0.5.1 Soon to come


Hi all,

Now that Christmas is out of the way, I've had some free time to do most of a thorough play session (the key word here being "most").

During the play session, I noticed numerous things that I want/need to change as well as discovering a game-breaking bug.

This bug occurs when you're searching for Sigs' toy in the Storage House. Because one of the sprites can't move and it's designed not to skip if it can't move, it's essentially freezing.

A fix for this and the changes listed below will be done and uploaded tonight.

  • The Rat enemies are going to be made slightly weaker
  • Minor dialogue issue with the blacksmith saying "Definitely" twice
  • The Slime enemies are going to be made slightly stronger
  • The Poison Blade skill will use 10MP instead of 5MP
  • The Double Attack skill will use 15TP instead of 20TP
  • The Guard option is going to provide more usefulness (more info about this once complete)
  • The first Overworld's random encounters are going to be increased slightly
  • Going to review the game's performance in animation-heavy areas
  • Followers will be disabled in Nessa's shop
  • NPCs will be added to the dock village (where the Storage house is)
  • The cost of Accessories will be greatly reduced and will cost between 400-600G
  • While there may be more bugs in the further parts of the game, I'm going to temporarily enable the ability to save anywhere (without the need for Inn's and Camp Sites).


Once the issues and changes above have been done, I'll be finishing off my playthrough and making a list of any other changes that I need/want to make. If/when this is the case, I'll make another devlog similar to this so you know what's coming.

If you do find any issues in the game, please leave a comment so I know about them and can fix them. As I'm the only one working on this in my free time, I don't always have said free time to play test the game so, quality assurance isn't always guaranteed until I get around to doing a playtest myself.


Anyway, that's all for now. Keep an eye out for the update and I'll catch you in the next devlog!

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