Alpha v1.4.0 - Final Update


New Mission Track System 

All missions are now separated into tracks that you progress through.
Each track has a total amount of stars towards the completion of it.

It makes it a bit cleaner to look at compared to the node system I have.
It's also a lot easier to add Side Missions without cluttering the screen.

General Tweaks 

Decreased the stamina regen rate to 1s/tick to 0.25s/tick.
It should be easier to play since you don't have to wait a full second to get some stamina to do a move.
Everyone will have slightly higher stamina to spare because of the integer rounding.

Status Abilities will no longer apply themselves if they target an invincible unit.

Bug Fixes

Fixed an issue where if you didn't research the item already in a loadout, it would assume you did but wouldn't let you edit it.
Fixed an issue where the objective panel in-game would disrupt mouse-clicks.

Final Notes

I have some words I'd like to share about making this project. I am proud of how far I was able to take it and what I developed along the way.

  • It's the most consistent patch cycle I have ever released for a game. Spanning 2 consecutive months.
  • It only took one month to go from ideation to playable demo despite having to change the gameplay engine from turn-based to top-down action
  • I've developed so many good systems like the Dialogue Engine that takes on a potionomics spin, a codex database inspired by Cross Code with easy navigation, Making use of CSVs and Text-File reading to make systems more lightweight and the new mission tracker to track progress easier.

However, some key issues came up in production.

  • I had a lot of split attention when trying to develop parallel tracks with different characters. It made it difficult to focus on having a strong core kit and aesthetic. I was trying to appeal to multiple different styles instead of having a stronger character with a diverse kit.
  • It's biggest downfall was that level design was not as involved as I'd like it to be. It was consistently hard making new levels for that game and I felt that the levels had to be linear given how the game played.


In the future, I will be considering making procedural levels or working with environments that are less taxing on me to make.
I am proud of Astraheim and what it turned out to be. I am eager to start again with a fresh new love and idea!

Thank you for play-testing this game and/or checking on this page years later!

Special Credits to...

Gameplay Feedback
Leonagas
MasterOfGalaxy
ra314
Cosmic

Morale
Christer
Malisa
Roman

Sound Effects
Pixabay

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