GnS DEMO Patch 1.5
Gameplay:
Quest objective updates
Far more hints on what to do, where/when, and new
inner monologues for Aya in the journal.
Added tooltip tutorials
Quest hints, levelling up, camping supplies, cooking/food
are better explained with these systems.
BugFixes:
Combat stability improvements
Map cannot be brought up during Iski chase
Fixed Goat not being removed from party in some cases
SQUASHED, known issue of Iski capturing and softlocking the game when initiating dialogue. This should work in all instances of this in the future.
Known Issues:
A few voice lines are missing integration/need another pass
If you re-enter the tunnels after completing the quest, if you re-enter, enemies in there are no longer hostile... though this might be considered proper behaviour on their part, if you attack them they should respond.
Valaska's Notes!
We just put out our wishlist reminder, opting to let the patches cook a little bit. 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 our wishlisters! We hope you all enjoy the demo. Stay tuned for more!

\[Art by: BadPlace]