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Titans of the Past News

Development update #13

Hello,

Alex 13 here, with Sprint #35 results. We're coming steadily towards readiness of the Demo build. But still there is work to do, and current estimations are about a month to finalize it. Then we'll work with content creators to get coverage, then we'll release the demo - somewhere in May, probably. But delays are possible. Mostly due to us being dependent not only on the build, but on communication with content creators.

Changelog
  • Added Gamma/Brightness slider to Options
  • Fixed a few bugs related to Graphics Options
  • Town scene progress - finished in black-and-white
  • Tweaked the cell shader for more readability
  • Art for most items (about 370), with a few dozen remaining
  • Added flavor texts for enemies
  • Added resources icons to combat log and resource panel
  • Balanced the crafting prices
  • Fixed LODs ox Swamp
  • Fixed a few showstopper bugs on Swamp
  • Started work on two new maps - Crypt and Forest Arena
  • All bark/aggro animations sped up for more convenience
  • Tweaked ragdoll impulses on mob death
  • Taking damage now breaks fear as intended
  • Added an option to skip tutorial
  • Fixed pause not triggering sometimes




See you while adventuring, pretty soon!

Cheers,
Alex 13

Titans of the Past Gameplay Stream

Alex 13, the game's Producer, plays Titans of the Past.



Development update #12

Hello,

Alex 13 here, with Sprint #34 results.

Changelog
  • Finalized all Beginner and Expert spells. Those are needed for the upcoming Demo
  • Lots of bugfixes in Graphics settings
  • Finalized the Swamp map
  • Progress on the Tower map
  • Started working on a new Arena map
  • Added SFX to Crafting
  • Added informational animated messages to Crafting
  • Added art for part of the items
  • Added multiple music tracks to all levels
  • Shrine prices balance
  • Affix rebalance
  • Affix texts update for more clarity
  • Stats for all items
  • New hotbar spell tooltip
  • Added info about Class Abilities to the Character Creation screen
  • Added Wands to enemy spellcasters so they have a basic ranged attack
  • Added ragdoll on enemy death
  • Added pushback to some spells




The Demo is coming nicely, and we currently plan to launch it somewhere in May.

Stay tuned and wishlist the game to support us.


Development update #11

Hello,

Alex 13 here. We've finished Sprint #33 and crossed the equator of the Demo Milestone. We expect some slight delays, considering which the Demo build should be ready in about 2 months. That doesn't mean we will release it right away: some preparations should be doe (like playtesting, contacting content creators and arranging coverage).

Changelog
  • Store prices rebalanced
  • Demo-specific UI
  • Demo-specific starting party
  • Resistances now show both raw values and mitigated damage percentages
  • Max Loot Modifier for Adventures is now tied to the Adventurer's Den building level
  • Item comparison (simple)
  • Camera shake added
  • Head bobbing added
  • Real-time clock added
  • Ability to set up multiple music tracks for each level
  • Shortened all Adventures to fit more closely to our target session time
  • Added instructions on how to add custom content (voices, portraits, personalities)
  • Added Graphics settings
  • A few new spells
  • Art for a few more town buildings
  • Updated the intro-screen
  • Finalized LA on Swamp
  • Started LA on Tower - screenshots below
  • Around 30 bugfixes


Screenshots



Development update #10

Hello,

Alex 13 here. We've finished Sprint #32, the 2/6 sprint of the Demo milestone.

Here's the changelog:
  • Statistics gathering and UI finished
  • Tutorial location level design improvements
  • Overall tutorial improvements
  • Content limitations for Demo implemented
  • New default party for Demo - leveled to midgame, with appropriate gear, spells, skills, and stats
  • Added head bobbing
  • Improved attack VFX
  • Removed the possible abuse with Alt+F4 on Death screen that allowed to replay the dungeon after losing