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Looking at the screenshot now... the image doesn't look 4K, even though the screenshot is taken at that resolution. Is the game using some sort of upscaling? Or is it just not playing well with DLDSR/DSR? Whatever it is - this is likely why I thought the image looked blurrier than it should have at 4K!
https://www.youtube.com/watch?v=mYfsuZl2_DM
You can see at the start there are several bugs in there, like the aforementioned tree LOD loading distance being poor and also the character talking being triggered weirdly, which can then be repeated again and again.
Note how at 2:36 - 2:38 my reticle is on the skeleton but BOTH shots somehow miss - what was that about?
2) The shotgun has this strange tendency to completely miss a target that fills the crosshairs. If this is intentional, please consider adding a double crosshair to represent the level of accuracy at mid-range.
3) Add more tooltips! We don't know what an Ember of Dreams is off the bat, so if someone stares at something have a small text box pop up to explain why it's important. This should also apply to buffs and debuffs.
1) How the main character became "the Soulslinger" is one of the biggest mysteries of the game that will be revealed in the full story. Of course you are entitled to your opinion (i.e. that you think it is "cringe") but perhaps judge a story once you know it in its entirety? Just a thought.
2) Noted.
3) There are tooltips for every resource. If you hover over Ember of Dreams in your inventory or on your workshop screen, you get a brief description of what it is (lore) as well as what it is used for (gameplay).
Thanks for hijacking my post? Why are you even posting your ♥♥♥♥ here?
So you'll respond to the comment of some random dude hijacking the post with his stupid comments, but have ZERO to say about the whole long-ass post I wrote, video, screenshot? Why did I even bother.... This is what I get for trying to be detailed and help the devs, huh...
I am truly sorry, I've already read through your comments twice and was absolutely planning to respond! I was just thinking about exactly how and what to discuss. In contrast, the hijacking comments were fairly simplistic and were easy to respond to, yours is a lot more complex!
First and foremost, I'd like to thank you for your overwhelmingly positive feedback!!! There is nothing better for a developer to read than comments like these! We've worked a LOT on optimizing the game, so we're glad it all worked out!
So with that out of the way, below I'd respond to your "bad"/bugs/other feedback!
1) Making gold coins brighter is an absolutely valid feedback and something we'll definitely look into. However, the coins disappearing fast is designed to keep you in the heat of battle and, as you said, to cause that "risk/reward" feel. To accumulate a sufficient wealth, you need to constantly dash over areas that enemies occupy. OR you can take the less risky sniping approach, but then you miss out on the loot.
2) This is mostly by design -- I recommend using melee to keep enemies at bay (this interrupts reload, therefore is intended as an absolute last resort). But this ties into your later melee feedback, so I'll get to this in a sec.
3) and 4) we are constantly working on improving maps and collisions, so these will definitely be improved upon!
5) Sry :)
6) Yup, we'll fix this too!
7) Noted!
8) Alright, we'll look into setting chromatic aberration separately! Thank you for reporting this!
9) Absolutely! We have more elemental essences planned for the full version, as well as more perks and abilities for the existing essences!
10) Interesting ideas!
11) Not sure if this counts a bug, but it's worth discussing further!
12) Yup! Right away, on your next visit in the full version, you'll be able to talk to the little ghost girl that runs by at the start of the game :)
13) This is by design. Our intended art style was a muted color palette for the environment / background and more saturated colors for what is important.
14) We do not intend to do this at the moment, sry :)
More weapons -- at the moment our plan is to only allow wielding a single weapon, but of course there will be more weapon types.
An ice element might happen, but it's not among the elements we're currently working on.
So, to discuss melee further, we are definitely going to do something interesting with the melee attack -- in fact, we've already teased this on Discord! In the full version, you'll have elemental perks you can use to enhance your melee attacks.
Poison differs from fire in that it can spread like a disease among enemies, causing summoners to instantly infect the creatures they're summoning.
"The poison dash wouldn't always activate." -- it says so in its description, it has a 40% chance to activate. Otherwise it would be brutally OP (but *hint-hint* you'll get the chance to upgrade it in the full version).
Thank you again for the detailed feedback, and likewise we are looking forward to showing more of the game! We read everything and we respond as soon as we can, so don't hesitate to discuss any of these points further!
We are using Unreal's built-in Temporal Super Resolution upscaler. A DLSS implementation is coming!
This is by design. You can listen to each conversation by approaching the characters, but if you leave that character behind, the conversation stops. At one point, players complained that they can accidentally miss conversations this way, so to make sure that doesn't happen, the convos can be repeated later by approaching the character again.