- Summer sale discount & plan for second content update - 25 June 2019
As some of you might have noticed, Serment will be available at a 35% discount throughout the Summer Sale. Do grab a copy during this period if you can! In other news, a second content update is currently being worked on, and we estimate it will be ready in around two months time (late August this year). The update will include several new events to put more focus on some side characters, as well as a small new section for the dungeon. Of course, just as the first one, this content update will also be available completely free of charge!
- New events, 5 new CGs, a boss rush challenge, and more - 13 May 2019
The content update is finally here! Here's the complete changelog: New features/QoL changes: Added a music room and CG gallery (Under "Extra" option in the main menu) Added an indicator in the map for locations that currently have an event Summoned party members can now be dismissed at any time(from the status screen) Colored orbs now have their own minimap icons New contents: Added an epilogue event for each main character (Under "Extra" option in the main menu after completing their main story) Added 2 new common events (available for all 4 main characters) Added 5 new event CGs to collect Added a postgame battle gauntlet challenge in the pub. Unlock conditions: At least 1 day after the pub's special event has been suspended (Day 44+) Alice's quest on Floor 2 has been completed All 8 dungeon floors have been fully mapped in a single playthough (Can be both the current or a previous pl…
- Upcoming content update - 21 April 2019
It's been a while, but we're still alive and kicking! Back in February, we mentioned we were working on a content update for Serment. It's now almost ready, and will go live on Monday, May 13. The update will include several new events and gameplay features. Some important QoL features (Events preview in the map, for example) will also be added, as well as a couple of minor bug fixes. We'll go into the changes in more details when the update hits.
- February 10 update - 11 February 2019
Added hotkeys explanations in the Codex dungeon manual (Instant battle and big map view) Dungeon movements keyboard controls can now be remapped in the Config menu (Only letter and number keys are accepted) Relocated floor 6's East waypoint Added 2 new waypoints to floor 6 Edit: Crash when entering the dungeon caused by this update has been fixed.
- February 7 update & plan for additional contents - 7 February 2019
Changelog Fixed a rare crash on floor 8 Fixed Orochi's battle AI not working Fixed battle SFX sometimes not being played Fixed a few typos Increased EXP given by floor 7 enemies Greatly increased EXP given by floor 8 bosses We're developing a decently sized content update (estimated to be ready around this April, and will be available for free), which will include more events, a new post-game/NG+ minigame mode and a couple of other things. Thus, from now on, we might take a bit longer than usual to reply to any questions, suggestions or feedback in the forum. We apologize if this causes any inconvenience. Bug fixes, rebalance and QoL updates will still come if necessary.
- February 5 update - 5 February 2019
Fixed a potential crash in "all items" tab in the status screen Reduced lag in the status screen when having too many items in the inventory Fixed a crash in battles when "Auto-hide mouse" option is disabled Fixed a potential framedrop when previewing armor stats in the shopping and crafting menu Fixed some typos Edit: Fixed fishing success rate being lower than intended If you still encounter any bugs or issues, please report them in the forum or to the support email address posted there and we'll address them as soon as possible.
- February 4 update - 4 February 2019
Increased movement speed inside the dungeon Added an option to disable walking animations in the dungeon (Can be found in the Gameplay tab in the Config menu) Fixed a bug with AOE skills sometimes not dealing damage to secondary targets Some minor tooltips edit Known issue: Dungeon BGM sometimes stutters when holding down movement buttons in the dungeon This is caused by the walking SFX being played repeatedly at the same time as the BGM, which the Ren'Py game engine is not very comfortable with. Removing the code to play this SFX completely fixes this issue, but reducing its ingame volume to 0 doesn't, so unfortunately, players who encounter this issue can't get rid of it at the moment. We're still currently working on potential solutions to this problem.
