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Flavors of Desires News

Patch 1.02

1.02:
- fixed alchemy crafting taking more ingredients

1.01

- fixed the optional boss battle "Kraken" at Dahlia Coast map crashing, added a dialogue line after win or lose

NOW AVAILABLE!

I'm happy to announce that the full game is now available!
It's much bigger than any of my previous ones. Together, we did public playtests, demos, I hired external testers, and played the game dozens of times myself. I hope that there are no bugs and other issues.
I couldn't have done all that without YOUR support! Thank you for trying out the demo and sharing feedback on this and previous games!

If you do encounter any problems, please post on the Community Hub or directly to me on my socials, or send an email to: artoonu [at] protonmail [dot] com
Reviews do not allow to properly asses where's the issue and what causes it.
Here's a list of known technical problems and solutions: https://steamcommunity.com/app/3411490/discussions/0/600766041376725717/


There are a few hours of content, even if doing a speedrun - skipping dialogue, battles, and optional scenes - so... I hope you'll have fun!

There's a FREE DEMO available, so check it out before getting the full version. I updated it yesterday, and I'll do a tiny update soon.

Making this kind of game was exhausting, so I'll probably work on something entirely different next. But if I see that you liked this one, rest assured, I'll make another 3D JRPG in the future.

And, as always, I've prepared a special promo if you own a few or all of my previous games.
https://store.steampowered.com/bundle/46440/stories_in_artoonuverse/
https://store.steampowered.com/bundle/25882/all_games_by_artoonu/

Steam Next Fest and relase date

As you see from the big banner on top of the store page, I'm participating in the Steam Next Fest!
The current demo shows the game pretty well, I fixed a few small things, added tiny QoL changes, and adjusted story pacing in the first few story beats, but technically, it's what you can expect from full game.

Let me know what you think about the current demo on Community Hub or just comment under this post. You can also shoot me an email: [email protected] ; or on X/Bluesky - @artoonu

The game is essentially finished and I can't implement various things at this point, but I will keep your ideas and suggestions in mind for the next title.

That being said, the release date has been set to Thursday, March 27th 2025, so about a month from now. That date will not change, it's final. Unless something in life happens or Steam backend won't work.

PS: Don't worry, the demo will be accessible after Steam Next Fest too! This is a much bigger game and I'm considering a price of $13 so I thought a sample is in order - I think the demo takes around half an hour and the entire game could be around 4-8 hours, depending on play style.

PPS: Don't forget to add the game to your wishlist!


https://store.steampowered.com/app/3411490/Flavors_of_Desires/

Updates to demo version

I've made significant changes to the game and I want demo to reflect better the final state of the game.
There might be still some rough edges, but I'm trying to find and fix all potential issues and implement Quality of Life features when possible.

On top of public playtests, I hired external testers to help me out and this is the result.
This is a way. way bigger game than any of my past ones and truth be told, I had no idea that finishing the game was only the beginning. There were lots of bug fixing and adding tiny things that improved the overall experience. I'm learning as I go, so I think my games will keep getting better and better.

Thank you everyone for your feedback. I see it, I listen, and I try to implement your suggestions. Unfortunately, the game is too far in development and I couldn't implement everything without the risk of breaking something else, but I will keep those things in mind for the future project.

As usual, let me know what you think!

---
Full list of changes that affect the demo:

DEMO ONLY:
- screen when the demo ends - I've heard some players didn't notice one line about it and were confused

GENERAL, in order of implementation:
- enemy values balancing (not accounting for upgrades and items)
- rewritten mouse/controller detection and change backend
- fixed 3D dialogues not appearing while keeping the loading fix
- added several ambience and activity SFXs
- fixed Dahlia Coast entrance to Unknown Structure being available early in story
- fixed map exits from Dahlia Coast early in the story being available
- fixed map entrance lock dialogue to be repeated instead of one-time
- fixed map entrances depth rendering
- adjusted map entrance positioning from Town Outskirts -> Dahlia Coast
- party portraits on pause screen are now center-aligned without blank spaces
- added activity hints under name at the top of the screen
- fixed shared party skills to scale according to remaining party members in battle
- fixed unique skill being available after character was defeated
- fixed game break after event battle loss
- added setting button to turn off sprites look at cursor in activities
- fixed confirm button repeating on hold
- fixed confirm button being shown in the kitchen when it shouldn't
- fixed game break when switching to PS5 controller, something else and back to PS5
- fixed "Hide UI" also hiding interact prompt and next map hint
- fixed game break when trying to enter Serina's room early in story
- adjusted fishing UI to be more readable
- removed setting option for 8X MSAA
- fixed playing with mouse while gamepad is connected (recommended to unplug anyway)
- added option to have running/walking as toggle instead of pressing
- fixed forge screen loosing focus on upgrade when using controller requiring re-entry
- fixed sex scene returns for side characters

- bunch of dev-tools stuff and tiny things I forgot to note