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00:00hey explorers welcome back to the everwind devlog series this is our fifth devlog and as always we
00:12are excited to share the latest updates on our sandbox rpg adventure game if you're new here
00:18everwind is all about exploring flying islands building airships fighting epic bosses and
00:26surviving in a procedurally generated world let's dive in
00:31first off a big thank you to everyone who checked out our demo during steam next fest
00:44the response was incredible over 355 000 unique players tried it out additionally we racked up
00:53more than 1500 reviews with an 86 positive rating and it even ranked as one of the most played demos
01:02overall during the event your feedback has been invaluable and it's helping us refine things for
01:09early access after reviewing all of your feedback we turned our attention back to the foundations of
01:16everwind the world itself this month a major part of our work has gone into refining how islands
01:23generate and how each biome stands out we've been tweaking the world generator to make the island
01:30shapes way more dynamic and engaging we want every island to feel unique with natural formations that
01:37spark curiosity and invite exploration by experimenting with scale terrain variation and hidden details
01:46we're creating environments that feel alive and are full of surprises at every turn
01:52expect islands with tons of nooks and crannies rugged mountains sheer cliffs and all sorts of hidden spots to
01:59explore our goal here is to make the different biomes feel truly distinct
02:09the jungles are thick with towering trees and steep cliffs forming a natural maze full of life and mystery
02:15strange colorful plants twist through the canopy and deep canyons hide the secrets of an ancient grim
02:23bird civilization here you can find enormous stone pyramids and massive swords driven into the earth
02:32remnants of their older powerful era while nearby more primitive bamboo villages hint at later generations
02:41every step feels like a discovery and thanks to our improved world generator the terrain is now far more
02:48varied and multi-layered than ever before watch your step though spine jaws lurk in the shadows we'll tell
02:56you more about them later in this devlog in stark contrast to the lush jungles rotten islands tell a
03:05very different story once vibrant forests these lands have been turned into shattered wastelands their
03:12mountains and hills ripped apart by the relentless mining of the steamer civilization massive pits and
03:20gaping holes scar the uneven terrain while toxic zones and poisonous plants creep through the cracks rustic
03:29diggers and abandoned refinery structures litter the islands while hidden steamer mines invite explorers
03:36to venture deep into tunnels where ancient machinery has been sealed off for centuries every step across this
03:43this devastated terrain speaks of exploitation danger and the strange beauty of a world reshaped by industry
03:51but that's not all our world generator now allows us to create islands partially submerged in water
04:00which look especially striking in the desert biome where oases emerge as hidden pockets of life
04:07these waterborne islands come in far more varied shapes than before offering new opportunities for
04:14exploration you might also stumble upon small settlements inhabited by npcs abandoned lighthouses
04:23standing sentinel over the waves or even shipwrecks resting on the islands themselves telling their own
04:29stories of adventure and misfortune with these changes the seas of everwind feel alive
04:36mysterious and full of secrets waiting to be discovered
04:43those of you who have been following everwind for a long time know that the game has always been
04:48designed as a first person experience combat exploration and level design were all built around that close
04:56immersive perspective over time however many of you shared feedback asking for a third person option
05:03and we've been listening because of that we've decided to experiment with an optional third person
05:09perspective tpp mode this feature is still early and very much a work in progress some animations camera
05:18behavior and combat interactions may feel rough or unfinished as tpp is not meant to replace first person mode
05:26but to give you another way to experience the world and see your character in action feedback gathered during
05:32early access will play a huge role in what happens next we hope that you will let us know what works
05:39what doesn't and how the new perspective feels overall together we'll decide how tpp fits into everwind's future
05:47now let's talk combat and enemies because we've got some exciting new additions coming we're introducing
05:55fresh bosses like the wraith lord and a massive golem boss that will test your skills in a big way
06:02each battle will require strategy and you will often fight in special arenas that can either make
06:08the boss encounter easier or more challenging on the enemy front keep an eye out for spine jaws skitters and
06:16toads all of which add variety to fights spine jaws for example attack in groups and because of that
06:23they are tough opponents they protect their nest but it's worth hunting them for their valuable loot
06:30which the player can use for alchemy meanwhile skitters have a special camouflage ability instead of a shell
06:38they use a rock or a wooden barrel so don't be surprised if you try breaking one and a skitter pops out
06:47we're still working on combat balance and your demo feedback has been very helpful in that regard
06:52most importantly we've made a lot of changes to weapon animations to make sure that they're more
