1. Solace Crafting
  2. News

Solace Crafting News

Producer's Letter #3

Greetings and welcome to the third Producer's Letter for Solace Crafting.

I'm Fab, and today, we're going to spend a little time talking game design and what we have in mind for the near-future of Solace Crafting in that area.

Game design is a vast and rich discipline, in that it pertains to any and all aspects that will determine the kind of experience the player will ultimately have. From the numbers that go into a combat system to the way a specific interaction feels, or even the psychology of certain goals and moments of gameplay, or the way lore informs experience, as game designers we must be on top of all that and more.

Solace Crafting is a vast and systems-rich game, with plenty to do. However, if the What can be quite clear most of the time (explore, fight, harvest, build…), streamlining the How, the Why and the What For is part of the update strategy we have recently embarked on.

As those among you who already play the game know, Solace Crafting is named after Solaces, the crystalline nodes around which you will indeed Craft and Build, from a simple workshop at first to an expanding town later on.

Being the central concept of the game, we felt there was much more we could do with them in terms of tying things up together and creating a stronger game. So as we currently update many front end aspects of the experience, such as graphics, controller and enemies, we are preparing to launch a revamp of Solaces themselves.

In the multiverse of Khora, that you’ve been exploring through your worlds creation in Solace Crafting, Solaces act as nodes in a network of energy, enabling forces to circulate. You’ve seen this from the way you can use them as spawn points and fast travel points. Another aspect of Solaces we will be expanding as we tie their gameplay tighter together, is their function as a reality stabilizer or maybe even as a reality manipulator, and their relationship with the player character itself.

We call player characters (and ultimately you, dear players), Astrals, which is also a sort of short for Astral Prodigies, that is souls that have awakened, consciously or not, to the endless breadth of the multiverse and can exist within its worlds. Astrals are connected to Solaces and can operate them in ways others cannot.

First, we plan to make the Solace’s upgrade cycle much more central to your experience. As you venture out, not only will you want to come back to the Solace regularly for crafting and maintenance, but also to upgrade and empower the Solace itself, discovering new functions and powers it grants you.

Second, the worlds of Khora, which you explore and inhabit, will contain scores of pre-existing Solaces. These we call historic Solaces, for they were here before you and have things to bequeath you, from mere lore to new opportunities to weigh upon your worlds.

These Solaces you find, out there in the worlds, could take you to hidden locations, allow you to manipulate time, weather, life cycles within biomes, grant you new powers lasting or temporary, and many more things.

All Solaces exist thanks to a mysterious focus of energy, called by some an Astral Egg, which you can harvest. However, doing so will destroy the Solace, but the Astral Egg can be carried to manifest a new Solace elsewhere or empower an existing one.

This loop of exploring, finding Solaces, interacting with them and deciding what to do with each and with its Astral Egg will be much more prominent in the updated Solace Crafting we are headed to.

The goal of this looming update is to infuse your gameplay with more meaning, with a lot more Why and What For to your actions in the game. So that having a lot that you can possibly do in Solace Crafting also means a lot more reasons to do each thing and to commit to a specific path of play.

This series of updates touching on the game fundamentals should begin around late December to January, and follow on through. We are still very much focused at the moment on more technical or artistic aspect to bring Solace Crafting into the current times in terms of looks and feel, but we are already hard at work planning those gameplay/experience steps as well.

New, or updated ways to interact with the world, will be a thing as well, as previously hinted at. New locomotion modes, more dynamic harvesting, more exciting obstacle navigation and many more.

It’s a titanic undertaking. An interesting thing is, the more experience you have working on games, the more even a small update turns out to be imposing in terms of implications and repercussions. I can remember, way back before getting involved in game design and production, thinking Oh, the devs should do this or that to improve the game. Lots of grand ideas which, on paper, would have made the game better. Now, after about a decade and a half hands-on, every new feature I plan, every new change gets me like this is going to be so much to do…

But we keep pushing, because nothing’s more beautiful than a vision fulfilled and a playerbase happy. It’s a beautiful job, a great opportunity, and as I always say, success and fulfillment follow a lot more easily when you love what you do, love the people you’re doing it with and love the people you’re doing it for.

This was intended as a Producer’s Letter, not quite a Love Letter, but we all know how for Kyle this has been a labour of love and so how could I join this beautiful undertaking with any less than these same feelings?

So here we are. Happy to be here and looking forward to it all!

- Fab

Preview Patch #3

Lots of new things in this patch! Not all immediately obvious. Performance is up quite a bit, lots of new environment effects including weather, fireflies, birds, wind, two-handed weapon animations, large mountain stamps fixes, and so on!

