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Sunflowers and the Goddess of Death News

📜Dev Diary #5 & Demo Patch 1.7📜

[h3] “Know this, she who deigns to speak for a god. To seize my[/h3][h3] power, to invoke a majesty as grave as it is divine, is to[/h3][h3] sacrifice a part of what makes one human. For when you stand[/h3][h3] on the precipice, no mortal can check thy might.”
[/h3][p][/p][h3] -Inscription carved in marble within the [/h3][h3] Cerulean Shrine of Aordhos.[/h3]

Dev Diary #5
[p]Greetings everyone! I hope this article reaches you in good health and good cheer. My name is C.W. Hendricks, lead game developer for Sunflowers and the Goddess of Death, and today I am very happy to bring to you an absolutely massive patch to the demo alongside some exciting news for our game’s development![/p][p][/p][p]First off, a special thank you to all who have played our demo and given us feedback and/or wishlisted our game on Steam. Your support means the world to us and we will strive to continue to earn it by delivering an RPG truly worth playing.[/p][p] [/p][h3]Development Update[/h3][p]Let’s first dive into some news about the progress of game development. I am very pleased to report that we are just about finished up with Act II of Sunflowers and the Goddess of Death! Here is a sneak-peak into what we're building within the Act:[/p][p][/p][p]🌻Act II is roughly 4 times the size of Act I in terms of content and scope. A typical playthrough of Act I is about 2 hours. Expect 8-10 hours of content for the average player in Act II. If you are the type that likes to explore things thoroughly, however, there are many little secrets to discover and it will likely take you considerably longer. 😊[/p][p]🌻There are two additional party members that will join throughout the story. All party members learn at least two unique Artes, have a mix of equipment specific to them, and have their own character classes.[/p][p]🌻8 character classes are fleshed out and playable: Priestess, Witch, Dryad, Mistweaver, Pyreknight, Abyssal Lord, Theurgist, and Alchemist.[/p][p]🌻It contains 2 core “dungeons” to conquer, along with several large regions (including a homely port town, a deep magical forest, a rocky highland riddled with caves and climbable areas, and more!) to visit on the map. There is, additionally, an optional dungeon to explore with some really cool story content and a challenging boss encounter for those able to discover it![/p][p][/p][p]A little preview of the optional dungeon that can be explored, the Doom of Kazarakh. A certain wraith is none-to-happy about your visit… [/p][p][/p][p]🌻All of these areas are reachable through an old-school style explorable world map. Here is a little preview of the isle of Pharsus in all its glory. Please note that this is still a work in progress, but we wanted to give you a taste of the scope and design of Urdin's world map.[/p][p][/p][p]This is just one island of two you’ll be able to visit during Act II! All the buildings, caves, and groves are visitable and the roads all lead to areas of importance both for the main story as well as for the Act's side quests.[/p][p][/p][p]That’s all for now for the preview of Act II. Next up we have a list of all the new updates to our free demo. Grab a snack before reading, as the update is quite extensive: [/p][p][/p]
Patch 1.7
[p]This patch is absolutely gargantuan and brings the demo and Act I up to the standard we've set for ourselves with Act II. We've also fixed every bug we've had reported to us by our players; a huge thank you to everyone who reached out and let us know of issues and bugs you've encountered.
[/p][h3]Battle Mechanics[/h3][p]🌻AP gain from damage taken reduced by 50%.[/p][p]🌻All actions now give 10 AP across the board, including standard Attacks. This is a general buff to AP gain from doing stuff.[/p][p]🌻AP gain from AoE spells is now 10, making their AP generation equal to single-target spells. Previously, AoE spells like Wild Growth generated AP for each target hit, which resulted in a very high amount of AP on boss fights like Galgam’yrth who spawns adds or any encounter with more than one enemy on the board.[/p][p]*These changes are made with two main goals: making class choice more important (as you’ll be relying more on your chosen class' abilities over Artes) and reducing the Arte spam that was part and parcel in the demo. We want Artes to be these big, battle-defining abilities and/or smaller cost skills that can be combo’d with class-specific abilities for powerful results. While this is a nerf to how often Artes can be used, you’ll be getting more bang-for-your-AP when you do decide to use one.[/p][p]🌻All damage over time effects (Infection in the demo) now both scale-up and are reduced by character parameters. The base damage of Infection also ramps-up the longer the status effect lasts on a target.