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Twin Gods News

Update 0.7.3.1

[h2]Changes[/h2]
  • Party is now fully healed at the end of every chapter.

[h2]Bug Fixes[/h2]
  • In-progress saves should no longer crash when entering the Barrel Dimension from Backwoods.
  • Drastically reduced an already-minor chance to get stuck when opening one particular barrel in Backwoods if it triggers a specific cinematic. (Chances are good you never ran into this, but hey.)
  • Added a missing animation to Taliph (surprise-quick).
  • Can no longer trigger "enter house" region when ending Chapter 2 (Backwoods Bonanza). (Doesn't cause any issues, but extends load time unnecessarily.)

Update 0.7.3.0

This release is mostly bug fixes. The release of chapter 4 is on the way, which will bring changes to chapters 2 and 3.

Please note Twin Gods is still very full of placeholder sprites, sounds, and animations. For example, Mama Lasca shares a sprite with Frau.

[h2]New Content[/h2]
  • Barrels opened in Island Trees now lead to new levels.
  • Barrel opened by Nasrin in Island Trees now leads to a new Turtle Dimension. Get to know Pimel and Sevil a little (a lot) better!


[h2]Changes[/h2]
  • The BarrylWinde and Windy Path minigames now keep track of your accuracy. Try for 100%!? They now also explicitly state the Dash button for reference.
  • Wind gusts in the Windy Path now have an audio cue.
  • Whenever the Storyteller or Adventurer talk over the "story" events, the screen will gain a cute little flashback effect.
  • Chapter 3, "Clearing Backwoods", has been renamed "Backwoods Bonanza". We'll see how this feels.
  • The gear icon flash on the main menu now flashes under slightly less dubious conditions. (For example, it should no longer constantly flash in the present day scenes with the Adventurer.)
  • Other minor changes to music and graphical effects.


[h2]Bug Fixes[/h2]
  • Can no longer walk through some of the level in Darkworld level 2.
  • Various terrain height and clipping fixes in Darkworld and Island Trees.
  • The middle, right barrel in Barrel Food will now follow you, allowing the quest to be completed.
  • Fixes to functionality of checkpoints in the Windy Path.
  • Fixed an issue where the camera may not follow the player anymore after opening the last barrel in Chapter 1.
  • Multi-hit moves now properly interact with Block. (In Darkworld 2, hitting that first enemy with Endless Rage, who has a guaranteed Block buff, will only get two hits instead of 3, as the Block buff prevents 2 hits.)
  • darkworld-save-cutoff-2, sadly, will no longer be seen.
  • The random blurbs in the BarrylWinde and Barrel Food should no longer include an empty message.\
  • Fixed an issue with choice selection with Vered's quest in Island Trees.


[h2]Known Issues[/h2]
  • NPCs following the player may sometimes teleport around (as in the Turtle Dimension).

Update 0.7.2.5

[h2]Bug Fixes[/h2]
Version 0.7.2.5 has the following fixes:
  • Updates to shaders to fix issues on Intel integrated GPUs.
  • Updates to shaders to fix an issue on newer NVIDIA GPUs.
  • Fishing should no longer sometimes cause the game to stick, forcing the player to close the game via Windows.


[h2]Known Issues[/h2]
These are in addition to other known issues, such as apparent tile corruption in the first prologue level.
  • The screen shake effect may affect some text, resulting in odd-looking prompts and dialogs.
  • A hidden quest appears in the second prologue level, "darkworld-save-cutoff-2".

Progress Update

[p]It's been 2 years since the last announcement but the project is absolutely still going and is nearing a release candidate for Early Access. Roughly half the total planned content will be playable, about 4-6 hours of gameplay. Since then, there have been large changes to both the engine and the game itself, and a general refining of the turn-based combat system. Here's a summary of some of the additions.[/p][p][/p][h2]Game Updates[/h2][h3]New Combat Mechanics[/h3][p]Enemies "preparing" attacks can now be interrupted, while enemies "recovering" can be countered (assuming you don't miss the counter window!). Some enemies apply buffs that can be "broken", either simply removing them or completely turning the tables. "Menacing" attacks can be out-right blocked.[/p][p]Yes, it's still turn-based stuff but, hey, I still think it feels real good to hit these.[/p][p]All of these mechanics support the combat filler/finish combo system.[/p][p](See if you can spot one of the current known issues in this picture. 😅)[/p][h3][/h3][h3]Story Updates[/h3][p]The story has been re-framed as a tale by a Storyteller. You'll return to her campsite in the present-day between story chapters as she relays to the story to a random Adventurer.[/p][p]This change alone brought with it a large amount of new content.[/p][p][/p][p]Part of the new levels takes you to the "Barrel Dimension", including the "Barrel Control Room".[/p][p][/p][p]There is now a prologue, a series of levels called Darkworld.[/p][p][/p][h3][/h3][h3]New Game Feature: Codex[/h3][p]The game sports a Codex, with entries scattered all over the game. There will be codex entries about both the story of the past, Twin Gods story itself, and the present day, the historical city of Gorayne.[/p][h3][/h3][p][/p][h3]Minigames[/h3][p]In addition to new levels, there are now mini-games scattered throughout the game. This level, the Light Road, ends in a real-time combat boss called the Demon in the Dark.[/p][p][/p][p]This particular mini-game, the Darkworld Horde, serves as the end of the prologue.[/p][p][/p][h2]Next Steps[/h2][p]The Twin Gods will be entering another private testing phase, this time even more limited than the last. Feel free to join us on Discord (https://discord.gg/fsYG45j2) and perhaps if you're interested, additional play test keys can be given out there. Once this ends and I'm satisfied there aren't any obvious game-breaking issues, it is then on to Early Access. 🫠[/p][p]Who would have thought developing a game engine and a game to go with it would be so time-consuming? 🙃 But, I can see the end.[/p][p]Fun tidbit: here's the output from my Lua API Doc tool, which reads the source file that contains every exported Lua function and creates a .lua file for use with a linter in VSCode.[/p][p]Found 645 functions.
Wrote C:\\Stuff\\C++\\CHengine\\Source\\ChainED\\..\\..\\data\\base\\lua\\global\\api\\chain.lua
[/p][p]I remember when I thought 300 was a lot.[/p][p][/p][p]The Turtle God of Death awaits you.[/p][p][/p]

New Zone Development Completed: The Void Round

Names may or may not be final. Content presented in this announcement is not yet available in-game. This is only an announcement of progress to ensure current playtesters the game is still alive and will be receiving updates to its completion.

The playtest pool is on pause and will continue with the next game update.


The Void Round


A new zone, tentatively titled the Void Round, has been completed. The name is in large part due to the ring around which most of the map's paths are built. It continues the story of the prior map and includes additional nuggets of information about the Twin Gods world.

Compared to all existing levels in the game, this level is huge. There are no breaks, no loading screens. It is all one level. There's an estimated 45 minutes to maybe 2 hours of gameplay, depending on how complete one wishes to be. Seeing as how the game is intended to be 5-10 hours minimum, this is great because the next few levels might be as large.

Next Game Update


The next update will be massive. Along with the Void Round, there will be additional scenes in all existing levels. (More later.) At minimum, gameplay changes with the next update include increased walk speed and changes to stamina and the run mechanic.

Game Development Progress


After the Void Round, there are about 3-4 more levels, approximately of this size. Do not expect this information to be included in every update of this type made.

Please join us on Discord! The leader developer (me) is (almost) always there for discussion!