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RPG RPG Maker [IMP] Daughter of Essence - (New Content Update!)


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New Release: v0.123! Whoa!

Hey everyone!

We've got another new weekly build for you, this time with a comfortable blend of secret, invisible math and much more interesting, perfectly visible new character dialogue.

The cove is a crowded place now, and adding everyone in to the new areas and giving so many characters the chance to go deeper into their backstories was fun and rewarding, but also time-consuming!

Not much to say about the build beyond that. Things are shaping up, and we're chipping away at the big pieces little by little.

Thanks for the support!

- Nym

New to the game? Try the public build or become a patron--

Version 0.123 - 3-6-2020
  • Added virtually every possible cove resident to the new packed-up cove areas with hundreds of lines of new dialogue and back-story
  • Began the calculations for Oldlight’s attacking strength based on your choices until now, and how those calculations will match up against your unit distribution scores
  • Fixed some passability errors
  • Fixed some typos and text runoff errors
  • Fixed an issue where some characters in the cove could appear or trigger cutscenes/dialogue even if they were supposed to be dead
 
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New Release: Version 0.124!!!

Hey everyone! We're back again with a cool new release, featuring a surprise new WIP area I'm excited to share.

It's been a lot of work on sprites and tiles this week for the mapping, but I mostly like how it came out in the end and I'm excited to keep building on this area further, since it's interesting and reveals a lot of new lore.

We'll be back next week, so stay safe in the meantime, hunker down with Daughter of Essence, and for God's sake, wash your hands often and thoroughly.

New to the game or want to be a patron? The public build and patron rewards are at

Version 0.124 - 3-13-2020
  • Added a brand new dungeon area to the game (WIP)
  • Added several new mini-boss encounters to the game (WIP)
  • Added new lore segments to the game in the new dungeon area
  • Added a new cutscene to the cove
  • Added more characters to the final cove areas
  • Fixed an issue with an image overlay in the final cove area
  • Fixed an issue where Ralph could appear in the cove even if he wasn’t recruited
  • Fixed an issue where Brandis could appear in the cove even if he had died in the siege
 
OP
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New Weekly & Alpha v.0.125: The Breakening

Hi everyone, hope you're hanging in there and staying safe.

New to the game or want to access the newest builds? Visit to become a patron or download the public build.

I've got a big ol' sloppy patch for you that's going to need a lot of careful testing, so I hope some of y'all will come through for me.

The big project for this week has been preparing for a future html & mobile build, which has entailed a full overhaul for file naming conventions.

Thanks for playing, thanks for your patience, and we'll see you next week!

Version 0.125 - 3-20-2020
  • Added a new main boss encounter
  • Added new parameters to all enemy AIs, ensuring they will correctly attack when afflicted with Berserk or Enrage states
  • Disabled all sex toys in the mystery realm
  • Aded new cutscenes and story content
  • Skill cooldowns are now tick-based instead of turn-based (this should help improve enemy AI as well, but it’s still experimental)
  • Fixed an issue where the Silas & Agatha scene image would not display in certain conditions
  • Fixed a tile issue in Seth’s realm
  • Fixed an issue where Tafo’s scene image would not display in certain conditions
  • Combed through the game and began the process of renaming files for browser/mobile pathing compatibility. Please report any issues this causes!
  • Fixed an issue where Mercy could descend into the Grey Clarion Grotto while riding Orus
  • Mercy can now correctly ride Orus at the Fort Wilkes gate
  • Fixed an issue where loading a game in some interior areas wouldn’t correctly play the region’s BGM or BGS
  • Fixed a lighting issue when exiting the grotto in Mar’Liore
  • Fixed the Lion Beetle’s AI
  • Giantslayer damage ticks now have an animation to make it more obvious
  • Absolution of the Sea now removes the states it was previously missing
  • Orus is now 75% resistant to Moon Poison
 
OP
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New Release: The Fixening (v0.126)

Well, I survived the dreaded corona.

Thanks to everyone for the patience and support--I didn't get bad enough to go to the hospital, but I was pretty out of commission for a week and change. Fortunately, I'm feeling better and was able to get some important work done this week, finally wrapping up all the behind-the-scenes math and tallying for the siege outcome.

