The December update is here!

Spire of Sorcery

Lead a party of runaway mages through the dangerous world of Rund. Discover alchemy. Master magic. Explore the land. Survive the challenges.

It’s been a month since the last update. Most days were productive, but some were not – several people got sick or had to take care of their relatives who got sick (for here, it is the season of the first snow, that changes to rain, and then freezes into ice). Such days normally fly under the radar if you have a larger team, or a longer period between updating the game. This time it had a direct impact on how many extra features we could add into the mix: we focused just on the two most impactful changes. Well, such is the winter. And if we ever add winter season to Spire of Sorcery, then it will have an increased risk of receiving Infection tokens while traveling; a penalty of having one move point less; and a longer time to lose the tokens of Chaos after undertaking extra actions. [quote][img]{STEAM_CLAN_IMAGE}/30648723/3de7fab6cacc1696b5d80b82fdba21fa5056a931.jpg[/img] This is how our home city, Vilnius, looks these days.[/quote] Meanwhile, some good news: the sales of the game here on Steam are increasing, from one week to another, which we take as a sign that what we deliver with updates is exactly what players desire the most. Additionally, we started to talk to several publishers who expressed interest in working with our studio, and the vast majority compliment the monthly update schedule and the weekly development logs. This, they say, is the sign of the discipline. What they don’t know, however, is how much coffee we consume each week to make it happen! :-) [h3][b]WHAT’S IN THIS UPDATE?[/b][/h3] There are 2 main changes: [list] [*]ːspellcastingː [b]Chapter 1 now has a story mode[/b]. It’s a huge change for us! [*]ːspellcastingː [b]The encounter interface is upgraded[/b]. Based on player feedback![/list] [h3][b]ENCOUNTER INTERFACE[/b][/h3] Let’s start with the interface, since it’s a very practical change. [b]Tokens now become counter-based[/b] Previously, we would show three fire tokens like this: ːfire_tokenː ːfire_tokenː ːfire_tokenː. Now we display them like this: ːfire_tokenː 3. [img]{STEAM_CLAN_IMAGE}/30648723/1149e35a14b5bcb4ddbe36e8ed46ad58272a73ef.jpg[/img] It makes the screenshot less cluttered and allows us in the future to use any numbers, be it 10 or 20 – whether for character stats or for opponents. [b]Progression of actions on opponents is now radial[/b] We used to show empty dots for all the possible places where tokens could accumulate. We now show radial progression to keep it informative. [img]{STEAM_CLAN_IMAGE}/30648723/afcf43dbf9748585649952c240fd18f14b16520f.jpg[/img] [b]Character stats received a facelift[/b] Once we transitioned to counter-based tokens, we looked at the character stats and realized that they also could use an upgrade. What we used to have: [img]{STEAM_CLAN_IMAGE}/30648723/fccefbc00ef94f5548a2f059f1891422c6c9c864.jpg[/img] What we have now: [img]{STEAM_CLAN_IMAGE}/30648723/13b7bcc7eb73aa45cdad354bfb83ee06d837ad27.jpg[/img] There is more clarity: you see the type of tokens that this stat receives, including the number for progression, followed by the outcome when the bar is filled: an injury, or a disease, or a Chaos burst. Fewer colors, fewer icons, more clarity – and more information (earlier, you had to hover over immune system to understand what happens when it’s overwhelmed; now this is upfront). [h3][b]SPELLBOOK AND SPELLS[/b][/h3] Something we explored, but did not finish this month, is a change to spell progression. Some of you asked for a progression system that will result in different mages having different books, we played with this idea for a while… and we liked it. While we didn’t have the time to implement such change, we already started cleaning up the Spellbook’s interface. [b]Spell formula no longer has an icon for the specific spell[/b] To be honest, we forgot why we introduced it in the first place. So we just removed it :). [b]Spellbook is now more transparent[/b] Earlier, an open Spellbook covered the whole encounter screen. Now it’s easier to