If that doesn’t make you flee, you’ll play as Valdo, searching Leonardo’s estate for a missing notebook on behalf of a mysterious patron. But your quest keeps you bouncing between the same handful of locations again and again to collect items needed to solve puzzles, making the gameplay feel like a slog.
The puzzles, based on da Vinci’s inventions and artwork, are engaging and can usually be solved without too much frustration as long as you have the required items in your inventory--and you can find them. The inventory system is a mess; items are added to its five pages in the order you collect them, but as you use them, their empty slots are filled with the next item you pick up. Virtually every time we wanted something, we had to page through the entire inventory, mousing over each item’s icon to read its name.
A new blog post from Soldak Entertainment's Steven Peeler provides an update on the status of Din's Curse, the company's next action RPG. The post covers testing progress and preorder sales. A 4th patch was also recently released for cheap sto credits.
Today, I released our 4th patch. In those four patches, I have made 309 changes. Well over half of those are changes directly from gamer feedback. There are still many changes coming that I haven't gotten to though. Right now my todo list has 241 items on it. One of these days I will get this back down to zero.
A quick sales note, so far this is our fastest selling game ever. I'm really hoping it stays this way.
If it doesn't, I might start taking some contracting work, which would slow down Soldak development.
The sales so far is actually interesting to me. On one hand we don't have a finished product, just a beta, and not even a demo yet.
Yet the beta is selling quicker than our previous two games. This is kind of strange. On the other hand, we have an established fan base, we've talked a lot more about this game than probably both our other games combined, and I'm still convinced this is our best game ever. So it's strange and not a big surprise at the same time.l game. And by final, I mean the patches might slow down, not really final.
The puzzles, based on da Vinci’s inventions and artwork, are engaging and can usually be solved without too much frustration as long as you have the required items in your inventory--and you can find them. The inventory system is a mess; items are added to its five pages in the order you collect them, but as you use them, their empty slots are filled with the next item you pick up. Virtually every time we wanted something, we had to page through the entire inventory, mousing over each item’s icon to read its name.
A new blog post from Soldak Entertainment's Steven Peeler provides an update on the status of Din's Curse, the company's next action RPG. The post covers testing progress and preorder sales. A 4th patch was also recently released for cheap sto credits.
Today, I released our 4th patch. In those four patches, I have made 309 changes. Well over half of those are changes directly from gamer feedback. There are still many changes coming that I haven't gotten to though. Right now my todo list has 241 items on it. One of these days I will get this back down to zero.
A quick sales note, so far this is our fastest selling game ever. I'm really hoping it stays this way.
Yet the beta is selling quicker than our previous two games. This is kind of strange. On the other hand, we have an established fan base, we've talked a lot more about this game than probably both our other games combined, and I'm still convinced this is our best game ever. So it's strange and not a big surprise at the same time.l game. And by final, I mean the patches might slow down, not really final.