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Chronicles of Vaeltaja: In Search of the Great Wanderer

For discussing role-playing video games, you know, the ones with combat.
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Post by Shillitron »

Witchgrove Games wrote: ↑ November 29th, 2024, 16:31
Yeah, that I've definitely learned. :D
Your game can be the most mechanically kino thing in the world. I don't play games with pixel developer art.
Splash some money on some asset store stuff. Engines do 50% of the heavy lifting for you with Post-Processing and Lighting.

Don't chase the "I bought the first Amiga in my town" demographic.. :old:

Your game can't look like The Epic MSPaint adventures if you wanna actually make enough money to eat.
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Post by maidenhaver »

Unhelpful Contrarian wrote: ↑ November 29th, 2024, 16:59
Shillitron wrote: ↑ November 29th, 2024, 16:22

Flipping the same game over and over with "developer art" living paycheck to paycheck..
The #1 thing to learn from Vogel is why you should not make games how Vogel does. :pipe-hat:
He fills a niche that has a dedicated audience which pays the bills and leaves an ok profit.

I would say that pretty good formula and one most indie game devs would want to achieve.
If he fills the niche then there's no room.
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Post by 1998 »

@Witchgrove Games How much content is already in the current version in terms of h and %?
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Post by Witchgrove Games »

1998 wrote: ↑ November 29th, 2024, 17:35
@Witchgrove Games How much content is already in the current version in terms of h and %?
Maybe 20-30 hours for the first time, depending how thoroughly you play. I'd say there's already 60% of the planned content.

There's side quests, lots of secrets and optional dungeons. At one point in the story player can choose from two different ways to proceed or even complete them both in any order.
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Post by Tweed »

So after about five hours in my first impressions:

Cons:
A quick reference control popup would be great since there's no keybinds.

Still in the dark about what a lot of the classes do.

In the dark about a lot of the conditions. I can see symbols when party members are affected, but that's it. The less ambiguity the better.

Being able to see everyone's stats on the main screen would be great, even as a temporary popup when stopped (in fact that's all that would be needed).

There doesn't seem to be an easy way to compare what someone is wearing to what's being offered in the shops or at least I can't find it. I can see the stats for an individual item at the bottom, but I can't compare them to what somebody has on so I have to check each individual person and I need to check if they even meet the requirements to put it on which makes buying new gear a hassle.

Adjustable map size and notes would be great.

The main character is wearing a lot of hats with main exclusive skills which means he'll never be as effective as any other party member and pretty much demands that you bring a shadow otherwise that'll be way too many skills to dedicate to one character. All skill tomes will have to go to the main in order for him to be effective. Right now he's a crap tank, mid dmg, and acts as a pinch healer.

Why can't shadows disarm traps? Why is this skill stuck on the main character?

Speaking of traps, I have perception on my guide, but I guess there's no way to see them.

There's no way I can see to speed up combat, this is BAD.

I've just started using the conjurer, but I'm not sure I see the purpose of a caster that spends mana to turn into an uncontrollable dmg/tank. That's one turn to summon the monster and then it attacks whatever it pleases. I'd much rather be dealing damage the entire time, especially when most enemies either do little damage or hit like a truck.

Not being able to loiter or pass time when locked out of town is annoying.

Stat descriptions are a bit misleading, primary stats are important for their respective classes, but they still seem to need intelligence or stamina for hit points and spell points or they won't have anything to use their skills with.

Pros:
Got the classic feel down great. Honestly feels a bit like a mix between a JRPG blobber and something western.

Progression so far is well-paced, gone from weakling to kicking *** with most things at around level 5. Current party WAS guide, witch hunter, shadow, healer, mage, mage, but I swapped a mage for a conjurer after doing their quest, but like I mentioned above I'm not sure I'm finding their purpose and might just switch back to the other mage or try bringing someone else in. Either way the classes seem well put together and my choices have kept me alive.

The aesthetics work well and have a charm to them.

Combat is easy enough to understand and perform, appreciate how party members move to the next target if the current one goes down. Unless at some point there's going to be enemies that can absorb certain kinds of attacks in which case that could be a real problem.

If you strafe while turning you drift. This is the second blobber I've played that lets you drift, the first being Star Trail.

