Praey for the Gods is a boss climbing open world adventure game where you play a lone hero sent to the edge of a dying frozen land to explore and solve the secrets of a never ending winter. Grapple, glide and grab hold of massive beasts as you fight to survive and return the world to proper order.
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Holy crap Global Top Sellers this morning?! Whaaaa!?!?
That's insane! Thank you! This will no doubt help us to make the game even more awesome with a bunch of new feedback as well as sales of the game which directly supports future development.
This is great news!!
We've seen some people requesting some Quality of Life features that will be in our v1.0 release.
Honestly, there are A LOT of things we've been sitting on since our last update in Sept. As I mentioned in the [url=https://store.steampowered.com/news/app/494430/view/5213452406692295785]last update here[/url] we held back on a smaller release because we thought we'd have v1.0 sooner and then we got hit with a bunch of un-fun life stuff so we're pushing to get it all into v1.0 so thank you for your patience.
Here are some of the features/updates coming in v1.0
[b]:New Options/Difficulty Modes:[/b]
[u][b]Story Mode[/b][/u]
We're still adjusting this but this is basically how it works:
In Story Mode stats like hunger/sleep/cold will auto-regen overtime so you won't need to eat/sleep/heat
Weapons in Story mode won't break completely repairs are still possible but durability is basically moot
Cold won't do damage (you'll shiver in storms, and your aim will wobble but no health is lost)
We'll look to offer this similar to Boost or Survival modes. ie: Easy/Story or Normal/Story etc.
[u][b]Brutal Difficulty[/b][/u]
This is a really tough mode that I don't recommend most normal people play...it's really for that 1% of people that love pain. Thank Tim for this mode...I seriously can barely play it, Tim loves it. It is it's own difficulty so don't expect to see a Brutal/Story mode.
[b]:New Features: [/b]
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Boss Lock On
This is something we showed off in our last trailer running on the PS5. It's pretty awesome, and I can't wait to see how players use this.
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Combat Lock On
This is a combat focused lock on. Allowing the player to strafe around enemies. Probably, one of the most requested features.
[b]Adjustments[/b]
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Optimized Destructibles
This was a pretty big undertaking and from that work we gained huge performance gains that also gets us better looking destruction that can make water splashes and dust debris, and better looking pre-destructed art.
Weapon Durability
Available in Story Mode, and I suspect post v1.0 we'll tune on this a little more. Ideally we found this to be a pain point for those that played Easy/Normal
Roll/dodge improvement
The roll/dodge moves a bit farther and faster now. I imagine we'll tweak on this a little more.
Improved Climb
We use a IK physics driven system with our climbing. So we dug in a little more to smooth out the climb most notably when she climbs down, as it was a bit too robotic.
Sail Cloth-to-Climb
This is one of those improvements that really need to be felt vs. seen but before if you sail clothed into a wall you'd need to let go of the sail cloth and THEN grab. That's been cleaned up to work much better.
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Death pits removed
A number of the foggy death pits will be swapped out for water as we realized they only penalize players, replacing them with water which still can be a challenge but mostly in harder modes. This allows more opportunity for players to try new things with out the harsh penalty.
Animation improvements
We did some additional subtle passes on her animations. We also have mocap gloves as well as our
mocap suit so we have been making adjustments in animations as well as in the newer cutscenes.
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Text in the inventory
We now have item descriptions for weapons/items etc.
In-game Help panel
Help is now accessible in the Inventory panel
[b]:What Else is in v1.0?:[/b]
Obviously, the remaining two boss battles will be in as well as a big ol' final ending. We're also working out some additional story/lore points that we think is pretty cool and will open up some possibilities on where we take the game assuming people like it;) Also, some additional puzzles, champion tweaks, new weapons, and a bunch more to share soon.
We have a dev roadmap for those to check in on.
https://trello.com/b/4KETTtYc/praey-for-the-gods-development-roadmap
Feel free to ping us in our Discord too!
discord.gg/praeyforthegods
We're still looking at feedback too! so please feel free to send us feedback with our in-game feedback tool. We look at it daily and adjust/prioritize our efforts/features and also try to reach out to players which is a HUGE help when sorting out issues.
Thanks again and see you at v1.0 release!
Brian