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Glyphica : Typing Survival Devlog 0 - Languages and Localization

Hello Survival Typists,

We know it’s been a while since our last update, but we wanted to make sure you know we are hard at work and some of the stuff we’re working on right now.

We will have a much deeper dive into the mechanics of the game in a future post, but for now we wanna talk about languages! That’s right, we’re adding more languages to Glyphica so that more survival typists can enjoy the game!

[h3]Japanese[/h3]

First off, a huge shout out to our Japanese fans. We’re really blown away by how well you have responded to the game, and shown us the possibilities of Glyphica in other languages. We added Japanese localization as kind of an experiment, and then when it took off we were in that weird position of “oh wow, they really like it! Oh no. Now we actually have to do a good job at it.”

With the success of Japanese in mind, we started thinking about other languages to localize to. You’d think Simplified Chinese would be the first target both because of reach and because XM actually speaks and reads Chinese, but there was a little problem…

[h3]Language Limitations[/h3]
The game was designed with the English language and Roman alphabet in mind, and some key mechanics were defined by this. For example, our typical wordlist is 1300 words, but it’s not as simple as downloading a random wordlist from the internet because we use word length as a balancing tool. So for our wordlists we have 5 sets of words from 4 characters up to 8 characters in length.

Some of our weapons are also triggered by words starting out with a specific letter. Again this is for balancing purposes. So for each set of say, 4 letter words, we need at least 10 words for each letter.

That seems reasonable when you have a phonetic alphabet of 26 letters, but how does that work when you have Chinese characters that, even in the simplified form, use around 8000 characters?

Japanese writing is equally or even more complicated, with its three sets of characters ranging from kanji descended from Chinese characters up to hiragana and katakana which are alphabets used for japanese words and foreign loan words. Our saving grace with Japanese is that because of their complicated writing system, japanese keyboard use has adapted such that entering romaji (roman alphabet letters) which are then converted to japanese syllabary is a common enough thing that we could piggy back on it. This led to our current form of the Japanese version of the game which uses romaji input.

It’s not perfect, as on top of having three systems of writing, there are different methods of writing Japanese in romaji, and most Japanese games that focus on typing adapt to how the player types. This was far too difficult for us to implement in the game so we have had to resort to choosing what the most popular method is, based on consultation with our Japanese players.

While China has pinyin script and Korea has its own alphabet, culturally neither of them uses the Latin Alphabet in a similar way as Japanese. We have experimented with Korean and when we brought the game to BICFest it seemed to be ok, so we’ll investigate that further.

We’re also somewhat limited by our font, which doesn’t have cyrillic, thai, or vietnamese versions of its characters, so languages that use those letters are off our list for the immediate future.

[h3]Our Target Languages[/h3]
That leaves us with a limited set of languages to choose from, which use the Roman alphabet. In the end, we’ve decided on supporting the following languages for our Early Access launch:
  • English
  • Spanish
  • LatAm Spanish
  • Portuguese
  • Brazilian Portuguese
  • Italian
  • German
  • French
  • Turkish
  • Japanese
  • Polish
  • Indonesian


These represent both the easiest languages we could find, those with what we feel are a significant enough market to do localization, and in the case of Indonesian, we're making a bet into a Southeast Asian language that is supported by Steam.

[previewyoutube][/previewyoutube]

In line with some other marketing efforts, I've been making some ASMR/Gameplay videos for Glyphica. And since I am learning spanish and have a Spanish keyboard lying around, I thought I would make another video showing off the Spanish localization right now, made by our localizer Valentín Sánchez.

Our demo now has Spanish, Brazilian Portuguese, and Turkish in the demo so if you speak those languages please let us know how it is!

Glyphica is Part of Tiny Teams 2024!



Hello Survival Typists!

We are excited to share that we are part of Tiny Teams 2024, the premiere event celebrating games made by solo developers and micro-studios. We're so excited that we will get a chance to share the game with even more people.

Important note! The build that you will see any influencers playing during the event is a work in progress version of the Early Access build.

The playable demo is an earlier version of the game that is meant to give you a taste of the basic gameplay, while the build that we are working on for Early Access will have much more depth and new mechanics.

We hope you enjoy your time with the demo. Wishlist and follow us to stay aware of the latest news, including our upcoming playtest!

Final Demo Update and Localization Tools : Build 2024.07.14-001-ALPHA


Hello survival typists,

We're coming to you with our final update to the Glyphica demo today. Once again we want to thank you all for playing the game, joining our Discord, and giving us feedback. You've helped us make the game so much better, and most of those changes have foud their way into the demo.

However as we raised in the previous announcement, the demo will stop being updated as some point as we focus our attention on the Early Access build of the game. We have reached that point now. This will be the last update of the demo, with the exception of any patches to fix game breaking bugs.

[h3]Progress will not be Transferrable[/h3]
Please be aware that your progress in the demo will not be transferrable to the Early Access version of the game. The Early Access version of the game adds mechanics and changes systems in a way that will make progress non transferrable. We know that this may be frustrating to some of you, but we hope that you understand and appreciate the demo regardless and look forward to our additions in the Early Access build.

