
Magic of Spring
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See you in 2024!Dec 9, 2023 - Community AnnouncementsHey all, So, Magic of Spring will not be released this year. I have plans to expand the game in three ways: 1. Add easy mode. For some people, the game remains a bit too hard, so a new mode is necessary to address that. The current difficulty will be called hard mode and I am thinking about increasing difficulty in some of the mode's battles. 2. Add more lore. There is a demand for more story content from many of the game's testers. I'm considering adding several side min-areas to host the new story events and make the game's world even more interesting. 3. Unlimited conjuring. Currently conjuring only works once: Once the player obtains a card from the object, that is it. I am considering allowing to creation of cards per object, e.g.: If the player conjures three trees, the player gains three tree cards. The duplicates of cards would be used to create stronger versions of the cards, e.g.: Curiosity * (1 STAR) 3-cost 2/4 Gains 1 strength when attacked Curiosity ** (2 STAR) - Combine 3 x 1 STAR Curiosity to create 3-cost 2/5 Gains 1 strength when attacked Curiosity *** (3 STAR) - Combine 3 x 2 STAR Curiosity to create 3-cost 2/7 Gains 1 strength when attacked Draws a card from the ordered deck when defeated * * * All of this will come later in 2024, as I am resuming development of my other project: Light of the Locked World. Sorry for another delay, happy holidays, and until next time!Demo update! Version 0.9.7: PenultimateOct 30, 2023 - Community AnnouncementsHi all, Just dropping an update to the demo as I have recently completed the work on Magic of Spring. This is the last demo update before the release. The demo remains essentially unchanged, just a bunch of minor things. Meanwhile, my publisher's team is working on localization, which I was told could take up to a month, so for now release is at least that far away. Thank you.Development update #6: Final StepsAug 17, 2023 - Community AnnouncementsHi all, Last week I finished making card battles for Area 3, the final area of the game, meaning the game is completed gameplay-wise! What is left is to finish placing Area 3 visuals, update a few old features to match the new layout of the game, do a number of polishing changes, and the game will be ready to ship! That about sums it up. I'm not sure how long that will take, but hopefully under a month from now. See you then! {STEAM_CLAN_IMAGE}/41378120/d7dfdcfb6de1064a0f7ca18bda918a3735386bda.png Demo update! 0.8.7: Landing AgainMay 12, 2023 - Community AnnouncementsHey all, I've just updated the demo! The demo features changes from 3 months of development: - 20+ cards reworked, creating more synergy between cards. - 20+ battles added with adjusted AI, design, and stats. - Reworked area 1. - The areas are now semi-linear instead of fully open. - Changed card locations. More interesting cards in the early game. - Moved Queen battle event close to starting of the game. - Enemy AI is now simpler and less random. - Attack ritual now deals less damage to wraiths. - Attack ritual now requires no summons on the avatar side to deal 3 damage. - Hand size increased from 6 to 8. - Crafting costs rebalanced. - Player started health reduced from 10 to 5. - Cards now deal at least 1 damage or have an equivalent effect. - Removed card effects that completely negate damage. - Removed card effects that continuously generate health and strength. - Wraiths now deal less damage and have more health. - Reworked Invoke ritual: Merged with Chaos Trick. - Reworked Eternal Motion ritual: Now generates additional warmth per allied summon. - Reworked Second Wave ritual: Now draws up to 3 cards from the shuffled deck. - Talisman-type card rework: Now with appropriate animations and better effects. - Reduced starter shuffled deck size to 10. Can be upgraded to 20 at the rune forge. - Added "deck vault" feature: Now you can have multiple decks and swap between them. - New sound effects. - Tutorial has been improved. Known issues: - Sometimes it is not