- End of Stoneshard: Prologue Support - 12 March 2025
Hi everyone! We'd also like to announce the end of support for Stoneshard: Prologue as a standalone title. Starting today, a free demo version with the same content is available on Stoneshard’s store page, still offering everyone a chance to try the game out before purchase. https://store.steampowered.com/app/625960/Stoneshard/ Those of you who have already added Stoneshard: Prologue to their library can continue playing it, but it will no longer receive updates and will be removed from the Steam Store in the near future. Take care!
- Play New Demos by HypeTrain Digital – Steam Game Festival - 16 June 2020
Hi! We’re delighted to take part in the Steam Game Festival (June 16 - June 22), which is already live now! Throughout the event we've brought demos for each of the 8 games we are currently working on. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26684285%2F7abeae814099c7e99930eac874f252bae2418cb1.jpg All of them are in different genres, settings and styles. You will surely find something that piques your interest! All the content available for Steam Summer Festival is free, some demos are long, some allow infinite play. Here is a little sneak peek of every title available. Voidtrain https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26684285%2F24e19a0b140c0b6ba83248df68f6e3487ea01ea7.jpg Voidtrain is a first-person action/survival game where you become a crew member of an interdimensional express. Build your own train, upgrade it, craft weapons and tra…
- Stoneshard Is Now Available In Early Access + Prologue Update! - 6 February 2020
Greetings! We'd like to thank all those who've been supporting us all this time. Our game is about to enter into the next stage, and we hope we can see it through together. You can purchase the game here: https://store.steampowered.com/app/625960/Stoneshard/ You can learn about the development plan and see answers to the most frequently asked questions in the previous news post. PROLOGUE UPDATE In short, it’s now required to complete the Prologue before playing in Adventure Mode, since it’s an important part of the story, serving as a tutorial to basic game mechanics. Because of that we’ve decided to make the Prologue’s difficulty curve less steep to better ease new players into the game and allow them to delve into the open world as soon as possible. The changes mostly affect the boss fight and some secondary mechanics. Other than that, the Prologue remains a formidable challenge to yo…
- 3 Days Before Release! + Roadmap & Early Access FAQ - 3 February 2020
Hello everyone! As a reminder, it’s just 3 days until the Early Access release! That’s why we’d like to answer some of the most frequently asked questions as well as tell you about the current status of the game, what will happen during the EA, and our plans for the future. Early Access is just the beginning of the long way, which we are yet to walk with your support. There are still lots of mechanics and content to be added. We’ll need approximately 2 years to implement everything we’ve planned. Let’s start with the most important part - the current content. Right now the basic gameplay cycle is pretty much in place. Combat, dungeon crawling, health system, character development, and economy are all functional. To fully explore all the content with one character, you’ll need around 7-10 hours, which is roughly translated into gaining 8-10 experience levels. Currently in-game content in…
- 7 Days Until Release + Early Access Trailer - 30 January 2020
Hello everyone! We’re here to remind you only 7 days left until Stoneshard launches in Early Access on the 6th of February! For those of you still wondering, the price tag will be $15 for the US / 15€ for the EU. To celebrate this, we’ve just released our launch trailer. Check it out! In the coming week prepare for more news and updates, including our Early Access FAQ, development roadmap and other interesting things. Cheers!
- Devlog: Tweaks & Changes - 27 January 2020
Hello everyone! This devlog is dedicated to a variety of small tweaks and improvements, which have accumulated over the last few weeks. Cooking Casual cooking is the best way to ease your mind after slaughtering the whole bunch of bandits. Ever since the old Prologue, many players have been complaining that there are no uses for raw meat. In fact, we do have a fairly complex cooking and ingredient system planned, but implementing it is a very complex task, so it won’t be coming any time soon. Nevertheless, there is already a need for some option to cook meat acquired from hunting - that’s why we’ve added a small placeholder system, which will allow roasting it. To do it, you will need to find a campfire or an oven, start a fire, and cook raw meat through the context menu. Simple, fast, filling. Expanded Map and More Dungeons With the addition of a new village (we’ll tell you more about…
- Devlog: Character Selection - 18 January 2020
Hello everyone! In today’s devlog, we’d like to share some details about the character selection system. As some of you may not know, Verren isn’t the main character of our game. He only comes under your control in the Prologue. In the main game, however, he is an employer and a mentor figure to your character. We plan to introduce an option to create your own mercenary, but at the moment the game lacks systems necessary for implementing a fully working character generator. Instead, we added an option to choose from four preset characters. Each of them has their own appearance, portrait, starting inventory, starting attributes, some special dialogue options and also a unique perk, unavailable to other characters. An important thing about preset characters is that they have affinities, governing which skills are initially unlocked. For instance, Jorgrim is good with melee weapons and can…
- Stoneshard: Prologue now available on Linux! - 2 January 2020
Hello! We're glad to inform that Stoneshard: Prologue is now available on Linux. Recommended OC is Ubuntu 18.04 LTS 64bit. Other distributives may work as well, but they weren't tested. It is important to note that depending on your version of Ubuntu additional dependencies may need to be installed to play the game. These dependencies are: libcurl4 libopenal1 You may need to install these packages otherwise the game won't run. Also, we hotfixed being able to move and fight during cutscenes and possibility to kill Archon with bow during the first phase. Take care!
