We're So Back


V 0.00.002.912-  2024/12/22 (Day 150)

-added new dead trees!

-removed item containers i was testing from middle of the road

-fixed all coins only giving one coin --! Coins can't be picked up by clicking?

V 0.00.002.925- 2024/12/23 (Day 151)

-added screen resolution dropdown in settings menu (seems to work in build, different resolutions can be wonky if they aren't 9:16)

-updated text in settings menus, button tray, hotkey menu

V 0.00.002.955- 2024/12/28 (Day 152)

-improved sky rotation to help with performance

-enabled GPU instancing for custom materials

-messed with lights a lot, switched to hard shadowing

--! blue flowers SEEM TO only render at a specific distance around the player, not closer and not further, this is weird (havent checked build)

-border torches are less bright

-Paved main border road 

-scenery work: paved border road and road to border village, as well as the border wall, finished border wall, major terraforming, flattened out a bunch of stuff. added more dead trees across the map, especially around the borders, revamped entire eastern side of the map basically, leveled some of the road between the rest stop and initia lake

-lore work!

-added 2 Hints in the valley 

-added Angry Hints, stronger and faster

-Flickers and Hints now deal psychic damage

-Flickers are now immune to Poison, with 20% resistance to Slashing, Bludgeoning, and Piercing damage

-Hints are now immune to Poison, with 25% resistance to Slashing, Bludgeoning, and Piercing damage, and 15% resistance to Ice damage

-rebaked the terrain for one area

-added Whispers, evil spirits highly resistant to damage (be careful)

-added Soleno Desert in the north with cactuses and stuff

-Soleno Formicans will fight you in the desert, there is an oasis with a well and a spawnpoint

--! game is nonfunctional as i rework the inventory system

-added coconut item

V 0.00.003.000- 2025/1/1-3 (Day 153-155)

- removed old equipment bag completely

- picking up items is now done exclusively by clicking

- scaled down tooltip panel

- added new complete inventory system from asset store

- began integrating new inventory system

V 0.00.003.001- 2025/1/26 (Day 156)

-fixed some baby eyebois being squished??? idk why they were like that

-fixed Kelos' dialogue display (it was only showing 2 of the 4 dialogue screens)

V 0.00.003.007- 2025/1/27 (Day 157)

-baby eyebois model updated (including Megra), now uses Eye2.2

-removed trees from the outside of the mountains. These should have never been seen and maybe this won't do anything since they SHOULD never be rendered due to occlusion culling, but maybe it will help with performance who knows

-terrain changes in the northwest, preparing for a small mountain village, added path through the mountain to the Soleno Desert, also near the western edge of the desert and the eastern portion of the Eyeboi Nexus

V 0.00.003.008- 2025/2/03 (Day 158)

-slight terrain adjustments near Ula Swamp, also removed some excess trees and bushes

-terrain adjustments in the Soleno Desert

V 0.00.003.009- 2025/2/20 (Day 159)

-Soleno Desert scenery now displays correctly on the menu screen

V 0.00.003.010- 2025/3/20 (Day 160)

-Removed an accident bush

-adjustments to a swath of mushrooms in the north

V0.00.003.015- 2025/7/29 (Day 161)

-Added timer to update rotation of the sun 4x per second (was 60x per second)

-removed a metric fuck-ton of grass and trees, added new paths, cleaned up some terrain

-fixed UI jittering and objects rendering in-front of the UI (doesn’t apply to public canvases that appear over NPCs)

V0.00.003.017- 2025/7/31 (Day 162)

-Terrain adjustments. More grass and tree trimming

-added a spot for a small town/outpost/idk southeast of the Velvet Woods, connected pathways between velvet woods and path toward the Eyeboi Nexus

-Added Colonial City LittlePack by 3DShapes

-added new graveyard near Bloodlands border crossing (graves from the Severet War.)