possible to conjure a Soul card. Fixed with restarting the game. - Minor visual bugs. - Minor audio bugs as we're currently working on new SFX. - Pyromancer trophy cannot be unlocked unless required cards are unequipped. Please check out the demo and let us know what you think. This update features a lot of huge changes, we are very interested in feedback about it! Until next time! {STEAM_CLAN_IMAGE}/41378120/c61b036f1f1d72838e16276af4b3c0c01c0caac8.png {STEAM_CLAN_IMAGE}/41378120/95f671b3417bc61bc9e002caa3082f35b4cee903.png {STEAM_CLAN_IMAGE}/41378120/df3731509e63189d886cbc0fdf174b7fa966b077.pngDevelopment update #5: Second WindMar 27, 2023 - Community AnnouncementsHey all! I'm sure this sounds familiar by now, but - More delays! Internal testing of the recent version has revealed new flaws - what I tried to fix with Progression 2.0 were merely symptoms of even greater problems. Unlike what I did with Progression 2.0, I am taking a different approach now. Instead of trying to fix things with "bandaid" changes, I'm effectively remaking the game from scratch - the only difference is that I have a lot of assets and mechanics to work with. The changes so far: - 20 cards reworked, creating more synergy between cards. - 20 battles added with adjusted AI, design, and stats. - Reworked area 1. - The areas are now semi-linear instead of fully open. - Changed card locations. More interesting cards in the early game. - Moved Queen battle event close to starting of the game. - Enemy AI is now simpler and less random. - Attack ritual now deals less damage to wraiths. - Attack ritual now requires no summons on the avatar side to deal 3 damage. - Hand size increased from 6 to 8. - Crafting costs rebalanced. - Player started health reduced from 10 to 5. - Cards now deal at least 1 damage or have an equivalent effect. - Removed card effects that completely negate damage. - Removed card effects that continuously generate health and strength. - Wraiths now deal less damage and have more health. More about these changes: Synergy I am now designing cards in bulk for purpose of creating certain decks. For example, Ancient Wall, Drought Hive, and Cursed Land are a part of the "Porcupine" deck - which forces enemy wraiths to unfavorably attack Drought Hive, which now deals substantial retaliation damage. {STEAM_CLAN_IMAGE}/41378120/8f1b0ee0e67cee9f07429d514b55cfbdc9d3573b.png {STEAM_CLAN_IMAGE}/41378120/ee0e75605cea36e46d4b7cb235d95a73294e8fbf.png Ancient Wall reduces enemy attack damage allowing Hive to survive longer and Cursed Land forces enemies to attack twice a turn. The goal is not to force players into creating the "Porcupine" deck (and others) - but rather to be a sort of design "scaffolding" which helps me think about how cards interact with each other. This so far has been rather successful according to the testers - there is more synergy between cards now. Pressure One problem that I was trying to solve is what I call a lack of "pressure". In previous versions, there were many cards or situations where the battles would halt. I have come up with new design guidelines to solve this. For example, an old version of Ancient Wall would reduce the enemy wraith strength to a 0, and the enemy - unless it had damage wishes - would become unable to deal damage and threaten the player. A new version of Ancient Wall sets the attack damage of the enemy wraiths to 1. So while it is more defensively powerful, it does not prevent the damage entirely, meaning the player always feels pressure to continue destroying the enemy's cards. 