Game
Fell Seal: Arbiter's Mark - Demo
7 years ago

New Portraits, spells and story events!


We’re a day late on our update as we forgot about it in the mad rush to get our first official beta build ready. It should go out in just 2 days from now!

As you can guess, we’re been incredibly busy this week. We’re trying to cram as much content as possible in the beta build and to start balancing items/abilities/encounter/etc more thoroughly (still needs some work in that area!).

On the programming side, we’ve focused on getting more cutscenes created this week and as new assets come in for our story actors, we’re also backtracking and updating previous cutscenes with the new frames, etc. Things are shaping up nicely and we’re happy about the general look of the events!

5d0a6f179eb94.png

On the art side, we have a lot of new assets. We have some new portraits, all created from pictures from our awesome Portrayer and Merchant Backers on Kickstarter (thanks everyone!):

5d0a6f2207d1e.png

We also have some new spells, including this one:

5d0a6f252673c.gif

On her side, our main artist has been focusing on creating all sorts of assets we’re missing for our cutscenes and adding a lot of new poses and expressions for sprites. Here’s what the Council of Immortals is looking like right now (although a lot of these assets are still in the process of getting finalized, it still gives a good idea):

5d0a6f2830c34.jpg

Now, most of these people are NOT supposed to be bald, but they’re still in progress :)

We have plenty of new story events and battle maps ready as well, and we’re mainly working on putting the final balancing touches to them. It’s still a first pass in that respect and we’re hoping our beta backers will be as excited as we are about the game and be willing to share their thoughts and feedback on the new build, especially on the balancing front!



0 comments

Loading...

Next up

This week, we are finally done with all story content and optional content (save for our special secret optional dungeon...)!

Fell Seal's release date has finally been announced: April 30th. The game is now feature complete, with the only things left to work on bug fixes and polish until release.

We stealthily updated our build early this week. It fixes some Linux issues with our intro movie and brings the game to parity with its paid version in terms of balance, abilities, localization and a smaller build size. As for our progress report...

This week we've been focusing on creating all cutscenes content for the game, as well as toning down the game's difficulty through a new Difficulty Setting to control AI use of the Revive...

This week, we've been working mainly on adding new sound effects to the game and integrating fixes from QA's feedback on our console builds...

We updated our Gamejolt build this week. It has a lot of balance tweaks and the videos have been updated for higher compatibility. Finally, anyone that has been having issue entering the Store or Menus, this is fixed too.

This week we finished all localization for Release and we finished all our cutscenes saving for our second ending...

We're almost done with the core content of the game, but still a lot of optional content left to add...

We redid most of the UI visuals for the game this week. It looks much slicker now! We'll prepare another free demo build with all the changes soon, but in the meantime...

We had a huge balance update this week, with over a 100 different changes to various aspects, like passives, counters, class growths, etc...