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Whaddaya get when you blend obsolete Steampunk with Zelda, Secret of Mana, & Megaman?
An Action-RPG focused on exploration, deep puzzles, and a mystical story.
An Action-RPG focused on exploration, deep puzzles, and a mystical story.
5,909 backers pledged $242,309 to help bring this project to life.

PAYPAL! - Final Public Webplayer Build Update

Today's Update, folks! Here's the scoop on PayPal:

PayPal support will be open for approximately 2 weeks! This period is the last chance to get in on the special stuff involving Cryamore! Not every tier is available, but these are the rewards you’ll be able to pledge via PayPal. Please note that there is an additional 2.9% PayPal fee to pledge through here. PLEASE READ THE FOLLOWING:

  • Please remember to add your contact information in the “Add special instructions to the seller:” box (email, multiple emails, etc.) so we can contact and keep track of your order! If you don’t do this, it will be hard for us to follow up with you!!
  • For physical items, please add the appropriate shipping specifed if you live outside of the US! If you forget to add it, we will contact you to receive the shipping payment, which makes things harder for us!
  • Protagonist and Fashionista's Pledges do not include a copy of the game. They are standalone add-ons in which you would have to purchase in addition if you want the game and the figure (For example, click $15 Reward and pay, then click Protagonist's Pledge and pay).

Click this link for those of you who want to back us via PayPal and the pledges offered there!

Last Public Webplayer Build

Here's the final Webplayer Build of the likes that we're providing to our backers throughout the development of the game. So here's the link to the current build! And here's the explanation of what's been implemented since the last one:

  • Esmy has now full running control as planned, so no need to hold shift to run anymore. Running is a default state which will be altered from different Abilities or due to Esmy's fatigue throughout the course of the in-game days. 
  • The hitboxes have not been set up exactly yet, so you are still able to hit enemies from the side even when you are not swinging the sword in that direction. Enjoy it while it lasts!
  • HP damage marker code is now implemented! HP markers will pop up when Esmy gets hit or when she hits an enemy. Right now, every hit is a 10 or a 5, but that's because we haven't set our conditional parameters in yet (leveled stats, elemental acclimatizations, etc.) Font is placeholder and is subject to change.
  • And yeah, Esmy can now get hit again! So no more beating up on helpless Gazers (even though the Firebats are still helpless at this stage). Gazer's projectiles are placeholder.
  • Some sound effects are in! Some are rough, too loud, or not finalized (like the sword hit contact). Enemies can poof and you can hear Esmy's shoes clack on the ground (which will change based on if you're on grass, metal, or in water puddles eventually).
  • Room transitioning is in! You can test going between the two rooms now (North door). There's even a zone where the game forces Esmy to keep moving once you contacted it, to make sure you don't screw things up while moving between rooms. 
  • Stage 1 water effects have been tested and is working as you can see. That is a mockup texture, but we'll be coming up with our own various textures for the water types throughout the game. (We know its not in place!)
  • Layering has not been put in yet, or any of the HUDs (both of which are next to get placed in), and mob behaviors are not final. So please remember that all of this is work-in-progress! 

You're also going to be seeing some abilities soon as well...

Enjoy playing around with this until the next one! Also, a neat trick (that will give pro Cryamore players a bit of "mad street cred" if they can pull it off): 

We're going to sneak in some neat secret tricks you can do in combat and when using abilities. For instance (and you can try this now!): when you're being chased by something, you can use the momentum of the direction you're running in to quickly turn around and slide back while swinging. (Like, holding left and quickly hitting right and attack at the same time.) The timing is pretty strict, so it takes a bit to get used to and learn, but it adds a more in-depth approach to the combat mechanics to cater to our more dextrous crowd. We're going to be sneaking things like this in the game. :)

Also, our PayPal backers will be able to test the backer builds as well. We'll be providing them through our forums, which will be going up soon!

Have fun, and thanks for your help as always!!

