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You Are Not The Hero

 
YANTH WBW Update #4Mar 13, 2017 - Community AnnouncementsHello ladies and gents! Since the last update I've pushed out a new build onto Steam for you all to try out. It's opened up the world map, the winged zephyr, and the magic academy. It's also enabled multiple new achievements, and allowed access to three of the main endings you can achieve early on. The complicated nature of the airship has led to quite a lot of debugging with the help of some of you guys and some early access players. I've gotten into the rhythm of pushing out a new build after squishing multiple bugs. You can see some back and forth bug hunting if you visit the steam community forum for YANTH. Apart from that, I've been working on a lot of pixel art for the elven village Ein Toer, and fleshing out the main plotline for the area. There isn't too much to talk about at the moment, so I'll leave it at that and just upload a few pixel money shots here for you. In regards to the DRM free version, that will still be released along with the finished version of the game. Will update again in a bit!  Elven Staircase Inside (Facebook Vid) First time working on spiral stairs, had a lot of fun experimenting with the perspective and layout. Elven Staircase Outside (Facebook Vid) This one was a bit of a challenge, I couldn't figure out how to get the perspective right without some time away from the computer. Just needed a little bit of common sense and light arithmetic :3 YANTH WBW Update #4Mar 13, 2017 - Community AnnouncementsHello ladies and gents! Since the last update I've pushed out a new build onto Steam for you all to try out. It's opened up the world map, the winged zephyr, and the magic academy. It's also enabled multiple new achievements, and allowed access to three of the main endings you can achieve early on. The complicated nature of the airship has led to quite a lot of debugging with the help of some of you guys and some early access players. I've gotten into the rhythm of pushing out a new build after squishing multiple bugs. You can see some back and forth bug hunting if you visit the steam community forum for YANTH. Apart from that, I've been working on a lot of pixel art for the elven village Ein Toer, and fleshing out the main plotline for the area. There isn't too much to talk about at the moment, so I'll leave it at that and just upload a few pixel money shots here for you. In regards to the DRM free version, that will still be released along with the finished version of the game. Will update again in a bit!  Elven Staircase Inside (Facebook Vid) First time working on spiral stairs, had a lot of fun experimenting with the perspective and layout. Elven Staircase Outside (Facebook Vid) This one was a bit of a challenge, I couldn't figure out how to get the perspective right without some time away from the computer. Just needed a little bit of common sense and light arithmetic :3 YANTH WPW Update #3Feb 16, 2017 - Community AnnouncementsHello ladies and gents! So for the past few weeks I've been working on polishing the magic academy, fixing holes, animating large gears, and implementing some features I'll talk about later in the post. I've also been brainstorming on how to go about the elven city and the final chapter at Enox. I've managed to populate the facebook page with a consistent stream of... streaming game dev if you haven't checked that out lately. I tend to only show art/animation, eventing, and scene creation/playtesting since dialogue and thinking aren't very fun to watch. You can always find them here: https://www.facebook.com/youarenotthehero/ I wanted to elaborate on something I decided to implement a while ago. Usually in RPGs, when you die you get a big fat "game over" screen with an option to start over or load. Well, it's basically true for every game, but why stop there? This is an entertainment medium, so unlike the real world where when you die (according to some) you're gone for good, in this world we can keep going and see what happens. I personally loved the multiple endings in those "choose your own adventure" books, and I think a lot of RPGs have touched on this well by having multiple endings at the end of the game. In our case, whenever Petula dies you'll be able to read about what happens afterwards, whether that's about the heroes, the people in her immediate vicinity, or her corpse. Aside from that, there are multiple paths throughout the game that will lead to an 'ending ending'. These are the type that will lead to a real credits roll, an overview of what happens to most of the characters, and how your choice(s) leading up to that have affected the world. These aren't restricted to the end of the game, but from the very beginning onwards. Yes, you'll be able to make choices that 'finish' the game within the first 10 minutes. I'd like to share one of the snippets you may happen to read if you're not shrewd enough to escape the ghosts in chapter two: "And so, Petula died of fright by the malevolent spirits on a moving train, setting