

We're getting closer to our big Alpha v2 return every day.Īnother big month with lots of progress toward the next major milestone, Early Access release! So, let's check out some highlights from April! April was a massively productive month with the entire team at work adding content, balancing, tuning and working hard on spreading the new UX across the game.
#Kenshi review sss rank smugglingtm starvationtm slaverytm update#
Our apologies this monthly update has run a little late due to some team travel.

Highlights of a big month of progress - animation updates, new Talents, AI simulation and improvements and more Henriquejr spotted the Cyber Knights: Flashpoint update for April: April Progress Update It got a 3rd color during prototyping to force dodges instead of parries and create more movement. This completes our meticulous approach to combat and immersive flow by reinforcing observation of enemy movements to react accordingly. To support this, we made sure that we are not punishing but encouraging the use of the parry, both by allowing it to be off (in color or timing) and adding mechanics to reward those that master it.ĮIP: The color matching system for parries is pretty unique – can you talk about how that mechanic came to be? Did it go through any significant changes during development?Įmbers: For Strayed Lights we wanted to add novelty to the parry mechanic, and were inspired by an old shoot ‘em up: Ikaruga, so we mixed it with a color system of having to match the color of the enemy to parry (blue or orange). We took the easy to learn, hard to master approach by crafting a parry mechanic that is forgiving. That said, we wanted to bring this feeling to a broader audience so Strayed Lights should be accessible to most players. The devs were kind enough to take time out of a busy launch week to answer a few of our questions - check out the interview below, or read our Strayed Lights review first if you’d like more context!ĮIP: You’ve said in other interviews that the game’s combat was inspired by Sekiro, so should players expect the game to be as difficult as a FromSoft title? What’s your overall approach to difficulty?Įmbers: We love games like Sekiro because they rely on the feeling of overcoming hardship. The action-adventure Strayed Lights came out yesterday, and we thought it does a great job marrying heartfelt narrative and tight, parry-based combat. EIP Gaming interviewed the devs of Strayed Lights: Developer Interview – Embers Studio on Their Debut Title, Strayed Lights