It was tricky, because the siege is a surprisingly complex system:

First, it tallies up your unit scores, which are decided both by your choices of unit composition, any upgrades they had, and any reinforcements you give them.

Then, it talles up Oldlight's unit scores in opposition to your own. This is decided by all manner of different variables and choices made throughout the game, so it's not just a fixed value.

And lastly, it pits all these opposing values against each other in a fairly sophisticated way, with a lot of different scores spilling over into different categories as reinforcements or gaps in defense, etc.

The final effort has been measuring the degrees of success or failure for these values and determining what that means for the final result: who lives, who dies, whether you win or lose, and how good or bad things turn out for everyone in the end.

I'm doing a ton of work on making it feel dynamic, because it's the culmination of years of planning and preparation not just from me, but also for anyone following along with the story expecting some sort of payout for their choices.

Anyway, one week at a time! Thanks again, and see you next week!

Want to try the public build or become a patron? Visit

Version 0.126 - 4-3-2020
  • Finished tallying Oldlight’s total force strength based on choices made up til now
  • Pitted yours and Oldlight’s scores together for the final battle results (WIP)
  • Added the post-siege battlefield maps (WIP)
  • Slightly tweaked some cove residents’ stats for better aptitude for at least one task
  • Fixed a file reference issue in the Carvannah Aqueducts
  • Implemented a new system to track which residents of the cove fall during the siege based on their resilience and the final tallies of the unit to which they were assigned.
  • Made a change to the extra reinforcements to the main force so that they are correctly tracked in the battle’s aftermath (this change won’t take effect for saves past the unit selection portion, meaning some residents could inadvertently dodge death).
 
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Still Clinging to Life (New Release! v0.127)

Hi everyone, apologies for updates being a little spotty of late. I've been up and down with what the doctors assume is a bad case of Coronavirus, though they aren't testing people my age.

But when I'm up, I can usually squeeze in a little time to get some work done. As luck would have it, I've been up for the past couple of days and able to make some more progress.

Hopefully things stay on the up-and-up, but I've been burned by that hope before so I'm taking things one day at a time. Hope you like the new build, and I hope to see you soon!

New to the game or want to become a patron? Try the public build and more at

Version 0.127 - 4-17-2020
  • Added the siege “victory” outcome results
  • Added a new cutscene to the dorms in Ch. X
  • Added a new cutscene after the “victory” outcome results (WIP)
  • Fixed several more missing file references
  • Fixed an outdated fishing spot in Witchdale
  • Fixed an issue where it was possible to get cornered by Rosa in the alley in Shiveworth
  • Fixed an issue where aqueduct goops were susceptible to some physical attack types
  • Fixed an issue where re-entering the residential area from the cove in chapter VII prematurely puts you in the ch. VIII residential area
  • Adjusted the speed of sliding on ice
 
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New Weekly Build: v0.128!

Hi folks, I wanted to get this weekly build out even though it's not gigantic, primarily because it fixes some pretty tricky issues. It's uploading now!

An update health-wise, I'm still under the weather but I still have good days and bad days. I've finally been tested for COVID after 5 weeks of complaining and the tests came back negative, which is partly good and partly nerve-wracking, because now I have to twiddle my thumbs and wait for all the other non-coronavirus blood tests to come in to see if it's something else more serious.

Fingers crossed it's just a weird one-off infection, and my "good days" become more and more normal and the bad days less frequent.

We're going to get over this finish line, though, even if I have to crawl over it. Thanks for taking this journey with me while the world crumbles around us.

New to the game? Try the public build or become a patron at

Version 0.128 - 4-23-2020

  • Finished the siege “victory” outcome results and resulting cutscenes
  • Fixed an issue where fishing successfully could sometimes result in no catch
  • Began development on post-siege cove content (WIP)
  • Revised some dialogue for better quality and continuity
  • Fixed an issue where it was impossible to fish up regionally-unique fish (oops!)
  • Fixed an issue where Orus could disappear when riding him into a tent in Carvannah
  • Fixed some missing file reference issues
  • Fixed an issue where Carlisse could appear in 2 places at once when first arriving to the Cove
  • Fixed an issue where Mercy could confront Silas before encountering any Crows
  • Fixed some skill descriptions
 
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New Weekly & Alpha Build: v0.129!