Journal system is helpful and tells you where you ought to be and what section of the quest is done, better than being completely in the dark.

I like looking for secrets and digging stuff up. I've found a lot of loot already.

I like how weak enemies try to flee so I can avoid pointless encounters, this is GOOD.

Dungeon design so far has been decent, a few hidden walls and buttons and a one way gate. Some hidden bridges in the water. Wondering what else awaits.
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Post by rusty_shackleford »

Tweed wrote: ↑ December 6th, 2024, 20:28
A quick reference control popup would be great since there's no keybinds.
In Fallout/2, you can press F1 at any time to get this popup
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Really should be stolen by more games.
Last edited by rusty_shackleford on December 6th, 2024, 20:44, edited 1 time in total.
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Post by Witchgrove Games »

@Tweed Thanks for the comprehensive feedback, I appreciate it!

Before I get into details I want to write few words about the engine and it's restrictions. It will hopefully explain why I haven't implemented certain things and why it may never be possible to add some things to the game. As mentioned before, I'm using RPG Maker to make this game and because of the many restrictions of the engine I have to use lots of plugins to make the engine more versatile. The problem with some plugins, while they add all kinds of neat stuff, is that some of them has been obfuscated, which means that they have been decrypted and therefore there is no way to edit them or even get any sense how they are written.

For example I've been trying to add the key binding for months, but it all comes down to a certain core-plugin that affects many things in the game. Unfortunately it is also one of those plugins that are obfuscated, so I have no idea how it handles certain aspects of the movement. This causes an issue, that I can only make the key binding work with basic movement keys, but not for turning. For this reason I provide three different movement methods (WASD, arrow keys and numpad), but I'm still trying to find a way to implement the key binding. I don't know when I will get it to work, if ever, but I will try it until it starts working or I'm 100% certain that I'm not able to do it.

While all these plugins add lots of useful features and help me push the engine's limits further than I ever though possible, sometimes the obfuscated code or possible compatibility issues may cause a situation where I have to choose what to implement and what to leave out. Sometimes these plugins get updated and that might change the situation, but there is also a chance that an update will not work well with the other plugins and I have to roll back to the old version.

All this said, there have been many times when I've thought that I can't make some feature to work, but eventually I have somehow managed to get it work. Therefore I can't promise that certain features will be added, but that doesn't mean that I'm not working on them.

One of those 'give or take' situation is with the combat speed and map system. The combat used to be a bit faster, but it caused problems with combat log and it was impossible to keep up the text description displayed in the battle. The current speed is so far the best one. This is why I've implemented the auto-battle system, which will make the combat faster especially with weaker enemies. The core battle plugin still gets updated occasionally, so hopefully I will get more ways to tweak it in the future.

The map plugin I'm using for the overworld has some weird restriction because the plugin makers didn't take into account that someone would be making RPG Maker games in 3d, one of those restrictions affects to the map size. This plugin is unfortunately one of those obfuscated ones, but there are some settings in the plugin that I haven't tested yet thoroughly. I will see what I can do to improve the map situation.

Next the conditions. I've been planning to add a section about status effects and some other stuff in the codex to give better explanation about them, but I just haven't done it yet. There are lots of status effects, and while many of the are very basic, such as bleeding, silence, cripple, poison etc. they not necessarily work exactly like in other similar games. For example stunned doesn't prevent from acting but it gives big penalties to actions. Then there are some more exotic conditions, such as burning, hypothermia, soaked and oiled. These ones gives a bit more depth to the combat. For example if an enemy is first soaked with a water spell, it will take greater damage from lightning spells as long as the condition holds. Burning effect can be eliminated with water spells, hypothermia with fire spells and so on.

I'm also planning to add some hot keys. I've been working on a sort of status screen which will show elemental rates for attack and defence, but there should be some other valuable information coming also.

It's true that the main character's development will need some balancing because of all the skills, and this is the reason I've added the stat/skill tomes in the first place, but I'll see what I can do to improve it.

Originally Shadow was supposed to have 'disarm traps', but I ended up giving the skill exclusively to the main character and Hunter so that Shadow and Hunter wouldn't be too similar. But I'll think about it.