- February 2 update #2 - 2 February 2019
A few more balance changes and QoL features. Changelog Increased amount of EXP received from battles Party members now recover MP after battles (2 for Mage and Maria, 1 for others). MP will recover even after escaped or lost battles Added item rewards for winning the pub's special events. The items will be given to all playthroughs that have already passed the special events as well Players can now choose to start a new game with 1,000,000 G after completing the main story for any of the 4 main characters Players can also choose to start a new game with the special item "Angel Wings" (Reduce all travel time to 5 minutes and remove battle time) after obtaining it in a previous playthrough Edit: More changes Greatly increased fishing success rate and rebalanced potential rewards Added an option in the config menu to disable stamina consumption Edit 2: Reduced the amount of money needed fo…
- Rebalance update - 2 February 2019
We've just released a small update to address some of the concerns players have raised. Changelog Reduced travel time in town Reduced random encounter rate in the dungeon Reduced money lost when losing or escaping a battle Increased money gained from battles Rebalanced stats upgrade cost Reduced the area where the fishing button can appear Increased fishing timing window and success rate We're still working on more rebalances and additional patches might be coming shortly.
- Serment has been released, 20% launch discount! - 1 February 2019
It's been a bumpy ride, but Serment is now finally available for purchase, with a week-long 20% launch discount! Serment was our first attempt at making a game, and the inexperience really led to a lot of delays. For that, we apologize. At the same time, we are very grateful for all of your encouragement and support. Serment is not a perfect game by any means, but we hope it will give you an enjoyable time! If you encounter any bugs or issues, please report them directly in the forum or to the email address posted there and we will try to address them as soon as possible.
- Release date - 13 December 2018
After a lengthy wait, the full version of Serment is finally ready to be released! Unfortunately, the Steam's Winter Sale is coming very soon. Clashing the initial release window with such a big sale is very worrying, thus, following our publisher's recommendations, the game will be set to release on February 1, 2019. There are a few problems from a commercial perspective with releasing a game near a big sale, and I'll try to elaborate a bit more on this matter so you can understand our reasoning for choosing such a release date (Fortunately, no major gameplay bugs or related issues this time, so expect no more delays after this). Firstly, each game on Steam has a small window shortly after release, where it publicly appears in several places on the Steam client, notably the "New releases" list. This largely serves as an initial visibility crutch for a new game, and there's a snowball e…
- Demo update and some news about the full release - 9 September 2018
It's been a while since the last one, but the demo has received another update! Aside from 2 new events, this update also includes several QoL and gameplay features, as well as some balance and UI improvements. The complete changelog would be too long so it won't be posted here this time. Moving on, as some of you may already know, we have been doing QA for the last few months to get the full version of Serment ready for release. Unfortunately, there are still some bugs to be sorted out and improvements to be made, so the game's still not polished enough to go on sale yet.ːsteamsadː However, as I've mentioned in some discussion threads, all the core contents have been finished so it shouldn't be too long from now!
- Clarifications on the late release - 28 February 2018
As some of you may have noticed, Serment's release has been... rather delayed, to put it mildly. We've had people messaging us asking about the situation or offering to help us with the testing process. It's an honor to know there're this much interest in our game, and believe me when I say we are just as impatient as you are! However, the delay is a necessary evil and I will now elaborate a bit more on why we are taking so long. First off, as I mentioned in another part of this discussion forum, there were several design flaws present in the demo that we didn't notice until testing the full game. Redundant mechanics that served no purposes ("Hang around" option in most places in the demo), mechanics that are not scalable beyond the small scope of the demo (Buffs and debuffs being purely percentage based and stacking indefinitely), lack of replayability between different routes, we had…
- Clarifications on the late release - 28 February 2018