coordinate the spells and their possible targets. [img]{STEAM_CLAN_IMAGE}/30648723/3362603c1a737bd322001686d9b123e3e507865a.jpg[/img] [b]Spell formula no longer has a specific “Cast” button[/b] The special button was a part of an earlier design. As we’re at the stage where we remove redundant elements for better clarity, we kicked it out just as well. We – and most of those who stream – click on the whole spell area anyway, and this button isn’t really needed. [img]{STEAM_CLAN_IMAGE}/30648723/75c1363655cebcd01783747776d52ccd5051d92d.jpg[/img] [h3][b]STORY MODE[/b][/h3] The story mode is a complete game changer for Spire of Sorcery and took the most of our time in the last three weeks. [list] [*]All the maps will be handmade [*]Every chapter will have unique stories [*]Stories are intertwined with encounters [*]Stories bear consequences beyond the chapter when they happen [*]Stories have unique visuals, creatures and objects[/list] [img]{STEAM_CLAN_IMAGE}/30648723/99e65e53fb0bde5b323400bc031470f21e55655f.jpg[/img] After developing the tools, we managed to apply the change to Chapter 1, and you will notice that: [list] [*]The map has changed [*]The opponents have changed [*]There are now 3 separate stories, with equally valuable choices in each [/list] This change is ːalchemic_potionː [b]the most important change[/b] ːalchemic_potionː at this point in development of the game. We transition to more rewarding exploration, more interesting maps, and deeper involvement into the overall storyline. Chapter 1 is just the first step. The January update will deliver stories for the other 2 chapters. Things that are worth noting: [b]We introduced animations on the map[/b] You will see the first one as you cross the river. This is just the first try, and we will include more of these as we update the other chapters. [img]{STEAM_CLAN_IMAGE}/30648723/1324a41c8350a154cafc05a7f977ce8f302d5781.jpg[/img] [b]Characters in your party now make comments[/b] When mages spot certain things, they will voice their opinion right from their portraits. The portraits, by the way, have moved to the bottom of the screen specifically because of this. [img]{STEAM_CLAN_IMAGE}/30648723/4ad64cd058059be269706a1de006a546ce53f682.jpg[/img] [b]Decisions in stories have impact on the map[/b] Whether something is destroyed, or saved, the choices have real impact. [h3][b]WHAT’S NEXT?[/b][/h3] We revised our priorities for the next update and will focus in January on adding story mode for Chapters 2 and 3. Broodmother will receive… a labyrinth. There will be a new use for the gems you might collect in Chapter 1. We will create the first mechanics for terraforming a map through use of items. Exciting times! When we work on the story mode, the whole team comes together: we draw, we write, and we design around the challenges that we invent. We thank every player who contributed to identifying this evolution of the game as the most impactful. Without Early Access feedback, we would not have made such a change. [h3][b]HAPPY HOLIDAYS![/b][/h3] We wish you a very warm, and safe, Christmas period, and a happy New Year ahead! May the year of 2022 bring you all the wonderful things that you may have missed in 2021. We are here because we make games, and you are here because you play games, but in this message, we want to talk to you like humans to their fellow humans: health, mental and physical, and the wellbeing of your families, is more important than anything else. Please take care of the ones whom you love, and please take a break to recharge during this holiday season ːhypnoheartː. We will do our best to entertain you with more development stories, and updates, in the coming year. And above that, we send you our love and support, wherever you are. Stay warm, stay safe, and make someone happy – every little smile helps. [b]Happy 2022![/b] ːmagic_sparklesː ːmagic_sparklesː ːmagic_sparklesː ːxmas_treeː ːxmas_treeː ːxmas_treeː ːmagic_sparklesː ːmagic_sparklesː ːmagic_sparklesː ːxmas_treeː ːxmas_treeː ːxmas_treeː ːmagic_sparklesː ːmagic_sparklesː ːmagic_sparklesː ːxmas_treeː ːxmas_treeː ːxmas_treeː ːmagic_sparklesː ːmagic_sparklesː ːmagic_sparklesː / Team CO /