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June 27 - Evelend
Hello once again for some refreshing news on AdventurOS development.
Many people have asked us about the file extensions that might not be recognized by default in AdventurOS.
If the game encounters an extension that was not contemplated on our design, a random monster will spawn taking that extension's role.
BUT, what if we do not want a random monster in one of our custom extensions? We have a way cooler option for you guys!
Allow us to introduce you to the Monster Creator!
With this simple program you will be able to create and edit monsters so they can be bound with any file extension you want.
For instance, let’s say we have a saved file called "my_game.sav" and we want AdventurOS to generate a fire monkey whenever we find any .sav file.
After creating this monster you will find it in game whenever you come across files with your chosen extension for that monster to appear.
An awesome feature of the Monster Creator is the possibility to share your monsters with other Adventurers if you wish to.
You will also be able to download and use other people's creations with a simple url pasting.
We have some other teasers to give you today:
Meet the Mechanic
Mechanics (Created from shortcuts) Their mission will be protecting the links between rooms and managing all the portal system of the castle.
They will be the ones with tools such as locked doors or hyperlinks.
Meet the Monk
Monks (Created out of all kinds of audio files) Each audio file generates a monk plus a CD item.
When the item is given to a monk, it stays attached to the monk as the piece they will later interpret by turns, because, you know, that will be their thing.
We expect the monks to reproduce your audio files, but we cannot promise the will not include funny distortions too!
While the monks sing, you can receive useful temporary buffs such as increased experience.
We will hopefully be sharing AdventurOS fun very soon. Meantime, we want to thank you all for all the great support we are receiving!
June 13 - Evelend
We proudly introduce you to some of the characters that will make your journey easier in exchange for your fight against the curse.
The rooms in your castle are infected and must be cleaned.
Killing every monster in the area will make it clean.
This will not modify your files! Villagers and NPCs will spawn there, replacing the defeated monsters, as long as the file exists.
Meet the Stylist
To encounter a stylist you first have to clean a room with vector graphics. The quantity of files determines the quantity of the hairstyles and other customization options that are available. (Only 1 vector graphic will transform, the rest will spawn as regular villagers).
Meet the Blacksmith
(File type is yet to be decided) Just like with the stylist, the quantity of files will determine the content the blacksmith has for you to trade.
He has two different shapes, and it will grow bigger if there are more files of its kind.
He can craft all kinds of weapons and armor, and will be able to upgrade your current gear at a reasonable price!
Next week we will introduce new characters and there will be more news about development.
Unfortunately, we announced that the first public version of the game would be available in spring but it will have to wait to see the light until summer.
You can read more here .
"A delayed game is eventually good, but a rushed game is forever bad"
- Shigeru Miyamoto
June 6 - Evelend
To our dearest Adventurers,
It has been a while since the last update.
AdventurOS is looking great, and it can start to be considered ready
for Early Access release.
However, our schedule has suffered changes due to bureaucratic
reasons. If you still wonder what exactly happened, Lorena has got a
pretty accurate description for you
We are very close to fixing the whole thing, and, believe us, we are
so looking forward to it! We apologize and would like to thank you all
for your kind words of support and for always being there.
The good stuff is so close!
Love you all!
May 12 - Evelend
In Evelend we continue working hard in order to get all the basic features ready for the next release, and then we will be almost set to launch the early access version of AdventurOS, specially focusing on a mod-friendly environment.
We have a some new tools which will make easier the development and mod creation. For instance, a fully functional level editor will be available giving the user a good way to create cohesive and fun to play levels for the directory interpreter.
We’ve redesigned the main menu, the intro and we have gone deeper into the main quest of the adventure mode.
We'll be satisfied only when we feel that what we have in our hands is a functional and interesting first product before releasing the early-access, containing a logical amount of playability and testing for the betterment of next releases, and of course including all the modding tools we are developing so far and a user friendly guide on the matter.
Thanks for your patience!
We love you all.
April 15 - Evelend
We have exciting news!
We are working really hard to include all the basic features we can into the next Alpha version of the promising AdventurOS.
And it looks like this will be the last Alpha release, smoothing the way for quality Beta times. On time!
It is wonderful to watch all of AdventurOS pieces starting to fit together, we are really looking forward to the testing and feedback from the Steam community, so the spring release we promised is very, very likely to be fulfilled in no time.
Meanwhile, please feel free to get in touch with your impressions, questions or suggestions, and remember it was you guys who made this possible and we could not be more grateful for this opportunity.
Thanks and keep enjoying, we love you all!