- New Patch - 30 December 2019
Hello! We are glad to present you our last patch – both this year and before the release of the main game. There is not much time left before Early Access launch, therefore we again return to the development of the main game. Right now most frequent bugs and major grievances seem to be fixed, so enjoy the updated version and Happy New Year! Bugfixes & Stability Fixed Waterskin not decreasing Intoxication when used. Fixed Torture Tools dropping herbs when searched. Fixed Deadly Trick not exchanging places when Blood Golem if it’s killed with this skill. Fixed arrows visually stucking in the doorways. “Rapid Restoration” potion buff now also restores a set amount of health each turn, thus becoming actually usable in battles. Fixed environmental objects not displaying their names in the events log. Fixed “Keeping Distance” skill not always triggering an attack. Fixed extensive weapon buff…
- Hotfix #3 & 4 - 27 December 2019
Hotfix #3 Fixed scrolls causing crashes when opening chests Fixed “Keeping Distance” skill causing character to attack doors if used in a doorway Fixed Potion of Purification removing injuries Increased Bad Trip chance for Stardust Increased starting weapons damage by 1 point Many minor visual fixes Fixed Fortitude increased by Vitality and not Willpower Nerfed Proselyte Outcast a little Fixed Sponge causing Sleep for 15 turns instead of 10 Decreased noise caused by most character’s actions Added missing Piercing Resistance for doors Several text improvements Hotfix #4 Fixed heavy helmets Vision penalty causing Archon to "disappear" during the boss fight Fixed dual weapons strikes reducing skill cooldowns Fixed permanent inability to use skills after switching floors while being silenced Fixed Phantom Bats skill not working properly
- Hotfix #2 - 26 December 2019
Fixed Melting Ray-related crash Re-adjusted spawnrates in Abbey's Cellars. They should be less swarmed now. Slightly increased food droprate from crates and barrels. Proselyte Outcast's Blood Craze skill not longer gives stackable Crit Chance Decreased Ascended Archon's Backward Dash cooldown by 1 turn. Buffed damage done by all Greatswords Slightly decreased Vision penalty from heavy helmets Fixed several typoes
- Hotfix - 25 December 2019
This is mostly an effort to fix most frequent bugs and bring difficulty curve in line, as second floor and boss fight turned out to be particularly easy. Stability & Fixes Various crashes and bugs fixed Several text typos and mistakes fixes Balance Decreased spawn rates in the Old Catacombs. Increased spawn rates in the Abbey's Cellars. Increased Proselytes health and damage by roughly 7-15%, depending on type Increased Body Part Healing of Salves (10% > 12%) Added missing description for Proselyte Harbinger Greatswords Feint Strike damage penalty decreased (30% > 25%) Riposte effects increased (Block Chance 12.5% > 15%, Block Power 10% > 15%) Boss Fight Statues HP increased by 13% Summoned Zombies deal 70% more damage and have 25% more health. Phantom Bats Damage increased (18 > 26) Curse duration reduced (15t > 13t) Blood Clot Damage increased (6 > 8) Unholy Ritual Healing increased (…
- Remastered Prologue is Here! - 25 December 2019
Hello everyone! Ink Stains Games here! We’d like to wish all of you Happy Holidays and to present you the long awaited update for the Prologue as a Christmas gift. The original Prologue was published in May 2018. At the time it was more of a proof of concept, designed to demonstrate Kickstarter backers our vision of the future game. A lot of time has passed since then, most systems of the game have changed beyond recognition. And at some point the Prologue grew so outdated that updating it became a priority. Now the Prologue is mechanically equal to the main game and we hope it will make it easier to wait for the February release :) The list of changes is too expansive to be presented in detail – after all, this update includes a year and a half of hard work. The Prologue’s structure remains the same, but if we are to list the most important changes, here is what you should expect from…
- Devlog: Prologue Progress - 17 November 2019
Hello everyone! In this devlog we’ll tell you what to expect from the updated Prologue which we plan to release this year. Since the release of the Prologue in May 2018 almost every aspect of the game has changed so much, that the current Prologue will rather confuse newcomers than introduce them to the game. Therefore we decided to put an effort into updating its systems and mechanics so that they’ll better reflect the state of the main game. It’s worth mentioning that the Prologue will remain free and will also be included in the main game, where it will serve as a tutorial and an introduction to the story. It means that you can complete it both as a standalone version as well as a part of the main game. Your actions in the Prologue will not have any effect on your main game so don’t worry about transferring progress. The only thing to keep in mind is that if you finish the Prologue b…
- Devlog: Weapon Skills - 11 October 2019