Traps can be spotted with high enough perception, but there's no way to avoid them. I may add the option to avoid them when spotted in the future.

The reason for the Conjurer class not having a full control over the summoned creatures is that I was planning to add a shapeshifter class and somehow they felt too similar. I abandoned the shapeshifter completely because I wasn't satisfied with the results I came up with. Perhaps I should take another look at the Conjurers and see how they play out with more control over the summons.

Option to pass time without camping is coming.

When it comes to dungeon crawlers and blobbers, I have always preferred the western ones, but I have played some of the eastern ones too. Somehow this game has turned into some sort of 'missing link' between the two. I'm not quite sure how it happened (probably partly because of the game engine), but here we are. Hopefully I end up getting best of the both worlds. I can't deny that Japanese design philosophies have affected, because I've been playing games since 80s and for every C64 there's been also NES and Master System, for every Atari ST and Amiga there has been also Mega Drive/Genesis and Snes and so on. And I've played a lot with them all. I still play with most of them from time to time.

If exploration is your thing, the game will deliver. It is full of secrets and 5 hours just scratches the surface. Later the game will introduce a new mechanic for finding new secrets and solving some puzzles.

I'm glad to hear you like the aesthetics. Even though I've said before that most complaints comes from the graphics, it doesn't mean I get them all the time. I get much more positive feedback about them and that's why I'm not that worried about the graphics. I understand that colourful aesthetics are not for everyone, but I'm quite happy with the atmosphere I've managed to create.

So, there are some improvements on the way, but I can't give any dates yet. Some things, like the option to wait instead of camping, are not that hard or time consuming to add, but sometimes these smaller and easier things take some time if I end up struggling with some other stuff. Sometimes I can focus on a single problem for days until I force my way through it or give up, and that might make me forget that there are other things I should be working on at the moment.

But I keep listening the feedback and I'm already working on some of the issues. Sometimes these things just take time, after all I'm the only one working on the game.

Thanks for all the feedback @Tweed , I hope you will enjoy the game even more when you get further!
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Post by Witchgrove Games »

Chronicles of Vaeltaja is 40% off in Steam Winter Sale and it will soon get an update that will unleash the true power of the 'Conjurer' character class!

Here's some details from the announcement:

'When the update arrives in a few days, you can finally witness the true power of the 'Conjurer' character class. This means some fundamental changes to how the character class works. So far the Conjurers have been able to summon creatures, monsters and undead to aid the party without any control over their behaviour, but after the update things will be different and Conjurers will be able to learn how to control them.

At the start, when the Conjurer's 'Summoner' or 'Necromancer' class skills are low, summoned creatures act on their own, but once those class skills get better the Conjurer will be able to control their actions. For example, if 'Summoner' class skill is 5, Conjurer will learn to control Nikaru, which means that the Conjurer can choose which enemy the summoned creature will target and what skill it will use to attack. But it doesn't end there: Once the Conjurer gains the control over the summoned creature, also the time the creature stays in the battle will be twice as long.

And it gets even better! When the class skill is high enough the Conjurer's true power will be unleashed and it will give the Conjurer the power to keep the summoned creature in the battle as long as necessary. But there's more: The summoned creature will also learn a new skill. For example, if 'Summoner' class skill is 10, Conjurer gains full control over Nikaru and can keep it in the battlefield until the battle is over. Nikaru will also learn a new skill that can be used in battle.'

More details here: Steam Announcement
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Post by Tweed »

That sounds really gud.
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Post by Zothique »

Any game with "pixel graphics" but has those system specs is an unoptimized piece of trash and a ******* joke.
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Post by Witchgrove Games »

Zothique wrote: ↑ December 20th, 2024, 05:29
Any game with "pixel graphics" but has those system specs is an unoptimized piece of trash and a ******* joke.
The game is not unoptimized, but the 3D plugin, that allows these kind of games with RPG Maker, is unoptimized. Besides, this game uses modern lighting system and dynamic shadows and the game world is 3d, so it's a little bit more than just 'pixel graphics game'. But thanks for telling me that the game is trash and a joke, fortunately there's always the new Dragon Age game for you to play.
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Post by Acrux »

New update for the Conjurer class
Merry Christmas Traveler,

here it finally is: An update that unlocks the full potential of the 'Conjurer' character class!

