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Update: v0.8.8 and Ideas about Emblem Design Rework!

[h2]Update v0.8.8![/h2][p][/p]
  • [p]Add Achievement for defeating 'Greasy Prince'[/p]
  • [p]Add shiny variants for A LOT more Sculplings, about half of Sculplings now have Shiny variants[/p]
  • [p]Add new unlockable reasearch at Laboratory[/p]
  • [p]Discovered Sculplings now have a chance at spawning at the hub world and walking around. (General Hub visual improvements being worked on and are coming soon)[/p]
  • [p]Lots of fx polish added[/p]
  • [p]Fix broken dialog box at mystic upgrade pin stat increase[/p]
  • [p]Better crash reports- reports now send over more info for us in the backend that will help us a lot with squashing bugs. Thanks to all those who have helped reporting them thusfar. [/p]
  • [p]Fix Toxic Trap dialog box staying on screen[/p]
[p][/p][p]The game's final boss/game ending is also completely done but is currently still inaccessible while I test it out some more. [/p][p][/p][h2]Emblem Rework Idea[/h2][p]We're thinking of adding a way you can equip multiple emblems/maybe even pins to start a run with. I think that could add a lot of meta progression/some more depth to the emblem system Essentially it would work like this: you have "Satchel Points" that allow you to equip x number of pins/emblems at the start of a run. Each pin/emblem would cost x satchel points, so you can equip as many as your points will allow. Whenever you defeat a final boss for the first time you get more satchel points which will allow you to equip more or stronger pins at the start[/p][p]Curious what you guys think of this idea, I think it'll add a lot of depth to meta progression and the current idea of the Emblems. [/p][p][/p][p]If you guys like the idea, that'll be coming next week along side the game's final boss and ending :)[/p][p][/p][p][/p]