What are we working on next


Hi everyone! :)

These past few days have been quite stressful, making sure that everything was ready for the Steam Early Access release, but now that it's finally out, we're super excited to keep working on more core features in the coming weeks. 

Here's what we have in mind, in no specific order:

  • Ranged Combat:  What would be a medieval fantasy game without bows, crossbows and slingshots?
  • A Magic system:  We'll write a post about it soon.
  • A profession system:  When the player reaches a certain experience level in some specific abilities, the label below the name will change to reflect the corresponding title or profession. So, for example, if your combat abilities reach 100%, your title will become "Warrior"; if your Magica and Cooking abilities are both 100%, you'll become an Apothecary. Each title will give the player a small bonus.
  • A character selection screen  where the player can choose a pre-made character with an initial title or profession, or create one from scratch.

We'll flesh out some of the existing mechanics too:

  • More variety of fishes to fish.
  • Cooking recipes that the player can collect around the island: We want food to be an essential healing item throughout the game.
  • More variety of items in general (weapons, armor, healing items, etc.).
  • More crafting opportunities.

In parallel, we're already working on new quests that will expand the world with new places to find and mysteries to solve.


YOUR QUESTIONS AND COMMENTS

Are the controls rebindable? Will it be possible to use keyboard for movement?

Not at the moment. We're still trying to figure out if we want to add direct controls to the player character. We're exploring that option, but for now, we feel that having one hand on the mouse and the other activating actions on the keyboard works better for this kind of more relaxing, non action-oriented style of play.

How does the game save progress?

The game uses an auto-save system. We might change it for a manual one if, for example, we decide to increase the overall difficulty of the game notably. In that case, auto-saves could put the player in non-winnable situations, so manual saving would be a better option.

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