1 damage is sacred: It's a guideline I follow now. It means every card should deal at least 1 damage or ...Demo update! Version 0.8.2: Rune ForgesFeb 7, 2023 - Community AnnouncementsHey all, Running a bit low on time, so I'll keep it short - the demo has been updated with all the changes I've promised in Progression 2.0! This includes the Ghost content, card crafting, fragment chests, new rituals - and more. Over 4 months of work since the last demo version. Some of it is explorable in the demo area, so have fun, and until next time!Development update #4Jan 3, 2023 - Community AnnouncementsHey all, Happy new year! It's been a bit since I have made an update on Magic of Spring's development and this seems like a good time to do that. So, Progression 2.0 I wrote about in a previous post is completed - all it needs is to add Ghost's dialogues. There are also new dialogues from our protagonist Aeon! {STEAM_CLAN_IMAGE}/41378120/ecdd546a2bbb1d32422ea103b6c93dd4306f0eb6.png I've collaborated with writer Lars Rune Fjeldavli once again for more of lore-filled goodness, I have a very good feeling about his work and I can't wait to see the players enjoy it. I also did a lot of very nice changes with Progression 2.0 - the game is more ready for release than ever. However, it will still take some time before the game can go live. Most of it is release preparation - store page update, new trailer, marketing, testing, etc. I also have some more plans to improve the game, but it's a bit early to write about those - that's for the next development update, I guess. Well, I think I've covered all the news, thanks for following the game's progress! Until next time! https://store.steampowered.com/app/465020/Sector_Six/ https://store.steampowered.com/app/1184450/Magic_of_Autumn/ https://store.steampowered.com/app/1097560/Light_of_the_Locked_World/ https://store.steampowered.com/app/2152950/Beyond_the_Gate/Small Moons: Beyond the Gate and other gamesNov 21, 2022 - Community AnnouncementsHey all, Just wanted to share links to games I am currently working on right now. Beyond the Gate I recently added this game to Steam: I plan to release it early next year. It's a small game I made years ago - I decided to update it and release it on Steam. https://store.steampowered.com/app/2152950/Beyond_the_Gate/ It is an RPG (ARPG?) with loot and other procedurally generated content. Light of the Locked World My ambitious RPG! The project that I will work on when Magic of Spring is finished - in a near future! https://store.steampowered.com/app/1097560/Light_of_the_Locked_World/ So, yeah, I'm working hard as always to make the best games I can make for you guys and the next year is going to be pretty exciting! Thank you. Follow Small Moons to be notified about the new gamesDevelopment update #3: Progression 2.0Oct 12, 2022 - Community AnnouncementsHey all! Currently, I am working on Progression 2.0 for Magic of Spring - a series of reworks and additions to make the game more fun and accessible. Here's what's in it: Fragments Mirror shards will be replaced with fragments of three kinds. Rune fragments {STEAM_CLAN_IMAGE}/41378120/8fd43cf1c72d3e961781c9748c3de46afd63b134.png Obtained by breaking runes. This is the main resource for duplicating and crafting. Soul fragments {STEAM_CLAN_IMAGE}/41378120/2fdfdbb4029fe8a5011de4f841556e2db963be33.png Obtained by killing bosses. Soul fragments will be used to craft special, previously unobtainable cards. For example, Fire Titan summons Searing Presence - after Progression 2.0 the players will be able to spend soul fragments to craft Searing Presence card and use it without summoning Fire Titan. And yes, it will possible to craft additional copies of Soul card from soul fragments. Life fragments {STEAM_CLAN_IMAGE}/41378120/9a169b4454bb21db6b9df09633d040be7ce7776c.png Obtained from various sources. It will be possible to permanently increase the initial health of your avatar by 1 for 10 life fragments. Rune forges {STEAM_CLAN_IMAGE}/41378120/ca73079aec7c1083708dfb0a7fb4a716bafefc48.png Rune forges is where the fragments are turned into new cards and where the life fragments are used to increase initial health. {STEAM_CLAN_IMAGE}/41378120/526dd83024c6b9b04cc7c6c8daea334d19774a76.png Fragment chests An additional source of fragments will be added: Fragment chests. These are the classic video game treasure chests. {STEAM_CLAN_IMAGE}/41378120/011280743f6c3f771b57bfea1b5b7acf5070e303.gif Ghost In addition to the new card and resource rewards, I'm also adding more lore to the game as a different kind of reward. Say hello to Ghost - the Isle of Fate's memory of a powerful conjurer, much