With the release very close at hand, we’ve continued to finish up the last bunch of stuff! This week that means making icons for the achievements we decided on:

For the defeat Grindea achievement, we actually had a bunch of different options, but settled for the first one shown here:

Some of these achievements will be available both in-game and through Steam, and some will be hidden and on Steam only.

We also made a final(?) bunch of items:

….and started to prepare some of the Steam related things (emoticons, trading card badges and so on):

Fred, meanwhile, continues working on the trailer, which currently looks something like this:

Not quite done yet, as you can see – but we’re getting there! :)

The interface fixes continue this week with an overhaul of the pet system interfaces, which should be fully translatable once these updates are in the game!

First up the pet caught box:

The new feeding menu:

As you can see here we’re pretty much aiming to remove as many of the texts as possible, using icons to illustrate what’s going on instead!

The Pet rename interface:

…and finally the swap pet window:

The quest received and quest completed, card album updated and teleport plate notification boxes have also been updated to make sure they’re translatable and visually matching the in-game menu overhaul that’s on it’s way in as well:

We’re also recording a new trailer in anticipation of the release, which is what Fred has been working on most of this week. Stay tuned for that once it’s finished! :D

We’re baaaack in the office and things are moving pretty quickly!

First of all there’s a lot of meetings to be had regarding what final things we’ll add before 1.0 – deciding which sound effects we still need to order, finalizing the achievements list and making the appropriate graphics, figuring out what steam assets we need and deciding on how to correct some things that aren’t compatible with the translation suite.

One such translation issue we’ve had has been the in-game menu headers, which Vilya made textless versions of last week, allowing them to be translated in a future update:

Another thing we’ve been working on has been adding the final Pet skins – so far some slots have been locked, but as of the next update every pet will have 6 different skins! Here’s a bunch of the new ones:

Meanwhile, Teddy continues to implement our fixes and additions, meaning all the new haircuts will be in the game next update, along with a ton of smaller improvements and bug fixes. Stay tuned! :)

Hello everyone! Before jumping into this week’s update, I’m happy to say that Teddy is doing fine and is back at work as of this week! :)

Now, it’s time to summarize another week and show more progress as we near the release of Secrets of Grindea. Let’s begin with a little menu revamp – remember the ‘character cards’ that greet you as you decide which of your characters you wanna play as? Here’s a reminder for those of you that haven’t been in-game for a while:

With the game nearing release we’re trying to clean up as many places as possible that cause issues for game translations. In several languages the font size needs to be quite a lot bigger than what the graphics were initially designed for, which has already lead to quite a few redesigns throughout the game. The character cards is yet another example of something that’s been incompatible with translations, and so we felt it’s high time we correct that.

Without further ado, here’s the new version:

Not only is this new version compatible with the translation suite, it’s also – in our opinion – more visually pleasing, with more graphics and less text. The background indicates where your character has its current savepoint, rather than it being stated in text, and along with your completion percentage you get a little progression bar.

As some spawn points were missing background images, Vilya made a bunch for the missing ones as well:

Can you tell which one belongs to which area or part of the game?

Meanwhile, Fred’s been cleaning up a bunch of effect animations and made some sweet water animations (which are tile-able!):

Finally, remember those starry card pieces from last week’s update? Have a look at what those look in their proper setting:

Hey guys! Sorry for this extremely late post, I’ve been in the midst of moving and with things still being pretty chaotic around here, I simply forgot to schedule the draft – oops!

Right now our full focus is on the very final boss battle, against Zhamla. While the prototype for the battle is nearing completion, we still feel like something is lacking. Nothing big, just a lil something extra. Our current focus is playing around with tweaking and/or adding bunch of new attacks, patterns and phases to see what feels good and what doesn’t. Overall though, I think it looks absolutely amazing, and can’t wait to show you guys!

