Xecryst Remains

Xecryst Remains Progress Update, December 2020

Version
Progress Update, December 2020
Version Date
Dec. 8, 2020
Links

Patch Notes

Progress Update, December 2020

Yeah, I was once said to drop the project due to the in-real-life stuff, stress, burnout, and whatnot, though I still working slowly but surely less than what I used to. But now things are rather settled and I have been working on the game for months, gathering feedback the constructive part from the Forum and Steam Review, planning the Roadmap, and redesign some stuff to make my obscured features more stand out and not to get compared to a certain game too much.

Current playble build will gone soon


I will be pulling back the public download version next week and move the game to private only until the next update because much has changed, the save file is not compatible yet, multiplayer removed, and some base code is being rewritten. Also, the old patch is rather rough and will probably give the already bad impression even more.

Moving to Patreon Only Donation


And as I mentioned before that I'll do a Patreon style instead of DLC. No MTX, No BS. Just a donation for you if you like, I hope this approach should allow me to work on the game(s) as a passion instead of a product.

Some highlight on upcoming update and plans


1. Reworked Round-based to exploration based.
This should no longer confuse most of the people about the game objective and round related, item locked out and things I don't remember now. Also, all the regions are now available in one game with save and exit feature. This is quite a big one, code-wise!

2. 3 new Regions (Water, Earth, Dark)
All the story-related regions are all completed but there will be more stage layout on all of the 5 regions on the ongoing update.

3. New Combat Sound Effects and new music.
Much much better Melee and Hit sound effects. Also, more music from Crinkles! one custom and from released albums.

4. Weather Effect
All-weather have an in-game effect as a global buff, both player and enemy.

5. New Loadout and Lobby UI
Both are now a big dedicated UI and should look better, gives all the information, and easier managing which should reduce confusion from the older one.

6. First of the Five parts of the story. (Just a short introduction)
The story is Region-Based, so there will be 5 parts, the first one is mostly just how the Harvester and Artifact being placed all over the place. Also, there should be an incentive to replay the story in some way, but not grinding for a chance that is for certain.

7. Training Stage.
This should be the place you can test the number, practice, and other tools. I haven't designed them yet, but I do have something planned.

8. 32bit/x86 and directX9 are no longer supported
Esenthel Engine is not supported anymore

9. Multiplayer removed and to be rewritten later.
While the current code is sorta working but it required port-forward. It also doesn't go well with Steam. Also, due to the new system above, I decided to nuke the Multiplayer support for now. The new one should go well with Steam and no more port-forwarding.

10. Localization will come later after Infocard Update
I'll need to rewrite the current XML Infocard file, and the UI to allows Localization and better usability.

11. Linux and Controller supports
Linux might come in sometimes later, depends on how the Esenthel Engine works. The controller supports could be tricky because I don't even have a controller and I'm not sure how UI control.

I'll release more news, details, and sneak peek, a Discord, Reddit, Patreon, trailer with store page rewrite, etc once the certain hype is settling down, probably around January or February. There's a lot of things to be done before the private alpha build will be available as well.

I hope you're sticking with me even though I said about giving up before. But hey, don't just give up the dream, and third time's the charm, right?