[/p][p]🌻All heal over time effects (Rejuvenation in the demo) now scale-up with character parameters. [/p][p]🌻All beneficial status effects now last 5 turns, up from 3. This means, for example, that the effects of Coniferous Word last 5 turns now, reducing the amount of “buff upkeep” that was needed on boss fights.[/p][p]*Previously DoT and HoT effects were based on a percentage of max HP. This is no longer the case. Instead, character parameters will directly increase (or decrease in the case of negative statuses) the potency of these types of effects. As examples, a higher Spirit increases the strength of a caster's HoTs and a higher Fortitude decreases the damage taken from Infection. On the flipside, a higher Intellect on the caster of a spell that inflicts Infection increases the damage of the resulting DoT effect.[/p][p]🌻All hard-crowd-control type negative status effects (none in the demo) have had their duration reduced to 2 turns.[/p][p]🌻Soft-crowd-control type status effects (like the new Terror) now last 3 turns.[/p][p]🌻Terror (the status effect encountered in the basement of the Verdant Temple) is no longer a hard-cc effect. It now blocks Artes from being used for the duration.[/p][p]🌻Infection can no longer be reapplied during its duration.[/p][p]🌻All spells and equipment that increase character parameters now stack additively (so having two accessories that increase Critical Rate by 5% means you now have +10% Critical Rate); previously they were stacking multiplicatively, which is not intuitive and caused some confusion when multiple percentage increases were applied to a character.[/p][p]🌻Various Artes and Magic have had their power, cost, or effects adjusted.[/p][p]🌻Class growth rates have been adjusted across the board for better game balance and uniqueness. Generally, the top-end parameters for classes were brought down and the bottom-tier parameters were brought up. Einno will, for example, feel a little tankier while having slightly less Intellect and Max MP. She will still very much fulfill the role of a squishy, high-utility or high-dps mage (depending on class choice) and her class options reflect this; however, she won’t feel quite so vulnerable to anything and everything dealing physical damage.[/p][p]🌻The encounter with 5 Corrupted Sylph in the Verdant Temple has been reduced to 4. Since AoE abilities aren't available when you can encounter them, this particular battle never felt that great because of it.[/p][p]🌻The casting and special attack "windup" animations have been removed from all enemies.[/p][p]*The goal here was to make battles a little faster paced, particularly battles with 3+ enemies at once or encounters which had add spawns. We received feedback from multiple users about wanting a bit faster pace in battles and after testing and trying out different things, we decided to go this route. We're very happy with how battles "flow" now and we hope you will be too. 😊[/p][p]🌻Fixed a bugged where sometimes the battle HUD would "shake" immediately following a victory.[/p][p][/p][h3]General Game Mechanics and Features[/h3][p]🌻Tutorials have been redesigned with a fresh coat of paint and you can now move forward or backward to each page while viewing them.[/p][p]🌻A new menu feature has been added that allows one to view past tutorials.[/p][p]🌻New, advanced tutorials that deep-dive into game mechanics have been added once one has progressed far enough into the demo. Further advanced tutorials unlock throughout the game. These do not interrupt gameplay, but rather the player will receive a pop-up message saying new tutorials are available. We think this is a great balance between keeping game mechanics transparent while also not spamming the player with tutorials.[/p][p]🌻Some old tutorials that explain basic mechanics have been merged with others to create general “Adventuring Tips”. This reduces the amount of tutorials players encounter early on while still ensuring core game mechanics are explained.[/p][p]🌻Game difficulty can now be changed after the initial selection when starting a New Game. Simply go to the Options section of the in-game menu to change it.[/p][p]🌻Interacting with climbable objects has been made consistent across object types (e.g. ladders, vines, rocks, etc.).[/p][p]🌻A new accessory, the Cloak of the Conjurer, has been added to the demo as a reward for defeating the hidden golem boss![/p][p]🌻Buying and selling in shops has been redesigned to allow the player to exchange things other than simply silver. No real impact in the demo other than the new UI, but those Chieftain’s Coins will have a use in Act II![/p][p]🌻All choice windows now display the previous message in the conversation so that the context of the choice can be read again as needed.[/p][p]🌻A new treasure and a new inspectable location have been added in the Verdant Temple - Exterior area.[/p][p]🌻Some items and equipment have been adjusted in power or effect with the ultimate goal to have just more fun diversity in items and gear.[/p][p][/p][h3]Artwork[/h3][p]🌻Wedelia, Cormac, and Einno all received new animations for their in-battle sprites that add more unique character to each.