- The Future - 12 June 2024
Huge Price Cut, Discounts coming. Hello all you wonderful gamers. I bet you are all wondering what this completely unrelated picture is all about? It's my current work in progress, that's what it is. I've been working on Immortal realm now for over 6 years now. You see, making video games is like a passion hobby for me, a rather expensive hobby because I am no artist (laugh track). Folkvang Studios is one person, me. A pretty small indie game dev studio. Flashback moment Way back in 2017 I had some life changing events and a corporate job that was comfy, but it sucked my soul away. So i'd spend weekends in the mountains. But something was missing. My childhood dream of making games, long pulled from my grasp for the basic need to pay rent and buy food. One day while my soul was being crushed by my career, I got an Ad for a game making platform that I won't mention because, while it work…
- Major optimization update. - 25 March 2023
Major optimization update. Made a serious lighting and optimization update. In many cases frame rates went up 3-4 times. Fixed a few weird bugs. Fixed the super annoying stair climb jumping bug. Fixed massive frame rate drop when completing levels. This was caused by mixing cinemachine and normal cameras in the scene. Issues Optimizing and prerendering scenes had a consequence of wildly inflating the game size from 5 gigs to almost 15. After my move to a new location, I will go through this and see where I can reduce file sizes. There's a few more irritating bugs I need to handle but I only have limited time to get things done.
- Quick Fix on backend configs. - 2 March 2023
Fixed a few things with the config files and prices not updating for character purchases.
- Intermediate Patch. - 27 February 2023
The upgrade to Unity 2022 was not as smooth as I had anticipated. It broke a lot of stuff that "just worked". The more I play the game, the more things I find that bacame broken. The most urgent was how the player reacts to hits and bounceback. The other area that has been long needing a fix is when the player stomps the monster. The detection has been adjusted for this. THe Achievement system is also a complete disaster. I have no clue how I had it working and then broke it. I'm trying my best to make this game great so people will buy it and I can make even better games. It's a terribly painful cycle.
- My Apologies (again) - 25 February 2023
I severely make a mistake when uploading Panda to Steam. It has been over a year since Panda's last Steam update and I had forgotten some process. I also corrected many other issues and rebuilt the app. I was trying to upload the Linux build and accidentally uploaded to the Windows depot. This broke the game for Windows users. There were also a few settings in the Steam Store I missed that coincidentally broke the Linux release. I'm new to multi-OS games. I really feel bad that I broke the game for paying customers for so long. I'm a one person game developer and working really hard to make everything work and give updates. Localization was a huge project. But I did this because I believe in making the game in the native languages of gamers. As I learn new things in the game dev world, I apply them to my release games as well as my current in development game. While this slows down deve…
- My Apologies (again) - 25 February 2023
I severely make a mistake when uploading Panda to Steam. It has been over a year since Panda's last Steam update and I had forgotten some process. I also corrected many other issues and rebuilt the app. I was trying to upload the Linux build and accidentally uploaded to the Windows depot. This broke the game for Windows users. There were also a few settings in the Steam Store I missed that coincidentally broke the Linux release. I'm new to multi-OS games. I really feel bad that I broke the game for paying customers for so long. I'm a one person game developer and working really hard to make everything work and give updates. Localization was a huge project. But I did this because I believe in making the game in the native languages of gamers. As I learn new things in the game dev world, I apply them to my release games as well as my current in development game. While this slows down deve…
- My Apologies - 25 February 2023
I severely make a mistake when uploading Panda to Steam. I was trying to upload the Linux build and accidentally uploaded to the Windows depot. This broke the game for Windows users. There were also a few settings in the Steam Store I missed that coincidentally broke the Linux release. I'm new to multi-OS games. I really feel bad that I broke the game for paying customers for so long. I'm a one person game developer and working really hard to make everything work and give updates. Localization was a huge project. But I did this because I believe in making the game in the native languages of gamers. As I learn new things in the game dev world, I apply them to my release games as well as my current in development game. While this slows down development, it greatly improves everything I am doing.