-NostalgiCO Team


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    1. Missing avatar

      GravitySuitCollector on February 28, 2013

      I think a slightly larger window for maintaining the momentum for the slash would be good. I was able to do it a few times in ~30 seconds, but it felt like with the current time you're given it would be had to perform it reliably, even with a game pad. Who knows, though; it might just be me. :b

      I'm looking forward to this. :)

    2. Lawrence Raybon on February 28, 2013

      I played the Webplayer Build in Chrome without any problems on my Inspiron.

    3. Michael Miller on February 28, 2013

      By any chance can the game run in Chrome? I have a Chromebook and an Android Convertible Asus Laptop. No Windows, Mac or Linux here. Can I still play?

    4. Vince Vazquez
      on February 27, 2013

      I am sooo glad this is hitting the consoles, 'cuz I hate mouse and keyboard! Still, I am loving the look at the development of this game that the Unity Webplayers allow. I even love the "blob" of water "fog" that's there and not even in the place for the pond in the background art :) So cool!

    5. Philip on February 27, 2013

      Thanks, NostalgiCO, I missed that earlier then. ^^;

      But, yeah, plays smooth, just that I'm not good with using my left hand to do everything. ^^;

    6. Missing avatar

      Paul D'Elia on February 27, 2013

      Hahaha, looks like the build went down from too much traffic. That's a good sign I suppose.

    7. NostalgiCO Creator on February 27, 2013

      @Philip: As explained before, keys/buttons will be mappable. You are playing a test build.

    8. Philip on February 27, 2013

      I just hope what when the PC/Mac/Linux versions come out that we can map the command keys. When I'm using a keyboard, I'm used to the arrow buttons changing directions for me, not the wasd buttons. ^^;

    9. Steve van Weelij on February 27, 2013

      This look awesome. Glad I joined in.

      @Backer-bugtesters. You should start up a bugtest thread on the forum. Do realize however that it would be best to use a few posts as you can on bugs and prioritize the big ones over the smaller ones.

      In addition I would like to add that it would be respectful to the developers if you ask them if they would be ok with all of us the crashtest demo environments, as I am sure they already know about a lot of the so called bugs.

    10. Lawrence Raybon on February 27, 2013

      Hi, I backed at the $15 tier, I missed the deadline to upgrade to the $30 level within Kickstarter but would still like to get the Soundtrack. Can I drop the extra $15 (+2.9% fee) on paypal to go to the next level? Or will you be offering the Soundtrack separately?

    11. Ed D. on February 27, 2013

      I went in for 270$. I hope I am not disappointed!

    12. Eric-Adventurer of the Wormworld/Sithrah on February 27, 2013

      @Michael Connell
      Currently, animated cutscenes are not being planned for the game but with voice acting, beautiful dialogue boxes I am sure they will find ways to show the story with other means beside animated cutscenes

    13. NostalgiCO Creator on February 27, 2013

      @Joseph I.: Hehehe, we can pull it off pretty well now. It definitely takes practice to do it. And yeah, gamepad should make it easier to do.

      @Andrew H.: Sounds good, we think its something going on when two keys are pressed slightly simultaneously, we're going to hook up the gamepad to see if it's just evident on the keyboard.

    14. Missing avatar

      Joseph Ikuta on February 27, 2013

      I tried the trick you guys mention about sliding backwards while attacking. Only got it to work twice in the span of 15 minutes. Both times I slid to the left while attacking to the right. I like it. I can see as a cool defensive maneuver against enemies. Difficult to pull off on keyboard, though I can see why. Wonder if it'll be easier with a game pad.

    15. Andrew Hamilton on February 26, 2013

      @NostalgiCO: Both ways, actually, though I found it first when heading south into Room 1. I got it to work twice on the north-bound transition and four times on the south-bound transition. The game/WebPlayer is losing a 'S'KeyReleased event in the process of switching the active room and thereby assuming it is still pressed, until a new 'S'KeyReleased event is generated (and same for 'W'KeyReleased on the other transition).

      The GBA controls were so much easier to handle. You could check a register value for the current state of any key whenever desired. Computer keyboards don't have the bandwidth for that, so you have to fall back on event handlers.

