Last 7 days
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Fixed a bug in training mode which prevents training without preexisting spells Rotation no longer triggers the slow time visual Made sure spells visible initially
New Features: Greatly improved AI Animation Implemented cast-locking, enabling combat casting (simultaneous melee attacking and casting) Implemented weapon passing through bots if it kills them and energy remains Updated strength display system Implemented gra…
Main patch: Fixed a bug that broke the game and prevented it from running/ rendering correctly Bugfixes: Fixed bug that prevented saving spells Fixed bug that prevented training and vs AI from properly initializing Fixed text being unreadable Dual casted spell…
The AI system has been implemented! While the bots themselves aren't very smart, and there is little to no animation, this will be changed in future updates. Also, the physics system has been upgraded for disk weapons, and bladed weapons can have their handles…
- Added an air resistance sound effect for when you swing around weapons - Added warping (Right controller thumbstick down to start, up/release to stop) - Multiple small bugfixes
Waterfalls, forests, ferns, oh my! This update brings lush grass, trees, vegetation, and rocks to the battle arena, conforming to the subtle, focused theme of this game. Some players may experienced increased lag. This will be patched soon. It also includes a …
It's been a while since the last update... almost half a year. Graduated, got a job, etc... so much to talk about but not enough time!
Hey all! It's been a while since the last update, so I'll fill you in on the details of what's been going on. Shodō is going through some big changes in terms of how players experience our core gameplay loop. Currently the game is nothing more than a proof of …
This devlog goes over our progress towards the Kickstarter campaign, and some convenient coincidences that let me redefine how players interact with VR environments in my game. TLDR: VR UI interaction right now is kinda annoying, imo. I took advantage of Shodo…
After many delays, the first devlog has finally been released! Check it out to learn more about Shodo and what we have planned ahead, as well as some of the development tricks I'm using. Join the discord to let me know about bugs, join the closed-alpha program…
Hey all! You might have noticed that the purchase option has been hidden from the Shodō page. This is to guarantee that when players buy the game, they aren't purchasing something incomplete. We want to make sure that players can experience what they paid for,…
The first of Shodō's Devlogs has been posted on the Shodō YouTube channel: https://www.youtube.com/channel/UCZiOn77-oV573Q7zELOm7tw The video gives background on how Shodō came to be, from it's roots in my first 2-year project, HexMaster/Phy Psy. It follows th…
The coming update brings with it the first exposure of players to the neural-network based intelligent enemies. Using Unity's state-of-the-art reinforcement learning package, this month was invested into developing the first enemy brain, and with great success…
Finally free from exams. Now I have the time to add all the stuff I want. A huge update: I'll be implementing Tilt Brush's brush graphics, so see some greatly improved visuals! Also, the calibration system is pretty flawed, and I'll be fixing that with some ne…
The current state of the game: Currently in Shuuji, single-player Sigil binding, simple casting testing, and avatar calibration are functional in the released version. I have two major updates in the works: 1) Single player combat training grounds 2) Steam pee…
Firstly, thank you! It's both amazing and kind of frightening, but I saw that on the first day of this game's release, I already had customers. Which is nuts! It's very important to note though, that this game is very alpha. Like, VERY ALPHA. Everything you se…