[/p][p]🌻Every monster encountered throughout Act I had some touch-up work on their sprites. These are generally pretty small differences to shading but it brings their designs more in-line with one another.[/p][p]🌻Cassius’ character art, both 2D sprite and portraits, have been redrawn to reflect his age a little better. He now looks more the battle-hardened warrior he was always meant to be.[/p][p]🌻Cassius, Dwynwyn, Galgam’yrth, and others have received new portraits or have gotten portrait touch-ups throughout the story to better express themselves.[/p][p]🌻During various cutscenes and story beats, there is now more motion by character sprites. Wedelia will kneel down to inspect Dwynwyn, rush to Cormac’s side and throw out her arms to heal him, etc. We worked really hard on the new artwork for these scenes and we hope you enjoy them. 😊[/p][p]🌻Map shading has been completely redrawn on every map. Gone are the days of abnormally “edgy” shadows. Shading in areas is now more smooth and gradual.[/p][p]🌻Every single map in the demo and beyond has had sections redrawn and polished up. The world of Urdin has never looked better. In some cases these are extensive map expansions, while in others it is a more minor touch-up of the area.[/p][p]🌻Brand new art assets have been created for the demo and peppered throughout nearly every zone (particularly outdoor areas).[/p][p]🌻Characters now have shadows in all areas of the world. Previously character shadows were only projected in outdoor areas, but we decided it looks better to have them everywhere as the shadows add depth to character art when they are present.[/p][p]🌻Environmental water effects have been spruced up throughout the game.[/p][p]🌻Objects within and on top of water now float or move along with the water.[/p][p]🌻The title screen for the game has been improved with new graphical assets and effects.[/p][p]🌻Weather effects throughout the game have been redesigned and improved.[/p][p]🌻Updated the shadows cast by some objects throughout the world.[/p][p]🌻Updated save pictures throughout Act I. Some pictures were outdated and no longer reflected the zones accurately after multiple iterations and new art.[/p][p]🌻Updated the battle background for Amuniai (used for a particular fight at the end of the Act). Better matches Amuniai now.[/p][p][/p][h3]Story Beats[/h3][p]🌻The opening quote and Act quotes have been redesigned into movies rather than regular windows. They look much more cinematic now, check them out![/p][p]🌻All interactions with Imsha in the mortal plane have been adjusted. Without spoiling anything, expect a little bit more intensity where Imsha is involved.[/p][p]🌻Various story scenes have had their writing adjusted. There were a few weak points in the demo we were never too happy with, and these have now been improved.[/p][p][/p][h3]Game Engine/Background Processes[/h3][p]🌻Updated code in a variety of areas and scenes for faster processing and a faster boot-up of the game. Expect quicker loading for low-end machines and smoother transitions between areas for everyone, for both sounds and visuals.[/p][p]🌻Created a custom mouse cursor for the game. You'll see it whenever you drag the mouse over the game window. It's pretty cool. 😊[/p][p]🌻All in-game windows, from the menu to messages, have had their transitions reworked to have a smooth fading animation instead of the block expansion they had before.[/p][p]🌻Iterated on and improved NPC pathing issues that could result in some strange movement patterns by NPCs. You should see smoother NPC movement throughout the demo now; we've targeted and fixed all issues that have been reported and that we've seen.[/p][p]🌻Fixed a crash that could occur during and immediately after the Incandescent Bard movie when the game was launched.[/p][p]🌻Fixed a crash resulting from using other apps while leaving Sunflowers and the Goddess of Death on the title screen in the background.[/p][p][/p][h3]Other[/h3][p]🌻Truthfully, there so many tiny tweaks and elements of polish in this update, we may have left something out. This patch is basically meant to lay the groundwork for Act II and bring it up to speed with our current game design, and in many ways will feel like a totally upgraded gameplay experience.[/p][p] [/p][p][/p][p]That’s all we have for today. I sincerely hope you’ll give our updated demo another (or a first!) playthrough to see all the new additions and features, and as always, we would love to hear your feedback to help guide us through our development of Sunflowers and the Goddess of Death. We can be reached anytime through our email at [email protected].[/p][p][/p][p]Stay tuned for further news in the near future! We have more in store that we are very excited to share with you all, but that will have to await our next meeting~ [/p][h3]
May summer's billowing warmth embrace you as each step in your journey brings you that much closer to achieving all that you adventure for.[/h3][p][/p][p]-C.W. Hendricks[/p]

