers can play through Chapter I with our most recent coat of paint. Plus, returning players can witness some changes, adjustments and additions we've made. It's far closer to the "final build" that players can experience on launch day.

- Faster Swim Speed Options.
- Battle adjustments, enemy difficulty shifts.
- Adjustments to the Fishing System.
- Extra puzzles, maps, and cutscenes for those who seek them out.
- New dialogue branches.
- QoL fixes, including menu adjustments.
- New items and Gear.


For any casual feedback - good or bad - the Steam discussion boards are a great spot too!

In the coming months, I also look forward to posting some more comprehensive character profiles, trailers, videos and other promo images that can help set the stage for the game's launch.

Cheers,
Aaron / Blind

Demo 2.0 Uploaded

Hello everyone!

Since launching the demo in October 2022, we've received a tremendous amount of support and critiques from all across the spectrum.

I wanted to personally thank everyone who's played the game thus far - it truly means the world to us!

Over the past months, Cameron and I dug into all the feedback, and rebalanced many aspects of the gameplay experience itself. In some cases, we added entire new systems (such as swimming & fishing).

The demo will still contain the game's first chapter, but with some significant overhaul & refinement. I believe this version represents a more accurate picture of what the final game might feel like!



[previewyoutube][/previewyoutube]

A list of changes


  • Added GUIDE Menu: A sub-menu allowing the player to check the map, view quests, enemy details, game mechanics, and more.
  • Swimming: Certain bodies of water are now traversable! The player can also dive to reach hidden gold, chests or underwater switches!
  • Active vs Wait Modes: The player can now CHOOSE if they want battles to run on ACTIVE mode (a FF7 style ATB), vs WAIT (enemies won't attack continuously until the player chooses). This can be changed at any time in the menu.
  • Maiden Statues Rebalanced: Statues will now only give a GODDESS TEAR item if the game is running on Story Mode. Otherwise, they only offer a single-use heal.
  • Fishing: Use your fishing rod + lure at certain locations throughout the game! Over 15 unique fish to catch!
  • Item Messages: The "Item Found" message boxes now will show a small visual icon of each item once it's been obtained!
  • Golden Chests: New varieties of treasure. Chests will look visually distinct if they contain Gear/Equipment.
  • Stats Rebalanced: Some enemies adjusted according to player feedback.
  • New locations: Chapter 1 has been greatly expanded with over 4 new optional areas & hidden treasures.
  • Graphical Bugs: Minor visual bugs fixed.

[h3]- Aaron[/h3]

Bestiary Menu Added!

Hey, everyone!
Hope you've all been well.

I have to offer a huge thanks to those who have continued to support, stream, or share the game!

We've been quietly plugging away on development ever since the demo's release...with special attention paid to address player feedback.

One of the central themes was the management of battles, and enemy difficulty.

To address this specific issue, we took quite a few steps to make the enemy Stats/Weaknesses/HP etc more evident within the game itself. Thus, the addition of the Bestiary menu. Giznads did an incredible job fleshing out all of the customized UI.

Bestiary is contained in the GUIDE section, which is full of maps, quests, and other information.

Once an enemy is slain, the page will log into the guide automatically





The Bestiary can tell you how much EXP to expect from an enemy (for the sort who prefers some grinding), GOLD dropped, Items, elemental weaknesses, and so on!

Look forward to filling in the Bestiary over time. Special items and collectibles can be found in every enemy type is defeated within a particular region!

I'll showcase more on the other Guide sections in the coming weeks.

Next Fest Demo & Presskit



We are overjoyed to finally have Beloved Rapture in players hands. It's such a thrilling thing to see how different players approach a game. How they handle puzzles, exploration and combat. What they like and dislike. All of it is super valuable to us! So thank you for trying it out, and be sure to leave us feedback, if you have any!
Whether that be here in the Steam Community page, or over in the Beloved Rapture Discord.

[h2]PRESSKIT[/h2]
To any creators who might be picking up the game during this Next Fest, and are looking to share it with their audiences, here are some helpful pngs that should assist you when creating thumbnails and the like:

New Menu System Complete!



Hi all,
Wanted to share a pretty exciting update with everyone!

With the help of my collaborator, Giznads, we've managed to reprogram the previous game menus to take more advantage of the recent shift to Widescreen (16:9) format!



[h3]The pages that Giz helped to reprogram include:
  • Items/Inventory
  • Status Page
  • Save/Load Menu
  • Skills/Magic
  • Equipment
  • More TBD.
[/h3]



[h3]Skills Menu: [/h3]
Any skills not yet unlocked are marked with ???? on the screen.
The submenu is divided up into standard magic/skills, and the more powerful Relica, an advanced finishing blow.



[h3]Inventory: [/h3]
Similarly, all Items (including consumables and Key Items) will display visually.
This offers the player some clues as to the game's scope, as well as some curiosity of what's yet to come. Most importantly, it creates a feeling of true accomplishment as they're gradually rounded-up!

Consumable Items can be used at any time, but Armor/Weapons/Accessories can only be modified from the Equipment section.

[h3]More still to come:
  • Tutorials/Battle Guide
  • Custom Shop Menus
  • Overworld Map
  • Bestiary
  • More TBD.
[/h3]