Liminal Void Update Roadmap (PLEASE READ)

Liminal Void

This is a horror dungeon crawler where you snatch souls, cast spells, and die repeatedly. Select from 4 colorful characters and occasionally listen to them yap about their problems. It's very "mood."

This was a very busy week for Jeistar. Aside from the surprise sales and receptions, we have a growing list of bugs. Thankfully with the implementation of Unity Analytics, we’ll get more out of it. Most efforts are now going towards Patch 1.1, where some parts of Patch 1.05 will be able to cover. This is the first Jeistar release, but not the last. Super grateful to all the OG’s who bought it early. The game will only age gracefully as the months pass. Many of the Day 1 Bugs were unanticipated because of the release schedule. The reality situation is there is a voluntary embargo until patch 1.1. Please reach out to the developer for anything. There is also a likely chance the updates can only be implemented with a manual reinstall. The sales of the game exceeded my expectations! Thank you again! I also noticed that the wishlist is VERY high but people are rightfully holding off until some of the game's bugs are fixed! So here’s a roadmap! [b]Patch 1.01 - 08/31 TODAY[/b] [list] [*] Screen Resolution Fix - Liminal Void was initially released with 1920 x 1080p in mind. Now it should work with various screen resolutions and ratios automatically. However, there are still some sizing adjustments we’re experimenting with. More updates on any screen/resolution issues on 1.05. [*] Introduction Cutscene Crash - Attempting to skip the cutscene could crash the game in the initial release. We fixed the code and added fall throughs to ensure the game doesn’t crash on start. [*] Analytics - Most of Liminal Void’s initial feedback came directly from active users in the community. We’re integrating Unity Analytics for more feedback regarding optimization and performance issues. [*] Updated UI - More info was added to the UI that pertains to stats and spell casting system. [*] Sigil Calculation - The culprit is Frenzy Mode. Some unnecessary calculations were removed but if they persist please let the dev know! [*] Stats Transparency - Pause panel shows your stats. The stats system is being overhauled for future updates [*] Soul Snatch Upgrades - simple, but you can now soul Snatch the same type of enemy again but instead get buffed [*] Updated Enemy - The trigger collider issue is fixed and enemies behave slightly differently now. They are more crafty… [/list] [b]Patch 1.05 - 09/14[/b] [list] [*] Save System Overhaul: Once again, due to the nature of the current save system, your saves will likely be gone after this patch. I am trying to integrate Steam Achievements [*] Basic Graphics/Sound Settings Functionality - Make graphics and sound editable [*] Codex System Overhaul [*] Death Countdown Lottery System: Instead of just dying every time your countdown reaches 0, I want to spice things up to make your final moments in the layer more agonizing [*] Lore Files: Basically a secondary objective to encourage more exploration in dungeons [*] More Spell FX [/list] [b]Patch 1.1 - 09/27[/b] [list] [*] Steamdeck and Controller Support, as well as Keybind Settings [*] Steam Achievements [*] Graphics Optimization Overhaul: Basically works better with regular pc's [*] Sound Design Overhaul: Upgraded Sound System for better debt and adjustability. [*] Refined Soundtrack: Rerecorded/Remastered Versions of Existing Songs and calibration with Layer Progression [*] Refined Difficulty Adjustment, including "SAFE" and "Chaos": SAFE mode is basically no flashing lights or anything that could make your head dizzy. We will continue to make updates to SAFE Mode to address any issues regarding discomfort. Liminal Void is still not recommended for users who have sensory issues that pertain to flashing lights/sounds/etc [*] 16 Additional Ending Animation Sequences: I just think they're cool :) [*] Refined UI - More transparent Spell/Stats system [*] OST Release - Follow the YouTube or my X for more info [*] Japanese Localization? (日本のファンの皆さん、こんにちは!頑張ってます!