From now on Conjurers will be able to control the creatures they summon in the battle as long as their 'Summon' or 'Necromancy' class skill is high enough. More powerful creatures are harder to control and need a higher skill level to take orders than the weaker creatures. Each creature has now three different tiers that determines how they act, how long they stay in the battle and what skills they possess.

Here's two examples:

Nikaru

1. tier (Summoner skill lvl 1): Nikaru acts on it's own and stays four turns in the battle. Skills: Normal attack and Bite

2. tier (Summoner skill lvl 4): Nikaru can be controlled and stays eight turns in the battle. Skills: Normal attack, Bite and Lick Wounds

3. tier (Summoner skill lvl 8): Nikaru can be controlled and stays the whole battle. Skills: Normal attack, Bite, Lick Wounds and Ferocious Claws

Skeleton Warrior:

1. tier (Necromancer skill lvl 8): Skeleton Warrior acts on it's own and stays four turns in the battle. Skills: Normal attack and Crippling Slash

2. tier (Necromancer skill lvl 10): Skeleton Warrior can be controlled and stays eight turns in the battle. Skills: Normal attack, Crippling Slash and Shield Bash

1. tier (Necromancer skill lvl 14): Skeleton Warrior can be controlled and stays the whole battle. Skills: Normal attack, Crippling Slash, Shield Bash and Skull *******

One difference between male and female Conjurers is that female learns Summoner skills slightly faster while male learns Necromancer skills a little bit faster.

The second feature of the update is option to pass time without a need to use Camping Gear. Unfortunately this doesn't work with old save games and needs a fresh start.

So this is it for this year, I hope you enjoy.

Have a happy holiday and see you next year!

Jani/Witchgrove Games
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Post by rusty_shackleford »

@Witchgrove Games do you actually see a bump in sales when you put the game on sale? If you're not comfortable sharing data publicly, feel free to PM me :)
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rusty_shackleford wrote: ↑ December 27th, 2024, 04:56
@Witchgrove Games do you actually see a bump in sales when you put the game on sale? If you're not comfortable sharing data publicly, feel free to PM me :)
Yes. I've also noticed that each sale has been a bit better than the one before it, excluding the release. Also every time the game gets more content with an update it boosts the sales a little bit more. These past two sales have been a slightly better than I thought they would be, which has been a nice surprise, and Steam wishlists still grow steadily, so I'm feeling a bit more confident about the game. I know it's a good RPG with more depth than first appears, but of course the hardest part is to convince others. :D

I just wish the demo version wasn't based on such an old build, because it would take too much time to update it to match the game. The demo version was it's own separate thing and I would have to rework almost everything in it. The game has gone through so many changes that I doubt it could even be possible to implement all the changes to the demo without breaking it (there's been so many updates to the engine itself and the core plugins), so I would probably have to start from the beginning. And that's probably not going to happen at this point, because I don't want to spend at least a month on making one while I have to work on the game too. All this said, I will take a look at the demo version someday and see how messed up it will become with all the engine and plugin updates.

If I would re-release the demo as it is, it would probably just do more harm than good. Interesting thing is that the demo version had over 16 000 individual downloads in Steam, but only a few hundred actually played it, so I suspect that some were after the plugins and assets, while others wanted to check how I made it. But these are just my own suspicions, not the absolute truth. If the demo has helped someone to start to make their own grid-based dungeon crawler/RPG it has served at least some purpose, so I don't mind.
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Post by Rand »

I bought the game.

Image

It's decent and fun. No functional flaws and does well exactly what it intends to. A good addition to the genre, and definitely worthwhile if you like these kinds of games.
Rating: 4/5

Some criticisms:
β€’ Graphics could be much better, imo. (But that would probably cost a lot to do.)
β€’ Some very slightly clunky UI systems remain. (An example of a game like this that has a more polished mouse-driven UI is The Legend of Amberland.)
β€’ A minor issue, but the English text has consistent spelling and grammar problems. A native speaker with the text files could probably clear 99.9% of it up in a pass.