06:58responsive and immersive what's more parrying will now be available for both weapons and shields
07:04and speaking of them we've added a bunch of new weapons and armors we want to give you plenty of options
07:10and play styles to choose from you'll be able to experiment with different combinations and find
07:16the setup that best fits your style we're also introducing a selection of unique weapons rare items
07:23that will be much harder to find rewarding exploration and dedication this should add an extra layer of
07:30excitement for players who enjoy discovering hidden content and powerful gear so far we've deliberately
07:38kept the skills system under wraps most of them are still in intensive polishing and testing
07:45we know this is one of the most important parts of gameplay and we're working hard to deliver
07:50in early access you'll definitely see this system evolve right before your eyes
07:54release as we will keep adding new active skills and speaking of evolving systems let us now talk
08:02about spell casting we are expanding it to add more depth flexibility and tactical decision making
08:09by introducing spell books and refinements to staff mechanics spell books offer a new way to cast spells
08:17without a staff each spell book contains exactly one spell and focuses primarily on support and close
08:24range area of effect abilities spell books require both hands to use do not break and can be recharged at
08:33charging stations once their charges are depleted players must choose their spell books carefully
08:39as carrying one book means committing to a single spell staffs now operate on a limited charge system
08:46with each cast consuming energy from an internal reservoir when depleted a staff becomes inert until
08:53recharged at a charging station charge capacity varies by staff type material and rarity with three main tiers
09:02novice advanced and master unlocked through staff wielding skills
09:07skills higher tier staffs offer more charges and special properties to keep staffs relevant they also
09:14feature unique skills such as deflecting magical projectiles or charging powerful spell dependent
09:20attacks novice and advanced tiers will be available at the start of early access and the master tier will be
09:27introduced in the future during its run together these systems encourage preparation and risk management
09:36you must balance staff durability and spell book selection while recharging staffs consume spirit dust to
09:43prevent unlimited spell casting the result is a more tactical immersive magic system that supports varied
09:50play styles and reinforces everwind's mythical world building
09:54next up here's a showcase of altitude 2 biomes dive into lush jungles teeming with exotic plants and dangers or wander through the russet version of forest biome with its colorful foliage and seasonal vibes
10:14these areas bring fresh resources creatures and challenges opening up even more of the skies
10:22you will find completely different structures and dungeons here to reach them keep upgrading your ship
10:28the better it is the higher you can go additionally during early access we will
10:35also work on altitude 3 to offer even more varied content for your enjoyment
10:43those of you who followed our kickstarter campaign surely remember an unreached goal of npc villages
10:50well we have great news for you this feature will be in the game after all we've got various traders scattered
10:58around for buying and selling gear and supplies villages will have their own guards to keep things secure
11:04adding that rpg flavor npc ai is a massive topic we'll keep iterating on right up to early access the trading is already solid and ready to go
11:16this system will require meticulous balancing based on both our design ideas and your early access feedback
11:25item progression is getting a boost too you will be able to upgrade your gear at special stations
11:31up to plus 10 levels and this works on armor and weapons alike weapons in the game can have random
11:38attribute modifiers that slightly alter their base stats these attributes are generated within a specific
11:45range meaning that even two weapons of the same type can have different properties for example you
11:52might find a stone dagger with plus 19 percent to backstab damage but another stone dagger could roll plus
11:58five percent to critical chance this system adds variety and encourages players to keep exploring and comparing their finds
12:07we also want this attribute system to tie into the weapon upgrade process at certain upgrade milestones
12:14for example levels 5 and 10 the weapon will gain an additional random modifier
12:20this way the upgrade station doesn't just improve base stats
12:24but can also create more unique and personalized weapons over time
12:32finally a quick shout out to some quality of life tweaks based on your feedback
12:37we're adding markers for easier navigation handy keyboard shortcuts and full key binding customization
12:44these little changes make everything smoother and more intuitive the game will also feature a 10 minute
12:51death marker that will appear exactly where you fall to help you recover items you dropped when your character died
12:58of course this only affects items from specific categories such as treasure and resources as currently
13:05equipped gear and anything you hold in your hands cannot be dropped that's a wrap for devlog number five
13:13we're pushing hard toward early access so stay tuned for more if you enjoyed this like subscribe and wishlist everwind on steam
13:24thanks for watching and onwards to the skies
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