This is a shortened version of the paid report but we hope you enjoy it nevertheless!
β οΈYou can find the full version of this report with way more content here:
PMPerfect:
Hello there, gamers!
To start this update - cloud experiment that turned out into Erokin Halloween Illustration:)

Night version

As for what has been done, there are a lot - a big chunk of it was focused on optimization:
Breaking area into smaller levels, figuring out the best way to stream said levels to deliver the pleasant experience.
Also we decided to stick to night time for the first chapter of the game with just a minor change between starting area and ruins.
Another big chunk of work was done on polishing the pathway - blocking unintended pathways, adding death colliders here and there( :P), adding smaller details, tweaking the combat areas, placing some loot and etc., polished both Ruinβs cutscene.

Invisible cubes with orange lines are a part of those streaming volumes that helps with optimization:)

Oh we also are having interactable doors for Tavern area

In the end I'm quite happy with what weβve managed to achieve
Still some more experiments are in order to make sure we manage to make it fun to roam,fight and explore!
We finally connected it to Gateston, there are some really old elements we are eager to update to our new level :) so gonna keep you all posted,
Cya around, lovely gamers!
Wish you all a happy spooky halloween :D
Jugger:
Jugger is baking all the gobbo girl garments:


Hair UV is done


Merc:
Images of the new hammer Merc is working on for the blacksmith:

Vils:
Weβve been talking about how to split up the level into loading zones and for that we needed to have some sort of naming for the bits. So we decided to come up with some!


Bear:
Added a ton of polish to the starting area
More vegetation
SFX for wind, leaves and cave, water
Audio Volumes with different reverb presets for the forest and tunnel areas
Health Gems that can be picked up and used to restore some health
Wind source for the initial vista moment so the cloak moves in the wind
"Shrine Unlocked" popup when using a shrine for the first time
Enemies drop "souls". Weakling 12, Scout 24 and so on. They can be used for leveling up health, stamina and damage.
Invisible colliders all around the playable area
Locked off most of the mud-huts
Added vegetation to the top of the mud-huts
Cleaned up the path in the burnt down village to have less spots where you get stuck. There's still some left tho

Improved the shrine unlock sequence
