You come to your senses in a sinister dungeon. The Ritual is about to commence – you have only one chance to escape. Stoneshard: Prologue is a demo to the main game, presenting its basic mechanics.
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Hello everyone!
Ink Stains Games here! We’d like to wish all of you Happy Holidays and to present you the long awaited update for the Prologue as a Christmas gift.
The original Prologue was published in May 2018. At the time it was more of a proof of concept, designed to demonstrate Kickstarter backers our vision of the future game. A lot of time has passed since then, most systems of the game have changed beyond recognition. And at some point the Prologue grew so outdated that updating it became a priority.
Now the Prologue is mechanically equal to the main game and we hope it will make it easier to wait for the February release :)
The list of changes is too expansive to be presented in detail – after all, this update includes a year and a half of hard work. The Prologue’s structure remains the same, but if we are to list the most important changes, here is what you should expect from this update:
[list]
[*] An [b]improved tutorial[/b] with detailed advice on main game mechanics.
[*] Vampires were swapped with [b]Proselytes [/b]– a new group of enemies with their own set of abilities.
[*] A [b]reworked boss fight[/b], which now consists of two consecutive phases instead of two parallel outcomes.
[*] A [b]reworked health, injury and needs system[/b]. The old Prologue had it functioning based on RNG. Now it’s a transparent, deterministic process which you can assess at any time.
[*] [b]More weapons[/b], equipment and all kinds of items.
[*] [b]Abilities [/b]from the closed beta are now available in the Prologue.
[*] [b]Destructible environment[/b]. Press CTRL to attack environmental objects!
[*] Reworked [b]Dual Wielding[/b] system.
[*] Lots of [b]QoL improvements[/b]: better controls, more hotkeys, item comparison, inventory auto-sorting, pop-up hints and more. Though keep in mind that the game is designed primarily for mouse controls.
[*] Most of the game [b]art was reworked[/b].
[*] Dialogues and lore notes were [b]rewritten[/b] to better clarify the opening events of the story. [b]New voice-overs[/b] for the characters.
[*] Lots of [b]changed [/b]and [b]added mechanics[/b] (reworked Attributes, for instance).
[*] A [b]reworked UI[/b].
[*] [b]Fullscreen support[/b] for 1366х768, 1440х900, 1600х900, 1680х1050, 1920х1080 and 1920х1200 resolutions.
[*] Added an [b]event log[/b].
[*] “[b]Last Hope[/b]” and “[b]At What Cost[/b]?” achievements were replaced by “[b]The Bitter Beginning[/b]” and “[b]Eternal Hunger[/b]” achievements. The rest of the achievements were updated to fit with the content changes.
[*] Enemies learned how to [b]open doors[/b].
[/list]
It’s worth to remember that many of the planned mechanics are still missing. On [b]February 6[/b] the game is just being released for [b]Early Access[/b], during which we plan to continue developing it for another couple of years, gradually implementing our vision.
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[h2]Frequently asked questions[/h2]
[h3]Where did the stealth and some other skill trees from the old Prologue go?[/h3]
[i]Stealth mode was temporarily removed from the game. It will return during Early Access after being reworked. Same for the unavailable skill trees.[/i]
[h3]Can I launch the game on Mac or Linux?[/h3]
[i]Unfortunately you can’t. For now we can’t say for certain when the game will be available for these platforms.[/i]
[h3]What happens if I’ve already got the achievements in the old Prologue?[/h3]
[i]Don’t worry, your progress remains. The achievements were changed, not removed, so you automatically get their changed versions.[/i]
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Merry Christmas and good luck finding your way out of the dungeon!