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Sculplings News

Patch notes: v0.2.5

  • Stat balance tweaks for several Sculplings
  • Fix Healing bugs on active Sculpling in a battle
  • Better Health Bar animation
  • Tooltip damage number tutorial popup
  • Fix Sculpling's max HP not being updated properly on all displays after using max hp booster item

v0.2.4! New Pins | Item Choice After Battle | UI Overhaul

[h2]Version 0.2.4 is finally here!
[/h2]
We've been focusing a lot on polishing the design that's already there while we take a short break on focusing on new content.

There's honestly a crazy amount of changes in this update to the game overall that it'd be hard to list them all. But here are the big changes:

  • You now SELECT an active item to add to your inventory after every wild battle

  • 8 new pins in the game

  • The tooltip in battle will now show the TOTAL damage the move will do(besides the target's DEF) instead of the move's base power

  • The starter select screen has gotten a total overhaul and now each starter Sculpling starts with a randomized moveset.



Those are just some of the more noticeable changes you will see, but there really are countless polish changes throughout the game, some big some small.

I'm excited to hear what you guys think of the changes!

This week we're going to focus some more on more data changes and bug fixes, but I'd still like to get the new CANYONLANDS FOOD Sculpling in this week as well.

- Conor

Patch: v0.2.2

  • Fixed game crash sometimes when being rewarded clothing items
  • Data tweaks- more moves show exact percentages of effects. Stronger later game moves

Update: v0.2.1: 2nd Final Boss | Difficulty Increases

VERSION 0.2.1


Major changes:

- 2ND FINAL BOSS! After defeating Rank #5, the next run will end with you facing off against rank #4

- Opponent scaling once you defeat the first final boss(opponents get harder and have slightly different teams)

- Unlockable active items in the Hub Item Shop once you defeat the first final boss

- UI polish

- Fix many reported bugs

- Additional outfits to unlock

- Several new moves across several different monsters

I've tested it as much as I could, but I'm not gonna lie: some of the post-first-final-boss content will be an ongoing process in terms of balancing. A lot of the opponents change slightly once you defeat Shogunaka and should only be *slightly* more difficult than before, but they have different teams and everything so if you run into an opponent that you think has become far too difficult please let me know. There's only so much time I can take to run through the game over and over to balance.

[h3]Next Week:[/h3]

The next couple weeks we're gonna take a pause on adding a lot of new content and instead focus on polishing and balancing what's already there. I've been meaning to go back and do things like:

- Change some badges to be better/more interesting
- Have a more unique and varied pool of moves for starting Sculplings
- Do more visual and audio feedback for attacks to make fighting more satisfying
- Add and tweak sound effects throughout the game, especially things like monster's moves
- Add more visual flair to UI throughout the game and redesign some UI that has pretty much just been placeholder since the start
- Show the TOTAL damage being done to the target in the move tooltip

In addition, we're always fixing bugs alongside the work we do, but there's been a few that have been around for awhile that I'd like to take a break and clean up.

That said, there will still be a few new things we're looking to add in the next couple weeks that you can look forward to:

- New Sculpling in CANYONLANDS
- New Pins

Be sure to lmk what you think of the new update! And thanks again for all the bug reports/feedback you guys have been providing, we really couldn't make the game great without you :)

- Conor

v0.2.0! AVATAR CUSTOMIZATION! | Unlockable Outfits! | New Sculpling!

VERSION 0.2.0!!!


v0.2.0! Big milestone means a BIG update!

[h2]Major changes: [/h2]

- Full AVATAR CUSTOMIZATION- unlock outfits by defeating opponents in runs and customize your player back in the Hub!

- New Sculpling evolution unlockable through the Laboratory!

- A new pin unlockable through the hub shop!

- Several reported bug fixes

- New Audio for dozens of moves and monster cries



[h2]Next Week:[/h2]

- 2nd "Final Boss"
- Additional outfits

Before the end of the month:

- "Event" Spaces

Thanks for the support and reviews guys! Definitely enjoy the process of development a lot more when I hear your feedback!

I wanted to get the second final boss in this week but I think it's going to be a bigger project than I initially thought so it'll be coming next week. I've heard the feedback about making the game harder but I think I'm going to use the final boss progression system to increase the difficulty of the game. When you defeat the first final boss(Rank #5) the opponents you face in the run after that will be slightly harder than they used to be. I think this is a good way to increase the game's difficulty while also not making it *too* difficult for new players. I think it'll also be super cool if opponents kinda progress when you defeat the first final boss too, having different dialog and maybe different Sculplings on their team?! So yeah all that is a little more work than just adding another final boss but I think the extra week will make the experience much cooler :)


- Conor