a new world record for high speed 'freight' death. Her lifeless body hung limply off the edge of the train for an hour before being caught by a large protruding root, knocking her down into a large pool of water. Her body fed the algae which grew into a beautiful overgrowth, expanding into a nearby cave where a young Kobold couple conceived the future king upon her grassy remains. This is not the ending you were meant to see." I also wanted to share some new achievements that'll be showing up on the Steam version. Completed Chapter 1 (all the way through 6) Don't Bother Me, I'm Sleeping Good Things... Couch Potato Petula Like Big Boom Death Collector I Am The All Seeing You Can Call Me Mr Ponzi Master Ladysmith Master Alchemist Master Armorer Crafting Perfectionist I Don't Care, I'm Rich Some people have asked about other builds of the game, particularly for Linux. Truthfully speaking, I haven't looked further into po...YANTH WPW Update #3Feb 16, 2017 - Community AnnouncementsHello ladies and gents! So for the past few weeks I've been working on polishing the magic academy, fixing holes, animating large gears, and implementing some features I'll talk about later in the post. I've also been brainstorming on how to go about the elven city and the final chapter at Enox. I've managed to populate the facebook page with a consistent stream of... streaming game dev if you haven't checked that out lately. I tend to only show art/animation, eventing, and scene creation/playtesting since dialogue and thinking aren't very fun to watch. You can always find them here: https://www.facebook.com/youarenotthehero/ I wanted to elaborate on something I decided to implement a while ago. Usually in RPGs, when you die you get a big fat "game over" screen with an option to start over or load. Well, it's basically true for every game, but why stop there? This is an entertainment medium, so unlike the real world where when you die (according to some) you're gone for good, in this world we can keep going and see what happens. I personally loved the multiple endings in those "choose your own adventure" books, and I think a lot of RPGs have touched on this well by having multiple endings at the end of the game. In our case, whenever Petula dies you'll be able to read about what happens afterwards, whether that's about the heroes, the people in her immediate vicinity, or her corpse. Aside from that, there are multiple paths throughout the game that will lead to an 'ending ending'. These are the type that will lead to a real credits roll, an overview of what happens to most of the characters, and how your choice(s) leading up to that have affected the world. These aren't restricted to the end of the game, but from the very beginning onwards. Yes, you'll be able to make choices that 'finish' the game within the first 10 minutes. I'd like to share one of the snippets you may happen to read if you're not shrewd enough to escape the ghosts in chapter two: "And so, Petula died of fright by the malevolent spirits on a moving train, setting a new world record for high speed 'freight' death. Her lifeless body hung limply off the edge of the train for an hour before being caught by a large protruding root, knocking her down into a large pool of water. Her body fed the algae which grew into a beautiful overgrowth, expanding into a nearby cave where a young Kobold couple conceived the future king upon her grassy remains. This is not the ending you were meant to see." I also wanted to share some new achievements that'll be showing up on the Steam version. Completed Chapter 1 (all the way through 6) Don't Bother Me, I'm Sleeping Good Things... Couch Potato Petula Like Big Boom Death Collector I Am The All Seeing You Can Call Me Mr Ponzi Master Ladysmith Master Alchemist Master Armorer Crafting Perfectionist I Don't Care, I'm Rich Some people have asked about other builds of the game, particularly for Linux. Truthfully speaking, I haven't looked further into po...YANTH WPW Update #2Jan 25, 2017 - Community AnnouncementsHello ladies and gents! Welcome to 2017! I'm over a (few) week(s) late for this update, I do apologize. I really wanted to finish up this build and push it through to Steam early access, but I kept finding things to fix, particularly for the Winged Zephyr in regards to player transfers, making sure the player doesn't get stranded if you land at this dock and the Zephyr decides to screw with you. The inside of the ship isn't any easier, what with it being a constant presence once you acquire it. Making sure all the NPCs are in the right area at any given point in the game, and making sure all the events in the ship don't mess with each other gets pretty arduous. Over the past several days I've been rigorously playtesting while fixing/patching things as I go along. Most recently it's been all about a rather complicated event that happens on the Zephyr that could lead to an unfavorable ending. I don't feel comfortable pushing the build as it is out to early access quite yet. Since the last update, I've spent about half the time finishing the