- Added linux Support - 23 February 2023
Real small update. Added linux Support
- Oops I forgot stuff - 20 February 2023
Deleted a bunch of "Lighting" data and the install size lost 5 gigs of weight. Fixed some missing localization text. So sue me. Actually don't. I only have $6 and a cat named Potato. Add real time lighting to all the scenes. Unity removed this in some version of URP but added it back in. I'm still saddened that my amazing post process work was obsoleted. The game looked tons better back then. I'm rather exhausted from "getting in the groove" and pulling 16 hour days to get this release out. Also quite a few adult only beverages made this all possible. Once I post this, I'll probably wake up at 3am blinded by the monitor light, with a stiff neck and covered in my own drool in my compute chair. I'm struggling to stay awake just to complete this moment of greatness.
- Full Localizations added. - 18 February 2023
Full Localizations added. Updated to Unity 2022 for better lighting, performance and features. Occlusion and lightmap data updated for additional performance. Changed some background programming and more efficient way to store and load config files (unity scriptable objects). Other minor tweaks and adjustments. Added support for Japanese, Korean, Simplified Chinese, Russian and Ukrainian. Unofficial Hindi and Belarusian support. As an one person independent game developer I find it important to get into as many markets as possible so I can continue to grow and make more, better games.
- Major localization Patch. - 18 February 2023
Major localization Patch. I finally localized this incredibly addictive and fun indie game to several languages. I do hope you can find enjoyment from this game in your own native language. I also did some other adjustments and code tweaks behind the scenes.
- A Major update! - 26 February 2022
Hello everyone. I am pleased to finally have this update done and ready. I'm a team of 1 and this took considerable time because I also have a day job. See, this is a hobby and a passion of mine. I love gaming, I love learning and I live for programming. This was a complete learning experience. From the dreaded UI design all the way to AI and object interactions. What did I change? A lot. I pretty much rewrote the entire game. It's in the patch notes so I'll lightly cover what and why here. I was always displeased with the User Interface. It looked like a treasure goblin designed it after sneaking into daddy's magic cabinet and drinking all the happy juice. Not being an artist, I spent a lot of time browsing the Unity asset store for the perfect interface. After 15 purchases, I ran out of money and decided to keep what is now an integral part of the game. It looks great. I had to modify…
- Mega Update - 25 February 2022
What started out as a 4 week project to overhaul the User Interface and User Experience turned into almost a year of completely reworking the game. I went full OCD on this. Let's get on with this then. Your save wont work. Sorry. I overhauled everything in this game. It should be a sequel. Graphical Overhaul Went from Unity default renderer to the "Universal Rendering Pipeline" URP. This gave a massive performance increase. Downside is a lot of custom environment and lighting effects went bye. It was a trade that I'll work towards fixing. New cartoon Shader. It's faster and more efficient. It gave the characters and environments better and more consistent look. User Interface redesigned. This is consistent across the game finally. No longer looks like the Treasure Goblin hobbled it together. This actually kicked of redoing the entire game. Since a HUGE portion of the game code was actua…
- Happy Holidays Update - 30 December 2020
So I was doing a playthrough video series, a year late I know. I noticed some sounds were missing so I went on a quest to find them. A fortunate project backup had the missing sounds and I added them back in. But the project was bugged and I spent 4 days trying to fix an issue. During that time I decided to also update the UI. I stumbled on an exceptional cartoon cell shader as well and decided to add that to the game. The results are amazing. The game is as colorful and cartoonish as I had originally desired. Trees and objects now pop out more and have vibrant coloring. This is how I imagined the game. User interfaces are simply not my thing. But I learned some tricks over the past year. I'm hoping to upgrade the entire User Interface with a more modern yet cartoonish look. This will free the project of NGUI and use the standard UI. Buttons will look significantly better as well. Overa…
- The Great Patch - 17 July 2020