-massive terrain repainting

-removed giant frog in the north

V0.00.003.023- 2025/8/02 (Day 163)

-reduced AI calls (was 60/second, now 5/second)

-sun rotation update changed from 4x/second to 6x/second

-baked occlusion

-secret

-rendering and ai optimizations

-updated turkey eyes to Eye 2.2 and repositioned

-added Modular Castle & Dungeon by NatureManufacture

-repainted all mountains

-integrated silver coin icon into new inventory system

V0.00.003.025- 2025/8/03 (Day 164)

-added some of wall for human city

-mountain just southwest of Severet River is now a volcano (in theory)

-reorganized project hierarchy a bit

-removed some accidental clusters of bushes and mushrooms

-reorganized player variables

-slight performance update for crafting menu

-hunger and thirst are now restored by 2 upon relog and are correctly capped at 100%

-scrapped the bought inventory system, im locking the fuck in on making my own again

-fixed item icons not showing in inventory

-removed old highlight rings on some items

-work on inventory system

-fucked the whole inventory system up, nevermind

-fixed inventory clicking issue

-i think i almost have it

V0.00.003.026- 2025/8/04 (Day 165)

- i think the inventory is fixed

-added rocks, painted stuff

-lore work

V0.00.003.040- 2025/8/05 (Day 166)

-fixed typo in Romis’s dialogue.

-updated dialogue distance check to reduce variable reassignment, caching ghost position early on to reduce component calls.

-clicking on a dialogue panel popup directly now continues the dialogue.

-fixed tooltips on items in shop inventory

-slight terrain painting, added some small walls and stones along border road -coins are no longer ridiculously reflective, and gold coins no longer turn green under an open sky, color adjustments for all coins

-reduced smoothness for muraletto skins

-adjusted colliders on coins, coins can be collected again -adjusted colliders on ingots, ores, coconut, and materials pouch for easier pickup

-equipment menu and material pouch screen now display correctly again

-Somewhat FIXED: Equipment menu isn’t actually functional (Equipment icons and tooltips now show up in equipment menu, but aren’t clickable)

-FIXED: Unequipping items doesn’t remove the “equipped” message from the tooltip

-non-stackable items no longer duplicate to fill the inventory

-crafting menus now populate correctly again

-FIXED: Checking barrels does not give rewarded items

-crafting menu is now functional again and no longer gives double yield

-fixed mesh read/write access on anvils

-inventory capacity should always correctly update now

-Power necklace no longer duplicates to fill the inventory (it was marked as stackable with a max stack of zero) -multiple items can no longer be wrongly equipped in the same slot

V0.00.003.051- 2025/8/06 (Day 167)

-fixed item descriptions not showing in tooltips

-raw egg buffed (hunger restoration was:1-2, now:1-3)

-cooked egg buffed (hunger restoration was:2-4, now:2-5), price reduced (was:1 silver, now: 50 copper)

-health potion buffed, now restores 2-7 hunger.

-dual potion buffed, now restores 3-8 hunger. Failed crafting now yields an empty bottle instead of nothing.

-fixed mining not working, missing a tool to mine now displays the tool name correctly

-buying a bag upgrade now correctly updates your capacity immediately

-tooltips now show the name and number needed of crafting components when hovering them

-crafting menu now darkens a crafting button if you do not have the necessary materials, this also updates when you craft and pickup items. -crafting menus now populate correctly on the first attempt (had to close and reopen each crafting menu before)

-adjusted an iron ore vein in the west and tossed in some cool rocks

-Major terrain changes to Severet to match lore before: After:

-added some rock and stone to the volcano and used some rocks to sneaky coverup some bad seams in the terrain

-pressing Q now correctly TOGGLES the crafting menu

-tooltips now close when a menu is closed

-crafting menu is now populated at the start of the game to fix errors

V0.00.003.058- 2025/8/07 (Day 168)

-non-stackable items no longer display a quantity number in the inventory

-equipped items in your inventory are now denoted with an “E”

-improved efficiency of cost icon setting for bag upgrade seller

-SELLING SH!T TO SHOPS WORKS AGAIN -removed old defunct inventory script and references to it

-updated savefiles to correctly save inventory with new system

-added a kitchen to Tess Tavern

-bag on wall and safe in Tess Tavern are now searchable

-added Safe Key item, needed to get into the safe >:D

-containers that need a tool (like mining nodes and that safe i was just talking about) now display the tool name correctly in chat

-renamed the gameobject for the Tavernkeepers bag

V0.00.003.061- 2025/8/08 (Day 169)

-added colliders to kitchen scenery

-minor terrain painting in Tess Town

-added coconut spawner to the palm tree in the Soleno Oasis

-added water items around bodies of water

-minor terrain painting and adding a couple more rocks

-worked on mapping plan for the human city

-updated distance fog

-throwin down some more rocks

-prettied up the top of the waterfall area

-updated coconut texture, much better now.
-doubled detail density for terrains, SO: -GRASS IS BACK BINTCHES 

 V0.00.003.066- 2025/8/09 (Day 170)

-added variable in gamemanager to store camera render distance setting

-adjusted size of text and slider on in-game render distance slider, fixed slider not working.