Patch 1.6

First off, huge thank you to everyone who has given our demo a try and/or checked out our game over the last few months, including those just now discovering Sunflowers and the Goddess of Death during RPG Maker Festival 2025! We are truly humbled at the interest our small studio's first title is gathering. Our journey continues on this quest to build a truly memorable and enjoyable RPG that hearkens back to the great, story-driven adventures of our past.

On that note, we've been hard at work implementing some updates to the demo that we've put together for the full version. We wanted to get this update out before the start of the festival...but as game development sometimes goes, the new features were just not quite ready in time. Quality and polish come first for us, so we had to delay the release a bit to make sure things were as good as we could possibly do.

We hope you enjoy this update to our free demo and have a wonderful time playing Sunflowers and the Goddess of Death :). If you enjoyed the demo and/or are looking forward to the full release, please consider giving Sunflowers and the Goddess of Death a Wishlist on Steam!

In order to experience the new features including spatial ambience, a New Game will have to be started. We apologize to anyone in the middle of a play-through of the demo; you may experience some issues on saves made prior to 1.6 due to the large amount of backend code changes. That being said, we very much recommend starting up a new save and taking a look at the updated features and artwork! :D

And now, without further ado, here are the patch notes for 1.6!


🌻Added spatial ambience BGS to Amuniai, Temple Grounds, Verdant Temple
-Waterfalls, rivers, campfires, and other sources of ambient sound now grow louder as you approach them and pan depending on the direction you are in relation to them. Our goal with this is to bring our audio systems up a notch, to make them more immersive and further envelop you in the world of Urdin.


This spot is my personal favorite area with the new spatial audio. You can faintly hear the crashing of the waterfalls alongside the gentle bubbling of the river.


🌻Updated Growth (field map) spell for smoother climbing animations.
-No more jerkiness running near climbable vines and now you'll feel resistance when climbing.

🌻Fully implemented Einno's Terraflare Arte.
-The Arte before, while learnable, was not fully implemented and, due to a bug, had no real effect at all. (Truth be told, this Arte was not meant to be obtainable in the demo, it kinda slipped its way in there.) However, we thought, why hold our favorite dryad back? We've decided to fully implement the Arte in the demo including the animations, background code, description, artwork, etc. Everything is now fully in place and the Arte is completely functional! Enjoy!

🌻Changed health bars to green and AP bars to orange. Small swap here but better matches skills, status effects, etc.

🌻Updated text colors relating to a variety of game information.
-Overall, item and skill effects colors will more closely relate to what they do and what they affect for better clarity.

🌻Updated the base resolution used by the game engine. What this ultimately amounts to is better support for widescreen monitors (which today are more common than traditional size monitors). Most players likely won't notice a change here, regardless of monitor type, but for some monitors it makes map scrolling/map edges much smoother.

🌻Wedelia now fully restores her AP after waking up from pacifying the spirits of the wood (main story quest). Just a small quality of life change here.

🌻Adjusted the color of the scroll bar seen in multi-part windows to a soothing forest green.