Hello everyone! It has been an enormous span of time since I updated Animal Friends Adventure. Trust me, there has been a lot going on since release. I love this game a lot, and really want to expand on the story and spirit guardians (pets). There's so much background that hasn't manifested yet. I'm a solo dev, so time is a bit rare. Anyway let's get to those patch notes shall we? The Patch notes you want I have not abandoned this game at all. I updated stuff, like lots, and it's pretty cool. Updated Unity version to 2019.4 branch and cried for a few months. There was this bug with Visual Studio 2019 that all PC games would crash right after the splash screen. The guy who made Rewired helped me and I am eternally grateful. Mesh merge was used to optimize stuff. Unity uses lots of drawcalls and the less the better. Mesh merge reduced this by 80% making super amazing frame rates on weak h…
- Long needed update out. - 22 November 2019
Hello everyone. I am so sorry it's been a long time since the last update. Been working with an actual publisher for console and have neglected the PC side too long. Fixed the Save file. I misplaced a variable and it never loaded your saved game file. This is a huge blunder. Sorry it took so long to get this one. Lots of levels were redesigned to be less annoying. The Sliding mechanism works a whole lot better now. Instead of guessing how long the slide takes I just put a trigger where it should end. I took out almost all of the sliding and bouncing over water. Now there's some challenging jump puzzles instead. Interface is more uniform. Fonts should all be the same now. Lots of other things have been added and fixed. I just cannot remember them all. Anyway, please drop us some happy ratings. More fixes are on the way now that we're wrapping up with the publisher.
- New Update out! - 26 September 2019
Hello fellow and valued Gamers! I've been extraordinarily busy really polishing up this game. It's something I just love doing. I didn't get everything I wanted done yet, but am far enough in to provide a really good and meaningful update while the sale is going on. There will be another update following soon after this one. I did a serious pass over every level in the game, played each one at least 10 times over to adjust, fix and rework things that just were not fun. I'm still cleaning up, feel free to report bugs. I may have missed something. List of major fixes Major playability pass World 1 through 7. Personal light in overly dark areas like "Creepy caverns" now works as intended. It lights objects and casts frightening shadows. I botched the "Steam AppID" and it was building for the wrong game. I took steps to prevent it from defaulting to original number. Honestly, I am tired of…
- Stability and Feature update - 18 September 2019
Fixed a crash error with the Post processing filter. Turned off two pesky features, and got a nice frame rate boost as a bonus. Initial Game loading significantly increased. Everything was moved out of Unity's "Resources" folder, which globbed everything into a 5 gig file. Pets: lots of fixes. This really got a decent looking into and a framework updated to expand pets. Rockster needs a new talent. Currently he's borrowing Impy's. Give us ideas. I'd like to make them chatty. The Seas turtles were absolutely annoying. Fixed them to be less annoying. The Scorpion had a wrong animation playing on first death. Also for creatures that resurrect, colliders are left on. This is a temporary work around for weird behaviors. Initial rewrite of the player is happening. Fixed the jumping mechanic and other annoyances. Planning on adding more variety to the player's abilities. No crashes through wor…
- Patch notes: Stability and Quality of life - 11 September 2019
Just some fixes added for improvements. Fixed the pet store interface. It was neglected for too long. Game no longer crashes when playing as Lenny the Lemur. Optimized load time, especially for console. (was loading 1.5 gigs of audio data into memory) Reduced memory demands by not preloading so many audio files at once. Level end menu now has option to go straight to next level, or back to character select. This keeps the fun going. Clicking the gift box should no longer bring you back to the home screen. Updated some more graphical items to give UI a better look.
- Some important fixes - 5 September 2019
Fixed a major issue with a full screen white glare blocking the view. This was cause with our Post Processor conflicting with a shader. The Shader was replaced with one that won't argue as much. Fixed the last boss' fireball. It'll no longer set the character on fire causing childhood trauma. Fixed the final boss to throw his fireball a lot slower. Fixed the final boss so you can actually whack him with your shovel. After mission complete and character select, the game will go to level select instead of straight to next level. We may later add a button to give the choice for this behavior. Mission select scrolls properly to the oldest level. No more scrolling forever to find your level. Some monsters that were not stompable got stomped anyway. Fixed this with a bool, how cool. The shovel will go away as intended if you decide to throw something while swinging. Gamepad controls have been…