Hi everyone, I am pleased to report some improvement in my condition this week, accompanied by some blessed progress on the various branching paths that make up the game's "endings."

Presently, there are 7 different major divergences after the siege, most of which lead to an earlier conclusion to the journey than some of the other, more "successful" routes. Within some of these 7 paths is an impossibly large number of more subtle variants based on your choices over the course of the game and your level of preparedness for the battle.

There's a lot of content packed in here, but the caveat to all this exciting news is... most of you will never see 95% of it. After all, you can only experience one single outcome at a time!

Making so many branching outcomes is time-consuming business, and coupled with serious illness, it's been a hell of a month for development.

Remember, you can download the public build of become a patron at:

One more thing I will say, for those of you who are starting to worry: the game's not over yet. For the more thorough and better prepared among, there's still a whole chapter awaiting. Now that so many of these loose ends are getting tied up, it's finally about time to get back on track, and I'm looking forward to it.

- Nym

Version 0.129 - 5-1-2020
  • Added the cove “surrender” outcome results and resulting cutscenes (WIP)
  • Added 3 new cove “annihilation” outcomes and resulting cutscenes (WIP)
  • Added new “release” sprite and portrait for Mercy
  • Added new time-skip captivity sprite for Mercy
  • Added Mercy’s Oldlight palace chambers (WIP)
  • Added new “fully awakened” Mercy sprites
  • You can now have a conversation about Leite’s milk in Ch. IX if you missed it in Ch. VIII
  • Fixed a number of missing file reference issues
  • Fixed an issue where Mercy could board the ship in Mar’Liore while riding Orus
  • Fixed a handful of screen tint inconsistencies
 
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New Release: v0.130!


Hey everyone!

I'm excited to get this new build out with some big & fancy extensions to some of the possible endings.

I've been working hard to make the less ideal outcomes still feel like genuine, meaningful results, and I'm excited to get back to work on the outcomes that don't yet result in an ending at all!

The more it branches out, the more work I'm creating for myself, but I hope it's all worth it in the end.

Until next time!

- Nym

New to the game or want to become a patron? Visit

Version 0.130 - 5-8-2020
  • Extended and added the conclusion to the annihilation paths
  • Extended and added the conclusion to the surrender paths
  • Added a large new post-annihilation area
  • Added a new mysterious NPC who reveals many of the world’s secrets
  • Added a number of new sprites & assets
  • Fixed some missing file reference errors
  • Revised some dialogue for better quality and continuity
 
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New Release: Version 0.131!

Here's this week's build including new Leite portrait!

New to the game or want to become a patron? Visit

Version 0.131 - 5-17-2020
  • Added new Leite portraits
  • Added the conclusion to the surrender + no yield essence path
  • Fixed some portrait flickering issues
  • Updated the dorm lighting (lanterns now glow when a room is occupied)
  • Added a new Beatrix intro monologue (voice coming soon)
  • Added a new Leite epilogue outro (voice coming soon)
  • Fixed an issue where Katerina in Shiveworth wouldn’t play her new dialogue for Beatrix
  • Fixed an issue where it was possible for two events to overlap in Mercy’s dorm room
  • Fixed some portrait flicker issues
 