More monsters, more weapons, and the first set of new locations set to make their appearance next week!



v 1.1.1.2 2024.12.06
- Added player damage numbers
- Sword animation tuning
- 2h Sword animations
- Fixed some moutain splat import problems
- Fixed height blending of stamps with non-zero edges
- Recolored cliff texture
- Implemented new day/night cycle
- Implemented new weather systems
- Implemented over a dozen new environment effects like birds, falling leaves, etc
- Fixed camera and movement working while in menus
- Fixed large stamp spawn performance issues
- Improved new AI spawn performance

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Preview Patch #2

Continuing onward with new technology improvements, this patch expands on the new world generation technology to spawn large locations procedurally throughout the world. Currently we've only implemented mountains as they're the most obvious to spot, but we'll now be expanding this to work with other biome based locations.

Some of the new mountains are currently blending a bit sharply with their surrounding, I will be fixing that tomorrow. And biomes will need to blend to match these large locations as well.

The player controller is also continually undergoing upgrades at the moment. This patch adds swimming, increases the angle at which players begin to slide, adds health bars and damage numbers, and removes the fall damage that was cause players to fall flat and not get back up. We've already got a few more things in the pipe, just not quite ready to upload right this moment.

Happy Thanksgiving! My wife and son are also back home now, at last! so we've got a very busy, sometimes very noisy household. It took a couple days to get settled back into a home that had been abandoned for the better part of 3 weeks,

v 1.1.1.1 2024.11.28
- Added 5 more mountains
- Expanded large stamp system to work anywhere
- Temporarily blending the edges of large stamps
- Added swimming capabilities
- Removed fall damage
- Increased the player slide angle
- Added health bars and damage numbers

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Preview Patch #1

Greetings Adventurers!

I'm sorry that my personal life has repeatedly delayed this momentous patch, which I intend to explain, but we've got a lot done these past few months, and we've got a lot to talk about, so let's get into it!

First and foremost, I need to make it very clear that [h3]this patch is not at all intended as a playtest.[/h3] This patch is intended as a preview for players to take a look at, to feel the new controls, and to provide early feedback. This patch contains thousands of new lines of code, hundreds of new assets, and focuses primarily on the following:
  • Overworld biome graphical assets
  • Enhanced player movement
  • Action based combat
  • Enemy artificial intelligence
  • World generation technology improvements


This preview patch is only available via the beta branch and has several features that are temporarily turned off, or simply have no effect, such as:
  • Avatar creation: no matter what you create or wear you will be a guy with a cape.
  • Weather is completely absent. The day/night cycle and skies are also being reworked.
  • Harvesting is largely impossible as again, this is not a playtest patch.
  • Combat. In the overworld nothing can hurt you. If you travel elsewhere, you will likely not be able to hurt anything else.




[h2]So, what is the purpose of this patch?[/h2]
The above mentioned new features all reach deep into the core of the many systems that make up Solace Crafting, and are foundational in moving the game from it's old haphazard design into the new well oiled machine we are planning for it to become. That means, defining and upholding an expandable art style, and improving the many different ways that players interact with the world. Movement, combat, harvesting, crafting, leveling, exploring, all of these systems are heavily dependent on how the world is shaped and presented to the player, which is why we have added a number of new technologies to bring hand-crafted points of interest into the game world, from a small copse of trees, to an entire mountain village.

These foundational changes set the framework for us to move onto the next step of rebuilding the many different types of content that already exist in Solace Crafting.
For example, we have now a wolf and a bandit working with out entirely new AI systems which means we can add any type of humanoid creature using the bandit's AI as a starting template, and though a bit trickier we can use the wolf template for other non-bi-pedal creatures.
The large mountain that you should be able to see near the start area is hand-crafted, and hand-painted. It's the only mountain in the game right now, but now that the system works we can use it to bring in dozens of mountains, canyons, oasis, islands, anything we want using the same systems.
The player character will now always start with a claymore so that you can try out either weapon combat or the hand to hand combos. Likewise, these are proofs of concept for how weapon animation sets will work. Magic and healing will of course be added in very shortly, now that these foundations have been put in place. Climbing, sliding, mounts, and other features are also being built into and tested with these new systems and will be brought online as we progress.

[h2]So what's next?[/h2]
Now comes the fun part. New monsters, new animals, new skills, new weapons, new resources, new locations... content! Content can't exist without systems, and now that we've got the first major group of systems in and working, it's time to make proper use of them. And that doesn't mean reinstating all of the old content, we will be introducing almost entirely new content that better aligns with our long term goals of a well populated fantasy multiverse filled with things to do and lore to explore, as well as a variety of play-styles to go about experiencing them with.

There is a long list of advanced features that we will be talking about and implementing as time moves on, but we are going to take things step by step. Having said that, we are working on a roadmap and would very much like everyone's input on that when we're able to reveal it, as our vision for the future of Solace Crafting is entirely dependent on pleasing our community and attracting new adventurers from all around the globe!