🌻Added arrows to various windows throughout the game for better clarity when windows have additional options that can be selected. (Thanks Hatton!)

🌻Updated art for Dwynwyn in all of her scenes. We felt her character art was lacking a bit and there were some issues with the shading on her portrait. Cleaned that up so her confident, put-together self can shine (for awhile).

🌻Fixed a typo in Wedelia's monologue about her tea ingredients.

🌻Fixed an issue where Wedelia had a character shadow indoors in the opening cutscene but no other NPC did...ominous, but not intended.

🌻Fixed a bug with Einno's movement in the Cella (forested) scene.

🌻Fixed a typo with Cormac's chat after Niall's first shop scene.

🌻Fixed a couple instances of shadows not properly appearing under characters in outdoor environments.

🌻Updated credits and special thanks section.


That's all we have for tonight! We sincerely hope you enjoy playing Sunflowers and the Goddess of Death and hope to see you for our full release on the not-so-distant horizon!


May each road you travel echo with the merry cheer of friends and be blessed with just a spark of adventure,

-C.W. Hendricks

📜Dev Diary #4📜

Greetings everyone! Have a short Dev Diary here with an announcement to make regarding the development of Sunflowers and the Goddess of Death as well as a preview of the Mistweaver class and some of the (we think!) very cool mechanics coming into play with it. So let’s get right into it!

First off, if you’ve been keeping tabs on the Steam store page, you may have noticed we decided to push back the official launch of the game to Q2 2025. We want to deliver to everyone as polished and fun of a game as we can make, and Sunflowers and the Goddess of Death is just not where we want it to be yet. Development is chugging along and we’re striving to do the best that we can, so we’re not going to release something half-baked or unfinished. While the wait will be longer, we will be able to deliver a better, more memorable, more fun experience for our fans; at the end of the day we think that’s what’s most important.

With all that said, we hope you will give us the time to build a better world for you to adventure in, a more polished story to get immersed in, and more exciting challenges for you to face throughout the journey of Sunflowers and the Goddess of Death.

[h2]The Mistweaver[/h2]

Next up, we want to give you a preview of the core abilities and mechanics of the Mistweaver class, the 2nd class obtainable for Einno, the woodland fae.

The Mistweaver is Einno’s most offensive class, and uses both Nature and Water element spells in concert with one another to chain together very high amounts of magic damage. However, the class has two key weaknesses: it requires using different spells often in order to maximize its power, and is very vulnerable with low defensive stats. Bringing a mix of both Nature and Water element spells, the class does contain a few supportive/healing abilities to counter those weaknesses!

[h3]How it Works[/h3]

The Mistweaver’s unique mechanic is Spellweaving. How this works in practice is that using Nature spells applies Stormweaving to the caster, while casting Water spells applies Bloomweaving. While an element is being woven, the next spell cast of that element will have its effectiveness increased by 50%.

For instance, let’s say you’re all alone and up against a dreaded Mandragora…and you decide the best thing to do in this situation is to blast it with the Deluge spell, a single-target spell that deals Water element damage.



After casting a Water element spell, Einno is now Bloomweaving, which is indicated by a buff icon on her portrait. Now she’s ready to do some real damage.



Opening up her spell list, you notice Einno has this other ability called Bloomtwist…



Casting Bloomtwist while Bloomweaving consumes the status effect and boosts the effect of the spell by 50%, resulting in massive damage and obliterating the unsuspecting Mandragora. It also in turn applies Stormweaving, which powers up the next Water element spell cast!

Let’s take a look at some of the other spells available to the Mistweaver. Note that this is not a complete list, we don’t want to spoil everything!

🌻 Cloudburst: Water element. Applies a heal-over-time effect to the entire party, restoring a small amount of HP and AP each turn.

🌻 Soothe: Nature element. Cleanses Psyche element status effects such as Terror.

🌻 Shroud: Water element. Hides the targeted ally in a thick cloud of mist, reducing the likelihood that enemies will target them with attacks.

[h2]Closing Notes[/h2]

That’s all we have for today! As ever, thank you so much for taking a look at our Dev Diary and we hope you are excited to see more about Sunflowers and the Goddess of Death. Don’t forget to check out our free demo and/or leave us a Wishlist on Steam if you haven’t yet!