[h3]Language Experimentation[/h3]
Glyphica has been designed in a way that weapon choices are meaningful, many of them being triggered by the first letter of a word. While this makes the game much more strategic than your average typing game, it does mean we can’t simply throw in a wordlist in your language and expect it to work.

For Early Access our current focus is to release with Japanese language included, since we have so many fans from Japan already. But for other languages we will be testing them first before adding official localization during the Early Access process. In the future we also plan to add mod support so that you can share your own wordlists with other players.

But in the meantime we don’t want to leave you hanging. We already have some built in tools that we are using to test out different languages. If you want to play with them in the demo, we have prepared a guide for you to do that:

Glyphica Localization Process
While you cannot share your wordlists as a mod just yet, you should be able to share .jsonc files with other players using your same language.

[h3]Events Schedule[/h3]

Our lead dev XM will be taking Glyphica on the road very soon, bringing with him the latest version of the game:
Bitsummit in Kyoto BICFest in Busan
If you happen to be around, drop by to say hello and give the latest version of the game a spin.

That's all for now, typists, we'll be back with more news soon!

[h3]Changelog[/h3]
Bug Fixes
- Fixed bug where Giant Magnet accelerated Meteor pickup cooldowns.
- Fixed "getHit" crash for projectile-based weapons (Repeater, Sentry & Oscillator)
- Fixed game screen getting cut-off for screens smaller than 1080p.
- Fixed bug when canceling the quit confirm prompt freezes the UI.

Balancing
- Improved Japanese wordlist.
- Complete Japanese localization.
- Moved health bar to a more noticeable location.
- Changed "Return to Main Menu" in pause menu to "Surrender" so you can see your summary.
- Play level up confetti effect even when level up prompt is visible.
- Added pending level up count to level up prompt.

Features
- Added localization tool in console.

Glyphica Early Access Announcement and Roadmap

Hello Survival Typists!

We hope you’re all enjoying your summer vacations and steam summer sale bargains! It’s been a while since we last updated you, so we wanted to share what is in store for Glyphica.



But first, we’re so excited to announce that we have more than 30,000 wishlists already! Thanks so much to everyone who has wishlisted the game. We know that you are all excited to know what is happening next, so lets get right into it!

[h2]Demo Updates[/h2]
First of all, we have decided that we will keep the demo up for the foreseeable future. The demo has been a great way to show off the potential of the game and convince people to wishlist it, so we want to keep it available to download for now.

However, maintaining a demo at the same time as working on additions to the release version of the game is taking its toll on our lead dev XM. So from this point forward, while the demo will still be occasionally patched with bug fixes, there will no longer be new content and mechanics added to it. Those additions will instead be added to our Early Access Release!

[h2]Early Access Roadmap[/h2]
That’s right, Glyphica will soon be coming to Early Access! We want to keep the date under wraps for know so that we can make a bit of a marketing splash around it, but we can talk about the things that we are currently adding to the game to expand on what is currently in the demo:

[h2]Weapon Evolution[/h2]

Weapons now evolve into more powerful versions of themselves when you use them to destroy more enemies. You get to pick from two options every Evolution, with each path differentiated and becoming more extreme the further down the evolutionary ladd. For example, the Repeater can evolve to have its projectiles ricochet off its first target to hit three other enemies.

[h2]Mission Mode[/h2]
While we will maintain the current endless mode, we are planning to make the Glyphica experience more self contained with pacing similar to other roguelites. Mission mode will consist of a run of roughly 7 tiers with 5 missions in each tier. You’ll be able to buy some loot in between tiers, but most importantly you will be able to save your game, so you can take some well needed breaks if you need to.

[h2]Better Augmentations[/h2]
We’re reworking the Augmentations to have more significant upgrades that change how you play Glyphica. More Augments will become available in a skill-tree format over time as you unlock them via challenges.

[h2]More Main Turrets and Weapons[/h2]

A larger variety of weapons will be available in-game and the damage types have been expanded to include Cold, Heat, Electric and Chemical weapons, each with their unique status effects and characteristics. Additional Main Turrets like the Heat Ray and Barrage (both of which have been hinted at in the main menu of the demo) can be unlocked via challenges and playtime.

[h2]Player status effects[/h2]
We have some really incredible players in our discord server already, playing for incredible amounts of time. So obviously we need to make things a little trickier for them by adding status effects that increase the challenge of late game.

We will add effects like:
  • Taking damage from mistypes
  • Words being hidden until they are closer to you
  • much, much more!


We believe these additions will make the game a much more complete experience for our Early Access supporters, and it will be a solid base for us to create more content on top of that.

Thanks so much for all the support so far everyone! We are working hard to make a successful release out of Glyphica, and we’ll be back with more updates for you soon!

Update 2024.06.14.001-ALPHA

Bugfixes
--------
- Prevent triggering the level up UI after the game ends.
- Fixed crash bug when using Meteor due to a missing Promise when Meteor is spawned out-of-bounds.
- Fixed bug where enemy at the centre of the Blade Trap does not get hit.