About This GameYou are a lone forester, who has already saved the world once! However, the mutant-pumpkins from the toilets, homosapiens-pumpkins and even the Chernobyl pumpkins attacked your village once more! Show them the mother of Kuz'ma, don't let these evil pumpkins interventionists drink your hooch!Entourage is typical for the 80's horror-movies! Dread, shouts and death are at every step. There are SIX locations where you'll have to fight the actual terrorists-pumpkins! It looks like a typical 90's shooter, nevertheless, it has a unique idea! Only on PC! Consoles go home! With this game out there is a new standert for AAA-projects! b4d347fde0
English
rage smashing pumpkins. rage on pumpkins Its pretty good.. This game needs achievements though. Good ones like killed 10,000 Pumpkins or something hard like that.. Its pretty good.. This game needs achievements though. Good ones like killed 10,000 Pumpkins or something hard like that. February 4 update:
Known issue: Dungeon BGM sometimes stutters when holding down movement buttons in the dungeon
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 them all. These problems can't be left unaddressed and after some discussions, we decided to rework major parts of the design from scratch instead of making impromptu fixes whenever things go wrong, otherwise there'd be no end to them. This was our inexperience as developers showing and we have no excuses, but if we have to choose between a timely release and a quality game, we would always choose the latter and I hope you can agree. There are also many bug fixes and polishing touches to be made. Unclear UI, awkward controls, unnatural dialogues, unnecessary clicks or button presses are some of the issues we've been trying to tackle. Here're a few polishes we've done since the last demo update to give you an idea of what to expect in the full commercial version:
I hope that clears up the situation a bit, and hopefully Serment will turn out to be a game that's worth the long wait. Also, a quick shoutout to our publisher Sekai Project, who has been very supportive and understanding thus far. . Release date: 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 effect where more popular games will subsequently appear in other places such as the "New and Trending" list, the main store's banners or Steam's recommendations while less popular games will quickly fade into obscurity. During major sales like the Summer of Winter Sale, this initial visibility is severely reduced to make space on the Steam client for featured discounts. So releasing a game during the sale is very undesirable. Then, why not release the game before the sale instead (for instances, right now)? Due to Steam's compulsory review before release (which takes more time than we expected due to the recent changes in Steam's policy about games with mature contents), the earliest possible release date would be next Monday, December 17. The Winter Sale will start shortly after, so the game's spot in the "Specials" list due to its sale discount (which is also a very significant amount of a new game's visibility) will be quickly swallowed up by thousands of other featured deals. Thus, releasing right before the sale is also a no-go. But then, why wait a whole month after the Winter Sale? Why don't we release the game right after it ends? Past data from our publisher suggests that right after a big sale, the number of store views and purchases immediately plummets, and remains a lot worse than other normal periods for a solid 3 to 4 weeks. We speculate this is due to potential customers being occupied with their recent purchases during the sale, so they're not immediately looking to buy any additional products. Thus, our publisher recommends a 4 weeks gap after the Winter Sale before Serment's release, which leads us to the date of February 1. The timing is rather unfortunate, so we apologize and hope for your understanding.. February 2 update #2: A few more balance changes and QoL features.
Changelog. February 10 update:
1 new boss battle and some more changes/bug fixes!
Complete changelog:
The Witch's House MV [cheat]
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