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PC & Mobile Unification - Update 3.27.2

After completing the game's port to mobile we've unified the PC and mobile code bases into a single one. This update is the result of that union, bringing over many of the architectural changes and optimizations needed for mobile. As we interacted with mobile players and gathered their feedback, many other improvements and bug fixes made their way into the game and are also part of this massive update.

This takes us closer to our next major goal: Exit from early access and full global release. More info coming soon.

Due to the magnitude of this update (the entire game engine has been touched in some way) as well as the importance of our upcoming global release, please let us know if you see anything weird that could be a new bug.

Additions
- Added "Triple-XP Weekend" event.
- Added Import/Export buttons to the bottom of the Saved Games screen.
- Added drop % numbers to treasures in the Mushroom Shop.
- Added a Wand pickup to the start of Scary Chamber.
- Added special dragon skin for Nagaraja, for use in Lunar New Year event.

Fishing v0.7.0
- Improved performance across the entire fishing mini-game.
- Lowered the difficulty to catch speedyfins.
- Reworked to use the new UI system instead of advanced draw.
- Gameplay feel is different due to all the changes.
- Fixed the encoding of FishingGame.txt to UTF-8.

Quests
- Optimized Croaked, Roof Overhead, Remnants of Five and Bad Business.
- Lowered the requirement to play Roof Overhead and Remnants of Five.
- Lowered the number of Snails required in Croaked (2nd Frog).
- Lowered the difficulty in Roof Overhead.
- Minor increase to the enemy requirements for the AEther daily quest.
- Cauldron Collective: Fixed bug where some players were unable to complete the Vampiric Potion step.
- The Initiate: Fixed cultists staying on screen in some resolutions.
- Remnants of Five: Fixed case where you could complete the quest during a 2x Ki event and earn 40 crystals instead of 20. This situation could risk the delicate balance in the FTUE design.
- Croaked: Fixed a UX issue after feeding Kevin. If the Ouroboros screen appeared and you pressed the pause button, it would send you to Locations instead of Quests screen.

Improvements
- Greatly reduced the size of save files. The game will automatically rework your file upon next save.
- Swapped the drop order of Ouroboros and Quest Stone.
- Offline farming now gives guaranteed minimum loot if the selected difficulty is lower than the highest unlocked difficulty for the location.
- Progress now saves after opening all treasures, exiting the Mushroom Shop, completing a Legend quest or crafting anything on the Anvil.
- The Mind Stone can now be powered on/off from the item details popup.
- Polished the cinematic when approaching the Mushroom Shop for the first time.
- Lowered the requirements to upgrade Star Stone for the first time.
- Changed the border color of button [Claim Reward] in daily quests to green.

Balance
- Increased the Ki Crystal rewards for completing R&D goals.
- Increased Hatchet damage to Xyloalgia from +2 to +3.
- Minor change to the enchantment drop rates for Omega treasures.
- Minor change to loot drop tables, so total enchantment rates are the same.

Misc
- Engine upgraded to version 2021.3.18
- Added a limit to the number of save files that can be created.
- All locations now have specific sorted positions in the Locations screen, regardless of the order in which they were unlocked.
- Reworked the loading architecture.
- FTUE: Rocky Plateau is now disabled until workstation is completed.
- Removed progress saving when the application becomes paused by the OS.
- Added unique ID to save files.
- When entering your character's name, empty space at the beginning or at the end are now deleted.
- Minor CPU optimizations to Stonescript.
- Added proper handling of UTF-8 "BOM" encoding when importing scripts.

Bugs
- Fixed a critical bug where save file sizes could balloon out of control, due to multiple copies of offline farming stats.
- Fixed critical issue where the game could get stuck with a blank Locations screen, in the very early game.
- Fixed crashes that could happen when talking to the sweeper NPC in Temple.
- Fixed a crash when playing for the first time.
- Fixed a crash when pressing the side navigation buttons very quickly.
- Fixed a bug where the Locations container would sometimes scroll to the top.
- Fixed one of Dysangelo's help texts that was not localized correctly.
- Fixed Stonescript errors when box drawing with custom user-defined styles.
- Fixed Stonescript bug where some UI component properties were not resetting when recycled.
- Eliminated a few rare cases of players being stuck with no input.
- Fixed a rare crash in shops when there's pending treasures to open.
- Fixed a bug where fast-clicking on buttons that are bleeding off their parent dialog windows would close the dialog instead of triggering the button.
- Fixed bugs in draw.GetSymbol() and canvas.Get() where some glyphs would return incorrectly.
- Fixed a legacy bug where it was possible to win a location star and not save progress properly.

Spring Loot Event & Devteam Update!

Spring Loot Event & Sale 🍄


Spring has sprung upon the Dark World!

Complete runs in the Mushroom Forest to earn this extra loot (which also includes 2x Lost Item drops).

From now until April 12th, Stone Story RPG will be running a 2x Loot Event. Complete runs in the Mushroom Forest to earn this extra loot (which also includes 2x Lost Item drops).

