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Release Notes for Price for Freedom: Gold and Sand Demo

GnS DEMO Patch 1.9

Demo Build - 1.9

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GnS DEMO Patch 1.8

Demo Build - 1.8

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Valaska's notes:

No notes, this is just a small one to fixed the regression flaw.

 


GnS DEMO Patch 1.7

Demo Build - 1.7

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Valaska's notes:

If you have caught the Piczel streams you would have seen some of what we are planning for the combat ergonomics and readability changes! We'll be sitting down and tinkering, discussing, and then implementing some big changes for combat readability and ergonomics.


 


GnS DEMO Patch 1.6

Demo Build - 1.6

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Valaska's notes:

Hey everyone! We are at a solid 4.8 here on GoG and we are so happy for the support! Wishlists here and reviews mean A TON! If you enjoyed the demo and don't mind, giving us an honest good review means the world. Its a huge morale boost, but also help us understand what were are doing right and what we might need to do better.

For what Arbuz is drawing the new assets for ergonomics still, we'll be testing it sooner than later and hopefully ready not too long after that. Deck has been working on the visual novel stuff and fixing up the journal, we'll be doing the next couple chapters betwee bug chasing and stability.

I have been working on editing and adding to Violette novel bits, while also writing background lore so that other project writers have a more consistent foundation that they can't accidentally deviate from. I have also been exploring some ideas for new side-tent at the Kaldea prologue stage, so we might expand the demo itself a little, which might make players explore Kaldea more. A few players have actually just missed the entire tavern quest and didn't know most buildings are explorable and have chats etc, so... we need to give people a reason to do so!


Demo Build 1.5

GnS DEMO Patch 1.5

Mainly QOL and bugs!

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Valaska's Notes!

We hit the top list of new releases and demos on GoG! Thank you all you early adopters so much for the feedback, bug reports, and comfy response we received. It's been great hearing what people feel and think of our project, and that we are on the right track in many ways.

We are taking the response and prototyping some solutions for gameplay systems that were not up-to-par. Combat ergonomics and readability will be at the front of gameplay fixes and changes, as outlined in a previous patch notes we have some ideas on making combat easier to understand at a glance. Bug fixes have been going well, with no critical bugs as of yet, and we brought on a new QA to help us iterate and validate patches.

We might have some content updates to the demo, too, at a later date. These have been suggested by our publisher Critical Bliss and we think our buddy LewdLogic is right, and we could stand to add a few more H-Scenes in the "epilogue" stage of Kaldea... which, to be fair, is much more of an actual first act than before!

"Kaldea was an epilogue" you ask!? Aahah... yup! Originally the Kaldea section was just going to be the monster hunter guild and then you run straight to the gate and leave, with a couple cameo chats here and there if you wanted... I guess we wanted the player to run through Kaldea so people could see the location and get interested in Avarice, but as GnS became more and more of its own solid solo game, we expanded on more cameos, lore drops, and then actual side-quests and a neat fun minigame!

This really expanded and I think game players a better representation of what our second and third acts will actually be in the game. The demo is a much more solid representation of what our game will be... in all but one area.

 

H-Scenes. The game has A LOT of H-Scenes and erotica in the second and third acts... we didn't really properly showcase this in the demo. A few awesome collectibles by Arbuz Budesh, and some cute easter eggs like the paper boat in the stream made up by Deck, the bathing scene and then REDACTED.

We can do better than that. We'll do better than that! It's a bit awkward to add any new content of/with Aya specifically, but there are a lot of instances for peeking in on someone at The End of the Tail, maybe a dream sequence with Aya and the first night... and the town of Kaldea is rife with potential sprite scenes and maybe animated peek ins. We will probably aim to add about 3-4.

 

Anywho! Thank you all for joining up on this adventure.... we cannot wait to show you more. Thank you all so much, and welcome aboard to any new eyes on our project! We hope you all enjoy the demo. Stay tuned for more!


Demo Build 1.4

Fixes and QoL adjustments, small animation

Demo Build - 1.4

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Valaska's Notes!

