✨ Hip, hip, what's up?✨
Our TopHouse team is coming back from Christmas vacation and is ready to keep on firing! We are full of festive salads, which gave a boost to performance, so we start right away with an intriguing announcement!
The previous year, 2023, was a challenging and busy one for us. Lots of builds came out and lots of comments came in. So, we have thought hard and realized! It's time to change something in our favorite game.
So, our big change is waiting for you - WANDERER: Broken Bed REMASTERED
The list of changes that will be available when a complete remastered is done:*
- An updated quest system - no more jumbles of several active quests. Now the hints at each stage of the quest will make the completing quests more intuitive;
- Diverse and complicated fighting. New skill trees and redesigned combat cards;
- Fully-functional dating sim, where you will get to know six girls pretty well and work on your relationships, romantic or otherwise;
- Dungeons. Instead of small regions we’ll have large dungeons of 10-12 levels, with two bosses in each one.
- Trading - you will be able to buy consumables, outfits and gifts for your girls, or even make a renovation of your room;
- Brothel - a place where you can find h-scenes for every taste, as long as you have gold.
- Visual changes. They will include models of girls and updated UX/UI interface. Nice to look at, nice to play.
THE MOST IMPORTANT thing is the new game architecture, which will keep bugs away
(we really hope so)))))
Now it's about how you should wait and ready yourself. We started our preparations already last year, so we are now actively continuing development and implementing changes after the holidays.
WANDERER: Broken Bed REMASTERED builds will be released gradually in Q1 and Q2 of 2024!
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While a lot of these proposed changes sound nice, I'd really hope that it actually increases QoL.
One of the biggest gripes that I currently have is that time passes with each *movement* and not *interaction*.
This is problematic as a lot of objectives aren't clearly describing when and where you need to go, leading to you stumbling around, wasting time you could have otherwise used more efficiently.
And while I personally think that the idea of breaking up a 24h cycle into 30 min segments is theoretically fine, it doesn't really synergize with the map movement or interactions at all. The fact you can "Warp" immediately anywhere makes no sense to exist in the same space as manually moving through zones, which takes up time, but provides no benefit, as there aren't even random events that happen upon moving through areas.
This leads to an internal clash between your Movement/Map & your Timing/Event Systems.
Now I'm not a developer, but I'd personally fix this by reducing the amount of time "slots" down to: Morning, First Period, Midday, Second Period, Evening; and then the Nighttime. As well as making you able to manually skip forward a time slot, and making it so that walking doesn't take up any time.
This would put more emphasis on the time Itself and the progression of time, possibly introducing events where you need to make the conscious decision to Skip classes for events to happen.
Also, this would reduce the amount of in between contingencies you'd need to program in, as there are less time slots, allowing you to more easily manage how restrictive or lenient certain events are.
I think that the rest of the proposed changes go into a good direction, but since you never talked about anything regarding what I'm writing, and I don't really know how much feedback you all usually receive, I thought it prudent to point it out, so that you at least hear it once.