1. TROUBLESHOOTER: Abandoned Children
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TROUBLESHOOTER: Abandoned Children News

[Notice] Temporary server issue has been recovered

[p]Hello everybody, this is the Troubleshooter development team.[/p][p][/p][p]There was an issue with the North American servers around 7pm today (24th June, GMT+9).[/p][p][/p][p]The issue has now been resolved and the game can be played normally.[/p][p][/p][p]We will work harder on internal verification to prevent the same issue from happening again in the future.[/p][p][/p][p]We're really sorry for your inconveniences.[/p][p][/p][p]Thank you.[/p]

Update on Our Sequel Development #5

[p]
Hello, this is the Troubleshooter development team.

We hope you’ve all been doing well.

Thanks to your continued support, we’ve been able to focus fully on the development of our upcoming title, Troubleshooter: Banished Children, and we sincerely thank you for that.

That said, we apologize for not being able to respond to your valuable feedback on the current game as promptly as we’d like. Once Banished Children is released and development reaches a more stable point, we promise to apply the experience and knowledge we’ve gained to improve the original game as well.

Now, we’d like to share with you the progress we’ve made on Troubleshooter: Banished Children over the past three months.

[/p][h2]1. Confirmation of the Main Character Concept[/h2][p]
We’ve reworked the initial concept designs of several key characters to better align with the story and worldbuilding.

The designs introduced below will serve as the characters’ default costumes during gameplay.

[/p][h3](1) Azul: Traditional / Casual Outfit[/h3][p]
In his village, Azul prefers wearing traditional attire designed for the warm climate—lightweight, quick-drying, and well-ventilated clothing that allows him to enter the water at any time with ease.

However, when heading outside the village, he opts for casual outfits from Bonaparte, a luxury fashion brand from Valhalla known for blending style and practicality.

Among his favorites is a special outfit personally designed by Eunomia, Bonaparte’s lead designer. Tailored specifically for ESP users, this outfit offers exceptional flexibility and functionality—making it Azul’s most cherished choice for outings.


[/p][h3](2) Feye: Monastic / Casual Outfit[/h3][p]
Faye was taken in by the Silvermoon Order at a young age and spent most of her early years in the monastery, wearing simple training robes. These robes were nearly identical in form and texture, with only their size changing as she grew.

However, during a pilgrimage, Faye met Aurora and began traveling with her group. Aurora, who had an infectious passion for fashion, constantly suggested new outfits for Faye to try. Though Faye was indifferent at first, she eventually gave in to Aurora’s persistent enthusiasm.


[/p][h3](3) Claudia: Casual / Outdoor Outfit[/h3][p]
Claudia typically wears a loose, long dress skirt paired with a short blouse—an outfit that keeps her comfortable and mobile throughout all seasons. Although Aurora often suggests different clothing styles, Claudia consistently and firmly turns her down.

On the rare occasions when she goes out, Claudia puts on a long, flowing black fabric coat. Aurora often complains not only about Claudia’s stubborn taste in fashion, but also about her tendency to choose only dark-colored clothes. Still, Claudia remains unmoved.


[/p][h2]2. New Animation Motion Added[/h2][p]
In Troubleshooter: Abandoned Children, our limited development capabilities sometimes led to unintuitive and inconvenient character movement.

For example, characters often had to take unnecessarily long routes around low fences, or perform multiple jumps to get over low cover objects.

To address these issues, we’ve adopted several new movement actions from Firaxis’ XCOM series, which served as a major reference during the development of Abandoned Children.

[/p][h3](1) Jumping over an obstacle in a single move[/h3][p]

[/p][h3](2) Jumping over a fence in a single move[/h3][p]

[/p][h3](3) Climbing a ladder[/h3][p]

These movement actions not only make navigation more intuitive, but also add depth to tactical decision-making during combat. We're designing the game with these elements in mind to enhance strategic enjoyment.

[/p][h2]3. New BGMs[/h2][p]
As with our previous development update, three new tracks have been added over the past three months.

We’ll continue doing our best to bring you more enjoyment through great music!

[/p][h3](1) Beyond the Ember[/h3][p]
[/p][previewyoutube][/previewyoutube][p]
[/p][h3](2) Reed[/h3][p]
[/p][previewyoutube][/previewyoutube][p]
[/p][h3](3) Azul[/h3][p]
[/p][previewyoutube][/previewyoutube][p]
[/p][h2]4. Regarding Future Development Plans[/h2][p]
We are currently in the process of creating the key assets for Troubleshooter: Banished Children, including player characters, enemies, and NPCs. Once this phase is complete, we will begin filling in the core gameplay content in earnest.

When a playable portion of the game reaches a sufficient level of completion, we plan to launch Early Access. As with our previous title, we will continue to build out the game's content during Early Access while using the revenue to support ongoing development.

Although we are a small team with limited resources and a slower development pace, we'll do our best to deliver a more refined and enjoyable SRPG experience.

Thank you for your continued support.[/p]

[Notice] North American Server Status Restored

Hello, this is the Troubleshooter development team.

First and foremost, we sincerely apologize for the North American server not functioning properly over the past two days.

Due to our negligence, this issue persisted longer than it should have as it occurred over the weekend.

We have now identified the cause of the problem, resolved it, and are working on measures to ensure that it does not happen again.