      Looking forward to the backer forums. Then I can techno-babble all I want. ;-)

    16. NostalgiCO Creator on February 26, 2013

      @IllustriousIllusionist: Oops, yeah that's just a typo, yeah! We'll change it, thanks for notifying us!

      @Eric: Gotcha, yeah we're finally making the bug work, we're gonna fix it up! Thanks, guys!

    17. Eric-Adventurer of the Wormworld/Sithrah on February 26, 2013

      That is a typo as that message is referring to the Esmy and Bliss pledge tiers that only come with the figure.

    18. IllustriousIllusionist on February 26, 2013

      Question about the PayPal donations! I'm seeing that we can put down $20 (PayPal 2.9% not included) for a physical copy, but it also mentions that "nothing comes with this figurine". Is this just a typo? And, if so, can we donate for a physical copy as well as a digital copy?

    19. Eric-Adventurer of the Wormworld/Sithrah on February 26, 2013

      I am using Chrome and this glitch happens when you are moving from one room to another as Andrew mentioned.

    20. NostalgiCO Creator on February 26, 2013

      @Andrew: Thanks! We'll look into this! Does this happen when you're going from Room 2>1? Or 1>2? (We're assuming its 2>1 since Room 2 doesn't have boundaries set yet).

    21. Andrew Hamilton on February 26, 2013

      @NostalgiCO: I'm on Windows 8 in Firefox 19.0 with Unity Player 4.0.1f2.

      I can activate the autorun glitch consistently with only the W or S keys, once Esmy is in line with the door. I've had a little programming experience, so I've seen some of the fun with reading keyboards myself. I just wanted to make sure you're aware of the admittedly minor bug.

      Backed this project mostly for the music, and partially for the behind-the-scenes development insights. Thanks for the responses.

    22. Steven Langevin on February 26, 2013

      Nice sample team ! Looking forward to this game more and more ! Thanks for sharing this :)

    23. NostalgiCO Creator on February 26, 2013

      @Andrew: This doesn't happen on offline builds, by the way.

    24. NostalgiCO Creator on February 26, 2013

      @Andrew: The only way we can make this happen is if you right-click or hit control and a key; we do know that autorun glitch is native to the Webplayer as it's conflicting with your browser's hotkeys. What OS and browser are you using? All in all, we'll keep testing this to make sure this doesn't happen.

    25. Shazam on February 26, 2013

      looking forward to more what i see

    26. Eric-Adventurer of the Wormworld/Sithrah on February 26, 2013

      Nice little build with a few changes.

    27. Andrew Hamilton on February 26, 2013

      Fun little build, there. I look forward to seeing better hitboxes and walls in the north room. =)

      Also, If you release the move key in the middle of the transition between rooms, Esmy will be locked in the appropriate run state until you press and release the key again. Need to add a more robust control-state test.

      Do we get three (or more) abilities in the first build that has them? I can't wait to see which ones.

    28. Missing avatar

      Daniel Bentley on February 26, 2013

      So, will Cryamore allow you to mix and match attack types with element types, or even combine elements to give a wide range of powers, a la Magicka and others?

    29. Missing avatar

      Michael Connell
      on February 26, 2013

      I know I've asked this before, but with the final stretch goal being reached and surpassed and the Paypal donations being open for two weeks, how much more would you need for this game to have an animated opening ala Chrono Trigger PS1, Wild Arms, and Lunar and how much more for cutscenes like those aforementioned games?

    30. NostalgiCO Creator on February 26, 2013

      @IllustriousIllusionist: Yup, these are the only two rooms right now. It's all test and implementing stuff still! The multiple rooms, ability switching and using, Menus, Heads Up Displays, and puzzle stuff are sure to come within the next few days. Glad you're liking it! ^^

    31. IllustriousIllusionist on February 26, 2013

      Oh my *god*, this is so cool! It's like...a little tiny minigame already! I was playing the old build just this morning, so the progress already seems notable.

      Couple of questions, though - how can I activate the abilities? And are there only the two rooms still? I didn't run into anything like having to keep moving...