-increased max render distance to 3000 in all settings sliders

-replaced settings texts with TMP on main menu

-render slider now displays the render distance in text

-render distance is now locked to whole numbers

-refactored soundmanager code

-volume sliders now display the volume percentage on-screen -finished all these changes on ingame settings menu as well, adjusted slider buttons

-rearranged hierarchy and updated all new terrain to display correctly in main menu (V0.00.003.066 uploaded to itch.io)

V0.00.003.069- 2025/8/10 (Day 171)

-removed old tooltip scripts from main menu buttons and replaced with new one

-fixed saveslot displays and “back” button from delete menu crashing the menu panel

-readded tooltips for newgame races and classes (lost the original tooltip messages for all of them except formicans and eyebois though)

-fixed “Good” quality setting being worse than “Simple”

-fixed backgrounds for item hover displays

-readded more grass

-changed banana tree to a palm-type tree

V0.00.003.081- 2025/8/11 (Day 172)

-made prefab for muraletto eyebois, remade Wella with prefab

-remade Rom with redden prefab

-reduced scale of eyebois and formicans to closer match human-size (still need to restructure a few of them that arent made into prefabs yet)

-scaled down turkey as well and upgraded to TURKEY 2.0

-redid colliders on mobs to match new sizes and then made more adjustments to make them easier to work with in the editor

-restructured flickers, hints, and whispers to fix editor issues as well

-texture painting in the west

-added human model to the player and made a prefab of it for the main menu preview

-finished hooking up human button and preview, you can officially be human in Cerulia

V0.00.003.087- 2025/8/12 (Day 173)

-terrain painting

-added secret easter egg character that can resurrect you

-added sound to ALL main menu buttons on-hover and when clicked

-added highlight to all main menu buttons on-hover as well

-added onhover and click sounds to ingame menu buttons as well

-more work on installer and launcher (idk if ive been including that shit here or not)

-INSTALLER WORKS

V0.00.003.093- 2025/8/13 (Day 174)

-finished up installer and uploaded to itch.io

-actually assigned main menu buttons to SFX channel so that sfx volume controls them

-added the sounds to the remaining menu buttons that i missed yesterday

-overhead panels now disappear on dead creatures

-FIXED: –! OOPS i fucked up the bleedout effect when i restructured my mobs -refactored bleedout logic, it actually goes ON the ground now and doesnt block dropped items usually

-removed some old unnecessary debug logs

-blood droplets now slightly randomize color, position, and size

-remade blood completely as sprites and they now also randomize rotation

V0.00.003.100- 2025/8/14 (Day 175)

-adjusted blood droplets and removed old spheres from prefab

-added a toggle to disallow graphics option to override render distance setting

-adjusted ingame settings menu to make a bit more sense

-blood toggle in settings now actually works! You can play Cerulia with no blood!

-fixed title selection panel not displaying correctly

-scaled coins and sapphires down a bit

-scaled all potions and water bottles down by 10%

-minor terrain painting

-scaled UP the Stoneskin ring by 60%, full helm by 10%, and regular helmet by 5%

-scaled down whole bird item (raw, cooked, AND burnt) by 50%

-scaled down grapes by 30% and berries by 40%

V0.00.003.107- 2025/8/15 (Day 176)

-blood now instantiates BEFORE item drop to avoid physics issues

-blood droplets now shrink away individually for a more natural feel

-cart tp location updated

-rescaled Welnic and Liss’Ran to match new scaling

-new item: Raw Fish! Restores 10 hunger. Fully functional.

-TESTING, FIXED BUGS: found out you can walk on the Severet River (FIXED) and realized humans can breath underwater (fixed)

-fixed ocean not rendering backface

–! underwater post-processing now working for some reason

Files

CeruliaInstaller.exe 164 MB
96 days ago

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