The current build is also lacking in performance in some areas yet. There are a lot of tricks and puzzles to making Unity perform better, but now is not yet the time to be spending much time on that area.

[h2]What happened?[/h2]
There's no real point in going too deep down this discussion, but we had a kind of perfect storm of unfortunate events one after the other. Our git account went over the limit imposed by its developers, not by like our account tier or anything like that, and became completely unusable right as all three of us currently working on the game tried to merge all of our work together. While waiting for support to help us out I tried a few things to fix the problem, but actually made things worse. Once support picked up our case I was deep into trying to put things together, when my wife's water broke! Our son is happy and healthy, but my wife met several complications and is unfortunately still in the hospital, though it's looking like she will be released in another few days. I lost nearly a week trying to repair the damage and ultimately having to redo several days of work.
Such is game development though, problems come and problems go. I have ample time to get us back onto our original schedule, and we've already made a lot of good progress.

[h2]In closing[/h2]
I really hope everyone enjoys the new art style and can understand why the old style was really just making everything much more expensive and difficult to work with. I'm confident the new combat system will grow into a feature rich, player choice driven class system. And above all I look forward to bringing out new content, quests, stories, and treasure for players to engage with and uncover as we move through the next stages of Solace Crafting development!

Best wishes and happy gaming!
Kyle


This preview patch is only available via Beta branch.
To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!
(Our Patreon will soon be undergoing a revamp of its own)

Producer's Letter #2

Greetings and welcome to the second Producer's Letter for Solace Crafting.

I'm Fab, and today, we're diving deeper into the exciting features coming on this journey toward version 1.5. While we've previously shared our broader vision, today we’ll explore the nitty-gritty of what lies ahead.

But first, let’s take a moment to celebrate another milestone: Kyle, the brilliant mind behind Solace Crafting, is now a proud father!

Insert from Kyle:
It's been a crazy week! I've got a healthy new baby boy, who will be home with my wife in another 36 hours from the time of me writing this!
We had some problems with our version control that completely stopped development but the support from the service that we use was quick to respond, all thing considered, and I was hard at work getting things sorted out when my wife's water broke and we were off to the hospital on Sunday night! It was a chunk of hours I knew I was going to have to take off at some point, but was hoping to get the first preview patch we've been working on up before then. The past few days I've been commuting home from my in-laws to work during the day and had to redo some things that got lost in the version control problems, but I'm planning to have the patch up tomorrow so I can take another day or two off to try and help my wife get some at home rest and recovery which she's very much in need of.


So, sorry again things got delayed a little, but we're still on track in our overall progress 👍
You should hear from me again very soon!
- Kyle

Congratulations to Kyle and his growing family. It's truly poetic to see both a life project and personal life evolve simultaneously. With this in mind, we officially kick off the next chapter of Solace Crafting, starting with the new beta branch updates, outlined in our Patch Notes.

Let's go to the plans and Roadmap!
[h2]In the last month[/h2]
[h3]Player Controller[/h3]
  • What we've done: We're starting out with improvements to the controller, to make it more responsive and make the character's handling more pleasant all around. That means smoother locomotion controls, which in turn will become more permissive gameplay-wise. Combat is also receiving a major update, where improved animations and controls will make the experience more dynamic overall.
  • What we're planning: Further improvements to the Player Controller involving additional locomotion features to create class abilities like Blink, Slow Fall; advanced features like Sliding, Gravity adjustments and Swimming, as well Mount functions. As the worlds of Khora are receiving massive updates, so should your ability to navigate, explore and enjoy them.

[h3]Bot AI[/h3]
  • What we've done: Bot AI also gets its upgrade path. Monsters can now fight. They move around, attack, combo, block, dodge, melee and attack at range dynamically, and fight each other; not just through math and hit/miss notifications.
  • What we're planning: This foundational update allows us to open the door to more ambitious features, such as social mobs with interdependent behaviors and strategies, as well as companion NPCs and pets, which can follow you around and obey orders.

[h3]Game Art[/h3]
  • What we've done: The first visual updates are locked in, with new assets for several biomes, such as plains, deserts and swamps, and early post-processing effects. We also have updated the player character. For the time being, this also means temporarily deactivating some functions like weather, skyboxes or NPCs in this beta branch, as well as character customization. We have a bit of work to make them all catch up with the update, which in some cases requires dedicated production. As it's nothing deeply technical, it's just a matter of time until everything is back in the game looking and working better than ever before.
  • What we're planning:
    Short term, further updates to game art, especially in the realm of Solace/Building/Settlement textures and objects, allowing you to build better, more beautiful or expressive homes and villages. Improved atmospherics and post-processing are also planned for more atmospherics, more beautiful and more surprising worlds.
  • Long term: New, better textures for environment assets and players, as well as texture variants to create a greater range of visuals for the same objects, whether trees, rocks, animals, clothing, etc.

