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Sculplings News

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]

Patch v0.8.7

  • [p]New dialog for CURSE status[/p]
  • [p]Fix dialog box being "on top" of move options when have mystic increase pin[/p]
  • [p]Fix broken move swap screen[/p]
  • [p]Add achievement for beating 'Greasy Prince'[/p]
  • [p]Fix Myth Trapper Achievement[/p]
  • [p]Fix softlock at egg hatch[/p]
  • [p]Fix exp booster item[/p]
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Patch v0.8.6

  • [p] Fix game opponent softlock after defeating Rank #2[/p]
  • [p]Feedback form clears after sending[/p]
  • [p]Dont show super effective/not effective on tooltip when swapping after opponent death[/p]
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Update v0.8.5 | Final Boss Rank #2!

[p]Hey guys! We're working hard on the final bosses/ending for the game! In this update:[/p][p][/p][p]- RANK #2!: You can now face FInal Boss Rank #2: THE GREASY PRINCE. The items you unlock from defeating are coming in a few days. This update also adds new FINAL BOSS MUSIC when facing one of the Big Five.[/p][p]- Rival Updates: Defeating the RIVAL now guarantees a rare item afterwards [/p][p]- More UI changes: We are still working hard on improving the games UI :) lmk what you think of the changes![/p][p]-Bug Fixes: Thank you all for the bugs and QOL ideas you have reported. We're continuing to work on all the bugs and QOL you guys have brought to our attention![/p][p]Final FINAL boss/ Game ending out by end of the month. Next week is some QOL improvements and game polish![/p][p][/p][p]Thanks everyone who has left a steam review- it helps us out a lot :)))[/p][p][/p]
  • [p]Conor[/p]

V0.8.4 | RIVAL! + New items, UI Improvements, Bug Fixes (And dev plan update!)

[p][/p][p]This is a big update with a lot of changes. Some of the big ones are:[/p][p]- RIVAL: Each run, there is a 30% chance that one of the bosses with be replaced with your RIVAL. Your RIVAL has a team that is built to counter your starter Sculpling. We're working on a rival Emblem and unique reward(s) for defeating the rival but for now you just get more coins. That stuff will be in next week or later this week :)[/p][p]- Additional base items and item changes throughout run: I have added several new active items you will find in runs and have made it so HALFWAY THROUGH A RUN(after the first opponent of the second zone) the item pool for end of battle items changes to include more powerful items. [/p][p]- Clay UI changes: We are transitioning to more of a clay UI look and a lot of that has been implemented into the current UI, this week I'm going to continue going through all the game's UI to get all the menus looking good and consistent. Think it's a big improvement on the existing UI :) lmk what you think[/p][p]- Bug Fixes: Thank you all for the bugs and QOL ideas you have reported. Many of the reported bugs are fixed in this patch, a few of them we are still trying to test but will continue to upload patches this week :)[/p][p]Additionally- I have sat down and thoroughly planned out the remaining development for the game. We have been working on the game for over two years and are aiming to hit 1.0 in late January/ early Feburary(exact date coming soon) This gives us 3 months to finish the game and put it in a state we are proud of. I believe this is plenty of time for us to get it there, but it did mean being realistic about what we can add to the game. [/p][p]There's this planning method I learned as a web developer called MoSCoW map- essentially sorting all features of something into - "MUST" - "SHOULD" - "COULD" and "WONT" categories. This is our current development map based off that for the next few months:[/p][p][/p][p][/p][p](subject to change obv)[/p][p]Essentially, other than the game's final two bosses, there isn't any major new features I want to add to the game, rather I want to focus on improving what is there already. This means still plenty of new things to look forward to: like new items, Sculplings, Events, Emblems and QOL features, but also it means cool things I wanted to add, like "Legendaries" realistically probably won't be there for the 1.0 release. [/p][p]Now, depending on how the launch goes, I'm willing to maybe add these things post launch, but to be frank I've been working on this game for close to 3 years, full sprinting for a least this last year of that, and I am getting pretty burnt out. I think how the launch goes is very determinanite of whether or not that additional content gets added after 1.0. I still think v1.0 will be awesome but just wanted to let you guys know there's some things(but honestly not many) I originally planned on having in there that I don't think will be in for v1.0.[/p][p]This month, we're working really hard on a lot of cool things, including trying the get the game's final two bosses in by the end of the month, lots of new pins, Controller Support, a few new Sculplings and new events. As well(as always) as working on squashing bugs you guys are reporting[/p][p]Thanks all for the support as always.[/p][p][/p]
  • [p]Conor[/p]
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