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Stone Story RPG News

A Giant Rises: Checking In With the SSRPG Dev Team

Has it been weeks? Months? What is time? Well, quite a bit of it has passed since our last update!

Like all of you, the ongoing pandemic has affected our daily lives and livelihood. Just like time blended together, so did our work, and it became harder to separate our regular responsibilities from Stone Story RPG.

As a result, development cadence and routine were heavily disrupted. We still managed to get some work done on the game, but it took a bit of time to reevaluate our situation and change gears to get the project moving at a steady pace again.

First, we’ll start off with some tangible changes to the game. If you’re interested in a deeper devlog, keep reading after!

[h2]What's New and Upcoming[/h2]

  • All the locations in Stone Story RPG have been reworked and rebalanced. Basic enemy and boss stats were adjusted to provide a spread of duration with loot quality proportional to the amount of time each location takes to clear.

  • The choice of where to place enchantments on your weapons is now more fair.

  • Treasure drop rates have been changed to better accommodate the difficulty balances and the inclusion of Offline Farming.

  • A new Challenge Event approaches! The fearsome blade of the Fallen God, Pallas, the Skinless will make an appearance later this month. Master its terrible power and reign supreme over your foes with your martial prowess. Challenge Event III begins on October 10th.




[h2]Location Balance[/h2]

Now that business is out of the way, we’d like to talk with all of you about how we’ve been working on the game over these last several weeks.

Much of our efforts over the past couple months have involved revisiting every location to tweak and adjust their difficulties. Through the lens of data-driven design, location balance’s priority was to hit the right feel for optimization of the core gameplay loop and, ultimately, resource gathering.

(If you’d like to get an idea of how we balanced values, you can take a look at this enemy data template we used here.)

As we worked on balancing Stone Story, we tackled the effect that the treasure limit has on the core gameplay loop. As far as over a year ago before Early Access, players would consistently report that treasure limits were too low. They wanted to leave the game farming for longer periods of time and collect loot proportional to that time without having to intervene every few hours or hack the memory to allow more treasures.

When your game is built around optimization and grinding, it's a continuous effort to figure out what the solutions are that go beyond simply raising a given limit. Granted, hoarding is an inherent part of progression/loot-based game but we were interested in giving that hoarding more dimensionality.



Offline Farming was a large part of the solution. When combined with this current balance rework on duration and loot tables, the solution for treasure limit takes its form. You can farm a larger location and collect higher quality 400 treasures, or farm a fast location for just a few hours and collect lower quality 400 treasures. The total quality gathered is proportional to the time invested.

Instrumental to this process has been one of our community members, DarkLucifer69. He’s used his deep knowledge of the game as a longtime tester and collaborator to help achieve the right feel for weapon values, enemy stats, and the resulting clear times.

The clear times are sure to be different per player, and so it's up to each person to figure out which location works best for them. Now there is more choice and that's always the goal.

[h2]Reprioritizing Work on the Quest System[/h2]

Aside from balance changes, we took some time to reevaluate the development pipeline with the current circumstances and have come away with a solution that we feel works best.

Up to now, we were engineering-focused, placing priority on further fleshing out Stonescript in order to better support incoming needs for the Quest System. Gene, who we hired to develop Stonescript and its systems, has done a great job of implementing a multitude of systems and mechanics.

However, by placing that as our priority we ended up bottlenecking development on the narrative side of the Quest System. Henry, our resident Narrative Designer, had already laid down the foundations for the story arcs and general content flow, but the way the production pipeline was set up, we were waiting on systems to get fully situated before we tried to actually put the quests into the game.



The resulting state of limbo dragged things around until we realized that by putting the narrative content first, we could triage our systemic needs and work them in piece-by-piece as the story content came in quest-by-quest. We’d been gating development with Stonescript milestones when really it should have been more holistic, similar to our approach with the Challenge Events.