like our Aeon. {STEAM_CLAN_IMAGE}/41378120/2a8d9eacd56a2e6605ab5cb982263f4063c25fc1.png The player will encounter Ghost in multiple places of the Isle, recording her observations of the Isle into echo recorder. She will talk about her quest, about the Isle's history, and many other things, providing more details about the game's world. New rituals and attack action {STEAM_CLAN_IMAGE}/41378120/ede7634c034249081faf546fd5f4727e802786ed.png I'll move some rituals around: Second Wave ritual will be replaced with Chaos Trick at the beginning of the game. Chaos Trick draws 1 card from the shuffled deck and creates 1 warmth, allowing the players to have some comfortable turns. I also have an idea that should fix all empty turn and turn limit problems: Attack action ritual. Instead of drawing cards or creating warmth, the player will get a choice to attack instead. This will come with three options: - Attack the enemy's sigil and deal 1 damage to it. - Attack the enemy's wraith and deal 2 damage to it. - Attack the enemy's avatar and deal 3 damage to it - damage is reduced if the enemy has summons. This will be available to the enemies as well, so the battles will get a lot faster and ...New demo version is available in betaSep 16, 2022 - Community AnnouncementsHi all, Since the game is included in the Tokyo Game Show selection, I've decided to update the demo version. The current one is quite old and is missing major features such as game speed controls, the map UI, sprinting, and so on. If you have issues with the older demo, chances are it is fixed in the new version ^_^ To access the new version: 1) Go to the properties of your Magic of Spring Demo: {STEAM_CLAN_IMAGE}/41378120/b69e1e619f7819092080749316283302ebf48ffc.png 2) Go 'Betas' section and enter code: {STEAM_CLAN_IMAGE}/41378120/bda0863a32f01e7325d141377cd17a15b4e11260.png Thanks for your interest in our game!Development update #2Aug 19, 2022 - Community AnnouncementsHey all, I have just talked with my publisher, and it seems like we are not releasing the game for another few months - the release is going to happen in Q4 2022 / Q1 2023. They need more time, I need more time, so here's another delay. Since the last development update, I was working hard on the UI. Enemy information: {STEAM_CLAN_IMAGE}/41378120/e922376c4776bc5e6720f35a5f07968b0d393abb.png Trophies: {STEAM_CLAN_IMAGE}/41378120/a1902832fb98501a163d89f5a80ea6fa0a29057a.png Quest log: {STEAM_CLAN_IMAGE}/41378120/2b96d3c24e0518c00446e378924a627fd29ccd11.png Statistics: {STEAM_CLAN_IMAGE}/41378120/8e74c199cd7368de7324892f9183883a550c69ee.png Manual: {STEAM_CLAN_IMAGE}/41378120/5994664054aafe6e336db8fc2efb705a9933712a.png Map: {STEAM_CLAN_IMAGE}/41378120/8a2cee8cbd9e6b687ab70f4d7eb409bc8c1daa59.png The game is very close to having all features, which means only bug fixes and polishing remain. The two remaining features are the battle pause menu which will have a list of the last 10 cards played during the battle and Easy/Hard modes. The original difficulty of battles might be a bit too hard, so I might be working on the easy mode to make the game more approachable. So that's all news for now, until next time!Development updateJul 1, 2022 - Community AnnouncementsHi all, A quick update on the development: The game is now content complete! That means all battles, cards, story events, and areas are done, and the release is finally on the horizon! It took quite a bit longer to get here than expected, but that just means the game is higher quality than expected. Anyway, the game will launch with 82 collectible cards and 114 battles. There are even more cards if we count uncollectible cards like rituals and cards generated as an effect by other cards - up to 116. All that took a while to implement. Now that content is done I'm getting back to polishing - I have already done some of it before diverting all focus to content, which is why the demo is as good as it is. Here are the majority of the tasks I'm planning to do: - Fast mode (x2, x4 speed options) for combat. - Map. - Fast travel & shadow beacon rework. - Trophies. - Quest