We’ll try to record a bunch of videos over the weekend so you can see some of the juicy stuff in action, but for now, here’s a bunch of Fred’s animations:

As for me, I’ve made a new kind of HP-bar as part of the boss battle against Zhamla! This bar is for Braazlet, who you’ll have to defeat before you’re able to do any real damage to Zhamla himself. In the videos we’ve shown before, we’re using placeholder graphics, so it was definitely time for me to add some proper graphics!

I

I’ve also made a proper background for the Frosty Fiend portion of Zhamla’s boss battle! As with Braazlet’s HP-bar, we previously used placeholder graphics for this, but now it has its very own proper background:

This week has been all about finishing up that last bit of Arcade Mode stuff, for me (Vilya) anyway!
That means a bunch of new items have been made that will be available as various rewards, some of which you can see here:

These are, in order of appearance:
* A phonograph that let’s you change the music in your house
* A hat in the shape of a cloud
* A trinket thet lets you have a Lood as a pet
* A trinket that lets you levitate
* A trinket that makes you look similar to Grindea
* A cursed figurine that makes things in your house levitate

I’ve also been working on ways of showing how many catalysts were active during any run on the high score list, which for now looks something like this:

Now it’s back to Story Mode stuff for me, while Fred and Teddy will remain doing a few more things to finish up Arcade (and a ton more bug testing)!

So you saw the mysterious elevator from last week, and you probably wonder: what on earth is going on with that? Well, after a lot of thought and discussions regarding final dungeons, we pretty much all felt like maybe we’re just dragging things out a bit too much, and perhaps all you want to do is get into some action and get to that/those final boss(es).

So what gives? Well, we’ve decided that – for now at least – scrap our previous designs for the final dungeon and go with a boss rush mode, featuring slightly reworked versions of some of the previous bosses, one after another, on said elevator as you move your way up in the tower to reach Dad and figure out what the heck is going on!

Of course, if we feel like this version isn’t any good, we’ll revert back to the old idea, which we do have a bunch of backgrounds for already anyway. But for now, we’re gonna try out the boss rush elevator idea, and see how we feel about it. We’ve even more or less finalized a list of potential bosses for it:

Shadow Slime (a dark Giga Slime)
Halloweed
2x Phasemen and GUN-D4M (not at the same time, but part of the same battle)
4x Hydras (introducing the spring hydra – which we have a bunch of ideas for, ranging from it spawning green thorn bushes to spawning the poisonflowers from Tai Ming)
Powerflower, aided by bees (I’m sorry)
and Mimic, phase 2!

In other words, a pretty epic boss rush – though the exact bosses and what new attacks they might have is still in the works.

How do you guys feel about this potential change? Yay or nay?

Before I start working on those potential new final dungeon things though, let’s finish up some moew Arcade Mode stuff! Starting with the world map, which has been a work in progress for quite a while now but now we’re finally able to finish it up:

Now, before you’ve ever been to any of the arcade mode floors, they’ll be blacked out so you don’t know exactly where you’re going next, so time to make a bunch of silhouettes:

And if you have been to an area before, but not during this run, it’ll be grayed out:

Which means the map during a run where you’re currently at Evergrind Forest, but never have been past Seasonne (in any run) would look like this:

Except with a bunch of cool waves, like here, which is what the map would look like if you just defeated Grindea and got an S rank for it:

Another thing we’ve been playing around with is a “pin shelf” where you can store one additional pin without enabling its effects. Of course, in the game this has a rather crude interface at the moment:

As such, I’ve been playing around with making a couple versions of a proper interface for it, one featuring the trashcan which will be used when you first equip the pin, and one without it for the menu, where you’ll also be able to move your pins around and exchange which one is currently on the shelf:

Meanwhile, in Fred’s department we’re starting to prepare for the next big boss fight, this time in Story Mode. I’m sure you can guess who you’re gonna face off against… :)

It’s another Monday starting with another meeting, and in this one we discussed more stuff to add to the final update of Arcade Mode. Here’s a bunch of our new suggestions in terms of events and event rooms you may come across during a run:

* First up, an event room that’s a spa where you can pick up a couple health orbs, just a nice little treat that may show up once in a while

* A potion salesman that sells “bootleg” potions that last longer than the ones you have equipped normally. These potions are usable items you can use whenever you like but will last longer and possibly be a bit stronger.

