Early Access Developments September 2024

Hi everyone. We have some difficult news to break to you. But since we believe in open and honest communication with our community, here we go: Septaroad Voyager's sales have not been meeting expectations. Our development team has obligations to meet, and so development is going to have to take a back seat to other full-time jobs. Our lead developer Nathaniel spent most of September looking for a new job, which he has found. He will continue contributing to Septaroad Voyager, just in the evening and on the weekend. We promise we are not stopping development on the game. During September we still managed to fix a number of bugs, add new improvements, and push out some updates, including the following: [list] [*]The party's summoned ally now follows as intended on game load. [*]Saving in a dungeon after defeating the boss no longer breaks the saved game file. [*]The non-directional ambient lighting in levels now dims along with the directional lighting when characters cast spells. [*]The first ability any character performs now charges much faster. This improves the pace of combat and removes some of the confusion new players had when characters seemed to not follow commands right away. [*]Enemies can now summon many more allies at once, creating more hectic battles, especially against spider bosses and necromancers. [*]Improved enemy balance throughout, with soft-capped damage per level, and all enemies pulled toward the average difficulty for its level. [/list] The biggest remaining task is creating the levels and scripted encounters that make up the main campaign. From a technical standpoint, all of the problems have been solved. As time permits, we will continue fleshing out the story and levels. We look forward to delivering you a great game. We'll just need to adjust our schedule. We'll be back at the end of next month with more news on how the game is going.