Example of awkwardly written and incorrect English:
Image
Ratings scale:

1: A game you should never, ever touch. Broken or shovelware.
2: Not unplayable garbage, but severely flawed games you probably want to avoid.
3: It's a game. Not exceptional, not offensive, just a playable game. Doesn't bring anything great to the table, but doesn't do anything badly either.
4: Succeeds on most levels, but still has some flaws. A must play if you like the type of game.
5: The best games. Not necessarily perfect, but definitely a top game in its genre.

No half points, and a zero is NOT a game at all.
Last edited by Rand on March 7th, 2025, 16:08, edited 7 times in total.
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Post by 1998 »

New update

Good day, Traveler!

Chronicles of Vaeltaja’s first update for this year is finally here. Even though this is mostly an engine update, it's still a major milestone that brings some interesting changes and enhancements, not to mention several bug fixes.

The most visible change is the enhanced forest textures of Twin Falls areas with new treetops and better tree trunks. But it doesn’t end there: Tree and bush sprites are also renewed. There’s been some colour adjustment done to the Twin Falls’ grass textures and all the cloud sprites, so the ground looks more vibrant and clouds appear brighter. And finally the first main dungeon β€˜Well of the Ancients’ looks and feels more menacing with new enhanced wall, floor and ceiling textures.

The biggest change in terms of gameplay, is the improved β€˜stealing from the shop’ mechanic. So far it’s been easy to exploit the stealing mechanic, because it was missing some features that has been planned for a long time. From now on there’s a slight chance to fail completely when stealing, no matter how high the skill is. Also, if you get caught, it will be a little bit harder to steal from the same shop again. Get caught twice and it will be even harder. Getting caught three times bans from the store until a fine is paid. Paying the fine also lowers the difficulty of stealing back to normal.

There’s also some differences between shops: It is a little bit easier to steal from an item shop than from magic or weapon stores. Also, the better the inventory, the harder it is to steal – for this reason stealing from Pramean shops is slightly harder than stealing from the Castle Town’s shops.

Development wise the biggest change is the upgrade to the latest version of the MZ3D plugin. Because of some conflicts between certain plugins, it has been impossible to update the plugin until now. I’ve tried it in the past many times, but always ended up with game breaking bugs I wasn’t able to fix. The reason for this sudden success is that the plugin causing the biggest conflict became obsolete and I was able to remove it completely.

It took some time to fix the remaining bugs brought by the plugin upgrade and this has caused some delay to the next content update. I apologize for that, but it was necessary. There were two bigger issues that the plugin developer was kind enough to fix for me, which I’m very grateful for. Turned out that in the end they were quite easily fixed, I was just looking the solution from several wrong places. Nevertheless, there are lots of new features and improvements in the plugin, which should help the development and eventually improve the game even more. I won’t mention these bugs separately in the patch notes because they have never appeared in the Early Access version of the game.

The most exciting thing about this plugin upgrade is that the developer of MZ3D is rewriting the plugin to greatly improve it’s performance, so it just might possible to move on to that version once it’s released in the future. The rewritten version will have a cpu multithreading and, if I understood correctly, it should be lighter on the cpu overall.

Talking about cpus... I know the cpu requirements in the Store page are a bit high, but I’ve just wanted to be on the safe side. The game will probably run on weaker cpus with less cores, as long as it’s not a mobile processor. MZ3D is very heavy on the mobile cpus and therefore laptops are not recommended, unless they have at least a decent gpu, such as GTX 970 or GTX 1060.

Also, many of the VisuStella plugins this game relies heavily on have been updated too. Some of those upgrades optimize their performance, while others add some new features to help the development.

There has been one particular bug that has been bothering me for a long time: Skybox briefly flashing and filling the entire screen when day turns to dusk. It’s a very quick flash, but noticeable nevertheless. It’s a very weird bug – I know what causes it, but I have never understood how or why, and therefore it has been impossible to fix. I have now managed to find one way to fix it. Unfortunately it makes the transition from day to dusk a little less smoother than other daytime transitions, but I think this is much better than the short flash that filled the entire screen with the skybox for a few frames. Who knows, perhaps someday I’ll figure it out and find a better solution, but until then this will have to do.

