Arcane Survival ALPHA RELEASE


G'DAY!

After 8 long years, countless failed attempts, innumerable reworks, and dozens of mildly interesting rabbit holes... I have finally created a version of the game I am happy with enough to release into alpha.

What I’m aiming to do with this alpha is something similar to the typical model of an early access game on Steam. But without all the massive hype (and slew of marketing prep) of an actual release over there.

This is a completely new invention I am calling… Early Early Access.

Revolutionary. I know.

In all seriousness, the reality here is that I need to pay the bills. But I really don’t want to rush this game out to Steam just for the sake of getting paid. So I figured… “Hey, why not just do a low-stakes alpha release on Itch? I can keep working on making the game better, while also earning some cash through sales here and there.”

So here we are with v0.12, the open world update & official alpha launch.

I'm really looking forward to pumping out a bunch of content for this game over the coming months. For now though, here's a list of all the changes I made in this current version (in no particular order).

~ v0.12 Changelog

THE WORLD IS NOW OPEN.
There are no more edges. The world is infinite in both directions thanks to the new chunk system.
This is what I spent a good portion of my time working on for this update.

Added in a basic crafting queue.

New art, courtesy of Sefton.
We’re working together to try nail those beautiful vibes from Kingdom
It’s an ongoing process but we’re iterating on it bit by bit. It’s already an order of magnitude better than my programmer art ;)

No more perma-death.

Just a classic respawn mechanic like Terraria.

New procedural world generation.
With the new chunk system comes a new world generation algorithm. It’s kinda basic at the moment and doesn’t look too good. But it’s good enough for this first update.

Added biomes into the game.
There’s 3 so far: Plains, Forest, and Farlands.
The farlands being the edge biome that just goes on infinitely. In other words, a poetic edge to the limits of the content in the game.

New boar AI + animations.

We’re still prototyping this guy out (as will be the case for a bunch of upcoming enemies), but it’s feeling a lot better than the previous boar already.

New mob spawning behaviour.
Mobs will spawn during the day as well. This is a bit overwhelming at the moment since there’s no empty-handed attack. So I’ll work on that in the next update.

Saving is now automatic.

For the most part you don’t really need to worry about saving / loading. Although there is an option in there to create a backup of the current save.

Added jumping back in. Replaces the dash (for now).

The base stone has been removed. You can now place your base down anywhere.
In general there’s a big move away from the base-defense style of things.
You’re not defending the base. The base is now defending you.

Added new Crude base buildings for starting out.

The second tier of defense walls now damage the enemies. It provides a nice breather from the mob spawns once setup. Not sure how I feel about this long-term for the design, but I think it balances out with the durability. We’ll have to wait and see.

Disabled wall repairing since it was broken in the last update.

Just destroy and rebuild to ‘repair’ for now.

Added the Crude Workbench. Which you can place down anywhere for starter crafting items.

Added the Crafting Station. Which needs to be inside a base and lets you craft more advanced recipes.

Playtime data tracking.
I spent a good chunk of a week learning how to set up a server and communicate with it via the game using Sockets.
The game now sends anonymous pulses out to the server whenever it’s open so that I can use that data to calculate the median playtime for each new version update.
This is going to be incredibly helpful for seeing how new versions are performing.
You can opt-out via the settings.
I am incredibly keen to see a graph of the playtime for each new version.

Some more smol things:

  • fixed bug on linux (proton/win) with links not opening
  • removed item drop on death
  • parallax wrapping of the backgrounds to make it infinite
  • there’s an actual sky gradient now hehe
  • simplified the main menu
  • flipping ui upside down for better positioning (still needs some more tweaks tho)

---

I’m incredibly excited to get cracking on this next update after I consolidate all the feedback for this version.

I want to give the combat system some love and see if I can figure out a way of introducing a simple magic system, so that I can put the Arcane in Arcane Survival (if ya catch my drift).

Until then, I’m sending you some good vibes for whatever it is that you’re working on.

PEACE!

-randy

Files

arcane-survival-win64.zip 49 MB
Version 0.12.1 Mar 10, 2024

Comments

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(+1)

Thank you for the great update!

Key points, when comparing to previous versions:

- while the game still feels a little flat, the option to jump has made movement much better feeling, less "stuck" so to say. It's also made combat much more manageable and enjoyable

- no perma death, less frustration, although removing perma death while also making combat much easier doesn't really make sense to me. Right now, I have a very hard time getting at least hit, I can't imagine dying accidentally

- clear and pleasant tool/weapon scaling

- crude workbench can be placed outside of base, very nice

- monsters spawn during the day, much wow

- defense walls are a little too OP

- crafting queue is amazing! I would keep the way it is - not possible to stack more types of items to craft. Option to cancel crafting would be nice.


Thank you Randy! Keep it up!

cheers for the feedback!