Greetings everyone! Over the last month we’ve got lots of news to share. Since September 20th we’ve been conducting a Closed Beta Test. Thanks to our testers, we’ve collected a lot of feedback and fixed many bugs. Therefore, this devlog is split in two parts: we’ll present weapons and weapon abilities for those, who haven’t seen beta version gameplay, and then we’ll get to our future plans for the game. Overall there are 13 types of weaponry planned for the game: swords, axes, maces, daggers, greatswords, greataxes, greatmauls, spears, bows, crossbows, staffs and shields. In turn-based games the majority of weapons functions in a similar manner, so we tried our best to bring as much variety to stats, crit effects and abilities as possible. Specifics go as follows: Click for fullscreen At the moment we’ve implemented 8 skill trees out of planned 12. Skill trees more or less share the sam…
- The Wild Eight 1.0 Is Out Now! 15% Discount + Supporter Pack Now Available - 4 October 2019
Greetings, everyone! Here’s a message from our partners at HypeTrain Digital - their top-selling survival title, The Wild Eight, is coming out of Early Access later today! To celebrate, The Wild Eight 1.0 will be sold with a -15% discount for a week, until Oct 10th. Act now, while the offer lasts! https://store.steampowered.com/app/526160/The_Wild_Eight/ Here’s what’s awaits both new and old players in the The Wild Eight 1.0: The conclusion to The Wild Eight's story - continue the main questline to uncover the mystery of the Dark Matter Discover new side-quests and locations in an all-new biome, filled with exciting creatures and resources Find and make use of the new ranged weapons and equipment; Stability improvements & optimization fixes The Wild Eight Supporter Pack Want to give some extra love to the creators of The Wild Eight - and get some awesome stuff in return? We've got just…
- Devlog: Geomancy - 12 September 2019
Greetings everyone! Our monthly devlog has arrived. As was promised, we present the second magic skill tree – Geomancy. In fact, the development progress over the last month was rather substantial (overall we have finished or have nearly finished a dozen of skill trees), so it doesn't all fit in a single devlog. As a result, we settled on presenting one of the more interesting skill trees. To be frank, creating Geomancy wasn't easy. Each skill has gone through at least a couple of reworks and many of them now differ greatly from the original intent. Nevertheless, the skill tree benefited greatly as a result. As we see it, we have achieved our goal – to make an interesting and visually impressive magic school, backed up by some unique mechanics. The main idea behind geomancy is that most spells of this school require a conductor, a runic boulder which has many uses. All in all the skill…
- Verren has something to give - 22 August 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F35289249%2Fc9a6f83756a7914b9c59b25e54b00d1ec768e044.png Hello everyone! Recently Verren, the protagonist of the Prologue and the one who employs you in the main game, started sending peculiar letters to everyone who accepted the contract. He may sound grumpy but he is trying to prepare you for the quest ahead by sharing his numerous stories and other valuable information. He also intends to give you his heirloom ring with his last letter. Maybe it’ll aid you on your journey… and there’s only one way to know how! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F35289249%2F95e5ae2a6195884b0ddc2a23f7f0a829e5fb51e5.png
- Devlog: Equipment - 19 August 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F35289249%2Fd45af6a54b4fb1817bdcda7391a38570349b8b32.png Hello! There was a period of silence recently, but for a good reason – we are very busy adding and calibrating new skills. There’re still some tweaks to be done, so in meanwhile we decided to show another important aspect – equipment. So let's not protract the introduction any longer and jump right to the interesting stuff. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F35289249%2F4b0c9093a405a03f4f72f7c8fe3c691416a42558.gif Press F for Fashion All this time our game’s setting was smoothly drifting towards a rather realistic and gritty low fantasy – which of course affected the equipment. Over the past weeks we have added a huge number of new items (100+!) – and most of the old ones you’ve encountered during your Prologue runs were reworked from scra…
- Devlog: Health System - 20 July 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F35289249%2F28aabdd86a97ba83fcd6bb5e5a1237600da6b567.png Hello! In this devlog we will talk about the health system changes – since the Prologue’s release, we’ve made lots of fundamental changes. Almost from the very start, the health system was one of the main features of Stoneshard. Its main purpose isn’t about realism and difficulty for the sake of realism and difficulty, but to help you immerse in your character. It's one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects. We wanted even survival outside the battle to require well-considered and thought-out decisions, since it drastically changes the general gamefeel. In the Prologue, the injury system was almost entirely based on r…