log. - Enemy/rune information + Talisman display. - Water graphical upgrades. - Collection UI QoL improvements: Deck saving, collection sorting, card drag & drop. - Combat graphical improvements. - Card tooltip upgrade: Tooltip families - so it's possible to view, e.g.: Fire Titan's Searing Presence stats. - Additional balancing and testing. - Accessibility features, such as conjure hints. I won't dare to speculate how long this takes but hopefully release is close now. I think that's all there is to say at the moment, until next time! ^_^ (Check out the screenshots from the new areas!) {STEAM_CLAN_IMAGE}/41378120/9123ccc12df5e99af5eda13cdc6af41a5ca71be3.png {STEAM_CLAN_IMAGE}/41378120/5ebefd9914bb86877b23e44accb190c6033999cb.png {STEAM_CLAN_IMAGE}/41378120/57fb4b8c54e7f011e082a3e305e0fd59a89635e2.png Release date updateApr 15, 2022 - Community AnnouncementsHey all, Just a small update: We're delaying the release of the game by a few months to give us more time to polish it. The planned features turned out to take more time than planned due to the level of quality we're trying to reach, so this is necessary. Currently, we're aiming for a release in June. I also want to mention that the game will launch with 80 cards and 80 battles, as opposed to 100/100 - the other 20/20 are coming after the release. Finally, there's more content in-game now - if you wish to test it, head to our Discord server and ask for access to the test version. This would help us out a lot since testing is becoming difficult due to the increasing size of the game and card pool =] That's all for now! Happy Easter and until next time!Magic of Spring gameplay stream with developer commentaryFeb 24, 2022 - Community AnnouncementsHi all, I have recorded a full playthrough of Magic of Spring with my commentary. If you're interested in the game and want to see how it works, this is a great opportunity to do that, as I will explain in-depth everything there is to know about the game! The video will start at 10:00 CET I hope you will enjoy it! - Aivaras Klimas a.k.a. ZuurixDemo update! Version 0.3.9 - Faster launch, minor fixesFeb 23, 2022 - Community Announcements- Fixed long launch time problem, made optimization changes to localization systems. - Fixed "sticky" VFX bug. Twice. - Fixed demo journal's "Break runes" counter visual bug. - Fixed turn announcement not showing up on turn 1 bug. - Potentially fixed turn announcement bug. - Improved Korean localization.Demo is now available!Feb 21, 2022 - Community AnnouncementsThe demo is finally here! The demo version contains 30-60 minutes of gameplay with 13 battles to win and 16 cards to conjure. Let us know what you think about the game in discussions or our Discord server =] We hope you'll have fun! https://store.steampowered.com/app/1786910/Magic_of_Spring/Steam page is now live!Oct 19, 2021 - Community AnnouncementsHi all, I am Aivaras a.k.a. Zuurix and I'm very happy to say that I'm working on a new game: Magic of Spring! It is what I've been calling a card adventure game - there is a story, a world to explore, deckbuilding, and a lot of card fights. I've been working on Magic of Spring with extremely skilled Minho Kim and Bert Cole. Bert Cole composed the music for Sector Six and Light of the Locked World, so you know he's good =] Minho Kim is the artist of Devespresso Games, the team that created the great-looking Coma games, Vambrace: Cold Soul, Scarlet Hood and the Wicked Wood. Now that the Steam page is live, we will focus on creating an enjoyable alpha demo, we hope it will be ready to play next month. So, that's all for now, until next time! {STEAM_CLAN_IMAGE}/41378120/40b61f9327245cb3f4286c56348c99efaa74903d.png {STEAM_CLAN_IMAGE}/41378120/188b326093b43e6bcd8fba787fc91e1836759026.png {STEAM_CLAN_IMAGE}/41378120/0a9b908db92de461b18e4d57ace5c5c226f46e7e.png {STEAM_CLAN_IMAGE}/41378120/f724a9fcdb81853cfdd18fc2396429b2bc5e097b.png {STEAM_CLAN_IMAGE}/41378120/7671dabbddd95b2b8f542b2b5771f73045ab7292.png {STEAM_CLAN_IMAGE}/41378120/3b4db177feedb015f1246bc555598efb11881969.png
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