Finally, there where two bugs in the Wizard’s Tower’s 6th floor that caused some situations where the
'mirror puzzle' couldn’t be solved. If you have encountered these bugs, it would be best to load a save game from before entering the 6th floor, if possible. I wasn’t able to recreate those bugs with my save games, so I don’t know if the fix works with save games that have these bugs. But I can confirm that the puzzle now works as intended with new games and save games from before entering the 6th floor for the first time. Other bug fixes can be found in the patch notes below.

Last, but not least: In celebration of this update the game is 30% off until February 25th.

PATCH NOTES:

Visual Changes

β€’ Enhanced forest and leaf ceiling textures for Twin Falls areas and wall textures for the Hedge Maze
β€’ Enhanced wall, floor and ceiling textures and door sprites for Well of the Ancients
β€’ New tree and bush sprites to Twin Falls
β€’ Colour adjustments for Twin Falls’ grass textures, all the road sign and the cloud sprites
β€’ New smaller mouse cursor
β€’ Added piles of bones in Well of the Ancients
β€’ Added holes on the ceiling and floor for ladders in Well of the Ancients
β€’ Adjusted player’s torch and lantern lights to be brighter
β€’ Darker skyboxes for dusk and night

Game Mechanics

β€’ Improved stealing from the shops

Engine Changes

β€’ MZ3D plugin upgraded from version 0.8.2.2 to version 0.9.2.8
β€’ Several VisuStella plugins upgraded

Fixes

β€’ Mud Dwellers now drop Clay, which can be sold in the House of Adventurers
β€’ Changed the description of the premium Healing Kit, because there wasn’t any mention of it to be able to heal the β€˜Cripple’ status effect
β€’ Corrected some spelling errors in npc dialog
β€’ Fixed couple of npc walking animation issues
β€’ Fixed skybox flashing when day turns to dusk
β€’ Fixed a bug that caused Nelana in Pramea to give the player multiple Tomes after the town is saved
β€’ Food supplies side-quest can now be completed also after Pramea is saved
β€’ Fixed a bug that prevented a certain lock in the hidden dungeon of the Southern Great Forest to be picked
β€’ Fixed a bug that prevented the Evertree side-quest to update properly when talking to the Evertree in the β€˜Islands of the Prophets’
β€’ Changes to The Cat and the Knight quest: From now on the cat and the knight appear in the alley in the Castle Town at night as originally intented and this should prevent the situation where the quest couldn’t be completed properly
β€’ Fixed the bugs that prevented the Wizard’s Tower’s 6th floor main puzzle to be properly solved in certain situations
β€’ Fixed a bug that in some cases showed a wrong name in dialog boxes when stealing with Shadow
β€’ Fixed several issues caused by plugin upgrades

Known Issues

β€’ Some places, such as Twin Falls areas, Well of the Ancients and Lake Road still have old battle scene backgrounds, but I will make new ones in the future

That’s about it for now, I guess. I hope you enjoy these changes, improvements and fixes, while I start to shift my focus back to the next content update.

Thanks for the support and see you in Twin Falls!

Happy Valentine's Day!

Jani/Witchgrove Games
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Post by Witchgrove Games »

There's going to be another update released this week with bug fixes, but the highlight is probably the new battle backgrounds (finally!) for every overworld area and dungeon.
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Post by Witchgrove Games »

The next update will be released this month and it will bring the next main dungeon 'Temple of the Prophets' and the last area of the Islands Underground, a new gameplay mechanic, a new enemy type and a new item, not to mention some graphical enhancements, especially to the Great Forest.

Temple of the Prophets is a bit more straightforward compared to previous main dungeons, as it's not that puzzle heavy. This is because of pacing: the previous main dungeon The Wizard's Tower is very puzzle heavy. The Temple has it's own secrets and puzzles, but it also introduces a new tool/mechanic: Grappling Hook, which can be used to climb through holes in floors and ceilings. Another new thing is piles of rubble that can be removed with pickaxes and, if you're lucky enough, you just might find something in those piles.

