Some quick updates from the caves of development:
We still have some unexpected network errors plaguing the client, and they are preventing any real gameplay testing. We are working hard on fixing these.
New role: Doctor (town)
Can cure people each night, as long as the doctor doesn't suffer from the plague himself.
- Scene lights now changes according to the phases.
- You can now click your own card to hide it, during the introduction phase.
- Improved the artwork for the ability buttons, testing out some shiny ones for now.
- Camera now stops rotating once the player starts dragging it.
- You can shift camera focus by shift-clicking a player. Reset it by clicking on the central stairs.
Good news! It is now no longer required to create a player account on our website. Now all that is needed is to open the client in Steam, and all game progress will be saved in the steam cloud.
This means that you can start playing as soon as you download the client.
The Beta is advancing well, and we have our KPI and financial system coming together nicely.
We have teamed up with KeyMailer to expand our pool of betatesters, so if you know any YouTubers, Streamers, Letsplayers or just fans of the genre, ask them to come by this page, so we can get them a juicy beta key:
Things are advancing slowly but with a solid pace. Today we implemented the use of Steam Stats, to keep tracks of winning streaks, good behaviour, playtime and achievements.
In the near future we will also have version-specific detail reports, and we hope to get more testgames up and running.
So, the weekend is finally here, and the first round of testing has been opened up for beta play. That means that it's no longer required to have a gamemaster with you if you want to play the game.
We don't have that many playtesters onboard yet, so your best luck is to coordinate something with friends in order to get a spontanious game going.
At the moment, at least 3 players are needed before the system will allow a group to play, but a "decent" game involves at least 6 players.
We are also working on the Inventory system for the game, but initially it will only involve player avatars.
We hope you will poke around for youself, and stay tuned for more updates
It gives me great pleasure to report that our Steam community pages are now live, which allows us to post news directly to the steam page.
This should make it much easier for now to grow our betatesting community.
We have given out over 500 invites to our beta test, and can see them slowly converting to actual users. Therefor, it seems like a good time to pin down when the closed beta starts. To give the devs a fair amount of time to prepare a playable build (the current build can not be played without a GM supervising the game) the closed beta is set to start the 19th of August.
You are all welcome to join us on the official beta Discord channel (link coming shortly) or in the forums, to talk about balance, gameplay, pacing and rules.
Hope to see you all there.
We were at the annual GenkiCon in Copenhagen, Denmark to show off a very very early version of our Direwolf engine, and onboard our first wave of around 100 playtesters. There still sadly isn't much to look at, but we will be shipping out new builds every weekend for the next two months, and being able to play a full game without interruptions is our main priority.
Thought it might be smart to create a real newspage. Not much content to talk about just now, but at least there is a source.