NEW PUBLIC RELEASE: Chapter VIII!
Hello, everyone. It's finally here! A new public release! Numerically, the public version is now up to version 0.94.4.
I'm sure many are wondering why it took so long, and the answer is plainly that the chapter is big and ambitious.
It opens the world up to broader exploration, introduces many new and improved systems, and adds several new explorable locations to the game in the most open and non-linear chapter to date.
We are approaching the game's major climax, so everything you've done up 'til now has been building up to this next chapter. We hope you look forward to it. <3
Download this new public build or become a patron at
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What's New Since the Last Public Build? (A Lot)
Will my old save work?
Probably! But a lot of data is stored on saves that can't be overwritten by new patches, like character/item/enemy stats and keybinds. You can reset your controls to default to fix the latter issue, but there's nothing to be done for the former.
When will you update the walkthrough to feature Ch. 8 content?
Soon!
New Weekly & Alpha Builds: v0.96!
We hope our patrons didn't think we'd forgotten about them. Here's notes for the newest build, version 0.96, accessible by both weekly and alpha patrons.
It's been a very long week preparing for the public build, but we haven't slowed for a minute, and there's still plenty of new content here for you. We hope you enjoy!
Version 0.96 - 8-16-2019
- Added the masked Beatrix portrait
- Added the traitor cutscene & departure
- Added the Oldlight showdown strategy meeting cutscene
- Added autosave toggle (N Key)
- Added a new keyboard splash screen on startup
- Added the boathouse to the cove (if you recruit the shipwright)
- Added messenger bird aviary to the cove
- Added new dialogue to everyone in the cove for the new chapter
- Implemented new cove strength, sustainability and health variables
- Fixed an issue with trying to pick up more than one chicken in Danforth Crook
- Fixed a passability issue in the Danforth Crook bandit camp
- Fixed some passability issues in the cove after recruiting bandits
- Fixed a passability issue in Shiveworth
- Fixed a passability issue in Carvannah
- Fixed the cell switch in the cove
- Fixed an image overlay in the cove if you upgrade your defenses
- Removed the Qel landing marker next to Fogsborough (it broke a quest)
- Fixed a passability issue in the prologue cove
- Revised some dialogue in the Shiveworth manor
- Fixed an issue where Claudia could appear in the cove if not recruited
- Revised some dialogue on Bell’s ship
- Fixed an event that gave infinite furs
- Fixed an issue where the Carlisse cutscene in ch. 8 transports you to the wrong Cove area
- Fixed a passability issue in Mar’Liore
- Fixed an image overlay issue when transferring from the Carlisse cutscene in ch. 8
- Fixed an issue where Vincent could be in two places at once in ch. 8
- Fixed an issue where Orus disappeared when peeping on the miners in Carvannah
- Fixed a portrait issue in the Carvannah aqueducts