crafting system and the other half polishing/making playable the following locations for the next build. This includes the Zephyr, Hearth village 2, and Streggone Academia (magic academy). You can play past that point, explore other areas on the world map, but I wouldn't save anywhere if you plan to carry over that save to the finished game. There were some particularly nasty bugs in the shop-running system I had some difficulty squashing, but I got em eventually. The next build will also include the first optional ending. These endings will show a glimpse into how the world will turn out if you decide to do something else other than progress through the main storyline. They will contribute to a "find all the endings" achievement. There should be another optional ending in the aforementioned areas, but I haven't finished it and I'll put it in the next build instead. I'll try to have it up and running by next weekend. (In case you didn't know, my weekends are actually Sunday and Monday). I've also mocked up a progress graph to keep track of everything so far. I've specifically left things out that I myself don't do, since my contractors/teammates are so much better than I am at getting things done when I ask them to. It's a rough outline, and I'm sure I've missed some things, but I'll add them in as new categories as they come up. I'll put this up on the website or somewhere easy to find and update it as I go along. It's not exactly a timeline that shows when everything will be finished, but it'll help get a general estimate as I start to update it. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/e805a7f7cb1a4dd652dd74a854f18335efa8c602.png I'll do another quick update as soon as I push the next build up.YANTH WPW Update #2Jan 25, 2017 - Community AnnouncementsHello ladies and gents! Welcome to 2017! I'm over a (few) week(s) late for this update, I do apologize. I really wanted to finish up this build and push it through to Steam early access, but I kept finding things to fix, particularly for the Winged Zephyr in regards to player transfers, making sure the player doesn't get stranded if you land at this dock and the Zephyr decides to screw with you. The inside of the ship isn't any easier, what with it being a constant presence once you acquire it. Making sure all the NPCs are in the right area at any given point in the game, and making sure all the events in the ship don't mess with each other gets pretty arduous. Over the past several days I've been rigorously playtesting while fixing/patching things as I go along. Most recently it's been all about a rather complicated event that happens on the Zephyr that could lead to an unfavorable ending. I don't feel comfortable pushing the build as it is out to early access quite yet. Since the last update, I've spent about half the time finishing the crafting system and the other half polishing/making playable the following locations for the next build. This includes the Zephyr, Hearth village 2, and Streggone Academia (magic academy). You can play past that point, explore other areas on the world map, but I wouldn't save anywhere if you plan to carry over that save to the finished game. There were some particularly nasty bugs in the shop-running system I had some difficulty squashing, but I got em eventually. The next build will also include the first optional ending. These endings will show a glimpse into how the world will turn out if you decide to do something else other than progress through the main storyline. They will contribute to a "find all the endings" achievement. There should be another optional ending in the aforementioned areas, but I haven't finished it and I'll put it in the next build instead. I'll try to have it up and running by next weekend. (In case you didn't know, my weekends are actually Sunday and Monday). I've also mocked up a progress graph to keep track of everything so far. I've specifically left things out that I myself don't do, since my contractors/teammates are so much better than I am at getting things done when I ask them to. It's a rough outline, and I'm sure I've missed some things, but I'll add them in as new categories as they come up. I'll put this up on the website or somewhere easy to find and update it as I go along. It's not exactly a timeline that shows when everything will be finished, but it'll help get a general estimate as I start to update it. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/e805a7f7cb1a4dd652dd74a854f18335efa8c602.png I'll do another quick update as soon as I push the next build up.YANTH WBW Update #1Dec 25, 2016 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/525e746d98fb0149089002029e04c9d3526c4a76.png Happy Holidays ladies and gents! This begins the series of weekly/bi-weekly (WBW) updates for YANTH development. I wanted to make this update before the 25th, but my family celebrates on Christmas Eve instead so things got a bit busy quickly. Hopefully you're all out having a good time! I've primarily been working on bringing the Winged Zephyr to life since the last update by populating it with people, some backers, and special functions. I realized now's a good a time as any to introduce the various sections you'll be visiting in the Zephyr. The screenshots have been taken of a build where the walkable tiles are visible under the graphics, so please disregard them. