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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 few critical bugs:The game should no longer suffer horrible input lag under certain hardware conditions. This was a gamemaker version issue, the game has been migrated to the newest version to solve it. I don't actually have any hardware that triggers …
I have some actual progress to share this time!My efforts for the past month have largely been focused on one thing: UI. My initial plan was to slowly build out the UI alongside content for the foreseeable future, but I recently realized that plan heavily clas…
Added some SFX to most "click" actions in the UI. Not perfect, but improved.
BalanceCapped the maximum damage of Jolt at 10 (It can still stack over 20, but won't give any more damage)Reduced the Jolt application of "Stormblade" from 6 (3+3) to 4 (3+1)Indirectly buffed the second phase of "That Which..." as a result of a bugfixBugfixes…
Progress, while very much ongoing, was a bit uneventful this past month (plus, the last post was even later than this one!). Most of my work was dedicated towards subtler things which don't fill up the "content progress meter" I include on these posts. That sa…
Short, boring update for you: we're still working. Progress is coming slower than I'd like (mostly on my end, honestly) but very much moving forward. The demo update is entering the awkward "figure out when its actually done" stage where the vast majority of c…
Exciting days are ahead. It's my pleasure to announce that, after three years of development, Fractal Odyssey has an official Development Team! I'm still the sole developer at least for now, but there are three artists committed to working on this project long…
This is going to be a shorter post than normal. Most of what was said in the previous post still holds up: my focus is currently on implementing the ~200 player abilities the game needs. Here's a progress update on that:Caithe has a fully implemented and teste…
This month, I want to highlight some of the bigger changes coming to Fractal Odyssey. Specifically, I'll be showing off the rework that progression and teambuilding are receiving. One of the consistent points of positive feedback on the demo was that teambuild…
Summer is here! With it, for the immediate future, my schedule has cleared significantly. I'm going to be dedicating a significant amount of this time towards working on Fractal Odyssey - I expect to be putting in 3-4x more hours per week in the next few month…
Unfortunately, I have a bit less solid progress than normal to share this month. I've gotten the map editor to a point where the new tutorial can be made, but now need to do some system changes and UI redos before it makes sense to actually make it (I'd have t…
The Map Editor is coming along nicely. It has now exceeded the functionality of the old one, and I'm starting to work on replacing the 'old' maps with recreations. A few of them will have to wait, though, as they'll be getting major overhauls to use the new fe…
As of today, Fractal Odyssey has officially passed 2,000 wishlists on Steam. I really couldn't be happier about that, and I'm eager to see the next milestone fall. To everyone who wishlisted, and everyone who played the demo, thank you! I've mostly finished fi…
I have to say, I don't think I expected to get a tenth of the interest the demo drummed up. It's been a month since release and wishlists have gone from ~125 to 1900, a genuinely massive gain. Not only that, but I've received feedback from over 20 different pe…
The game should now work on any resolution. Please let me know if it doesn't! If your monitor is below 1080x1920px, it will launch in a smaller window. All windows are now resizable, meaning you can make it bigger/smaller as you like. Unfortunately, due to how…
Welp. Two years ago, I started making Fractal Odyssey. At the time it had a different name and no real expectation of becoming a "real project". It was something to pass the time, and fill the Void Stranger-induced hole left in my heart. I never would have exp…
Big new today - I've locked in a demo release date - November 17! This won't be visible quite yet - the Demo info is still being reviewed by Steam, but the "coming soon" for it should pop up within a few days. The demo will contain:The first five playable char…
Things have taken a bit longer than expected. More specifically, there's a lot more stuff to do than I expected. It's very easy, as a developer, to just "ignore" the areas of the game that need polish. As I started playtesting more thoroughly, those problem sp…
Howdy! It's been a minute since I last posted one of these. I've been waiting until I hit a major milestone, and am glad to say that I have! The demo is now content complete. Every enemy, ability, and mechanic has been implemented! Some of it will most likely …
Howdy! Last log I promised info on the Sparks (classes) system, but I'm hoping to finish up some UI related to that first. Instead, I'm going to give a bit more of a "design breakdown" here - how I'm implementing FFXIV-esque raid mechanics into a TRPG. First, …