We’ve still got a long road ahead of us, but we’re confident in both our team and you, our players. Your feedback and support have been utterly crucial to the health and success of the project. Great games aren’t built in a vacuum, and we’re thankful that we get to share our work with all of you.

If you’ve read this far: Thank you! As always, we invite anyone interested to join our community on Discord and be a part of the development with us. We hope to see you on October 10th for the next Challenge Event.

After that? Well, you’ll find out soon enough.

-SSRPG Team

Celebrating Six Years of Development

July 29th marked the sixth year of Stone Story RPG being in development! It really is incredible how far this game has come, from its beginnings as the brainchild of standardcombo to an award-winning game in its first year of Early Access.

Looking Back




As a small team working on a passion project in our (limited) spare time, our goal has been to stay true to a specific vision. That often meant delaying features, spending more time on others, and figuring out how to navigate the quagmire that is indie development and self-publishing.

Despite it all, we’ve never conceded on what we believe Stone Story is and should be. An auto-RPG built on idle mechanics with an ASCII artstyle is something that we recognize is incredibly niche.

However! Our amazing players have proven to us that people want that niche to be filled. Early Access has gone on longer than we anticipated, but the support of our players since we launched into EA nearly a year ago has helped us refine Stone Story in extremely valuable ways.

With our community’s help, we’ve expanded Stonescript, designed and implemented Lost Items (which got its name from our players!), fleshed out new mechanics, and polished game balance to ensure that Stone Story RPG is the best it can be.

One such requested feature from our Discord community was Offline Farming, which we’ve now launched onto the live branch with today’s update.

Offline Farming


Key to incremental/idle design is the ability to stockpile resources. Up until now, players have had to leave the game running in the background in order to farm. No longer! Offline farming allows you to loop through locations and farm loot even while the game is closed.

This addition should help both new players and veterans alike, whether you’re trying to overcome a difficult location or finding the best way to optimize your runs.



Plans moving forward


So where is Stone Story’s development at right now?

We’ve decided to take a small break from events. Events were a nice way to test out various mechanics, but now we want to focus primarily on getting the Quest System up and running as soon as possible. They will most certainly make a return, however! The systems they helped establish are now simply part of the game, meaning we can approach further design options with them in mind.

The upside of being in Early Access is that we have the freedom to pivot development should priorities change (which they have!). We took stock of where the game was at and determined a number of essential tasks, such as bug squashing and quality-of-life improvements.

With those out of the way, our full attention is now on expanding story-based content for Stone Story RPG.

A Look at the Quest System




Much of our time lately has been spent on further developing the Quest System. The work thus far has been to establish the framework, as the Quest System was built entirely within Stonescript.

Designing around Stone Story RPG’s in-game scripting language ensures a high degree of modularity, which will be incredibly important for when we eventually work in user-generated content (UGC).

Players will have access to three quests at any given time, which can be broken down into two categories: Basic and Epic. Basic quests typically involve some kind of tracked task, like “Kill X Fire Foes” or “Craft X Basic Swords”. After a quest is completed, a timer kicks in that will tick down until the next quest takes its place.



However, once in a while you may have an Epic Quest pop in! Epic Quests are vignettes that take you on standalone adventures where you’ll meet new characters and uncover new mysteries in the Dark World. This is where the modular design philosophy really shines.

For example, in one of the Epic Quests, “Ascension”, players will cross paths with an escaped Pusher trying to make their way up to Acropolis. Several modular systems were developed using Stonescript, including dialogue boxes, animation and location layouts, event triggers, and quest rewards to name a few.

The modularity means that once UGC is live, players will be able to create custom quests with an easy-to-use established framework. Everything you’ll see in Epic Quests you’ll be able to create yourselves!



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We can’t thank you guys enough for supporting us. We’re extremely lucky to have dedicated players who have been and continue to be there with us every step of the way!