You can also follow us on Twitter via the handle @SGoD_game or on Facebook at https://www.facebook.com/profile.php?id=61555427985989!


May the coming weeks find you in a relaxing respite from the droll of the world’s turn, and may your adventures be blessed with wintry wonder and just a touch of holiday magic.

-C.W. Hendricks

📜Dev Diary #3 and Demo Patch 1.4📜

[h3]Ladies, gentlemen, merfolk from the shores of grand Aordhos, gilded in its splendor, welcome to our humble tavern! Leave behind the comfort of moss-covered stones breached upon the shoreline, for tonight we have prepared for you further tales of wonder and magic![/h3]


Greetings anew everyone! My name is C.W. Hendricks, lead writer, developer, and designer for Sunflowers and the Goddess of Death, and today we at The Incandescent Bard are launching patch 1.4 for the free demo that brings an enormous art update, new player-friendly guidance techniques, and another level of polish and tweaks to story beats throughout the game to add further lore and flair to the world of SGoD.

These are updates we’ve been working on for the full version of the game and we decided to push an update to incorporate all of these features into the demo. Much of this update is thanks to all of our players and the incredible feedback we’ve received, so we want to extend a huge thank you to everyone for giving our game a try and reaching out to us with your thoughts!
Without further ado, let’s get into the meat of what this update contains:


[h2]Artwork[/h2]
With any great RPG comes great respon icons! Icons are those little pictures players see constantly throughout the game that represent items, equipment, magic, skills, menu items, status debuffs, parameters, etc. The list goes on. While small in stature, icons play a very important role in immersion; you can’t see that Emerald Periapt on your character, so having an icon that showcases the accessory in all its glory helps make the item more grounded in the world in which it was found. It also makes chests and treasure that much more fun to discover; you may find something that looks too cool NOT to use, even if perhaps you really don’t need bonus MP on Cormac…

Our icons before were, quite frankly, generic. We used the same icon for every sword, another for every necklace, etc. But no longer! We’ve been hard at work over the last month reworking every icon in the game (of which there are hundreds) to bring them up to the same quality of work as everything else, and we’re super proud of what we’ve accomplished here.

Now everything has a unique icon that captures what that item is, or what this parameter means, or what that magic spell does, etc. All of this new artwork is now live in the demo!

Leave it to Niall to highlight his newly redrawn stock, front and center. You may notice some new information in the TLDR panel on the right; we did a light redesign pass on every item and the windows they bring up to more clearly define what that item is or does and what about said item is important.


[h2]Player Guidance[/h2]
This is a bit more of an abstract concept, but basically “player guidance” means things like breadcrumbs quests, well-laid-out roads, etc. and is incredibly important to the overall experience of playing any game; particularly games like RPGs that tend to have more open-ended routes for a player to take.

One of the most common issues our players have had in SGoD is feeling a bit lost on where to go or what to do next when exploring the world, and so we set our sights on improving this experience to make the game world more player-friendly and easier to navigate.

After a great deal of discussion, we decided we didn’t want to take certain routes that detract from immersion into the game world. Mini-maps are one such example we decided against. While they can be an incredibly useful tool for the player, what they also do is pull a great deal of focus from the player off of the game world and into the mini-game of staring at the mini-map.

Instead, we wanted to better lay out the world itself in such a way that figuring out where to go became easier, and use in-game tutorials to help highlight and explain the world to players as they go along. While Sunflowers and the Goddess of Death already had some tutorials, we’ve added a few more and shifted others around in order to better explain game mechanics earlier and help guide players in navigating the world.

Further, NPCs and in-game journal entries now use “nudge text” to help the player hone in on parts of conversations that lay out where to go next. “Nudges” are a tool that can be used to gently guide the player around the world and include things like Navi and the Owl in Zelda: Ocarina of Time. Sometimes however, if used too much, nudges can be a little invasive and detract from gameplay (we get it, owl, we need to visit the princess in Hyrule Castle. Enough already!).