We deeply regret the inconvenience this has caused to those who enjoy the online mode.

Once again, we offer our sincerest apologies for this situation.

[Notice] Modding Tool Update

* The following updates are functional updates of the recently released modding tool. It does not include updates to game content.

* The functionality of the modding tool that is added and changed afterwards is described in the Workshop of the sub-forum, not in the notice.


Hello everyone, this is the Troubleshooter development team.

Modding tool has been updated. If you are working on it, please save your works and update the tool.


1. Modding tool now detects your own Lua script, stage files and UI(=CEGUI) files.

* The data in these files are hard to edit on the tool. But there were lots of modder's request about more data. Each data MUST be placed in a specified location in the mod folder before the data is reflected in the game client.
  • Lua: Data/script/
  • Stage: Data/stage/
  • UI: Data/CEGUI/datafiles/



2. Added functions to the Modding tool.
  • Monster Editor
    - You can edit level, basic masteries of monsters.
  • Ability Editor
    - You can edit Hit Chance, Critical Hit Chance, Critical Hit Damage, Ignoring Block, Ignoring Dodge, suppressiveness of abilities.
  • Buff Editor
    - You can edit duration, conditions for removal, turn damage, amount of heal of buffs.

Details of the above functions will be added to the Modding Tool Guide as soon as possible.
https://steamcommunity.com/games/470310/announcements/detail/533216872394391605?snr=2


3. The CustomValue has been separated from the 天赋 below:
  • Principle of Causality
  • Luck Collector
  • Acrobat
  • Deception
  • Enough Rest
  • Moisture
  • Forgotten Pain
  • Beast Friend
  • Resistance of Blood
  • Conflagration
  • Forestallment
  • Lord of Hatred
  • Frozen Scythe
  • Necromancer Bangle


About 150 masteries are sharing common values for data management convenience.

If there is a request from the modders or the development team can afford it, we will continue to change the value to an independent value.

But, in case of the value cannot be changed for the reason of game system or it would be better to use common value for the data management, the value will be retained.

Thank you.

Update on Our Sequel Development #4



Hello everyone, this is the Troubleshooter development team.

We’re here to share another update on the development progress of 'Troubleshooter: Banished Children' over the past three months!

[h2]1. Confirmation of the Main Character Concept[/h2]

We have reworked some of our character concept arts to better fit our current setting and storyline.

The following two costumes will be used as the default outfits for Aurora and Hannah.

We'll do our best to bring other costumes to life as well.

[h3](1) Aurora's Summer/Winter Outfits[/h3]

Aurora, who lives in the remote Kalter Mountains, occasionally gets second-hand clothes through Gravis, who visits Dragonscale Market. However, among them, the ones that come from Valhalla are rare treasures, hard to come by in Kalter. To Aurora, these clothes hold a special meaning.

She has three favorites. The first is a T-shirt from the ‘Hero Irene’ fan club, carrying the mark of the hero she admires. The second is a vest featuring DINGs, the trio of villains from an animated series—lightweight and easy to move in, perfect for active wear. Lastly, her warm and cozy VHPD winter jacket. For Aurora, it is an essential item to survive the harsh winter cold.



[h3](2) Hannah' Battle/Casual Outfits[/h3]

Hannah, born in the Frosthorn Tribe of northern Kalter Mountains, had worn garments made from Ummer hide since childhood. Ummer hide was an exceptional insulating material, perfectly suited for enduring the region’s harsh cold. For Hannah and her tribe, it was not just essential for survival but an inseparable part of daily life.

However, the second-hand clothes from Valhalla that Aurora handed her felt like relics from another world. Thin, lightweight fabric, vibrant colors, and unrestricted designs—everything about them was unfamiliar and strange.

Even so, Hannah chose to embrace change. No matter how awkward or embarrassing it felt, she believed this challenge was a small yet significant step toward the new life she had chosen beyond the tribe.




[h2]2. Works on Portraits[/h2]

The character portraits, which were used to depict our character’s emotions and personality, are also going to be used in our sequel.

With these, we hope to present you with a better representation of each character’s personality, and deeper immersion to our stories.






[h2]3. Works on the New 3D Models[/h2]

Since early this year, we’ve been creating 3D models for our new characters. As we adapt to a new rendering method, we’ve encountered many challenges and iterations. Because of this, we plan to work on our main characters later in the development schedule. For now, we are focusing on modeling NPCs and enemy characters, as they are relatively less demanding.

Additionally, some characters from our previous titles who will be returning in the sequel are being redesigned to align with the new visual style.

We fully understand that this new style may feel unfamiliar or different from what some fans expected. However, we are continuously refining it to ensure it resonates with as many players as possible. Thank you for your support!

[h3]Frosthorn Tribe Female Variation[/h3]



[h3]Frosthorn Tribe Male Variation[/h3]



[h3]Unique NPCs[/h3]




[h2]4. New BGM[/h2]

Just like the latest update, we got another 3 new tracks for the last 3 months!

We'll do our best to bring you even more joy with great music!

# Condemnation

https://www.youtube.com/watch?v=rDAoqyKsQXk

# Aurora

https://www.youtube.com/watch?v=nqgVOAkpcU4

# Witch of Dawn

https://www.youtube.com/watch?v=yqFE0gW9tZo

And that’s all for today’s update!

We’ll see you in our next update with more and better news.

Thank you.