As some of you may have noticed, Serment's release has been... rather delayed, to put it mildly. We've had people messaging us asking about the situation or offering to help us with the testing process. It's an honor to know there're this much interest in our game, and believe me when I say we are just as impatient as you are! However, the delay is a necessary evil and I will now elaborate a bit more on why we are taking so long. First off, as I mentioned in another part of this discussion forum, there were several design flaws present in the demo that we didn't notice until testing the full game. Redundant mechanics that served no purposes ("Hang around" option in most places in the demo), mechanics that are not scalable beyond the small scope of the demo (Buffs and debuffs being purely percentage based and stacking indefinitely), lack of replayability between different routes, we had…
- Demo update 2.07 + news regarding beta testing - 29 October 2017
It's been a while, but the next demo update is finally here! Complete changelog: Added a new event in the pub. Slightly improved dungeon movements when using a controller. Added default commands in battle if the player's mouse is inactive. Added remappable keyboard controls - Can be found in the "Gameplay" config panel (Experimental). Improved Maria's sprite. Fixed some minor bugs. Reduced Rocky's STR and HP. Reduced Land Turtle's HP. Reduced required G amount for the 2nd payment from 14,000 to 10,000. Reduced the number of fishing spots to 4. Damage penalty due to level difference is now capped at -30% instead of -50%. Removed walking time inside the dungeon. Increased amount of time passed after a battle to compensate for the above change. Party members now no longer leave the party when visiting the shop. Closing the status screen no longer resets the selected character if she's stil…
- Demo update 2.07 + news regarding beta testing - 29 October 2017
It's been a while, but the next demo update is finally here! Complete changelog: Added a new event in the pub. Slightly improved dungeon movements when using a controller. Added default commands in battle if the player's mouse is inactive. Added remappable keyboard controls - Can be found in the "Gameplay" config panel (Experimental). Improved Maria's sprite. Fixed some minor bugs. Reduced Rocky's STR and HP. Reduced Land Turtle's HP. Reduced required G amount for the 2nd payment from 14,000 to 10,000. Reduced the number of fishing spots to 4. Damage penalty due to level difference is now capped at -30% instead of -50%. Removed walking time inside the dungeon. Increased amount of time passed after a battle to compensate for the above change. Party members now no longer leave the party when visiting the shop. Closing the status screen no longer resets the selected character if she's stil…
- Partial controller support has been added! - 5 August 2017
We have just added several missing functions for controllers (backtracking in battle menus, adjusting config values, etc) in the latest demo build. Aside from a few instances (for example, when entering the main character's name), the game should now be fully playable with a controller (please update the demo to the latest version before trying this out)! This is still an experimental feature. If you find any bugs while playing with a controller, please report them in the discussions forum.
- Partial controller support has been added! - 5 August 2017
We have just added several missing functions for controllers (backtracking in battle menus, adjusting config values, etc) in the latest demo build. Aside from a few instances (for example, when entering the main character's name), the game should now be fully playable with a controller (please update the demo to the latest version before trying this out)! This is still an experimental feature. If you find any bugs while playing with a controller, please report them in the discussions forum.
- Demo update 2.06 - 1 August 2017
Remember when we said there won't be many more changes to the demo unless it's a patch with new contents? Haha, gotcha! Complete changelog: Dungeon minibosses will now only appear after winning a certain number of battles on the same floor (For example, Land Turtles can only be encountered after at least 3 victories on Floor 2). Added a "game over" theme. Added missing sound effect for "Purify" skill. Improved several existing sound effects. Added some visual polishes. Fixed a few minor bugs with status screen's inventory. Reduced randomness of HP bonus on level up (Average amount unchanged). Rebalanced several enemies. Revised some dialogues. We are experimenting with some new crafting mechanics to make the crafting system more exciting. The next demo update will be a big one with new contents.
- Demo update 2.06 - 1 August 2017
Remember when we said there won't be many more changes to the demo unless it's a patch with new contents? Haha, gotcha! Complete changelog: Dungeon minibosses will now only appear after winning a certain number of battles on the same floor (For example, Land Turtles can only be encountered after at least 3 victories on Floor 2). Added a "game over" theme. Added missing sound effect for "Purify" skill. Improved several existing sound effects. Added some visual polishes. Fixed a few minor bugs with status screen's inventory. Reduced randomness of HP bonus on level up (Average amount unchanged). Rebalanced several enemies. Revised some dialogues. We are experimenting with some new crafting mechanics to make the crafting system more exciting. The next demo update will be a big one with new contents.