We decided to use nudges only within story-related, regular conversations with NPCs and journal entries to try and highlight where to go next without leaving the player feeling like pushy NPCs are trying to dictate their game time.

Niamh wishes to gently remind you that you need to speak to Niall to advance the plot. We very strongly recommend you do not disappoint her…


[h2]Patch Notes 1.4[/h2]
New artwork and player guidance features are not the only new additions! Below you can find the full patch notes for version 1.4 of the Sunflowers and the Goddess of Death demo:

🌻Massive icon-related artwork update for every item, spell, weapon, armor, interface option, etc. Everything you find, purchase, interact with, and so on across the game will look more unique and have a more Celtic, nature-y flair in-line with the themes and story beats of the game.

🌻Updated item details across all items to more clearly define what items are and what they do.

🌻Added new text highlights, tutorials, and journal updates to better outline where the player needs to go next to advance the story, as well as explain certain game mechanics more clearly.

🌻Weakened some monsters in the very early game to make the first couple character levels feel less punishing before the player has more tools to counter monster strategies.

🌻Updated code related to area transitions to make them smoother and to allow music and ambience to tie in directly with moving around the world rather than on separate triggers. (dev note: ultimately, what this accomplishes is a noticeably cleaner and more smoothly connected world when shifting around maps).

🌻Many small adjustments to story beats, artwork, and code for an extra level of flair and worldbuilding.

🌻Fixed bug related to screen tint when quick-traveling from the Verdant Temple to outside the temple.

🌻Shifted some enemies around in battle templates to clean up in-battle movement and special attacks.

🌻Added new conversations with some characters across the main story.

🌻Polished up various cutscenes across the demo (includes fixing minor bugs related to movement and screen shifts and adding some new improvements to the narrative).

That’s all we have for you today aside from a small progress update: we are hard at work creating the world of Sunflowers and the Goddess of Death and development continues to move along apace. For our next dev diary, we will dive into new features and areas coming with the full release of SGoD.

Thank you so much for taking the time to try our demo and we sincerely hope you enjoy this update to the game.

May your days be ever-graced with the soothing warmth of the sun, and your paths laid bare with glimmering moonlight.

-C.W. Hendricks

Demo Patch 1.3

Greetings everyone!

It has been incredible seeing so many new players checking out our game, and we want to keep pushing forward with improving the demo experience for everyone we can. So we've prepared a small patch that fixes a couple issues reported by our players and adds some new animations to a handful of skills that we thought were just not up to par with more recently designed spells and artes.

Here are the patch notes:

🌻 Adjusted character artwork for Yannick (new design that matches the setting better, how did
he afford such glorious armor before? Hmm...)

🌻 Small adjustment to the opening ritual scene to accommodate the increased resolution update.

🌻 Fixed a bug with mouse-click interactions related to Niall and the map within the ranger barracks.
(Thank you Raventears!)

🌻 Reworked animations for a number of older spells/skills that we felt were not up to par with newer, more recently created animations. The following animations have been updated:

Enliven -> (new animation, icon, and SE)
Pacify -> (minor adjustment)
Flash Strike -> (new animation)
Stone Fist -> (new animation and SE)
Howl -> (new animation and SE)
Flitterlight -> (adjusted volume of SE, was too quiet before)

🌻 Removed the white box that appears when mouse-click interacting with the world. The functionality
of mouse-click interactions is unchanged, only the visual effect is removed. We think the
game looks better visually without this box, and is less immersion breaking for players.

🌻 Removed mouse-click-hold sprint functionality as this was buggy and not as clean as we would like. This may be revisited at another date, but up until now, when trying to use this feature, it just never operated smoothly. Sprinting is, of course, still in the game! It just requires you to hold whatever input you assign to Sprint (default Shift key) to activate.


That's all we have for today. Thank you to all of you who have given our game a try, and as well to all of you who have Wishlisted the game or added the demo to your library. We are humbled by your support and will do our best to deliver a truly great RPG experience for all of you.


Have a wonderful weekend and remember to take the time to travel off the beaten path whenever it is safe to do so.

-C.W. Hendricks