* A version of the fortune teller room in which you can change the boss of the floor, but for the next event room! In this room Astrid the fortune teller will let you know what event room is the next to spawn, and you’ll be able to let her swap it out for another one, for a fee.

* A “Boss Assistance Fae”, a fae adventurer that may show up randomly in a room and help you clear it out, only to suggest you employ his assistance in battling the boss. Of course, having his assistance will cost you! This fae may also show up occasionally in Astrid’s Fortune telling room where she predicts which boss you’ll face off against next.

* We’re also discussing having floor wide bets, where Bishop will appear at the start of a floor and give you a bet across the whole floor, such as clearing the floor within a limited time!

* Maraccas, who will show up in later floors, letting you exchange silver points for talent orbs, just like in Story Mode

* Trick & Treat buff service which will give you quite a powerful buff – but will also include quite a massive debuff. For example, in an early floor you might get a skill leveled to max, but you’re not allowed to use any other skills or your shield.

* A Trade Up Guy who will take three of your items of the same kind and exchange them for a better version of them

* A Lood room, which is an event room with a lot of loods and one big master lood who is a NPC of sorts

* The Ice Cream parlor, where you can make your own ice cream that gives you different boosts depending on which flavours you pick

* A person who shows up at the beginning of the last floor you died, or possibly after you’ve died at the same floor a number of times, selling buffs that will last until the end of the floor

If you have any other ideas for event rooms or fun things to happen throughout a run, be sure to make a comment! :)

Finally when it comes to Arcade Mode event room entrances, we have the Ghost Ship, the Desert, Tai Ming and Mount Bloom:




Another couple upgrades we’ve been working on is a proper preview window for Shadier Merchant, which compared your items to the ones on display as you approach:

As well as a nice blue warning for the main menu when your save is incompatible (previously it was brown, as can be seen below):


Next, it’s time for another one of those Grindea battle updates! Here, let’s take a look at two more of her moves, still a bit WIP but it’s looking better and better for sure:

Next up, let’s return to Arcade Mode for a bit, adding some background stuff to that quiz challenge we showed a few weeks back! Let’s have a look:

As for the final parts of the menu upgrades, we have the inventory and crafting menu. Let’s have a look at the inventory menu first:

Still not a 100% sure about this, as it feels a little bit cluttered! We’ll have to think further…

And so, let’s play around with some more basic background detail, more like it looks in the game currently but taking up less space and with some newer graphics! Let’s see what we can do:

This here is our current favourite, giving the interface an updated feel without feeling too messy! Plus we can squeeze in a lot more items than we can currently. What do you guys think?

Next it’s time for the last piece of the ingame menu update: the crafting menu! Let’s have a look:

Almost done with the menu updates now! Really looking forward to when these are all added to the game :)

Meanwhile, Teddy is using his time to make a bunch more Arcade challenges! Let’s have a look at some of these:

Moving on with the interface improvements, we’re not gonna take a look at the options menu! This one is the most basic one, but also the one in the most need of a slight upgrade in my opinion:

A bit more clear? We’ll continue working with this a little bit more… So in the same vein, the controls menu:

Next in our quest to make things a bit more clear and easily read, we decided to make a version of the options menu featuring screenshots (not that the ones provided below are samples to showcase the general design):

This way you’ll more readily see how your various settings affect the game without having to close the menu and trying them out for yourself!

With us deciding to go for the icons rather than the text versions, it’s time to make some slight adjustments to the designs of the journal section, where the icons will only be in a single row:

Note also the changes in the Trophies section, where we’ve decided to do away with the title part, making it fit the other designs a bit more!

Meanwhile in Fred’s department, we have some more sneak peeks of what to come: more grindea fighting and some desert fishes for the aquarium!