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Doesn't it get a bit lonely scrolling through a whole page of your own patch notes?
I gave this a shot a while back, on a older version and ended up dropping it, I'll put more of a review in spoilers
First of all, it was pretty laggy in general. It could just be an issue with my computer's unique (junk) set up, but I've not had the same sort of lag on other RPGmaker games.
The combat wasn't very good. There's a fair amount of skills, but they're locked to weapon and what parts of your base you decide to upgrade. The skills themself are the standard sort of RPGmaker fare - generic debuffs, strong hit, AoE, etc. There was a timed hits system that sounds good on paper, but it doesn't do much than make turns take longer. A perfectly timed hit just does a little more damage than a complete whiff, which makes the lag issues less annoying.
Mercy wasn't a very interesting protagonist. Most of the time she was either A) picking fights for no reason, or B) had no idea what was going on. The areas were decently mapped out, but a lot of the time it was easy to get lost and not be able to progress the main quest until Mercy says something stupid to the right NPC.
There were a decent amount of choices, but I'm not sure how many of them would have pay-offs later on.
The porn was paced pretty poorly and the art quality varied wildly, felt more like it was added in because you thought you wouldn't get Patreon supporters otherwise.
 
OP
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New Release: Version 0.132!

Hi everyone, I'm uploading a fun new release this week, featuring the addition of a whole new weapon type: GUNS!
There's an arsenal of new guns scattered around the world, as well as a series of new gun-based skills to be learned from Marlan.
Guns are a unique weapon in that they aren't tied to the attack stat as a source of damage, meaning they can be equipped from the back row without penalty.
Beyond that, there's been a host of other tweaks to combat, bug fixes, and new additions. Try it all out and let us know what you think.

Best,

Nym

New to the game? Download the public build or become a patron at

Version 0.132 - 5-22-2020
  • Changing equipment in battle no longer skips a turn; instead, it applies a short evasion and counter attack debuff. This was done to encourage more experimenting with synergizing different weapon skills
  • Added the post-battle cove maps for the victory path (WIP)
  • The “ATB ready” sound effect was changed
  • Added the ability to equip guns!
  • Many new guns added to the shops & stealable from enemies
  • Gun skills can now be unlocked from Dalkon
  • Gun damage is based on a combination of Luck and Agility, meaning there is no penalty to gun damage for being in the back row
  • Updated the Skill Book with all the new Gun Skills & Abner’s weapon descriptions
  • All timed attacks are slightly more rewarding for perfect timing and slightly more punishing for misses, averaging to the same
  • Added missing fish to what Kethra will buy at New Light
  • Marlan no longer dodges attacks in the tutorial fight (this is so players can experience the difference in timed attacks)
  • Some early dialogue adjusted for better quality and continuity
  • Emelia will now send Mercy off with some food and the advice to learn cooking
  • Fixed some tile continuity issues in Shiveworth
  • Fixed a couple of portrait issues for Leite
  • Fixed an issue where Mercy could try to fish through the gates in the aqueduct
  • Fixed an issue where Gromblers were fished at the cove docks instead of Hufferpuffers. Gromblers are now exclusive to the Emerald Flats
 
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OP
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New Weekly & Alpha Release: v0.133!

Hi everyone, hope you're hanging in there and staying healthy and sane.

I've just finished uploading the latest weekly and alpha builds, which finally start to flesh out victory conditions for the latest cove siege, though there's a whole lot more coming (including bonus rewards for exceptional outcomes).

Right now, it's mainly about adding everyone back in and writing out a lot of different conditional lines of dialogue depending on who makes it through unscathed and... who doesn't. I have a feeling I'll be fine-tuning this particular feature for a long time, so I'm just trying to get it all out there and written for now.

Anyway, it's been a busy month, and next week I'm hoping to have a bunch of new audio for the game, including new voice work for Leite, Beatrix and Mercy!

Thanks for the support, and as always, we hope you enjoy.

- Nym

New to the game or want to become a patron? Visit our patreon where the public build is free to play!

Version 0.133 - 5-29-2020
  • Added everyone back to the damaged cove for the post-victory condition with new dialogue!
  • Fixed an issue where Olma could appear in the cove inn even if not recruited
  • Fixed an image overlay issue after the siege if you had recruited Marilea
  • Fixed an issue where Gorps could appear in the cove even if he had died
  • Fixed an image overlay issue after the siege if the boathouse was constructed
 
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New Release: v0.134!

Hey everyone, this week brings sweeping change to the cooking system and a new range of skills for every weapon type to further encourage build diversity and creativity in how you synergize your builds.

As we get close to the end, I'm trying to polish things up and improve them how I can. Just a few more builds to go before the end of the story!