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/d8e9cbe3c73b18f06c378d170ea609f530186738.png The Deck This is the top level of the ship, one of two areas open to the environment. Although there's little function to be seen here, a lot tends to happen, and you may want to visit it from time to time during your journeys. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/99bcf686ae825f4260020d24892586af64bdd839.png Engine Room This is the aft most section of the ship where the engine resides. A large window acts as a viewport in the rear where the player can grow select plants. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/1e9a5116b4df734b3e633fbc02f5150530808d40.png Bridge The second area open to the elements, the bridge connects the engine room to the cargo bay. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/0e7b6278a0a15216785e74e541dfcd2a40d49b82.png Cargo Bay / Compartments The lowest level of the ship, this is where the cargo is held, and where one can enter the ship from the ground. The crew quarters and the captains quarters are held at the fore section of this level. Certain unsavory characters dwell on this level. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/0984afaa5150e324cf13a8ee01f9b7908e41d3f1.png Helm, Shops, Suites This is the middle level of the ship where the pilot resides at the helm. In the middle and rear of this section you'll find shops for the various passengers that fly on the ship. To port and starboard, a series of doors lead to vacant or occupied rooms for passengers. Near the rear you'll also find Petula's shop, and an as-of-yet unfinished blacksmith quarters where Petula can also craft things to sell or barter. There are a few smaller nooks and crannies you can find around the ship that can carry you from one section to another quickler. I had some trouble at the beginning about how I would approach running a shop in the game. Considering you would be traveling the world, it would have been limiting to have her return to a single location to open up shop or clumsy and convoluted to have her ...YANTH WBW Update #1Dec 25, 2016 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/525e746d98fb0149089002029e04c9d3526c4a76.png Happy Holidays ladies and gents! This begins the series of weekly/bi-weekly (WBW) updates for YANTH development. I wanted to make this update before the 25th, but my family celebrates on Christmas Eve instead so things got a bit busy quickly. Hopefully you're all out having a good time! I've primarily been working on bringing the Winged Zephyr to life since the last update by populating it with people, some backers, and special functions. I realized now's a good a time as any to introduce the various sections you'll be visiting in the Zephyr. The screenshots have been taken of a build where the walkable tiles are visible under the graphics, so please disregard them. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/d8e9cbe3c73b18f06c378d170ea609f530186738.png The Deck This is the top level of the ship, one of two areas open to the environment. Although there's little function to be seen here, a lot tends to happen, and you may want to visit it from time to time during your journeys. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/99bcf686ae825f4260020d24892586af64bdd839.png Engine Room This is the aft most section of the ship where the engine resides. A large window acts as a viewport in the rear where the player can grow select plants. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/1e9a5116b4df734b3e633fbc02f5150530808d40.png Bridge The second area open to the elements, the bridge connects the engine room to the cargo bay. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/0e7b6278a0a15216785e74e541dfcd2a40d49b82.png Cargo Bay / Compartments The lowest level of the ship, this is where the cargo is held, and where one can enter the ship from the ground. The crew quarters and the captains quarters are held at the fore section of this level. Certain unsavory characters dwell on this level. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/8940348/0984afaa5150e324cf13a8ee01f9b7908e41d3f1.png Helm, Shops, Suites This is the middle level of the ship where the pilot resides at the helm. In the middle and rear of this section you'll find shops for the various passengers that fly on the ship. To port and starboard, a series of doors lead to vacant or occupied rooms for passengers. Near the rear you'll also find Petula's shop, and an as-of-yet unfinished blacksmith quarters where Petula can also craft things to sell or barter. There are a few smaller nooks and crannies you can find around the ship that can carry you from one section to another quickler. I had some trouble at the beginning about how I would approach running a shop in the game. Considering