STORE COMMUNITY ABOUT SUPPORT
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January 22, 2014 - ultrarunaway
If everything goes off without a hitch, Paper Sorcerer should be launching at 10 AM PST today, January the 22nd. The initial release is PC only. I've got to figure out the difference in programming for Mac and Linux dll files, will update when those go up. Thanks for all your support everyone, I couldn't have done it without all your help!
If you bought the game already, just sit tight. I'm figuring out a way to send out keys to everybody in a timely manner, forgive me if it takes a little while to figure out, as I've 2000+ keys to send out.
Once again, thanks for all the support. Have fun playing!
January 4, 2014 - ultrarunaway
I forgot to update here on Greenlight when I updated to v2.1, so today is a double update!
The main changes for v2.1 are: Mass Heal usable out of combat and has proper refresh time, the Puppet and Giant are now trainable, and the Equip menu occasionally not displaying character info has been fixed. Other changes include the chance for status effects to hit and the final boss have been re-balanced, as well as various bug fixes.
In v2.1b I made some minor changes; v2.1 had a zip file issue when it initially went out, so in addition to fixing that, I fixed some doors that rarely soft locked and did some mid-game boss re-balancing.
If you'd like more info about what has changed since the last version, you can find that on the Ultra Runaway Games forum.. If you've been playing earlier versions, using saves since v1.5 should have little to no bugs. If you'd like to back up your saves, I've documented their location in the readme file.
I'm making progress on the Steam integration and it looks like Paper Sorcerer will be going up on Steam this month! Stay tuned in for updates. Like promised, I'll send a Steam key to everybody that's already bought it that wants one.
December 2, 2013 - ultrarunaway
Updated to version 2.0 today:
The main changes for this build all revolve around game balance, and having the game consistently get more difficult in a fair way. A lot of players reported the first boss battle being much more difficult in comparison to later bosses, so that battle is the one that was adjusted the most. One of the encounters before the boss was changed so that by the first boss you have leveled up to level 4 and have a better skill selection, given that you don't skip any encounters.
Other big changes include: new icons for Light and Medium armor and Quest items, some adjustments to the cooldown time of low cooldown skills like Black Bolt, the Defender skill refilling Defense in addition to Max Defense, and overall adjustments to Difficulty modes and overall difficulty.
November 28, 2013 - ultrarunaway
Hi guys, forgot to announce, a couple days ago Paper Sorcerer updated to the next version!
One of the main changes for this build is that the Shop and Equip menus preview the result of equipping an item better. Also, now the Item menu stays on the same item after you use it, which helps when using potions and the like. I've also added a new effect for the Bleeding status effect and made various balance tweaks.
If you'd like more info about what has changed since the last version, you can find that on the Ultra Runaway Games forum.
If you wanted to play the online browser demo before and it didn't work for you, I've updated it to the new version and now it's working fine. If it goes down on the website in the future, you can also play the web demo over at itch.io.
I'd also like to remind you guys that saves from the downloadable demo are transferable to the full game and that I intend to send Steam keys to customers that buy before it is Greenlit, if they want them.
The Greenlight is doing pretty good, but it's still a long climb from here. Even if you already shared Paper Sorcerer with your friends, share it again! Share it with relatives, share it with your neighbor, put a flyer up on your apartment bulletin board. :P Every little bit counts. Thanks for all your support everyone!
For those of you in the US, hope you have an awesome Thanksgiving holiday, perhaps even get some time in to play RPGs?
November 27, 2013 - ultrarunaway
Hi guys, it's been a little while since the last update, and in the meantime, Paper Sorcerer got some press!
Kotaku gave Paper Sorcerer a quick plug:
Behold, the recently-released Paper Sorcerer, a Kickstarted indie RPG with a look all its own.http://kotaku.com/an-indie-rpg-that-does-not-look-like-most-indie-rpgs-1471433107
Rock Paper Shotgun took a look at the demo:
This looks like a very interesting combination of old-school turn-based RPG, with a very interesting modern first-person aesthetic, fantastic use of blank space and unreal design.http://www.rockpapershotgun.com/2013/11/25/paper-sorcerer-is-out-demoed-rather-pretty/
then did a first Impressions video:
There’s lots going on here for something so cheap, while still being a very stripped back RPG for modern standards. The concept is novel, the approach is intriguing, and the challenge enough to keep things interesting. I’d say this is well worth a poke.http://www.rockpapershotgun.com/2013/11/26/impressions-paper-sorcerer/#comment-1393869
And Paper Sorcerer also got featured on IndieRPGs Checks Out:
http://indierpgs.com/2013/11/indierpgs-com-checks-out-paper-sorcerer/Originally posted by :The developer has done some nice work making the Librum Claustrum feel like a unique place. The game’s NPC encounters, flavor text, and ink-and-paper graphical style all distinguish it from your run-of-the-mill dungeon quite nicely, and I find myself wanting to learn more about this bizarre locale.
Thanks for all the support guys, the campaign is doing pretty good, but there's still a ways to go, so keep passing the word along.