Hope you've enjoyed the ride so far.

New to the game or want to become a patron? Visit to play the free public build or sign up for further content!

Version 0.134 - 6-5-2020
  • Completely revamped the cooking system (again)!
    • Cooking meals now requires a recipe
    • Added recipe books to the world
    • Fish must be individually prepared into fillets before cooking (this is to prevent the accidental consumption of a rarer-colored fish you might have wanted to sell)
    • Added new, essence-infused recipes with permanent buffs
    • Added a variety of new cookable consumables and ingredients
  • Fixed an issue where a key fragment could be looted from the same pot twice
  • Lara can now contribute to the cove siege plans (if recruited)
  • Added some more residents to the cove post-siege
  • Added a new weapon skill for every weapon type (requires 1 upgrade to Dalkon’s training grounds)
  • Updated the Skill Book to reflect the new skills
  • Added some new dialogue and scenes to the cove
  • Finally got around to organizing a lot more of the backend stuff for ease of use
 
OP
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New Weekly Release: v0.135!

Hey everyone! We're almost at the end of the road! This week updates the "victory" path with new content and some new areas to explore.

Most likely by the next alpha release or shortly thereafter, the story will be complete--then it will just be going back and fine-tuning things, adding extra side-content, new scenes, new images, tweaking balance, that kind of stuff for a while.

Then it's done! My god, I can hardly imagine it. Hope you're looking forward to it. Thanks for sticking with me this far.

- Nym

Want to try the public build or become a patron? Visit

Version 0.135 - 6-12-2020
  • Added a new area in the Aster Valley Crater (endgame area)
  • Added new dialogue pertaining to the post-victory cove departure
  • Added new endgame scenes on the overworld (different based on whether you have Qel or not)
  • Added new endgame scenes in Aster Valley
  • Revised some of the cove victory dialogue for better continuity
  • Fixed an issue where the priest in Aster Valley could still be waiting for Mercy to speak to him after Chapter 8
  • Fixed a lighting issue at the Aster Valley Crater
  • Fixed an issue where the sun mother was vulnerable to fire damage
  • Fixed some typos
 
OP
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New Release: Not Dead Edition (v0.136)!

Hi everyone, Audrey here!

Nym, our main developer, story writer, artist and practically everything else, has been dealing with some health issues over the last couple of months. We're hoping he's over the worst of it but we're still waiting on some test results and it going to take him time to recover. In the meantime, our updates may be a little more sporadic with less progress being made. That said, we're nearing the end of the story so we're hoping that soon we can concentrate on making the game even better as a whole!

Want to try the public build or become a patron? Visit

Version 0.136 - 6-26-2020
  • Added 2 new challenging boss fights
  • Added several more scenes to the final portions of the game
  • Fixed an issue where some of the cove residents could appear after the siege even if dead
  • Fixed an issue where Dalkon would change into his armor after speaking to him post-siege
  • Updated some earlier scenes for better continuity
  • Fixed some typos
 
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New Release: v0.137 (Alpha & Weekly!)


Hey everyone, happy to finally get you a new patron build after having last week off.

This week's build isn't gigantic, because I've had to withhold some of the unfinished loose ends, but it does fix up a lot of relatively critical bugs and even gets into a few of the endings.

Hope you enjoy!

Become a patron or try the public build at

Version 0.137 - 7-10-2020
  • Added new wounded Mercy portraits
  • Added new final scenes to the game
  • Slightly adjusted a Leite portrait for better quality
  • Fixed an issue where a number of spells were throwing javascript errors
  • Fixed some outdated cooking fires
  • Fixed some out-of-bounds issues
  • Fixed an issue where an incorrect portrait would show for Mercy in Carvannah
  • Fixed an issue where shellbus weren’t able to be prepped for cooking
  • Fixed some tile passability issues
  • Fixed a portrait-related crash when controlling Beatrix in Shiveworth
 
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New Release: Version 0.138!


Hey everyone!

Happy to present the latest and greatest in Daughter of Essence technology: version 0.138. Added in a lot more scenes and details for the possible endings to get, but there's still a lot more to go where that came from.