The new enemy type is Phantom Knight and they are the protectors of the Temple.
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Post by Witchgrove Games »

Chronicles of Vaeltaja is currently 35% off in Steam Spring Sale and here's some news about the next update:

"The next content update 'Islands of the Prophets Part 2' will finally be released later this month. It has taken some time to redesign the next main dungeon 'Temple of the Prophets', but soon it will be ready for the brave adventurers to explore. The update will also bring the last underground area and house interiors to 'Islands of the Prophets', a new enemy type, a new tool, graphical enhancements to the 'Great Forest', some quality of life features, game engine plugin upgrades and couple of bug fixes.

Dungeons, House Interiors, A New Enemy And A New Tool

Finally the player will be able to enter the houses in the main island and search the last underground area to find a way into the main dungeon 'Temple of the Prophets'. Compared to previous main dungeons the 'Temple' is more straightforward, but it has its own challenges to overcome. The player has to face the protectors of the 'Temple' the 'Phantom Knights' - spirit beings that should not be taken lightly. The player will also acquire a new tool, Grappling Hook, that will help the player to climb holes in the floor and ceiling while exploring the 'Temple'.

Graphical Enhancements And Quality Of Life Features

The update will also enhance forest textures, treetops and tree sprites for the 'Great Forest' and at least treetops to Pramean trees. The update will finally disable 'F5' key so it won't reset the game when pressed, like it usually does with games made with RPG Maker. Other 'Quality of Life' feature will be expanded 'enemy flee' feature. So far only bats have tried to flee when the main character reaches a certain level, but after the update also nikarus, bandits, leechers, cubbos and outlaws will try to flee when the main character grows to be strong enough. This will only apply to the enemies in the overworld areas.

Plugin Upgrades, Other Changes And Bug Fixes

The last update upgraded the game engine to the latest version and this update will upgrade many of the core plugins to take advantage of the RPG Maker's latest version. Some enemy mobs will be adjusted so that they wouldn't partially appear outside of the battle screen. There will also be some other smaller adjustments, for example the iron door sprites in the dungeons will be scaled better.

Release date of the update will be announced closer to the release."

Steam Announcement
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Post by Witchgrove Games »

Islands of the Prophets Part 2 update has been released.

Patch notes at Steam
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Post by Witchgrove Games »

An update was released today with enhanced forest textures to the last remaining outdoor areas and map icons to help with the navigation.

From the patch notes:

"Today's update finally enhances the textures and tree sprites of Lake Road and Islands of the Prophets overworld areas, which means that the remaining outdoor areas are finally improved visually. The update also brings icons to the overworld maps, so from now on shops, doors, npcs, enemies, road signs, area exits and many other things have their own icons to help with the navigation. But I don't want to spoil the fun of exploration, so some of the icons only appear on the map once the player has interacted with certain objects, such as treasure chests, tree stumps and digging spots.

There are no quest markers in the map, these icons are added only to help with the navigation and to prevent unnecessary visits in already found hidden areas, not to show where to go next.

I've also added more road signs to give directions. Because of this I had to make very small changes to the Great Forest South and Lake Road, but they don't affect the gameplay or dramatically change the map layout. I've also remade the overworld area maps and added a frame and a background to give them more clarity.

PATCH NOTES

- Enhanced textures and tree sprites for Lake Road and Islands of the Prophets
- Overworld map icon for shops, inns, taverns, temples, npcs, enemies, road signs, doors, treasure chests, digging spots, mining spots, travel crystals, dead bodies, area exits, dungeon and cave entrances
- Remade maps with frames and backgrounds
- Less Leechers appear in the Marsh of the Condemned after the Well of the Ancients is cleared
- Leecher warrior mob appears in the eastern part of the Marsh of the condemned after the Well of the Ancients is cleared."
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Post by Witchgrove Games »

The road to the Autumn Valley will open this summer. I released some early screenshots on indiedb.com:

https://www.indiedb.com/games/chronicle ... rer/images
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Post by DagothGeas5 »

Witchgrove Games wrote: ↑ April 12th, 2025, 18:02
The road to the Autumn Valley will open this summer. I released some early screenshots on indiedb.com:

https://www.indiedb.com/games/chronicle ... rer/images
That looks so cozy! :heart:
- Here to show my support for normal gaming.