you would be traveling the world, it would have been limiting to have her return to a single location to open up shop or clumsy and convoluted to have her ...2016 Developer Update #1Jan 5, 2016 - Community AnnouncementsHello ladies and gents! Merry Christmas, happy Hanukkah, happy atheistmas, what have you, and happy new years! It's been too long since the last update, and far too long since the end of the Kickstarter campaign. As much as I hate to admit it, there hasn't been as much progress as there could have been since the last update. While I could easily blame the holiday season, (including Fallout 4 and HotS. damn you Bethesda and Blizzard!) it's really come down to my short attention span and complacency. Not giving myself a deadline has been a critical error on my part, and I'm going to remedy that today. I've set a hard deadline of finishing YANTH by the end of March 2016. It should be fully released by mid April following debugging. Why release at that date you ask? In mid-April I'll be heading out of the country for a few weeks during which time I won't be able to get any work done. It's a good marker for getting things done, as finishing after that date may drop me back into my naturally lazy routine. Following is the roadmap of development. January 2016 Finish Ein Toer elven village arc Finish implementing monsters (that Petula can actually combat) February 2016 Finish Enox Empire arc and multiple endings Finish implementing achievements March 2016 Finish crafting system and shop-running system Finish side quests Release final pre-debugging build into early access April 2016 debug update marketing materials (trailers, screenshots, website) implement trading cards if time allows implement multiple languages if time allows (just requires translators) full digital release After April 2016 Release for Mac and Linux Release in multiple languages (just requires translators) Send out physical boxed copies of the game (all recipients will have a digital copy prior to this) I plan to make continuous updates both on here and in the Steam community board (pardon my complete absence!) regarding my progress. I'm now going to leave you with a picture of my wonderful companion Kai who turns one year old in a few days. 2016 Developer Update #1Jan 5, 2016 - Community AnnouncementsHello ladies and gents! Merry Christmas, happy Hanukkah, happy atheistmas, what have you, and happy new years! It's been too long since the last update, and far too long since the end of the Kickstarter campaign. As much as I hate to admit it, there hasn't been as much progress as there could have been since the last update. While I could easily blame the holiday season, (including Fallout 4 and HotS. damn you Bethesda and Blizzard!) it's really come down to my short attention span and complacency. Not giving myself a deadline has been a critical error on my part, and I'm going to remedy that today. I've set a hard deadline of finishing YANTH by the end of March 2016. It should be fully released by mid April following debugging. Why release at that date you ask? In mid-April I'll be heading out of the country for a few weeks during which time I won't be able to get any work done. It's a good marker for getting things done, as finishing after that date may drop me back into my naturally lazy routine. Following is the roadmap of development. January 2016 Finish Ein Toer elven village arc Finish implementing monsters (that Petula can actually combat) February 2016 Finish Enox Empire arc and multiple endings Finish implementing achievements March 2016 Finish crafting system and shop-running system Finish side quests Release final pre-debugging build into early access April 2016 debug update marketing materials (trailers, screenshots, website) implement trading cards if time allows implement multiple languages if time allows (just requires translators) full digital release After April 2016 Release for Mac and Linux Release in multiple languages (just requires translators) Send out physical boxed copies of the game (all recipients will have a digital copy prior to this) I plan to make continuous updates both on here and in the Steam community board (pardon my complete absence!) regarding my progress. I'm now going to leave you with a picture of my wonderful companion Kai who turns one year old in a few days. Quick Status UpdateJul 31, 2015 - Community AnnouncementsHey ladies and gents! Very sorry for the inactivity. This past month and a half has been pretty crazy, keeping me from working on YANTH for the most part. I've taken part in three separate moves: Moving back into my parents house temporarily, helping my parents, brother and his family (and myself, again) move to a new house, then finally moving into a new house myself. Being new construction, the new home doesn't have internet access and won't until they come to set it up next week leaving me to travel back to my parents house, find a starbucks (with crappy wifi) or go to the local library (which blocks Steam and its website. wtf?) to do my business online. That being said, I will have full