Also finally added in the voice lines we got a while back for Leite, done by the very talented . Those can be peeped in a couple of different endings as well.

Become a patron or try the public build at

As always, the notes are below and we hope you enjoy.

Version 0.138 - 7-17-2020
  • Added in a new voiced segment for Leite
  • Added new ending scenes
  • Added in Moon’s Cookbook, obtained from finishing the side-quest in Emerald Flats and sharing the muffins with Moon Lee. This unlocks a number of special new cooking recipes
  • Fixed an issue where Qel could land in various unintended places, causing issues with the menu
  • Fixed some quest journal issues and updated some unfinished quest entries
  • Fixed an issue where Hallie could remain in Mercy’s party after defeating the assassin
  • Removed a dev chest from Fogsborough
  • Adjusted some skills for better balance
  • Adjusted the Equipment Optimize function, more accurately weighting all of the base stat parameters for a more intelligent optimization (still ignores special parameters like evasion, resistances and critical, for now)
  • Adjusted a number of cove resident sprites for better quality
 
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New Release: v0.139!

Hi everyone!

As of now, 7 of the 8 possible outcomes are more or less wrapped up, but I had to hold one of them back because it wasn't ready. Fortunately, it's the one least likely to be obtained, so it shouldn't hinder most players.

I was going to just wait until they were all wrapped up and polished, but that kind of polish takes a lot longer than you might think so I figure I might as well let some of you experience the satisfaction of concluding your legacy at long last.

The best I can tell, next Friday's build will also wrap up the last ending and get started on the polish side of things. Also, no picture this week because the build was 100% words and 100% major spoilers, lol.

Plat the public build or become a patron at

Important:
I've said this before, but I plan to implement some new features before release that'll break save compatibility. I'm trying to hold those off for now since we're so close to the end, but in the coming weeks as I'm getting everything spit-shined up for the big 1.0, you might see your saves stop working. The very next alpha build (v0.141) will probably be the last version you can use with your old save file and will include all of the game's endings, so make sure you don't hold off too long!

Version 0.139 - 7-31-2020
  • Added in all of the ending narratives EXCEPT ONE (FUCK)
  • Added in a new voiced segment for Beatrix
  • Fixed an issue where the Ch. 8 Qel cutscene could play when arriving to the valley in Ch. 10
  • Added Mercy’s wounded sprites
  • Fixed an issue where Eva could be incorrectly absent from the cove post-battle
 
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New Release: Oh Man Oh Jeez

Today, I'm releasing version 0.140 for both Windows and Mac, the build which finally includes the last of the story content (for now) and the last of the voice samples (for now).

This is, for all intents and purposes, the first narratively "complete" release of Daughter of Essence, although it's naturally still in its alpha state.

This is a pretty monumental occasion for me, but there's still a lot to do, so it's a bit early to pop the corks just yet. Just the same, we really hope you enjoy this content and look forward to seeing what's coming next.

"But Nym," you might ask, "what IS coming next?"

Loosely speaking, and without making too many promises, here's what my agenda looks like for the coming weeks:

1. New features and mechanics implemented (will break saves)
2. New art
3. New written NSFW scenes
4. New voice lines
5. Thorough playtesting, bug-fixing, combat improvements, balance-adjustments and writing edits for quality & continuity
6. Re-examining the way our written scenes are viewed on the screen, to see if we can increase readability and quality
7. Hand-to-hand abilities and weapons
8. Continuing to tie up any loose ends with the narrative
9. Fleshing out more of the ending summaries for optional characters

Thanks to everyone for the support so far, and we'll see you soon!

Want to become a patron or play the public build? Visit

Version 0.140 - 8-14-2020
  • Added the final ending narrative scenes
  • Added in several new voiced narration segments for Mercy
  • Fixed some typos and text runoff issues
  • Fixed an issue where a test switch was enabled for the ending sequences, allowing certain endings the player might not have earned
  • Fixed some dialogue in the ending narratives for better quality & continuity
  • Fixed an outdated fishing spot in Mar’Liore
 
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