Stone Story RPG will also be on sale for 20% off this week! It's never been a better time for you (or a friend!) to join.

https://store.steampowered.com/app/603390/Stone_Story_RPG/





Devteam Update đź’˝


Work has steadily progressed on a variety of projects behind the scenes! We take pride in the independence and autonomy that we have gained through self-publishing. What that does mean, though, is really good work can take a really long time!

We appreciate all the fans and players that have supported us over the years. Soon we’ll be ready to shed the title of “Early Access”! There’s a few important things we’d like to share as we head into the full release.

Firstly, the mobile port of Stone Story RPG is nearly ready with a targeted launch later this year. The Android version is all set and iOS is coming along nicely. Right now we’re polishing features unique to the mobile build that will make the user experience more cohesive and enjoyable.

The mobile port will also mark the full release of Stone Story RPG! We’ve got a host of updates and content to celebrate with, so we hope you look forward to it.



Upcoming Events 🗓️

In addition to the upcoming Spring event, we will also be running two more events! Make sure to save the dates~

Bolesh 2x Event - Slay Bolesh, the Cunning for an increased chance at better loot drops!
  • April 20th to April 24th

3x XP Weekend - Grind those levels with an increased XP rate!
  • April 28th to April 30th


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Thank you as always to all of our wonderful players!

We've come a long way with this game, and we're still not done. It's hard to believe how long it's been since we've started the project.

Every stone collected, every foe defeated, every boss beaten: each and every player has left their mark in this game, and it's because of your dedication that we're able to continue putting in the care and effort a project like Stone Story RPG deserves.

The finish line is in sight, but we can't slow down just yet!


-SSRPG Team
[h3]
Stone Story RPG Twitter


Stone Story RPG Discord[/h3]

2x Loot Event Ending (+ some small dev updates!)

[h2]Caves of Fear 2x Loot Event Ending[/h2]

Hello fearless Spider Stompers!

Friendly reminder to get those Caves of Fear runs in while you can: the 2x Loot Event ends tomorrow.




[h2]Celebrating our StoneJammers[/h2]

Last Sunday, we finished off our fifth StoneJam, a community-driven event that has once again brought us great minigames, crazy cosmetics, and unique UIs. We’re also extremely happy to share that industrious players have completed TWO Bounties (Asteroids and Blackjack)!

Some Bounties still remain and will continue to be open for any players to tackle. If you’re interested in giving them a shot, take a look through this document. We encourage any and all curious players to try!

We’re still checking through all of the submitted scripts and are working on another montage like we made for StoneJam 4:
https://www.youtube.com/watch?v=Ob60pbxtSqM
While we're preparing a full StoneJam 5 montage, take a look at some of the submissions:
[h3]Asteroids by Rustle[/h3]

[h3]LASER DEFENSE ARRAY by Logrus (Concept and Original Code by DarkLucifer69 and Mojosoup)[/h3]

[h3]Train Adventure by link2_thepast[/h3]


[h2]Coming up next for Stone Story RPG[/h2]

It’s been a few weeks since we dropped “The Initiate”, Stone Story RPG’s 11th Legend. If you’ve been following our posts, you may recall that we originally said that the game would get 16 Legends….

…and you’d be correct! We’ve still got some Legends that have been sitting on the backburner. They’re mostly done, we just need to finalize implementation of them in-game. We appreciate your patience as our team works on getting more content added.

It’s been quite a juggling act on our end, because we’re not just working on new content; preparations for the Stone Story mobile port are underway! We’re getting the team together and discussing various factors that will affect work on mobile, including marketing strategy, budget planning, mobile player UX, and much more.

We’ve got plenty in the works for this game and don’t plan on stopping anytime soon!



-SSRPG Team
[h3]
Stone Story RPG Twitter


Stone Story RPG Discord[/h3]

Caves of Fear 2x Loot Event Now Live

[h2]2x Loot Event in Caves of Fear[/h2]

Watch out Dark World, this spider’s got style B)



Following in the footsteps of her fellow bosses, Bolesh brings some footsteps of her own!

From now until April 18th, Stone Story RPG will be running a 2x Loot Event. Complete runs in the Caves of Fear to earn this extra loot.

This time around, however, we’re doing something different: We’ll be increasing the average quality of loot that drops, rather than increasing the average quantity of loot drops. This way, the drops are still random, but the statistical distribution of treasure quality is weighted higher.

What does this practically mean for you? We expect the event to allow for better treasure types, such as Deltas and Omegas, to appear twice as frequently. Doesn’t sound like too bad of a deal, huh?

Happy farming, Stonefriends!

[h2]StoneJam 5 is Done![/h2]
Thanks to all our incredible participants who submitted for StoneJam! We have so many cool submissions that we can’t wait to go over and share with everyone. Keep an eye out for a full StoneJam 5 recap later this month.

If you’re curious about the different minigames, cosmetics, and UI addons people have made using Stonescript, stop by the Discord, where you’ll be able to find these player-created scripts to use in your own games.



-SSRPG Team
[h3]
Stone Story RPG Twitter


Stone Story RPG Discord[/h3]