access again by the end of next week so things should pick up shortly. Until then I'll be working on the project offline. Thanks for being understanding! Quick Note about Windows 10 Now that the latest iteration of Windows is finally out, I've received word from Drew our lead programmer that he's had some problems playing YANTH and other RM games in general on his Razer with the newly installed Windows 10. I suggested it may simply be the Razer Blade Pro's unique controls not having an updated driver, and he agreed it may be the situation. For those of you who have Windows 10 installed, we would appreciate your feedback on both unsuccessful and successful play attempts.Quick Status UpdateJul 31, 2015 - Community AnnouncementsHey ladies and gents! Very sorry for the inactivity. This past month and a half has been pretty crazy, keeping me from working on YANTH for the most part. I've taken part in three separate moves: Moving back into my parents house temporarily, helping my parents, brother and his family (and myself, again) move to a new house, then finally moving into a new house myself. Being new construction, the new home doesn't have internet access and won't until they come to set it up next week leaving me to travel back to my parents house, find a starbucks (with crappy wifi) or go to the local library (which blocks Steam and its website. wtf?) to do my business online. That being said, I will have full access again by the end of next week so things should pick up shortly. Until then I'll be working on the project offline. Thanks for being understanding! Quick Note about Windows 10 Now that the latest iteration of Windows is finally out, I've received word from Drew our lead programmer that he's had some problems playing YANTH and other RM games in general on his Razer with the newly installed Windows 10. I suggested it may simply be the Razer Blade Pro's unique controls not having an updated driver, and he agreed it may be the situation. For those of you who have Windows 10 installed, we would appreciate your feedback on both unsuccessful and successful play attempts.Upcoming BuildJun 10, 2015 - Community AnnouncementsHey ladies and gents! Updates and changes have slowed down a bit since we launched into Early Access. This is because we're preparing a new build which includes the next part of the game. It includes obtaining the airship and access to the world map, which opens up a lot of the open-world content that isn't quite finished or polished. Here are some upcoming fixes that will be included in this next build which probably won't be fixed in the current build: Text Files will update every time you load as opposed to being broken for previous save files. Ghost boss modified to be a bit more forgiving. Version numbers will begin in the next build. Options window for changing volume, screen size, save repairs, etc. Fix for Petula spawning dead in the opening sequence of the game. I want to thank everyone who has supported us up to now. The feedback, bug reporting and activations have really helped us to zero in on our shortcomings. Please look forward to the next build!Upcoming BuildJun 10, 2015 - Community AnnouncementsHey ladies and gents! Updates and changes have slowed down a bit since we launched into Early Access. This is because we're preparing a new build which includes the next part of the game. It includes obtaining the airship and access to the world map, which opens up a lot of the open-world content that isn't quite finished or polished. Here are some upcoming fixes that will be included in this next build which probably won't be fixed in the current build: Text Files will update every time you load as opposed to being broken for previous save files. Ghost boss modified to be a bit more forgiving. Version numbers will begin in the next build. Options window for changing volume, screen size, save repairs, etc. Fix for Petula spawning dead in the opening sequence of the game. I want to thank everyone who has supported us up to now. The feedback, bug reporting and activations have really helped us to zero in on our shortcomings. Please look forward to the next build!06/05/2015 ChangelogJun 5, 2015 - Community AnnouncementsChangelog Added Healing Fountain at entrance to Hearth cave. Implemented load or go to title screen options in game over scene. Added clearer instructions in Greencliff Forest Bugs Fixed Major: Fixed item menu actions. Swinging shovel at guards or Fluffy crashes game. Talking to leon before sleeping disables transfer. Minor: Soldiers at camp spawning on screen. Exits at camp buggy. Left Click not working in menu. Re-entering Thrain's shop crashes you. Switch in Cell Block 4 is buggy. Impassable people in Hearth Village. Buying and Selling signs mixed up in shop. Guards Movements and collision redone. 