Thank you for existing! :bounce:
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Post by Witchgrove Games »

On monday I released Wizard's Tower Re-visited update, which improved and remade some of the puzzles in the Wizard's Tower. Also clues in form of riddles were added to some of the puzzle. These changes made the dungeon much more enjoyable experience and eliminated unnecessary 'trial & error' gameplay. The update also brought some visual improvements, mostly colour/contrast/brightness adjustments, but also new sprites for dead bodies. Details about the update can be found behind the link below.

Wizard's Tower Re-visited Announcement

I also released a new feature trailer showcasing the gameplay mechanics.

The game is currently 30% off on Steam and Itch.io

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Post by Witchgrove Games »

6P7G8-073AZ-6Y23J
6C9T7-XHQRJ-76ETN
BN0TC-THWXI-WIWTC

Have a good summer!
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Post by Finarfin »

Witchgrove Games wrote: ↑ June 3rd, 2025, 14:08
6P7G8-073AZ-6Y23J
6C9T7-XHQRJ-76ETN
BN0TC-THWXI-WIWTC

Have a good summer!
I was actually planning on getting the game next month but I guess this is pretty cool.
Also a bit **** that the person taking the third code didn't even say thanks or that he took it.
I took the second code btw.
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Folklands INFORMATIONAL
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Post by Witchgrove Games »

Finarfin wrote: ↑ June 3rd, 2025, 14:15
Witchgrove Games wrote: ↑ June 3rd, 2025, 14:08
6P7G8-073AZ-6Y23J
6C9T7-XHQRJ-76ETN
BN0TC-THWXI-WIWTC

Have a good summer!
I was actually planning on getting the game next month but I guess this is pretty cool.
Also a bit **** that the person taking the third code didn't even say thanks or that he took it.
I took the second code btw.
If you like the game and want to support it in the future, you can always gift it to someone. But no pressure, I don't expect anything, just wanted to bring some light to these dark ages in my own way.
I hope you will enjoy your time with the game once you get to play it! :)
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Post by Finarfin »

Witchgrove Games wrote: ↑ June 3rd, 2025, 14:22
Finarfin wrote: ↑ June 3rd, 2025, 14:15
Witchgrove Games wrote: ↑ June 3rd, 2025, 14:08
6P7G8-073AZ-6Y23J
6C9T7-XHQRJ-76ETN
BN0TC-THWXI-WIWTC

Have a good summer!
I was actually planning on getting the game next month but I guess this is pretty cool.
Also a bit **** that the person taking the third code didn't even say thanks or that he took it.
I took the second code btw.
If you like the game and want to support it in the future, you can always gift it to someone. But no pressure, I don't expect anything, just wanted to bring some light to these dark ages in my own way.
I hope you will enjoy your time with the game once you get to play it! :)
Oh that's right, I forgot about gifting. Might actually do that then.
And thanks, already got it installed and will check it out in a few hours or so.
Steam code: 10514930
My Reviews:
El Matador RECOMMENDED
Dungeons of Sundaria NOT RECOMMENDED
VLADiK BRUTAL
RECOMMENDED
Ultimate Zombie Defense 2 INFORMATIONAL
Deathless: The Hero Quest RECOMMENDED
Door Kickers 2 RECOMMENDED
Folklands INFORMATIONAL
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Witchgrove Games
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Post by Witchgrove Games »

Finarfin wrote: ↑ June 3rd, 2025, 14:31
Witchgrove Games wrote: ↑ June 3rd, 2025, 14:22
Finarfin wrote: ↑ June 3rd, 2025, 14:15


I was actually planning on getting the game next month but I guess this is pretty cool.
Also a bit **** that the person taking the third code didn't even say thanks or that he took it.
I took the second code btw.
If you like the game and want to support it in the future, you can always gift it to someone. But no pressure, I don't expect anything, just wanted to bring some light to these dark ages in my own way.
I hope you will enjoy your time with the game once you get to play it! :)
Oh that's right, I forgot about gifting. Might actually do that then.
And thanks, already got it installed and will check it out in a few hours or so.
You're very welcome!
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Post by rusty_shackleford »

I think you've added some screenshots since I last looked, the graphics look wholesome.
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