Once again, thanks for all the feedback surrounding the desert patch! Now it's a new week with new adventures, and for now we'll focus more on upcoming stuff!

So while the actual room-by-room design of the upper floors of the ghost ship haven't been decided, we know what types of rooms we want, and one such room is the cabin. Or cabins, really. We'd like the player to battle their way through a set of cabins on the second or third floor, so naturally we need to make a bunch of items that can be seen in these cabins. As such, I made a random design of what one such room could look like, and made a bunch of random props to put in it.

I know I mentioned we'd continue on adding things for the desert's stable release, but I'll have plenty of time to do that while throwing in a ghost ship background or two... :)

Let's take a look:



Now that the patch has been out on Frontline for a while, we set our eyes on the next target: getting it ready for stable! Aside from the bug fixes and some of your suggested improvements (as always, we're very thankful for the feedback), there are a few things we'd like to add before feeling completely satisfied with the desert for now. There are two reasons for this, one being the obvious 'of course the area will be better with more quests', but the other is that it gives Fred (and to some extent, me) some time to get ahead with the Ghost Ship before we start prototyping that place for real.

You see, in order to get a good idea for what the Ghost Ship will entail design wise, we need to get some enemy prototypes up and running, and the best way of doing that is to have Fred make a bunch of animated sketches we can use against my placeholder backgrounds. This will help us get a feel for the dungeon and to make sure our enemy combinations work as intended.

Therefore, the things we'll add to the desert for stable mainly involves Teddy programming stuff, and me throwing together some minor graphics such as more item sprites for rewards and such. Once we're done with that, Fred should have made enough enemy sketches that Teddy can begin prototyping their behavior, and I can continue making backgrounds while he does that.

So, before the desert is released on stable, we intend to add the following:


  • Another (optional) challenge in the math cave.
  • A side quest involving a cat of Port Monnaie...
  • A side quest solving the troubles of the depressed drunkard in the Saloon (which also involves elite versions of the desert enemies, which haven't been added thus far)!
  • A questline with the photographer Cammy, who is working in Port Monnaie, using the mechanics from Arcadia where you take photographs of various places or things in the game.
  • Each shop in the marketplace, with new items to buy (lots of housing items)!
  • A bunch of memory orbs to show a few past events (I've already started working on that, as you have seen)...

    and, finally:
  • More treasure maps, which will be given to you by Finder the Archaeologist, who wants your help in retrieving some ancient treasures. 


Like the other areas, more stuff will be added before release, but we think this is a good way to start. It's also possible we'll add a bunch of those season orbs across the world, which will help you reach a few of those chests that have been taunting you... We'll see!

As mentioned a long while ago, we will add a bunch of flashback crystals/memory orbs where you'll get to see certain events from the past. A few of these will include Charlotte, the player character's mother, and because these events happen quite a few years ago, I got to make a younger version of her, which was super fun!

As with the grown up portrait in the game, this one will also change hair- and skincolor based on how you designed your own character :)

Since the first version had quite a long neck, I decided to shorten it slightly in the finished version: the old one is shown first below, with the final version shown last:




There are still some cards to make, so here we have the Cacute card! Quite simple in its design, it features a Cacute relaxing in the sun with a drink. Remember to drink a lot when it's hot outside (I recommend water, though)!



Finally the patch is up and running!


After months of hard work, this update includes the desert Dragonbone Dunes and desert town Port Monnaie in all its glory, with a ton of new NPCs (the most NPC heavy area yet!), the continuation of the main quest, a bunch of side quests and a couple of boss battles!


As you might guess, there's a lot of things that can go wrong when adding this amount of stuff at once, so be prepared to do some bug hunting and let us hear about all the wonky and broken things! As always, all feedback is highly encouraged and much appreciated, so let us hear what you think when you've finished this installment. You can leave a comment here, on our forums, or make a topic over at the Steam forums!


Most of all, we hope you enjoy this update!! Teddy will be monitoring bug reports closely during the coming week(s), while Fred and I continue working on the ghost ship, where the adventure will take you next.... :)




Hey guys! Did you have a nice weekend? It's Monday, still no patch, but we hope it will be ready tomorrow (fingers crossed)! Teddy's ironing out the last couple of bugs and adding a few items to chests, so it is coming!

In the meanwhile, work continues as usual for me, with the portrait of another character that will appear in Port Monnaie but won't make it into the patch: an boy, who will help the priest out in the church! His outfit, like the priest's, is inspired by real life priest robes.


It's Friday, and a couple weeks ago I estimated that by now the patch would arrive! However, as you've certainly noticed, no patch has been uploaded yet - so what has happened? Well the short version is that we wanted to make things more interesting (don't we always), so the added work has pushed the patch forward by a couple of days. 

In other words, we hope to release the patch in the beginning of next week, instead! Serves me right for making estimates, they just never end up being correct...

Anyway, in the meanwhile, have some sneak peeks of what you'll see in the upcoming patch, starting with a couple of animations for the desert carpenter: 



There's also a couple new items, two of which are shown below: 



Due to something you may or may not do, there will be changes in the desert map: 


A new type of halloweed?!

Aaand a ton of new expressions for people you'll interact with: 






Stay tuned, and let's hope my next estimate of the patch releasing next week will actually be right this time!!


I'm working on the cards as well, and while they may not be included in the patch, they should be added shortly after! Here's a video featuring the creation of the Sand Raven card, where one such annoying bird is preparing a meal:




As usual, you can't have a boss battle (even if it's a side battle not related to the main story) without a boss portrait. This portrait will be slightly different as it's the first one that has a sprite in front of the textbox! We thought the tomato would look cute in front of it, rather than have all his vegetables hidden behind the box.

WIP and finished version below:




Another portrait we weren't quite happy with was that of Wishi (who also happened to look oddly similar to the Mayor's first portrait):

Only one way of fixing this, and it's to throw together another portrait, this one giving a bit more of an attitude:


And the finished remake below:

Alright! Time for what I *believe* will be the final batch of fixes (on my end, anyway) for the desert before the patch lands! There's still a portrait or two left, but here's a bunch of the minor additons I've been working on:


First up, a Merchant Isles' sailor hat, that might become yours if you complete a certain quest! Another item that is involved in a quest is the below part of a statue:


This farmer is a character who you'll meet in these new quests as well, so I've been making a couple of expressions for him:


Meanwhile, I wasn't completely happy with the anatomy of the mayor's portrait, so I've made a slight fix for it and also aged her slightly (old version on the left, new on the right): 


There's a couple new items as well, which means there's need for more drop appearances! Among these are a bottle based on an animation made by Fred (you can see his sprite on the right in parts of this WIP-gif), as well as a tomato and an onion!



We also changed the layout of the mayor's house a bit, adding more items and characters, making the place feel more like the art/history exhibition it has become (old version first):



Finally, I wanted to increase the amount of greenery in one of the caves, so I went back and added a bunch of plants and leaves here and there:


Speaking of vegetables - remember those vegetable enemies Fred made a while ago? Wouldn't be much of an enemy if there's no way for them to appear, or to defeat them, so of course each of them need a spawn and death animation. 

Are you ready to eat your vegetables?  











A few weeks ago we had a discussion about whether we'd include these in the frontline patch or not, since you've been waiting so long and this is "merely" part of a side quest relating to the desert. However, because of the desert taking so long, we decided it's more fun to include a couple of these side quests as well, since they won't take that much extra time to add (we already prepared the graphics anyway). 

Our estimate is to have the patch up and running sometime next week, so unless something unforeseen happens, get ready to battle these cuties very soon! 
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