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v0.9.1: FINAL BOSS + ENDING!

[p]Hey guys! At long last it's here! The game's FINAL BOSS and ending!!! [/p][p]After defeating Rank #2, you will now fight RANK 1 at the end of the run. [/p][p]I'm not gonna lie, I haven't beaten him without dev tools so although I do want him to be very, very difficult, please let me know if you find him too impossible.[/p][p]In addition- I haven't beaten all the final level bosses successfully yet either. In theory they're only slightly tougher than they were in the Rank #2 run but there is the possibility of them being too tough to get through without some cheese, which I don't want[/p][p]All this to say- the balance for the final level bosses is going to be an ongoing process- if you believe something is too frustratingly difficult feel free to make a feedback report and I'll consider tweaking some things, especially if many of you think the same way. [/p][p][/p][p]Additionally in this update:[/p]
  • [p]Fix 'Fantastic Smash' move[/p]
  • [p]Fix some exceptionally loud SFX[/p]
  • [p]Fix 'Trap' Item[/p]
  • [p]Expanded move pool for starting Sculplings[/p]
  • [p]SHINIES: EVERY SCULPLING in the game now has a shiny version that you can find!(You'll need to capture them in a previous run first though ;) [/p]
[p][/p][p]With this update, the game is "Done" in terms of what I originally set out to make several years ago. We will continue to work on QOL improvements, new Sculplings, and bug fixes in the following weeks leading to 1.0, but all major content for the game is there :)[/p][p][/p][p]What do you guys think? I know there's some major features you guys still want, I'm gonna try and get as many of those in as possible, but I think besides the bugs and some needed polish in areas the game is in a good state to release? Definitely open to feedback, but I guess I'm just hitting a bit of a wall both from being a bit burnt out but also just feel like I did what I set out to do when I started 3 years ago. I'm all about doing everything I can making the game even 1% better, but at this point I don't know if any major feature will really "tip the scales" in terms of the quality of the game? [/p][p][/p][p]Obviously if you think I'm wrong and you feel like there's major features that feel "missing" from the game I'd love to hear it. [/p][p][/p][p]But otherwise I think I'm just going to focus on cool features and polish/bug fixes for the next month or so then come up with a release plan.[/p][p][/p][p]Specifically next few weeks:[/p][p][/p]
  • [p]Sound design polish[/p]
  • [p]Add new 'Sushi' Starter Sculpling[/p]
  • [p]More in-depth events[/p]
  • [p]Bug fixes and effects polish[/p]
[p][/p][p]As always, let me know, your feedback means a lot to me :)[/p][p][/p][p]- Conor[/p]

Patch for v0.9.0

  • [p]Fix broken 'Specialist' Achievement[/p]
  • [p]Fix broken moves that increase in power/ other effect when the target dies[/p]
  • [p]Fix broken 'Trap' Item[/p]
  • [p]Fix 'Dragon Rest' move[/p]
  • [p]Fix 'Moosh Emperor' Not appearing in monster glossary[/p]

V0.9.0| New WATER Starter + more!

[p]Hey everyone! Back with another update![/p][p][/p][p]- New Unlockable WATER Starter!: A new Water Starter is available at the LABORATORY! This Sculpling is added to the pool of potential starting Sculplings when you start a run. [/p][p]- Additional Pins Several new pins have been added in this update. The pin equip in the hub world now displays pins in order of their Satchel Points[/p][p]- Steam Cloud Saves: We have added Steam Cloud Save functionality[/p][p]-Bug Fixes: Several reported bug fixes are patched in this update[/p][p]Finally, this update also includes a bunch on environment and UI polish as well as more Shiny versions of existing Sculplings(Almost every sculpling now has a shiny version) this includes the possibility of SHINY STARTERS- a shiny version for any Starter you've previously started a run with.[/p][p][/p][p]- Where's The Final Boss? -[/p][p]I originally wanted to release the final boss update today, but wanted to give it a little more time to tweak. I want to fix some of the current reported bugs and exploits, as well as any potential new ones in this update, before we release it. I'd hate to have the final boss be being via some sort of bug. Kinda impossible for us to test everything for it but still wanna polish it up a bit more so the final boss update will be releasing next week either the 8th or the 9th! Looking forward to hearing what you guys think of him :)[/p][p]- Update on future plans -[/p][p]As we get closer to v1.0, we are adapting what we want to focus on and what features we think are the most important for the release. About a month ago we shared our MSCW map plans. Since then we've tweaked things a little, here's our updated plans:[/p][p][/p][p][/p][p][/p][p][/p][p]Biggest thing here is that I think we're leaning towards launching with some localization instead of while full controller support. We think that might be more vital to making the game more accessible to players? We're open to feedback on this. I know some of you guys(myself included as a guy who mostly plays games with controllers) were really looking forward to controller support, but it seems like(to my understanding) the game works pretty well as is on steam deck? Both localization and controller support are big things that will take a good amount of time to implement, so we kinda have to chose only one to launch with. Of course, if the game does well(or even if not but maybe a little slower) I still plan on adding controller support down the line, just think we're leaning towards not launching with it. Let me know what you think about that. [/p][p]The way I see it, especially after the final boss update, we're almost "done" with everything I set out for the game to be 3 years ago. There's plenty more we *could* add, and I'll try my best to get as many cool things in there as possible before launch, but I think once we squash the remaining and any new bugs the game is in a really good state to release in. [/p][p]Of course, there's always room for adding more content post launch depending on how the launch goes- but as I've mentioned previously after working on this heavily for about 3 years I'm definitely getting pretty burnt out so I need some sort of finish line, but obviously don't want that to come at the cost of the game's quality. [/p][p]Anyway, that's the plan. My rough idea is to launch Thursday, Jan 22nd. In the meantime I'm also gonna work more on social media posting and marketing to get the game out there a little more, I'm pretty bad at the marketing side of things but I believe in this game and think it can really get somewhere if it gets in front of enough people![/p][p]Thanks as always for all your support guys :) [/p][p][/p]
  • [p]Conor[/p]

Patch Notes: v0.8.9

[p]Small patch to fix some issues with the v0.8.9 update:[/p][p][/p]
  • [p]Fix Hyper Boost Pin[/p]
  • [p]Fix Horn Showoff move[/p]
  • [p]Fix Shiny version of captured Sculpling not showing on capture screen[/p]
  • [p]Fix Concept Art Tent not showing in the Hub world[/p]

v0.8.9! | Pin and Emblem Rework!!

[p]Hey guys, we got another rework in this patch, adding depth to a feature I've been wanting to add for awhile:[/p][p]- PIN & EMBLEM rework: The big change in this update is expansion of the Emblem Equip screen. You now have SATCHEL POINTS that allow you to equip MULTIPLE EMBLEMS for runs. We also added pin selection to the Equip Screen so you can choose a mix of different pins and emblems to start runs with. Any pins you find in runs(from here on out) will be unlocked in the emblem equip scree[/p][p]- Additional Pins With this, we've also added several new pins. We have close to all the pins in the game we want to launch with, the last of the game's Pins will be added throughout the next couple weeks. [/p][p]-Bug Fixes: This also fixes bugs that you guys have reported. We know about the icelands softlock and are trying to get a fix out ASAP but it's been tricky to reproduce. [/p][p]Thanks to everyone who have left steam reviews, it really helps us out :)[/p][p]Final FINAL boss/ Game ending is all done! We're still testing things and want to balance the difficulty with this new pin rework in mind. Final boss should be in next week :)[/p][p]- Conor[/p]