As always, we welcome anyone and everyone to stop by the Discord server and be part of the active effort to help the game's development-- discord.gg/StoneStoryRPG

For the the full release notes on the current patch (v2.18.3), please visit: https://stonestoryrpg.com/releasenotes/

-SSRPG Team

Summer Loot Event and Soundtrack Bundle Sale



Summer Solstice Loot Event


The Summer Solstice has enveloped the Dark World! For the duration of the Steam Summer Sale (June 25 to July 9), the final boss will have its loot drops tripled.

During the event players will also be able to earn the Bashing Shield, a powerful Lost Item that can stun foes and protect you from harm. Defeat the final boss during the event and you’ll receive the Bashing Shield when it ends (July 9)!



Soundtrack Bundle and Sale


We’re pleased to offer the Stone Story RPG Soundtrack Bundle! Take a musical journey through the Dark World with 28 vibrant tracks composed by Rafael Langoni Smith, as well as 8 bonus tracks not found in-game.

To celebrate the Steam Summer Sale, we will be offering both the game and soundtrack for 20% off each. However, if you buy the soundtrack bundle (or already own the game and want the soundtrack), you’ll get an additional 20% discount!

Click the image below to go directly to the bundle.



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As always, we’re interested to hear any and all feedback from our players. Discuss gameplay strategies and keep up to date with development on Stone Story RPG’s official Discord server: discord.gg/StoneStoryRPG

-SSRPG Team

Upcoming Summer Sale and Loot Event

Hey everyone,

We hope you were able to get your shiny chest in the last event! We saw comments expressing concern over missing out on the event rewards, so we’d like to clarify that these items will return to the game at some point.

The events have been a great way for us to test features and prioritize what needs to be worked on next. Once all of the systems are in place, then we can focus on reintroducing past rewards and events.



Offline Farming


One such feature that we have planned is Offline Farming. As requested by many of our players, Offline Farming would allow you to gather treasure/loot without running Stone Story.

As an incremental game, resource gathering is an important mechanic to progression and we want to ensure that players have plenty of options as they move forward.



Summer Solstice Event


The Steam Summer Sale approaches, and with it another special event for Stone Story RPG. For the two weeks that the sale takes place, the game will feature a special in-game loot event. Keep your eyes peeled and Stonescripts ready!

[h2]Bonus Fanart[/h2]

Our Discord community members continue to draw up some really cool ASCII art. Check it out!

Whispy by Agerak



My Avatar by Skarrdix



Sketches by Zhaohaozhe99



Odyssee by Flan Bi



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As always, we’re interested to hear any and all feedback from our players. Discuss gameplay strategies and keep up to date with development on Stone Story RPG’s official Discord server: discord.gg/StoneStoryRPG

-SSRPG Team

Challenge Event II is Now Live

An odd wind blows-- Stone Story RPG’s second Challenge Event is here! Challenge II brings quite a few important updates to the game, expanding upon in-game rewards, gameplay modes, and difficulty options.

Read below to see what this new set of challenges entails.

Challenge II - Hamartia


From now until Sunday, June 14th, you have a chance to earn a shiny treasure! As with the last challenge, Challenge II will operate on a milestone format. In order to upgrade your reward, you must defeat bosses and add those victories to the counter.

For the Hamartia Challenge, the game’s bosses will gain new resistances (while some will gain new weaknesses). Use the Sight Stone to aid you, but don’t get too comfortable: every day at noon (local time) these attributes change.





While boss immunities are random each day, they are the same for all players. Collaborate with others (either on the Steam forums or the official Discord server) to efficiently tackle these goals and ensure that a valuable shiny treasure will be yours!

For the duration of the event, rerolling enchantments will cost 90% less Ki. Use this opportunity to experiment with each new day of rotating boss resistances.

Higher tiered rewards will raise the threshold on the milestone requirements. At the end of the event, each player will receive their own shiny treasure. These shiny treasures will give players a random shiny item they don’t already own, in addition to other mysterious rewards...

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For a full list of patch notes thus far, please visit https://stonestoryrpg.com/releasenotes/


-SSRPG Team