The cooking bug was a pretty funny and serious one, I guess we all were getting the minigame right so much, that we'd never see this bug. Effectively if you failed cooking it would just keep generating failed meals over and over and spam the ever living heck out of the inventory. It really goes to show that the demo has helped us squash bugs we and other testers were missing. Thankfully it was not a critical game bug, and more a comical weirdness. But this does mean you can actually fail cooking and get a "meh" buff.

The aim of the cooking minigame is to heat all the "^" chevron squares to well done without burning them. All the blank squares are basically just there to stress you out and can be ignored. And yeah, we realised how cruel this is, our bad haha.

I'll give a heads up on what Arbuz and Deck are doing right now, Arbuz being out lead artist (and creator of the IP!) and Deck being our lead programmer. Arbuz is dealing with the assets for ergonomics and readability, while Deck is squashing and chasing down the bugs that our playtests were not able to find whether due to hardware configs being similar, or the fact we just... didn't think to do a thing. Like re-entering the tunnels, for example.

Arbuz has other art assets and obligations to do between those UI elements, mostly so he can keep his sanity. He hates UI work, haha. Beyond bug squashing, Deck is making some new systems and improvements to things, too, and prepping for the readability/ergonomics touchup.


Demo Build 1.3

Demo Build - 1.3

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Valaska's Notes!

Aya has a small and modest house which we meant for people to find, but somewhere along the line we forgot to add the tip/inner thought that gave the player a choice of whether to go straight to their hunt or to her home to collect some goods. Her modest little home had sparklies to indicate that it is a POI, and there is a collectible found there along with a little character building for Aya. I personally recommend against warping to the map and running there through the city, otherwise you might miss some other triggered events!

In terms of minigames, we have added some tooltip tutorials to help guide players on how they work and work continues into improvements! We have a few plans for combat.

If you have played the game and enjoyed the demo, please drop a review if you have the time, write in to the community with and feedback, positive or critical we would love to hear from you all!


Demo Build 1.2

GnS DEMO Patch 1.2

Fixes and QoL adjustments

Demo Build - 1.2

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A small thank you.

 

We definitely have to thank the good folks of Good old Games for bringing us to this DRM free, pro-ownership, and content friendly platform. What GoG put out during the censorship wave that hit our genre. The GoG valid content bundle made me immediately feel this is a platform we need to support and be on. The mission statement here is something that deeply resonates with us and I hope more people can join us in supporting this platform.

 

It was important for us to get this demo out on the 24th for a very important reason, largely so we can get a greater spread of OS, hardware configs, and broader testing. This has allowed us to catch a few bugs on hardware configs, especially OS related, that we had no way of catching before. For bugs and issues in this regard, the bug reports have been invaluable.

 

General Feedback:

We have gotten a lot of generalised feedback not just on bugs, but on our content and features, and thank you all so much. This was a huge part of pushing a demo on the 24th. We have gotten some amazing feedback based on our overhauled combat system, what works, what we are lacking, and what we might be able to add.

I have been pushing for readability for our combat systems for awhile, and feedback has reinforced that readability is in fact still an issue. The bars under enemies and friendlies, for instance, is not ergonomic. Its "efficient' and effective if you know what they mean, but do people know what it means without a tool-tip or a tutorial? No. So I pitched a paperdoll instead, which the team agreed with and we are pushing forward.

 

Other issues is that people are struggling on knowing when they can, or cannot, and WHY they cannot use abilities. We have it so if you mouse over the card you will see what is lacking... but this takes a hover over a thing which is not very ergonomic. The idea of adding gems that show the AP and Stamina cost for each ability on the card itself with no tool tip is our solution to this now! We are exploring other ideas

A gem with a number here, glowing when the player has enough resources for each ability and dimmed out when they do not, I feel, will address one of the issues. We are thinking of and keeping ideas on what to do and what can be improved to make the combat more readable, as we have gotten feedback that it is fun which is such a relief!

 

Again, thank you all, and please stay tuned!