ローカライズまでしばらくお待ちください。) [/list] [b]Screamfest: 10/26 - THIS IS ALL EXTRA[/b] [list] [*] There will be pumpkins - requested by discord [*] Level Redesigns and additional horror elements - gotta make the players SCREAM [*] Updated Enemy AI - can’t be scary when it’s something you don’t expect? [*] Expansion of Special Skills - TBA [*] Expanded Graphics Settings - Always room for improvement/optimization [*] Updated Soundtrack - TBA [*] New Cutscenes - TBA [*] LOCALIZATIONS (This is a more realistic deadline for localization beyond Japanese) - Really what I’m trying to look more into [/list] [b]Small Updates[/b] [u]Update 1.2 and onward :[/u] 11/16: Soundtrack Update, basically some additional collection of songs that didn’t get enough time to be worked on. Additional bug fixes and OST V2 release. [b]Why you shouldn't wait to buy:[/b] [list] [*] Most mechanics are set by Update 1.1 and anything after is optimization and bug reporting [*] Developer is in survival mode [*] The studios owned by conglomerates will continue to enable the destruction that their overlords cause [*] You get to like something before it was cool [*] Your crush LOOOOOVES IT when when you nerd out about obscure horror games :3 [*] Lore might face censorship in the future. Hopefully not, but it’s bittersweet to experience something ephemeral… [*] Watching things grow is nice :) [/list] [b]Stuff I will do between working on Updates:[/b] [list] [*] YouTube Videos Explaining the Game in greater detail [*] Stream game with FAQ [*] Be active on the discord(bugs, questions, etc) [*] Probably other social media stuff that pertain to Jeistar business(X mostly, maybe TikTok) [*] “Live Life” as Hayao Miyazaki said [*] Writing for the next game when I can’t sleep(this happens a lot ;-;) [/list] [u][b]REAL TALK[/b][/u] There is bound to be stuff I missed, so forgive me if it was not mentioned. This next month will be very busy for me. There’s basically a lot of stuff I worry about. It could get boring so I’ll be revising certain mechanics to make you play over and over again. I got a lot of compliments regarding the soundtrack. I did not spend enough time refining but I know there are a lot more bangers that can really make this game feel better. However, that’s not a priority, as there are some fundamental stuff in the options menu that gotta be fixed. I am truly sorry! I never was an options/settings guy! But the current graphics options lets you change the resolution including one with a retro effect! … The development of Liminal Void was definitely a learning experience. Very grateful for all the feedback. I read all the reviews, and I take time going through what they have to say. Many of the issues of the game are deep within the code and require extra time, so certain things had to be held off for the next update. Two weeks in between updates is a healthy way to approach this. As a developer, there are certain things I don’t think players are actually able to “get” about the way Liminal Void is meant to be played, but I owe it to them and myself to fix the code before expecting players to play a certain way. I have been mostly fixated on criticism and negative feedback to improve the game, but I hope to eventually start focusing on all the positive stuff I missed out on. I got featured on PC Gamer on my first game HOLY COW. I am not gonna screw this up. Also, the developer of the very game that influenced Liminal Void followed me! Exciting times! I’d love to talk more about it on The YouTube, but I have a list of things to do before I could get on that. Bugs, marketing, reaching out to people, and handling some other stuff. It’s a tumultuous but exciting time. Once again, thank you to everyone who bought the game and also to those who have given feedback. It’s only been a week but I have already learned so much. I already feel like I entered a new life and I owe a lot of it to all the fans! I hope Update 1.01 makes this game more fun(and stable) than on release. As always, the discord is open for anyone interested in the game or reaching out to the developer. One last thing. I am an artist first, everything else second. I feel, I need to express, I create. In game development most people are programmers or skilled specialists. Some are even great designers and puzzle makers. It’s the same in the wonderful world of reviews and journalism, with great writers or connoisseurs of literature, etc…I get it. I’m happy for them, but there are some differences that really show in solo development. I make stories then set the scene. It’s my thing. For the peoples hearts I have touched, I am happy you got to enjoy Liminal Void. Thank You! [i]-jeijei [/i]