06/05/2015 ChangelogJun 5, 2015 - Community AnnouncementsChangelog Added Healing Fountain at entrance to Hearth cave. Implemented load or go to title screen options in game over scene. Added clearer instructions in Greencliff Forest Bugs Fixed Major: Fixed item menu actions. Swinging shovel at guards or Fluffy crashes game. Talking to leon before sleeping disables transfer. Minor: Soldiers at camp spawning on screen. Exits at camp buggy. Left Click not working in menu. Re-entering Thrain's shop crashes you. Switch in Cell Block 4 is buggy. Impassable people in Hearth Village. Buying and Selling signs mixed up in shop. Guards Movements and collision redone. 06/03/2015 ChangelogJun 3, 2015 - Community AnnouncementsChangelog Implementing Achievements. Made changelog on main menu collapsible slight main menu UI changes. Bugs Fixed Major: Children stuck behind cell doors in Hearth Cave may freeze game. Exiting menu may crash often on train. (sprite dispose bug) Minor: Potions heal same amount as lesser potions (oops) Can jump over soldiers blocking your path in during evacuation. Save point prompt after graveyard sequence disallows saving. Other doors in Inn had strange collision problem. Lighthearted - Serious actions mixed up in cave. Multiple dialogue errors Leaving the mouse cursor on an item in the menu will make it stuck 06/03/2015 ChangelogJun 3, 2015 - Community AnnouncementsChangelog Implementing Achievements. Made changelog on main menu collapsible slight main menu UI changes. Bugs Fixed Major: Children stuck behind cell doors in Hearth Cave may freeze game. Exiting menu may crash often on train. (sprite dispose bug) Minor: Potions heal same amount as lesser potions (oops) Can jump over soldiers blocking your path in during evacuation. Save point prompt after graveyard sequence disallows saving. Other doors in Inn had strange collision problem. Lighthearted - Serious actions mixed up in cave. Multiple dialogue errors Leaving the mouse cursor on an item in the menu will make it stuck Early Access Launch!Jun 2, 2015 - Community AnnouncementsHello ladies and gents! For those of you supporting us through Early Access, Kickstarter or Pre-Ordering through our website, I want to thank you for the bottom of my heart. Without your support none of this would be possible! For our initial release onto Early Access, we did our best to hunt the bugs scurrying about, but a small team can only do so much. Here are a few things to keep in mind: There are definitely bugs, some may crash the game. Save often! If you can screenshot where you encountered a bug, it would help greatly. I suggest using Gyazo for your screenshots. Currently there is only partial controller support. Certain actions are unavailable or more difficult if you use only a controller. Many areas are currently unaccessible through Early Access. These will usually have a sign denoting that. This initial release only includes Chapters 1 through 3 of the main storyline. Shopkeeping, the world map, and other sandbox-type gameplay is not included in the initial Early Access release. We'll be adding content throughout development. These may be in the form of sidequests and minigames, or mechanic and AI testing. You may encounter some noticeable to significant framerate drops in certain areas, particularly the starting village and NPC-heavy areas. These issues should be ironed out before release. If you backed us through Kickstarter or Pre-Ordered the game through the site, you'll receive your keys within the next week or two. There will be an announcement when the majority of the keys have been sent. Again, thank you for supporting us and we hope you have fun playing You Are Not The Hero!Early Access Launch!Jun 2, 2015 - Community AnnouncementsHello ladies and gents! For those of you supporting us through Early Access, Kickstarter or Pre-Ordering through our website, I want to thank you for the bottom of my heart. Without your support none of this would be possible! For our initial release onto Early Access, we did our best to hunt the bugs scurrying about, but a small team can only do so much. Here are a few things to keep in mind: There are definitely bugs, some may crash the game. Save often! If you can screenshot where you encountered a bug, it would help greatly. I suggest using Gyazo for your screenshots. Currently there is only partial controller support. Certain actions are unavailable or more difficult if you use only a controller. Many areas are currently unaccessible through Early Access. These will usually have a sign denoting that. This initial release only includes Chapters 1 through 3 of the main storyline. Shopkeeping, the world map, and other sandbox-type gameplay is not included in the initial Early Access release. We'll be adding content throughout development. These may be in the form of sidequests and minigames, or mechanic and AI testing. You may encounter some noticeable to significant framerate drops in certain areas, particularly the starting village and NPC-heavy areas. These issues should be ironed out before release. If you backed us through Kickstarter or Pre-Ordered the game through the site, you'll receive your keys within the next week or two. There will be an announcement when the majority of the keys have been sent. Again, thank you for supporting us and we hope you have fun playing You Are Not The Hero!