[h3]World Generation[/h3]
  • What we've done: Considerable work has been added to updating the biomes, giving them specific flora and placeables, improving placement as well as overall shaping of biomes. Plains, Desert, Swamps, Highlands have received their first update. This too is a work in progress but another foundational update nonetheless. Weve also added a custom landscape feature system that now allows the procedural spawning of hand built features, such as mountains and oasis.
  • What we're planning: Updating the Snow biome, finishing up the Ocean biome as well as fine tuning terrain shaping and landscape features spawning parameters to get richer, more immersive worlds overall. Dungeons will also receive the same kind of treatment, as we update their assets and ensure more intriguing and richer dungeon layouts.


[h2]November & December[/h2]
[h3]Character Creation[/h3]
  • What we’re planning:
    A solid character creation, mixing lore, stats and visuals, is the best entry point into an RPG, so we will be seeking to bring Solace Crafting’s up to standards. This will be a way for us to begin distilling elements of the updated lore of Khora, which always sat far in the back, and give you a sense of identity and purpose for your character. It will also be a way to introduce Classes and their dynamics in a more seamless way.
  • Also, as of the visual revamp we’re deploying on the beta branch, we’ve had to suspend the character customization features. We’re planning to reintroduce them, enabling you to make good-looking characters that insert themselves seamlessly into the revamped world. This process will be an ongoing one rather than a one-off, as new assets, such as new clothes, textures and styling options gradually make their way into the game.

[h3]First Hour & Restructured Game Narrative[/h3]
  • What we’re planning: we’ve redesigned the game’s emergent narrative, that is what you do in the game in terms of its meaning within this particular universe. This will give more direction and motivation to doing things, as they will no longer simply be video game tasks that you perform to entertain yourself, but part of a narrative specific to Solace Crafting: why you’re there, what Solaces are, why you use them, why you harvest resources and build things, what are the repercussions, what the progression logic is, etc. This should make entry into the game more meaningful, your actions more purposeful, but also tie up several aspects of the Solace Crafting experience together into something more flowy and immersive. The introduction of the tutorial quests were an important way to structure the first hour but we seek to go beyond that. We aim to give you something more organic, intuitive and evocative where you do things because you feel compelled to and experience tighter gameplay loops.

[h3]UI Update[/h3]
  • What we’re planning: With the visual update we’ve brought to the world and character graphics, as well as the restructured Game Narrative, we have to ensure the UI is clear enough to navigate and visually relaxing. This might be a longer update process, through which we will work with you to tailor finer improvements. However, unifying textures, fonts and adhering to more established UI standards is likely to be the object of a quicker first update that should in turn contribute to making the game more accessible and fun.

[h3]Lore & Story Update[/h3]
  • What we’re planning: Tied to the previous update items, we will do a lore unification pass to make as much content as possible world-specific, doing away with generic. From item names and descriptions to lore nuggets and quests, as well as narrative context introducing cultures, history and stakes, the goal is to help you feel like you’re navigating the multiverse of Khora specifically and not any fantasy video game world. This is an ambitious target but another that we will deal with progressively, in layers.

[h3]Art Direction[/h3]
  • What we’re planning: Finally, it will be really important to us to elaborate on the visual identity of Solace Crafting not simply in terms of game graphics, but also in terms of artworks, themes, atmospheres, etc. Expect to see more on that front, as we work to flesh out this Multiverse a lot more for your immersion and enjoyment, enabling you to absorb or come up with new stories, new ideas, new inspiration!


[h2]Beyond[/h2]
[h3]Improved Player Content Tools [/h3]
  • What we’re planning: Building Improvements, World Modification/Terraforming Improvements, Custom Quests

[h3]Items & Crafting Improvements[/h3]
  • What we’re planning: Resources Tiering & Harvesting Updates, Itemization Revamp

[h3]Immersion Improvements[/h3]
  • What we’re planning: NPC Relations, Companions & Pets, Exploration Updates

[h3]Revamped & Advanced Towers & Dungeons Mechanics[/h3]
  • What we’re planning: Architecture Updates, Gameplay Challenges, Resources & Bosses improvements

[h3]…AND MORE![/h3]

This first series of updates and their follow-ups should take us to the spring of 2025 and profoundly change the face and structure of the game by adding a lot more fun, richness, depth, and accessibility to the Solace Crafting experience.

We’re essentially revamping everything, ambitiously but carefully. We are committed to taking this game to its next incarnation and doing so as transparently as possible. Through Kyle’s well-demonstrated work-ethic and dedication and my contribution in structuring and communicating, we want to improve both the game and your lives as its players..

Your support and feedback throughout this process, old players, returning ones and newcomers alike, are the lifeblood of this indie venture.

Thank you!
Fab